2626 lines
66 KiB
C
2626 lines
66 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_ents.c -- present snapshot entities, happens every single frame
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#include "cg_local.h"
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/*
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Ghoul2 Insert Start
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*/
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#include "..\game\q_shared.h"
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#include "..\ghoul2\g2.h"
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/*
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Ghoul2 Insert end
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*/
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static void CG_Missile( centity_t *cent );
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/*
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======================
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CG_PositionEntityOnTag
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Modifies the entities position and axis by the given
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tag location
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======================
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*/
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void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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qhandle_t parentModel, char *tagName ) {
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int i;
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orientation_t lerped;
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// lerp the tag
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trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// had to cast away the const to avoid compiler problems...
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MatrixMultiply( lerped.axis, ((refEntity_t *)parent)->axis, entity->axis );
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entity->backlerp = parent->backlerp;
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}
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/*
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======================
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CG_PositionRotatedEntityOnTag
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Modifies the entities position and axis by the given
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tag location
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======================
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*/
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void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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qhandle_t parentModel, char *tagName ) {
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int i;
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orientation_t lerped;
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vec3_t tempAxis[3];
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//AxisClear( entity->axis );
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// lerp the tag
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trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// had to cast away the const to avoid compiler problems...
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MatrixMultiply( entity->axis, lerped.axis, tempAxis );
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MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis );
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}
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/*
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==========================================================================
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FUNCTIONS CALLED EACH FRAME
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==========================================================================
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*/
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/*
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======================
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CG_SetEntitySoundPosition
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Also called by event processing code
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======================
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*/
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void CG_SetEntitySoundPosition( centity_t *cent ) {
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if ( cent->currentState.solid == SOLID_BMODEL )
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{
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vec3_t origin;
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float *v;
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v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ];
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VectorAdd( cent->lerpOrigin, v, origin );
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trap_S_UpdateEntityPosition( cent->currentState.number, origin );
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}
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else
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{
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trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin );
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}
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}
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/*
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==================
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CG_EntityEffects
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Add continuous entity effects, like local entity emission and lighting
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==================
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*/
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static void CG_EntityEffects( centity_t *cent ) {
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// update sound origins
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CG_SetEntitySoundPosition( cent );
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// add loop sound
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if ( cent->currentState.loopSound ) {
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//rww - doors and things with looping sounds have a crazy origin (being brush models and all)
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if ( cent->currentState.solid == SOLID_BMODEL )
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{
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vec3_t origin;
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float *v;
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v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ];
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VectorAdd( cent->lerpOrigin, v, origin );
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trap_S_AddLoopingSound( cent->currentState.number, origin, vec3_origin,
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cgs.gameSounds[ cent->currentState.loopSound ] );
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}
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else if (cent->currentState.eType != ET_SPEAKER) {
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trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
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cgs.gameSounds[ cent->currentState.loopSound ] );
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} else {
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trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
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cgs.gameSounds[ cent->currentState.loopSound ] );
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}
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}
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// constant light glow
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if ( cent->currentState.constantLight ) {
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int cl;
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int i, r, g, b;
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cl = cent->currentState.constantLight;
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r = cl & 255;
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g = ( cl >> 8 ) & 255;
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b = ( cl >> 16 ) & 255;
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i = ( ( cl >> 24 ) & 255 ) * 4;
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trap_R_AddLightToScene( cent->lerpOrigin, i, r, g, b );
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}
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}
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localEntity_t *FX_AddOrientedLine(vec3_t start, vec3_t end, vec3_t normal, float stScale, float scale,
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float dscale, float startalpha, float endalpha, float killTime, qhandle_t shader)
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{
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localEntity_t *le;
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#ifdef _DEBUG
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if (!shader)
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{
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Com_Printf("FX_AddLine: NULL shader\n");
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}
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#endif
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le = CG_AllocLocalEntity();
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le->leType = LE_OLINE;
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le->startTime = cg.time;
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le->endTime = le->startTime + killTime;
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le->data.line.width = scale;
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le->data.line.dwidth = dscale;
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le->alpha = startalpha;
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le->dalpha = endalpha - startalpha;
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le->refEntity.data.line.stscale = stScale;
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le->refEntity.data.line.width = scale;
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le->refEntity.customShader = shader;
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// set origin
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VectorCopy ( start, le->refEntity.origin);
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VectorCopy ( end, le->refEntity.oldorigin );
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AxisClear(le->refEntity.axis);
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VectorCopy( normal, le->refEntity.axis[0] );
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RotateAroundDirection( le->refEntity.axis, 0); // le->refEntity.data.sprite.rotation ); This is roll in quad land
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le->refEntity.shaderRGBA[0] = 0xff;
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le->refEntity.shaderRGBA[1] = 0xff;
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le->refEntity.shaderRGBA[2] = 0xff;
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le->refEntity.shaderRGBA[3] = 0xff;
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le->color[0] = 1.0;
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le->color[1] = 1.0;
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le->color[2] = 1.0;
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le->color[3] = 1.0;
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le->lifeRate = 1.0 / ( le->endTime - le->startTime );
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return(le);
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}
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void FX_DrawPortableShield(centity_t *cent)
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{
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//rww - this code differs a bit from the draw code in EF, I don't know why I had to do
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//it this way yet it worked in EF the other way.
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int xaxis, height, posWidth, negWidth, team;
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vec3_t start, end, normal;
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localEntity_t *le;
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qhandle_t shader;
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char buf[1024];
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trap_Cvar_VariableStringBuffer("cl_paused", buf, sizeof(buf));
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if (atoi(buf))
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{ //rww - fix to keep from rendering repeatedly while HUD menu is up
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return;
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}
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if (cent->currentState.eFlags & EF_NODRAW)
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{
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return;
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}
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// decode the data stored in time2
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xaxis = ((cent->currentState.time2 >> 24) & 1);
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height = ((cent->currentState.time2 >> 16) & 255);
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posWidth = ((cent->currentState.time2 >> 8) & 255);
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negWidth = (cent->currentState.time2 & 255);
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team = (cent->currentState.otherEntityNum2);
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VectorClear(normal);
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VectorCopy(cent->lerpOrigin, start);
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VectorCopy(cent->lerpOrigin, end);
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if (xaxis) // drawing along x-axis
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{
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start[0] -= negWidth;
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end[0] += posWidth;
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}
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else
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{
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start[1] -= negWidth;
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end[1] += posWidth;
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}
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normal[0] = 1;
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normal[1] = 1;
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start[2] += height/2;
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end[2] += height/2;
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if (team == TEAM_RED)
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{
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if (cent->currentState.trickedentindex)
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{
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shader = trap_R_RegisterShader( "gfx/misc/red_dmgshield" );
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}
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else
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{
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shader = trap_R_RegisterShader( "gfx/misc/red_portashield" );
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}
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}
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else
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{
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if (cent->currentState.trickedentindex)
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{
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shader = trap_R_RegisterShader( "gfx/misc/blue_dmgshield" );
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}
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else
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{
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shader = trap_R_RegisterShader( "gfx/misc/blue_portashield" );
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}
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}
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le = FX_AddOrientedLine(start, end, normal, 1.0f, height, 0.0f, 1.0f, 1.0f, 50.0, shader);
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}
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/*
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==================
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CG_Special
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==================
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*/
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void CG_Special( centity_t *cent ) {
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entityState_t *s1;
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s1 = ¢->currentState;
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if (!s1)
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{
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return;
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}
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// if set to invisible, skip
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if (!s1->modelindex) {
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return;
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}
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if (s1->modelindex == HI_SHIELD)
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{ // The portable shield should go through a different rendering function.
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FX_DrawPortableShield(cent);
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return;
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}
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}
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/*
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Ghoul2 Insert Start
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*/
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// Copy the ghoul2 data into the ref ent correctly
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void CG_SetGhoul2Info( refEntity_t *ent, centity_t *cent)
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{
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ent->ghoul2 = cent->ghoul2;
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VectorCopy( cent->modelScale, ent->modelScale);
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ent->radius = cent->radius;
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VectorCopy (cent->lerpAngles, ent->angles);
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}
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// create 8 new points on screen around a model so we can see it's bounding box
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void CG_CreateBBRefEnts(entityState_t *s1, vec3_t origin )
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{
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/*
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//g2r
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#if _DEBUG
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refEntity_t point[8];
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int i;
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vec3_t angles = {0,0,0};
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for (i=0; i<8; i++)
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{
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memset (&point[i], 0, sizeof(refEntity_t));
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point[i].reType = RT_SPRITE;
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point[i].radius = 1;
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point[i].customShader = trap_R_RegisterShader("textures/tests/circle");
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point[i].shaderRGBA[0] = 255;
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point[i].shaderRGBA[1] = 255;
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point[i].shaderRGBA[2] = 255;
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point[i].shaderRGBA[3] = 255;
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AnglesToAxis( angles, point[i].axis );
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// now, we need to put the correct origins into each origin from the mins and max's
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switch(i)
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{
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case 0:
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VectorCopy(s1->mins, point[i].origin);
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break;
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case 1:
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VectorCopy(s1->mins, point[i].origin);
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point[i].origin[0] = s1->maxs[0];
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break;
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case 2:
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VectorCopy(s1->mins, point[i].origin);
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point[i].origin[1] = s1->maxs[1];
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break;
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case 3:
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VectorCopy(s1->mins, point[i].origin);
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point[i].origin[0] = s1->maxs[0];
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point[i].origin[1] = s1->maxs[1];
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break;
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case 4:
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VectorCopy(s1->maxs, point[i].origin);
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break;
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case 5:
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VectorCopy(s1->maxs, point[i].origin);
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point[i].origin[0] = s1->mins[0];
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break;
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case 6:
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VectorCopy(s1->maxs, point[i].origin);
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point[i].origin[1] = s1->mins[1];
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break;
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case 7:
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VectorCopy(s1->maxs, point[i].origin);
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point[i].origin[0] = s1->mins[0];
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point[i].origin[1] = s1->mins[1];
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break;
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}
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// add the original origin to each point and then stuff them out there
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VectorAdd(point[i].origin, origin, point[i].origin);
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trap_R_AddRefEntityToScene (&point[i]);
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}
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#endif
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*/
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}
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// write in the axis and stuff
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void G2_BoltToGhoul2Model(centity_t *cent, refEntity_t *ent)
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{
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// extract the wraith ID from the bolt info
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int modelNum = cent->boltInfo >> MODEL_SHIFT;
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int boltNum = cent->boltInfo >> BOLT_SHIFT;
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int entNum = cent->boltInfo >> ENTITY_SHIFT;
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mdxaBone_t boltMatrix;
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modelNum &= MODEL_AND;
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boltNum &= BOLT_AND;
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entNum &= ENTITY_AND;
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//NOTENOTE I put this here because the cgs.gamemodels array no longer gets initialized.
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assert(0);
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// go away and get me the bolt position for this frame please
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trap_G2API_GetBoltMatrix(cent->ghoul2, modelNum, boltNum, &boltMatrix, cg_entities[entNum].currentState.angles, cg_entities[entNum].currentState.origin, cg.time, cgs.gameModels, cent->modelScale);
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// set up the axis and origin we need for the actual effect spawning
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ent->origin[0] = boltMatrix.matrix[0][3];
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ent->origin[1] = boltMatrix.matrix[1][3];
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ent->origin[2] = boltMatrix.matrix[2][3];
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ent->axis[0][0] = boltMatrix.matrix[0][0];
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ent->axis[0][1] = boltMatrix.matrix[1][0];
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ent->axis[0][2] = boltMatrix.matrix[2][0];
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ent->axis[1][0] = boltMatrix.matrix[0][1];
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ent->axis[1][1] = boltMatrix.matrix[1][1];
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ent->axis[1][2] = boltMatrix.matrix[2][1];
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ent->axis[2][0] = boltMatrix.matrix[0][2];
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ent->axis[2][1] = boltMatrix.matrix[1][2];
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ent->axis[2][2] = boltMatrix.matrix[2][2];
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}
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void ScaleModelAxis(refEntity_t *ent)
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{ // scale the model should we need to
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if (ent->modelScale[0] && ent->modelScale[0] != 1.0f)
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{
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VectorScale( ent->axis[0], ent->modelScale[0] , ent->axis[0] );
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ent->nonNormalizedAxes = qtrue;
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}
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if (ent->modelScale[1] && ent->modelScale[1] != 1.0f)
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{
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VectorScale( ent->axis[1], ent->modelScale[1] , ent->axis[1] );
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ent->nonNormalizedAxes = qtrue;
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}
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if (ent->modelScale[2] && ent->modelScale[2] != 1.0f)
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{
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VectorScale( ent->axis[2], ent->modelScale[2] , ent->axis[2] );
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ent->nonNormalizedAxes = qtrue;
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}
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}
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/*
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Ghoul2 Insert End
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*/
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char *forceHolocronModels[] = {
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"models/map_objects/mp/lt_heal.md3", //FP_HEAL,
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"models/map_objects/mp/force_jump.md3", //FP_LEVITATION,
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"models/map_objects/mp/force_speed.md3", //FP_SPEED,
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"models/map_objects/mp/force_push.md3", //FP_PUSH,
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"models/map_objects/mp/force_pull.md3", //FP_PULL,
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"models/map_objects/mp/lt_telepathy.md3", //FP_TELEPATHY,
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"models/map_objects/mp/dk_grip.md3", //FP_GRIP,
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"models/map_objects/mp/dk_lightning.md3", //FP_LIGHTNING,
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"models/map_objects/mp/dk_rage.md3", //FP_RAGE,
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"models/map_objects/mp/lt_protect.md3", //FP_PROTECT,
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"models/map_objects/mp/lt_absorb.md3", //FP_ABSORB,
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"models/map_objects/mp/lt_healother.md3", //FP_TEAM_HEAL,
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"models/map_objects/mp/dk_powerother.md3", //FP_TEAM_FORCE,
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"models/map_objects/mp/dk_drain.md3", //FP_DRAIN,
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"models/map_objects/mp/force_sight.md3", //FP_SEE,
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"models/map_objects/mp/saber_attack.md3", //FP_SABERATTACK,
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"models/map_objects/mp/saber_defend.md3", //FP_SABERDEFEND,
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"models/map_objects/mp/saber_throw.md3" //FP_SABERTHROW
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};
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/*
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==================
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CG_General
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==================
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*/
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static void CG_General( centity_t *cent ) {
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refEntity_t ent;
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entityState_t *s1;
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float val;
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int beamID;
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vec3_t beamOrg;
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mdxaBone_t matrix;
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if (cent->currentState.modelGhoul2 == 999)
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{ //not ready to be drawn or initialized..
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return;
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}
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if (cent->ghoul2 && !cent->currentState.modelGhoul2 && cent->currentState.eType != ET_BODY &&
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cent->currentState.number >= MAX_CLIENTS)
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{ //this is a bad thing
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if (trap_G2_HaveWeGhoul2Models(cent->ghoul2))
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{
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trap_G2API_CleanGhoul2Models(&(cent->ghoul2));
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}
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}
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if (cent->currentState.modelGhoul2 >= G2_MODELPART_HEAD &&
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cent->currentState.modelGhoul2 <= G2_MODELPART_RLEG &&
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cent->currentState.modelindex < MAX_CLIENTS &&
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cent->currentState.weapon == G2_MODEL_PART)
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{ //special case for client limbs
|
|
centity_t *clEnt = &cg_entities[cent->currentState.modelindex];
|
|
int dismember_settings = cg_dismember.integer;
|
|
|
|
if (!dismember_settings)
|
|
{ //This client does not wish to see dismemberment.
|
|
return;
|
|
}
|
|
|
|
if (dismember_settings < 2 && (cent->currentState.modelGhoul2 == G2_MODELPART_HEAD || cent->currentState.modelGhoul2 == G2_MODELPART_WAIST))
|
|
{ //dismember settings are not high enough to display decaps and torso slashes
|
|
return;
|
|
}
|
|
|
|
if (!cent->ghoul2)
|
|
{
|
|
const char *limbBone;
|
|
const char *rotateBone;
|
|
char *limbName;
|
|
char *limbCapName;
|
|
char *stubCapName;
|
|
char *limbTagName;
|
|
char *stubTagName;
|
|
int limb_anim;
|
|
int newBolt;
|
|
|
|
if (clEnt && clEnt->torsoBolt)
|
|
{ //already have a limb missing!
|
|
return;
|
|
}
|
|
|
|
|
|
if (clEnt && !(clEnt->currentState.eFlags & EF_DEAD))
|
|
{ //death flag hasn't made it through yet for the limb owner, we cannot create the limb until he's flagged as dead
|
|
return;
|
|
}
|
|
|
|
cent->bolt4 = -1;
|
|
cent->trailTime = 0;
|
|
|
|
switch (cent->currentState.modelGhoul2)
|
|
{
|
|
case G2_MODELPART_HEAD:
|
|
limbBone = "cervical";
|
|
rotateBone = "cranium";
|
|
limbName = "head";
|
|
limbCapName = "head_cap_torso_off";
|
|
stubCapName = "torso_cap_head_off";
|
|
limbTagName = "*head_cap_torso";
|
|
stubTagName = "*torso_cap_head";
|
|
limb_anim = BOTH_DISMEMBER_HEAD1;
|
|
break;
|
|
case G2_MODELPART_WAIST:
|
|
limbBone = "pelvis";
|
|
rotateBone = "thoracic";
|
|
limbName = "torso";
|
|
limbCapName = "torso_cap_hips_off";
|
|
stubCapName = "hips_cap_torso_off";
|
|
limbTagName = "*torso_cap_hips";
|
|
stubTagName = "*hips_cap_torso";
|
|
limb_anim = BOTH_DISMEMBER_TORSO1;
|
|
break;
|
|
case G2_MODELPART_LARM:
|
|
limbBone = "lhumerus";
|
|
rotateBone = "lradius";
|
|
limbName = "l_arm";
|
|
limbCapName = "l_arm_cap_torso_off";
|
|
stubCapName = "torso_cap_l_arm_off";
|
|
limbTagName = "*l_arm_cap_torso";
|
|
stubTagName = "*torso_cap_l_arm";
|
|
limb_anim = BOTH_DISMEMBER_LARM;
|
|
break;
|
|
case G2_MODELPART_RARM:
|
|
limbBone = "rhumerus";
|
|
rotateBone = "rradius";
|
|
limbName = "r_arm";
|
|
limbCapName = "r_arm_cap_torso_off";
|
|
stubCapName = "torso_cap_r_arm_off";
|
|
limbTagName = "*r_arm_cap_torso";
|
|
stubTagName = "*torso_cap_r_arm";
|
|
limb_anim = BOTH_DISMEMBER_RARM;
|
|
break;
|
|
case G2_MODELPART_LLEG:
|
|
limbBone = "lfemurYZ";
|
|
rotateBone = "ltibia";
|
|
limbName = "l_leg";
|
|
limbCapName = "l_leg_cap_hips_off";
|
|
stubCapName = "hips_cap_l_leg_off";
|
|
limbTagName = "*l_leg_cap_hips";
|
|
stubTagName = "*hips_cap_l_leg";
|
|
limb_anim = BOTH_DISMEMBER_LLEG;
|
|
break;
|
|
case G2_MODELPART_RLEG:
|
|
limbBone = "rfemurYZ";
|
|
rotateBone = "rtibia";
|
|
limbName = "r_leg";
|
|
limbCapName = "r_leg_cap_hips_off";
|
|
stubCapName = "hips_cap_r_leg_off";
|
|
limbTagName = "*r_leg_cap_hips";
|
|
stubTagName = "*hips_cap_r_leg";
|
|
limb_anim = BOTH_DISMEMBER_RLEG;
|
|
break;
|
|
default:
|
|
limbBone = "rfemurYZ";
|
|
rotateBone = "rtibia";
|
|
limbName = "r_leg";
|
|
limbCapName = "r_leg_cap_hips_off";
|
|
stubCapName = "hips_cap_r_leg_off";
|
|
limbTagName = "*r_leg_cap_hips";
|
|
stubTagName = "*hips_cap_r_leg";
|
|
limb_anim = BOTH_DISMEMBER_RLEG;
|
|
break;
|
|
}
|
|
|
|
if (clEnt && clEnt->ghoul2)
|
|
{
|
|
animation_t *anim = NULL;
|
|
float animSpeed;
|
|
int flags=BONE_ANIM_OVERRIDE_FREEZE;
|
|
clientInfo_t *ci;
|
|
|
|
ci = &cgs.clientinfo[ clEnt->currentState.number ];
|
|
|
|
if (ci)
|
|
{
|
|
/*
|
|
if (cent->currentState.modelGhoul2 == G2_MODELPART_WAIST)
|
|
{
|
|
anim = &ci->animations[ cent->currentState.modelindex2 ];
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
anim = &ci->animations[ limb_anim ];
|
|
}
|
|
}
|
|
|
|
trap_G2API_DuplicateGhoul2Instance(clEnt->ghoul2, ¢->ghoul2);
|
|
|
|
if (anim)
|
|
{
|
|
animSpeed = 50.0f / anim->frameLerp;
|
|
|
|
if (cent->currentState.modelGhoul2 == G2_MODELPART_WAIST)
|
|
{
|
|
trap_G2API_SetBoneAnim(cent->ghoul2, 0, "upper_lumbar", anim->firstFrame, anim->firstFrame + anim->numFrames, flags, animSpeed, cg.time, -1, 0);
|
|
trap_G2API_SetBoneAnim(cent->ghoul2, 0, "model_root", anim->firstFrame, anim->firstFrame + anim->numFrames, flags, animSpeed, cg.time, -1, 0);
|
|
}
|
|
else
|
|
{
|
|
trap_G2API_SetBoneAnim(cent->ghoul2, 0, "upper_lumbar", anim->firstFrame + anim->numFrames-1, anim->firstFrame + anim->numFrames, flags, animSpeed, cg.time, -1, 0);
|
|
trap_G2API_SetBoneAnim(cent->ghoul2, 0, "model_root", anim->firstFrame + anim->numFrames-1, anim->firstFrame + anim->numFrames, flags, animSpeed, cg.time, -1, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!cent->ghoul2)
|
|
{
|
|
return;
|
|
}
|
|
|
|
newBolt = trap_G2API_AddBolt( cent->ghoul2, 0, limbTagName );
|
|
if ( newBolt != -1 )
|
|
{
|
|
vec3_t boltOrg, boltAng;
|
|
|
|
trap_G2API_GetBoltMatrix(cent->ghoul2, 0, newBolt, &matrix, cent->lerpAngles, cent->lerpOrigin, cg.time, cgs.gameModels, cent->modelScale);
|
|
|
|
trap_G2API_GiveMeVectorFromMatrix(&matrix, ORIGIN, boltOrg);
|
|
trap_G2API_GiveMeVectorFromMatrix(&matrix, NEGATIVE_Y, boltAng);
|
|
|
|
trap_FX_PlayEffectID(trap_FX_RegisterEffect("blaster/smoke_bolton"), boltOrg, boltAng);
|
|
}
|
|
|
|
cent->bolt4 = newBolt;
|
|
|
|
trap_G2API_SetRootSurface(cent->ghoul2, 0, limbName);
|
|
|
|
trap_G2API_SetNewOrigin(cent->ghoul2, trap_G2API_AddBolt(cent->ghoul2, 0, rotateBone));
|
|
|
|
trap_G2API_SetSurfaceOnOff(cent->ghoul2, limbCapName, 0);
|
|
|
|
trap_G2API_SetSurfaceOnOff(clEnt->ghoul2, limbName, 0x00000100);
|
|
trap_G2API_SetSurfaceOnOff(clEnt->ghoul2, stubCapName, 0);
|
|
|
|
newBolt = trap_G2API_AddBolt( clEnt->ghoul2, 0, stubTagName );
|
|
if ( newBolt != -1 )
|
|
{
|
|
vec3_t boltOrg, boltAng;
|
|
|
|
trap_G2API_GetBoltMatrix(clEnt->ghoul2, 0, newBolt, &matrix, clEnt->lerpAngles, clEnt->lerpOrigin, cg.time, cgs.gameModels, clEnt->modelScale);
|
|
|
|
trap_G2API_GiveMeVectorFromMatrix(&matrix, ORIGIN, boltOrg);
|
|
trap_G2API_GiveMeVectorFromMatrix(&matrix, NEGATIVE_Y, boltAng);
|
|
|
|
trap_FX_PlayEffectID(trap_FX_RegisterEffect("blaster/smoke_bolton"), boltOrg, boltAng);
|
|
}
|
|
|
|
if (cent->currentState.modelGhoul2 == G2_MODELPART_RARM || cent->currentState.modelGhoul2 == G2_MODELPART_WAIST)
|
|
{ //Cut his weapon holding arm off, so remove the weapon
|
|
if (trap_G2API_HasGhoul2ModelOnIndex(&(clEnt->ghoul2), 1))
|
|
{
|
|
trap_G2API_RemoveGhoul2Model(&(clEnt->ghoul2), 1);
|
|
}
|
|
}
|
|
|
|
clEnt->torsoBolt = cent->currentState.modelGhoul2; //reinit model after copying limbless one to queue
|
|
|
|
return;
|
|
}
|
|
|
|
if (cent->ghoul2 && cent->bolt4 != -1 && cent->trailTime < cg.time)
|
|
{
|
|
if ( cent->bolt4 != -1 &&
|
|
(cent->currentState.pos.trDelta[0] || cent->currentState.pos.trDelta[1] || cent->currentState.pos.trDelta[2]) )
|
|
{
|
|
vec3_t boltOrg, boltAng;
|
|
|
|
trap_G2API_GetBoltMatrix(cent->ghoul2, 0, cent->bolt4, &matrix, cent->lerpAngles, cent->lerpOrigin, cg.time, cgs.gameModels, cent->modelScale);
|
|
|
|
trap_G2API_GiveMeVectorFromMatrix(&matrix, ORIGIN, boltOrg);
|
|
trap_G2API_GiveMeVectorFromMatrix(&matrix, NEGATIVE_Y, boltAng);
|
|
|
|
trap_FX_PlayEffectID(trap_FX_RegisterEffect("blaster/smoke_bolton"), boltOrg, boltAng);
|
|
|
|
cent->trailTime = cg.time + 400;
|
|
}
|
|
}
|
|
|
|
ent.radius = cent->currentState.g2radius;
|
|
ent.hModel = 0;
|
|
}
|
|
|
|
if (cent->currentState.number >= MAX_CLIENTS &&
|
|
cent->currentState.activeForcePass == NUM_FORCE_POWERS+1)
|
|
{
|
|
centity_t *empOwn;
|
|
vec3_t empAngles, empOrg, anglesToOwner;
|
|
float angle_ideal, angle_current, angle_dif;
|
|
float degrees_positive, degrees_negative;
|
|
int overturn = 0;
|
|
|
|
empOwn = &cg_entities[cent->currentState.emplacedOwner];
|
|
|
|
if (empOwn)
|
|
{
|
|
|
|
if (cg.snap->ps.clientNum == empOwn->currentState.number &&
|
|
!cg.renderingThirdPerson)
|
|
{
|
|
VectorCopy(cg.refdefViewAngles, empAngles);
|
|
VectorCopy(cg.refdef.vieworg, empOrg);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(empOwn->lerpAngles, empAngles);
|
|
VectorCopy(empOwn->lerpOrigin, empOrg);
|
|
}
|
|
|
|
VectorSubtract(cent->lerpOrigin, empOrg, anglesToOwner);
|
|
|
|
vectoangles(anglesToOwner, anglesToOwner);
|
|
|
|
if (empAngles[PITCH] > 40)
|
|
{
|
|
empAngles[PITCH] = 40;
|
|
}
|
|
|
|
angle_ideal = empAngles[YAW];
|
|
angle_current = anglesToOwner[YAW];
|
|
|
|
if (angle_current < 0)
|
|
{
|
|
angle_current += 360;
|
|
}
|
|
if (angle_current > 360)
|
|
{
|
|
angle_current -= 360;
|
|
}
|
|
if (angle_ideal < 0)
|
|
{
|
|
angle_ideal += 360;
|
|
}
|
|
if (angle_ideal > 360)
|
|
{
|
|
angle_ideal -= 360;
|
|
}
|
|
|
|
if (angle_ideal <= angle_current)
|
|
{
|
|
degrees_negative = (angle_current - angle_ideal);
|
|
|
|
degrees_positive = (360 - angle_current) + angle_ideal;
|
|
}
|
|
else
|
|
{
|
|
degrees_negative = angle_current + (360 - angle_ideal);
|
|
|
|
degrees_positive = (angle_ideal - angle_current);
|
|
}
|
|
|
|
if (degrees_negative < degrees_positive)
|
|
{
|
|
angle_dif = degrees_negative;
|
|
}
|
|
else
|
|
{
|
|
angle_dif = degrees_positive;
|
|
}
|
|
|
|
if (cg.snap->ps.clientNum == empOwn->currentState.number)
|
|
{
|
|
cg.constrictValue = anglesToOwner[YAW];
|
|
|
|
cg.doConstrict = cg.time + 50;
|
|
}
|
|
|
|
if (angle_dif > 90)
|
|
{
|
|
overturn = 1;
|
|
|
|
if (angle_dif == degrees_negative)
|
|
{
|
|
empAngles[YAW] += (angle_dif - 90);
|
|
}
|
|
else
|
|
{
|
|
empAngles[YAW] -= (angle_dif - 90);
|
|
}
|
|
}
|
|
else if (angle_dif > 80)
|
|
{
|
|
overturn = 2;
|
|
}
|
|
|
|
if (!overturn && cg.snap->ps.clientNum == empOwn->currentState.number)
|
|
{
|
|
float plusExt = anglesToOwner[YAW]+70;
|
|
float minusExt = anglesToOwner[YAW]-70;
|
|
|
|
if (plusExt > 360)
|
|
{
|
|
plusExt -= 360;
|
|
}
|
|
if (minusExt < 0)
|
|
{
|
|
minusExt += 360;
|
|
}
|
|
|
|
trap_SetClientTurnExtent(minusExt, plusExt, cg.time+5000);
|
|
|
|
VectorCopy(empAngles, cent->turAngles);
|
|
}
|
|
else if (cg.snap->ps.clientNum == empOwn->currentState.number)
|
|
{
|
|
trap_SetClientForceAngle(cg.time+5000, cent->turAngles);
|
|
}
|
|
|
|
// empAngles[PITCH] -= 160;
|
|
|
|
if (empAngles[PITCH] < 0)
|
|
{
|
|
empAngles[PITCH] += 360;
|
|
}
|
|
if (empAngles[YAW] < 0)
|
|
{
|
|
empAngles[YAW] += 360;
|
|
}
|
|
|
|
empAngles[YAW] -= cent->currentState.angles[YAW]; //slight hack so that upper rotated half looks right on angled turrets
|
|
|
|
//AngleVectors(empAngles, NULL, NULL, up);
|
|
|
|
//empAngles[ROLL] = -empAngles[YAW];
|
|
//empAngles[YAW] = 0;
|
|
|
|
//trap_G2API_SetBoneAngles(cent->ghoul2, 0, "swivel_bone", empAngles, BONE_ANGLES_REPLACE, POSITIVE_Z, NEGATIVE_X, NEGATIVE_Y, NULL, 0, cg.time);
|
|
//trap_G2API_SetBoneAngles(cent->ghoul2, 0, "swivel_bone", empAngles, BONE_ANGLES_REPLACE, POSITIVE_Z, POSITIVE_X, POSITIVE_Y, NULL, 0, cg.time);
|
|
|
|
//constrict the pitch angles of the turret but not the player view
|
|
/*
|
|
if (empAngles[PITCH] < 170)
|
|
{
|
|
empAngles[PITCH] = 170;
|
|
}
|
|
if (empAngles[PITCH] > 240)
|
|
{
|
|
empAngles[PITCH] = 240;
|
|
}
|
|
*/
|
|
|
|
trap_G2API_SetBoneAngles( cent->ghoul2, 0, /*"swivel_bone"*/"Bone02", empAngles, BONE_ANGLES_REPLACE, NEGATIVE_Y, NEGATIVE_X, POSITIVE_Z, NULL, 0, cg.time);
|
|
//trap_G2API_SetBoneAngles( cent->ghoul2, 0, "swivel_bone", empAngles, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 0, cg.time);
|
|
}
|
|
}
|
|
|
|
s1 = ¢->currentState;
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
// if set to invisible, skip
|
|
if ((!s1->modelindex) && !(trap_G2_HaveWeGhoul2Models(cent->ghoul2)))
|
|
{
|
|
return;
|
|
}
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
memset (&ent, 0, sizeof(ent));
|
|
|
|
// set frame
|
|
|
|
ent.frame = s1->frame;
|
|
ent.oldframe = ent.frame;
|
|
ent.backlerp = 0;
|
|
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
CG_SetGhoul2Info(&ent, cent);
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
VectorCopy( cent->lerpOrigin, ent.origin);
|
|
VectorCopy( cent->lerpOrigin, ent.oldorigin);
|
|
|
|
if (cent->currentState.modelGhoul2)
|
|
{ //If the game says this guy uses a ghoul2 model and the g2 instance handle is null, then initialize it
|
|
if (!cent->ghoul2 && !cent->currentState.bolt1)
|
|
{
|
|
trap_G2API_InitGhoul2Model(¢->ghoul2, CG_ConfigString( CS_MODELS+cent->currentState.modelindex ), 0, 0, 0, 0, 0);
|
|
}
|
|
else if (cent->currentState.bolt1)
|
|
{
|
|
TurretClientRun(cent);
|
|
}
|
|
|
|
if (cent->ghoul2)
|
|
{ //give us a proper radius
|
|
ent.radius = cent->currentState.g2radius;
|
|
}
|
|
}
|
|
|
|
if (s1->eType == ET_BODY)
|
|
{ //bodies should have a radius as well
|
|
ent.radius = cent->currentState.g2radius;
|
|
|
|
if (cent->ghoul2)
|
|
{ //all bodies should already have a ghoul2 instance. Use it to set the torso/head angles to 0.
|
|
if (cent->isATST)
|
|
{
|
|
trap_G2API_SetBoneAngles(cent->ghoul2, 0, "pelvis", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.gameModels, 100, cg.time);
|
|
ent.radius = 250;
|
|
}
|
|
else
|
|
{
|
|
cent->lerpAngles[PITCH] = 0;
|
|
cent->lerpAngles[ROLL] = 0;
|
|
trap_G2API_SetBoneAngles(cent->ghoul2, 0, "pelvis", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.gameModels, 0, cg.time);
|
|
trap_G2API_SetBoneAngles(cent->ghoul2, 0, "thoracic", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.gameModels, 0, cg.time);
|
|
trap_G2API_SetBoneAngles(cent->ghoul2, 0, "upper_lumbar", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.gameModels, 100, cg.time);
|
|
trap_G2API_SetBoneAngles(cent->ghoul2, 0, "lower_lumbar", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.gameModels, 100, cg.time);
|
|
trap_G2API_SetBoneAngles(cent->ghoul2, 0, "cranium", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, POSITIVE_X, cgs.gameModels, 100, cg.time);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (s1->eType == ET_HOLOCRON && s1->modelindex < -100)
|
|
{ //special render, it's a holocron
|
|
//Using actual models now:
|
|
ent.hModel = trap_R_RegisterModel(forceHolocronModels[s1->modelindex+128]);
|
|
|
|
//Rotate them
|
|
VectorCopy( cg.autoAngles, cent->lerpAngles );
|
|
AxisCopy( cg.autoAxis, ent.axis );
|
|
}
|
|
else
|
|
{
|
|
ent.hModel = cgs.gameModels[s1->modelindex];
|
|
}
|
|
|
|
// player model
|
|
if (s1->number == cg.snap->ps.clientNum) {
|
|
ent.renderfx |= RF_THIRD_PERSON; // only draw from mirrors
|
|
}
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
// are we bolted to a Ghoul2 model?
|
|
/*
|
|
//g2r if (s1->boltInfo)
|
|
{
|
|
G2_BoltToGhoul2Model(s1, &ent);
|
|
}
|
|
else */
|
|
{
|
|
// convert angles to axis
|
|
AnglesToAxis( cent->lerpAngles, ent.axis );
|
|
}
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
if ( cent->currentState.time > cg.time && cent->currentState.weapon == WP_EMPLACED_GUN )
|
|
{
|
|
// make the gun pulse red to warn about it exploding
|
|
val = (1.0f - (float)(cent->currentState.time - cg.time) / 3200.0f ) * 0.3f;
|
|
|
|
ent.customShader = trap_R_RegisterShader( "gfx/effects/turretflashdie" );
|
|
ent.shaderRGBA[0] = (sin( cg.time * 0.04f ) * val * 0.4f + val) * 255;
|
|
ent.shaderRGBA[1] = ent.shaderRGBA[2] = 0;
|
|
|
|
ent.shaderRGBA[3] = 100;
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
ent.customShader = 0;
|
|
}
|
|
else if ( cent->currentState.time == -1 && cent->currentState.weapon == WP_EMPLACED_GUN)
|
|
{
|
|
ent.customShader = trap_R_RegisterShader( "models/map_objects/imp_mine/turret_chair_dmg.tga" );
|
|
//trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
|
|
if ((cent->currentState.eFlags & EF_DISINTEGRATION) && cent->currentState.eType == ET_BODY)
|
|
{
|
|
vec3_t tempAng, hitLoc;
|
|
float tempLength;
|
|
|
|
if (!cent->dustTrailTime)
|
|
{
|
|
cent->dustTrailTime = cg.time;
|
|
}
|
|
|
|
VectorCopy(cent->currentState.origin2, hitLoc);
|
|
|
|
VectorSubtract( hitLoc, ent.origin, ent.oldorigin );
|
|
|
|
tempLength = VectorNormalize( ent.oldorigin );
|
|
vectoangles( ent.oldorigin, tempAng );
|
|
tempAng[YAW] -= cent->lerpAngles[YAW];
|
|
AngleVectors( tempAng, ent.oldorigin, NULL, NULL );
|
|
VectorScale( ent.oldorigin, tempLength, ent.oldorigin );
|
|
|
|
ent.endTime = cent->dustTrailTime;
|
|
ent.renderfx |= RF_DISINTEGRATE2;
|
|
|
|
ent.customShader = cgs.media.disruptorShader;
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
|
|
ent.renderfx &= ~(RF_DISINTEGRATE2);
|
|
ent.renderfx |= (RF_DISINTEGRATE1);
|
|
ent.customShader = 0;
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
|
|
return;
|
|
}
|
|
else if (cent->currentState.eType == ET_BODY)
|
|
{
|
|
cent->dustTrailTime = 0;
|
|
}
|
|
|
|
// add to refresh list
|
|
trap_R_AddRefEntityToScene (&ent);
|
|
|
|
if (cent->bolt3 == 999)
|
|
{ //this is an in-flight saber being rendered manually
|
|
vec3_t org;
|
|
float wv;
|
|
int i;
|
|
addspriteArgStruct_t fxSArgs;
|
|
//refEntity_t sRef;
|
|
//memcpy( &sRef, &ent, sizeof( sRef ) );
|
|
|
|
ent.customShader = cgs.media.solidWhite;
|
|
ent.renderfx = RF_RGB_TINT;
|
|
wv = sin( cg.time * 0.003f ) * 0.08f + 0.1f;
|
|
ent.shaderRGBA[0] = wv * 255;
|
|
ent.shaderRGBA[1] = wv * 255;
|
|
ent.shaderRGBA[2] = wv * 0;
|
|
trap_R_AddRefEntityToScene (&ent);
|
|
|
|
for ( i = -4; i < 10; i += 1 )
|
|
{
|
|
VectorMA( ent.origin, -i, ent.axis[2], org );
|
|
|
|
VectorCopy(org, fxSArgs.origin);
|
|
VectorClear(fxSArgs.vel);
|
|
VectorClear(fxSArgs.accel);
|
|
fxSArgs.scale = 5.5f;
|
|
fxSArgs.dscale = 5.5f;
|
|
fxSArgs.sAlpha = wv;
|
|
fxSArgs.eAlpha = wv;
|
|
fxSArgs.rotation = 0.0f;
|
|
fxSArgs.bounce = 0.0f;
|
|
fxSArgs.life = 1.0f;
|
|
fxSArgs.shader = cgs.media.yellowDroppedSaberShader;
|
|
fxSArgs.flags = 0x08000000;
|
|
|
|
//trap_FX_AddSprite( org, NULL, NULL, 5.5f, 5.5f, wv, wv, 0.0f, 0.0f, 1.0f, cgs.media.yellowSaberGlowShader, 0x08000000 );
|
|
trap_FX_AddSprite(&fxSArgs);
|
|
}
|
|
}
|
|
else if (cent->currentState.trickedentindex3)
|
|
{ //holocron special effects
|
|
vec3_t org;
|
|
float wv;
|
|
addspriteArgStruct_t fxSArgs;
|
|
//refEntity_t sRef;
|
|
//memcpy( &sRef, &ent, sizeof( sRef ) );
|
|
|
|
ent.customShader = cgs.media.solidWhite;
|
|
ent.renderfx = RF_RGB_TINT;
|
|
wv = sin( cg.time * 0.005f ) * 0.08f + 0.1f; //* 0.08f + 0.1f;
|
|
|
|
if (cent->currentState.trickedentindex3 == 1)
|
|
{ //dark
|
|
ent.shaderRGBA[0] = wv*255;
|
|
ent.shaderRGBA[1] = 0;
|
|
ent.shaderRGBA[2] = 0;
|
|
}
|
|
else if (cent->currentState.trickedentindex3 == 2)
|
|
{ //light
|
|
ent.shaderRGBA[0] = wv*255;
|
|
ent.shaderRGBA[1] = wv*255;
|
|
ent.shaderRGBA[2] = wv*255;
|
|
}
|
|
else
|
|
{ //neutral
|
|
ent.shaderRGBA[0] = 0;
|
|
ent.shaderRGBA[1] = wv*255;
|
|
ent.shaderRGBA[2] = wv*255;
|
|
}
|
|
|
|
ent.modelScale[0] = 1.1;
|
|
ent.modelScale[1] = 1.1;
|
|
ent.modelScale[2] = 1.1;
|
|
|
|
ent.origin[2] -= 2;
|
|
ScaleModelAxis(&ent);
|
|
|
|
trap_R_AddRefEntityToScene (&ent);
|
|
|
|
VectorMA( ent.origin, 1, ent.axis[2], org );
|
|
|
|
org[2] += 18;
|
|
|
|
wv = sin( cg.time * 0.002f ) * 0.08f + 0.1f; //* 0.08f + 0.1f;
|
|
|
|
VectorCopy(org, fxSArgs.origin);
|
|
VectorClear(fxSArgs.vel);
|
|
VectorClear(fxSArgs.accel);
|
|
fxSArgs.scale = wv*120;//16.0f;
|
|
fxSArgs.dscale = wv*120;//16.0f;
|
|
fxSArgs.sAlpha = wv*12;
|
|
fxSArgs.eAlpha = wv*12;
|
|
fxSArgs.rotation = 0.0f;
|
|
fxSArgs.bounce = 0.0f;
|
|
fxSArgs.life = 1.0f;
|
|
|
|
fxSArgs.flags = 0x08000000|0x00000001;
|
|
|
|
if (cent->currentState.trickedentindex3 == 1)
|
|
{ //dark
|
|
fxSArgs.sAlpha *= 2;
|
|
fxSArgs.eAlpha *= 2;
|
|
fxSArgs.shader = cgs.media.redSaberGlowShader;
|
|
trap_FX_AddSprite(&fxSArgs);
|
|
}
|
|
else if (cent->currentState.trickedentindex3 == 2)
|
|
{ //light
|
|
fxSArgs.sAlpha *= 1.5;
|
|
fxSArgs.eAlpha *= 1.5;
|
|
fxSArgs.shader = cgs.media.redSaberGlowShader;
|
|
trap_FX_AddSprite(&fxSArgs);
|
|
fxSArgs.shader = cgs.media.greenSaberGlowShader;
|
|
trap_FX_AddSprite(&fxSArgs);
|
|
fxSArgs.shader = cgs.media.blueSaberGlowShader;
|
|
trap_FX_AddSprite(&fxSArgs);
|
|
}
|
|
else
|
|
{ //neutral
|
|
fxSArgs.sAlpha *= 0.5;
|
|
fxSArgs.eAlpha *= 0.5;
|
|
fxSArgs.shader = cgs.media.greenSaberGlowShader;
|
|
trap_FX_AddSprite(&fxSArgs);
|
|
fxSArgs.shader = cgs.media.blueSaberGlowShader;
|
|
trap_FX_AddSprite(&fxSArgs);
|
|
}
|
|
}
|
|
|
|
if ( cent->currentState.time == -1 && cent->currentState.weapon == WP_TRIP_MINE && (cent->currentState.eFlags & EF_FIRING) )
|
|
{ //if force sight is active, render the laser multiple times up to the force sight level to increase visibility
|
|
int i = 0;
|
|
|
|
VectorMA( ent.origin, 6.6f, ent.axis[0], beamOrg );// forward
|
|
beamID = cgs.effects.tripmineLaserFX;
|
|
|
|
if (cg.snap->ps.fd.forcePowersActive & (1 << FP_SEE))
|
|
{
|
|
i = cg.snap->ps.fd.forcePowerLevel[FP_SEE];
|
|
|
|
while (i > 0)
|
|
{
|
|
trap_FX_PlayEffectID( beamID, beamOrg, cent->currentState.pos.trDelta );
|
|
trap_FX_PlayEffectID( beamID, beamOrg, cent->currentState.pos.trDelta );
|
|
i--;
|
|
}
|
|
}
|
|
|
|
trap_FX_PlayEffectID( beamID, beamOrg, cent->currentState.pos.trDelta );
|
|
}
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
if (cg_debugBB.integer)
|
|
{
|
|
CG_CreateBBRefEnts(s1, cent->lerpOrigin);
|
|
}
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CG_Speaker
|
|
|
|
Speaker entities can automatically play sounds
|
|
==================
|
|
*/
|
|
static void CG_Speaker( centity_t *cent ) {
|
|
if (cent->currentState.trickedentindex)
|
|
{
|
|
trap_S_StopLoopingSound(cent->currentState.number);
|
|
}
|
|
|
|
if ( ! cent->currentState.clientNum ) { // FIXME: use something other than clientNum...
|
|
return; // not auto triggering
|
|
}
|
|
|
|
if ( cg.time < cent->miscTime ) {
|
|
return;
|
|
}
|
|
|
|
trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.eventParm] );
|
|
|
|
// ent->s.frame = ent->wait * 10;
|
|
// ent->s.clientNum = ent->random * 10;
|
|
cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom();
|
|
}
|
|
|
|
qboolean CG_GreyItem(int type, int tag, int plSide)
|
|
{
|
|
if (type == IT_POWERUP &&
|
|
(tag == PW_FORCE_ENLIGHTENED_LIGHT || tag == PW_FORCE_ENLIGHTENED_DARK))
|
|
{
|
|
if (plSide == FORCE_LIGHTSIDE)
|
|
{
|
|
if (tag == PW_FORCE_ENLIGHTENED_DARK)
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
else if (plSide == FORCE_DARKSIDE)
|
|
{
|
|
if (tag == PW_FORCE_ENLIGHTENED_LIGHT)
|
|
{
|
|
return qtrue;
|
|
}
|
|
}
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CG_Item
|
|
==================
|
|
*/
|
|
static void CG_Item( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *es;
|
|
gitem_t *item;
|
|
int msec;
|
|
float scale;
|
|
weaponInfo_t *wi;
|
|
|
|
es = ¢->currentState;
|
|
if ( es->modelindex >= bg_numItems ) {
|
|
CG_Error( "Bad item index %i on entity", es->modelindex );
|
|
}
|
|
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
if ((es->eFlags & EF_NODRAW) && (es->eFlags & EF_ITEMPLACEHOLDER))
|
|
{
|
|
es->eFlags &= ~EF_NODRAW;
|
|
}
|
|
|
|
if ( !es->modelindex )
|
|
{
|
|
return;
|
|
}
|
|
|
|
item = &bg_itemlist[ es->modelindex ];
|
|
|
|
if ((item->giType == IT_WEAPON || item->giType == IT_POWERUP) &&
|
|
!(cent->currentState.eFlags & EF_DROPPEDWEAPON) &&
|
|
!cg_simpleItems.integer)
|
|
{
|
|
vec3_t uNorm;
|
|
qboolean doGrey;
|
|
|
|
VectorClear(uNorm);
|
|
|
|
uNorm[2] = 1;
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
|
|
ent.customShader = 0;
|
|
VectorCopy(cent->lerpOrigin, ent.origin);
|
|
VectorCopy( cent->currentState.angles, cent->lerpAngles );
|
|
AnglesToAxis(cent->lerpAngles, ent.axis);
|
|
ent.hModel = cgs.media.itemHoloModel;
|
|
|
|
doGrey = CG_GreyItem(item->giType, item->giTag, cg.snap->ps.fd.forceSide);
|
|
|
|
if (doGrey)
|
|
{
|
|
ent.renderfx |= RF_RGB_TINT;
|
|
|
|
ent.shaderRGBA[0] = 150;
|
|
ent.shaderRGBA[1] = 150;
|
|
ent.shaderRGBA[2] = 150;
|
|
}
|
|
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
|
|
if (!doGrey)
|
|
{
|
|
trap_FX_PlayEffectID(trap_FX_RegisterEffect("mp/itemcone.efx"), ent.origin, uNorm);
|
|
}
|
|
}
|
|
|
|
// if set to invisible, skip
|
|
if ( ( es->eFlags & EF_NODRAW ) )
|
|
{
|
|
return;
|
|
}
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
if ( cg_simpleItems.integer && item->giType != IT_TEAM ) {
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
ent.reType = RT_SPRITE;
|
|
VectorCopy( cent->lerpOrigin, ent.origin );
|
|
ent.radius = 14;
|
|
ent.customShader = cg_items[es->modelindex].icon;
|
|
ent.shaderRGBA[0] = 255;
|
|
ent.shaderRGBA[1] = 255;
|
|
ent.shaderRGBA[2] = 255;
|
|
|
|
ent.origin[2] += 16;
|
|
|
|
if (item->giType != IT_POWERUP || item->giTag != PW_FORCE_BOON)
|
|
{
|
|
ent.renderfx |= RF_FORCE_ENT_ALPHA;
|
|
}
|
|
|
|
if ( es->eFlags & EF_ITEMPLACEHOLDER )
|
|
{
|
|
if (item->giType == IT_POWERUP && item->giTag == PW_FORCE_BOON)
|
|
{
|
|
return;
|
|
}
|
|
ent.shaderRGBA[0] = 200;
|
|
ent.shaderRGBA[1] = 200;
|
|
ent.shaderRGBA[2] = 200;
|
|
ent.shaderRGBA[3] = 150 + sin(cg.time*0.01)*30;
|
|
}
|
|
else
|
|
{
|
|
ent.shaderRGBA[3] = 255;
|
|
}
|
|
|
|
if (CG_GreyItem(item->giType, item->giTag, cg.snap->ps.fd.forceSide))
|
|
{
|
|
ent.shaderRGBA[0] = 100;
|
|
ent.shaderRGBA[1] = 100;
|
|
ent.shaderRGBA[2] = 100;
|
|
|
|
ent.shaderRGBA[3] = 200;
|
|
|
|
if (item->giTag == PW_FORCE_ENLIGHTENED_LIGHT)
|
|
{
|
|
ent.customShader = trap_R_RegisterShader("gfx/misc/mp_light_enlight_disable");
|
|
}
|
|
else
|
|
{
|
|
ent.customShader = trap_R_RegisterShader("gfx/misc/mp_dark_enlight_disable");
|
|
}
|
|
}
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
return;
|
|
}
|
|
|
|
if ((item->giType == IT_WEAPON || item->giType == IT_POWERUP) &&
|
|
!(cent->currentState.eFlags & EF_DROPPEDWEAPON))
|
|
{
|
|
cent->lerpOrigin[2] += 16;
|
|
}
|
|
|
|
if ((!(cent->currentState.eFlags & EF_DROPPEDWEAPON) || item->giType == IT_POWERUP) &&
|
|
(item->giType == IT_WEAPON || item->giType == IT_POWERUP))
|
|
{
|
|
// items bob up and down continuously
|
|
scale = 0.005 + cent->currentState.number * 0.00001;
|
|
cent->lerpOrigin[2] += 4 + cos( ( cg.time + 1000 ) * scale ) * 4;
|
|
}
|
|
else
|
|
{
|
|
if (item->giType == IT_HOLDABLE)
|
|
{
|
|
if (item->giTag == HI_SEEKER)
|
|
{
|
|
cent->lerpOrigin[2] += 5;
|
|
}
|
|
if (item->giTag == HI_SHIELD)
|
|
{
|
|
cent->lerpOrigin[2] += 2;
|
|
}
|
|
if (item->giTag == HI_BINOCULARS)
|
|
{
|
|
cent->lerpOrigin[2] += 2;
|
|
}
|
|
}
|
|
if (item->giType == IT_HEALTH)
|
|
{
|
|
cent->lerpOrigin[2] += 2;
|
|
}
|
|
if (item->giType == IT_ARMOR)
|
|
{
|
|
if (item->quantity == 100)
|
|
{
|
|
cent->lerpOrigin[2] += 7;
|
|
}
|
|
}
|
|
}
|
|
|
|
memset (&ent, 0, sizeof(ent));
|
|
|
|
if ( (!(cent->currentState.eFlags & EF_DROPPEDWEAPON) || item->giType == IT_POWERUP) &&
|
|
(item->giType == IT_WEAPON || item->giType == IT_POWERUP) )
|
|
{ //only weapons and powerups rotate now
|
|
// autorotate at one of two speeds
|
|
VectorCopy( cg.autoAngles, cent->lerpAngles );
|
|
AxisCopy( cg.autoAxis, ent.axis );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( cent->currentState.angles, cent->lerpAngles );
|
|
AnglesToAxis(cent->lerpAngles, ent.axis);
|
|
}
|
|
|
|
wi = NULL;
|
|
// the weapons have their origin where they attatch to player
|
|
// models, so we need to offset them or they will rotate
|
|
// eccentricly
|
|
if (!(cent->currentState.eFlags & EF_DROPPEDWEAPON))
|
|
{
|
|
if ( item->giType == IT_WEAPON ) {
|
|
wi = &cg_weapons[item->giTag];
|
|
cent->lerpOrigin[0] -=
|
|
wi->weaponMidpoint[0] * ent.axis[0][0] +
|
|
wi->weaponMidpoint[1] * ent.axis[1][0] +
|
|
wi->weaponMidpoint[2] * ent.axis[2][0];
|
|
cent->lerpOrigin[1] -=
|
|
wi->weaponMidpoint[0] * ent.axis[0][1] +
|
|
wi->weaponMidpoint[1] * ent.axis[1][1] +
|
|
wi->weaponMidpoint[2] * ent.axis[2][1];
|
|
cent->lerpOrigin[2] -=
|
|
wi->weaponMidpoint[0] * ent.axis[0][2] +
|
|
wi->weaponMidpoint[1] * ent.axis[1][2] +
|
|
wi->weaponMidpoint[2] * ent.axis[2][2];
|
|
|
|
cent->lerpOrigin[2] += 8; // an extra height boost
|
|
}
|
|
}
|
|
else
|
|
{
|
|
wi = &cg_weapons[item->giTag];
|
|
|
|
switch(item->giTag)
|
|
{
|
|
case WP_BLASTER:
|
|
cent->lerpOrigin[2] -= 12;
|
|
break;
|
|
case WP_DISRUPTOR:
|
|
cent->lerpOrigin[2] -= 13;
|
|
break;
|
|
case WP_BOWCASTER:
|
|
cent->lerpOrigin[2] -= 16;
|
|
break;
|
|
case WP_REPEATER:
|
|
cent->lerpOrigin[2] -= 12;
|
|
break;
|
|
case WP_DEMP2:
|
|
cent->lerpOrigin[2] -= 10;
|
|
break;
|
|
case WP_FLECHETTE:
|
|
cent->lerpOrigin[2] -= 6;
|
|
break;
|
|
case WP_ROCKET_LAUNCHER:
|
|
cent->lerpOrigin[2] -= 11;
|
|
break;
|
|
case WP_THERMAL:
|
|
cent->lerpOrigin[2] -= 12;
|
|
break;
|
|
case WP_TRIP_MINE:
|
|
cent->lerpOrigin[2] -= 16;
|
|
break;
|
|
case WP_DET_PACK:
|
|
cent->lerpOrigin[2] -= 16;
|
|
break;
|
|
default:
|
|
cent->lerpOrigin[2] -= 8;
|
|
break;
|
|
}
|
|
}
|
|
|
|
ent.hModel = cg_items[es->modelindex].models[0];
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
ent.ghoul2 = cg_items[es->modelindex].g2Models[0];
|
|
ent.radius = cg_items[es->modelindex].radius[0];
|
|
VectorCopy (cent->lerpAngles, ent.angles);
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
VectorCopy( cent->lerpOrigin, ent.origin);
|
|
VectorCopy( cent->lerpOrigin, ent.oldorigin);
|
|
|
|
ent.nonNormalizedAxes = qfalse;
|
|
|
|
// if just respawned, slowly scale up
|
|
|
|
msec = cg.time - cent->miscTime;
|
|
|
|
if (CG_GreyItem(item->giType, item->giTag, cg.snap->ps.fd.forceSide))
|
|
{
|
|
ent.renderfx |= RF_RGB_TINT;
|
|
|
|
ent.shaderRGBA[0] = 150;
|
|
ent.shaderRGBA[1] = 150;
|
|
ent.shaderRGBA[2] = 150;
|
|
|
|
ent.renderfx |= RF_FORCE_ENT_ALPHA;
|
|
|
|
ent.shaderRGBA[3] = 200;
|
|
|
|
if (item->giTag == PW_FORCE_ENLIGHTENED_LIGHT)
|
|
{
|
|
ent.customShader = trap_R_RegisterShader("gfx/misc/mp_light_enlight_disable");
|
|
}
|
|
else
|
|
{
|
|
ent.customShader = trap_R_RegisterShader("gfx/misc/mp_dark_enlight_disable");
|
|
}
|
|
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
return;
|
|
}
|
|
|
|
if ( es->eFlags & EF_ITEMPLACEHOLDER ) // item has been picked up
|
|
{
|
|
if ( es->eFlags & EF_DEAD ) // if item had been droped, don't show at all
|
|
return;
|
|
|
|
ent.renderfx |= RF_RGB_TINT;
|
|
ent.shaderRGBA[0] = 0;
|
|
ent.shaderRGBA[1] = 200;
|
|
ent.shaderRGBA[2] = 85;
|
|
ent.customShader = cgs.media.itemRespawningPlaceholder;
|
|
}
|
|
|
|
// increase the size of the weapons when they are presented as items
|
|
if ( item->giType == IT_WEAPON ) {
|
|
VectorScale( ent.axis[0], 1.5, ent.axis[0] );
|
|
VectorScale( ent.axis[1], 1.5, ent.axis[1] );
|
|
VectorScale( ent.axis[2], 1.5, ent.axis[2] );
|
|
ent.nonNormalizedAxes = qtrue;
|
|
//trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.weaponHoverSound );
|
|
}
|
|
|
|
if (!(cent->currentState.eFlags & EF_DROPPEDWEAPON) &&
|
|
(item->giType == IT_WEAPON || item->giType == IT_POWERUP))
|
|
{
|
|
ent.renderfx |= RF_MINLIGHT;
|
|
}
|
|
|
|
if (item->giType != IT_TEAM && msec >= 0 && msec < ITEM_SCALEUP_TIME && !(es->eFlags & EF_ITEMPLACEHOLDER) && !(es->eFlags & EF_DROPPEDWEAPON))
|
|
{ // if just respawned, fade in, but don't do this for flags.
|
|
float alpha;
|
|
int a;
|
|
|
|
alpha = (float)msec / ITEM_SCALEUP_TIME;
|
|
a = alpha * 255.0;
|
|
if (a <= 0)
|
|
a=1;
|
|
|
|
ent.shaderRGBA[3] = a;
|
|
if (item->giType != IT_POWERUP || item->giTag != PW_FORCE_BOON)
|
|
{ //boon model uses a different blending mode for the sprite inside and doesn't look proper with this method
|
|
ent.renderfx |= RF_FORCE_ENT_ALPHA;
|
|
}
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
|
|
ent.renderfx &= ~RF_FORCE_ENT_ALPHA;
|
|
|
|
// Now draw the static shader over it.
|
|
// Alpha in over half the time, out over half.
|
|
|
|
//alpha = sin(M_PI*alpha);
|
|
a = alpha * 255.0;
|
|
|
|
a = 255 - a;
|
|
|
|
if (a <= 0)
|
|
a=1;
|
|
if (a > 255)
|
|
a=255;
|
|
|
|
ent.customShader = cgs.media.itemRespawningRezOut;
|
|
|
|
/*
|
|
ent.shaderRGBA[0] = 0;
|
|
ent.shaderRGBA[1] = a;
|
|
ent.shaderRGBA[2] = a-100;
|
|
|
|
if (ent.shaderRGBA[2] < 0)
|
|
{
|
|
ent.shaderRGBA[2] = 0;
|
|
}
|
|
*/
|
|
|
|
/*
|
|
ent.shaderRGBA[0] =
|
|
ent.shaderRGBA[1] =
|
|
ent.shaderRGBA[2] = a;
|
|
*/
|
|
|
|
ent.renderfx |= RF_RGB_TINT;
|
|
ent.shaderRGBA[0] = 0;
|
|
ent.shaderRGBA[1] = 200;
|
|
ent.shaderRGBA[2] = 85;
|
|
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
else
|
|
{ // add to refresh list -- normal item
|
|
if (item->giType == IT_TEAM &&
|
|
(item->giTag == PW_REDFLAG || item->giTag == PW_BLUEFLAG))
|
|
{
|
|
ent.modelScale[0] = 0.7;
|
|
ent.modelScale[1] = 0.7;
|
|
ent.modelScale[2] = 0.7;
|
|
ScaleModelAxis(&ent);
|
|
}
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
}
|
|
|
|
//rww - As far as I can see, this is useless.
|
|
/*
|
|
if ( item->giType == IT_WEAPON && wi->barrelModel ) {
|
|
refEntity_t barrel;
|
|
|
|
memset( &barrel, 0, sizeof( barrel ) );
|
|
|
|
barrel.hModel = wi->barrelModel;
|
|
|
|
VectorCopy( ent.lightingOrigin, barrel.lightingOrigin );
|
|
barrel.shadowPlane = ent.shadowPlane;
|
|
barrel.renderfx = ent.renderfx;
|
|
|
|
barrel.customShader = ent.customShader;
|
|
|
|
CG_PositionRotatedEntityOnTag( &barrel, &ent, wi->weaponModel, "tag_barrel" );
|
|
|
|
AxisCopy( ent.axis, barrel.axis );
|
|
barrel.nonNormalizedAxes = ent.nonNormalizedAxes;
|
|
|
|
trap_R_AddRefEntityToScene( &barrel );
|
|
}
|
|
*/
|
|
|
|
// accompanying rings / spheres for powerups
|
|
if ( !cg_simpleItems.integer )
|
|
{
|
|
vec3_t spinAngles;
|
|
|
|
VectorClear( spinAngles );
|
|
|
|
if ( item->giType == IT_HEALTH || item->giType == IT_POWERUP )
|
|
{
|
|
if ( ( ent.hModel = cg_items[es->modelindex].models[1] ) != 0 )
|
|
{
|
|
if ( item->giType == IT_POWERUP )
|
|
{
|
|
ent.origin[2] += 12;
|
|
spinAngles[1] = ( cg.time & 1023 ) * 360 / -1024.0f;
|
|
}
|
|
AnglesToAxis( spinAngles, ent.axis );
|
|
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
===============
|
|
CG_Missile
|
|
===============
|
|
*/
|
|
static void CG_Missile( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
const weaponInfo_t *weapon;
|
|
// int col;
|
|
|
|
s1 = ¢->currentState;
|
|
if ( s1->weapon > WP_NUM_WEAPONS && s1->weapon != G2_MODEL_PART ) {
|
|
s1->weapon = 0;
|
|
}
|
|
|
|
if (cent->ghoul2 && s1->weapon == G2_MODEL_PART)
|
|
{
|
|
weapon = &cg_weapons[WP_SABER];
|
|
}
|
|
else
|
|
{
|
|
weapon = &cg_weapons[s1->weapon];
|
|
}
|
|
|
|
if (s1->weapon == WP_SABER)
|
|
{
|
|
if (!cent->ghoul2 && !(s1->eFlags & EF_NODRAW))
|
|
{
|
|
trap_G2API_InitGhoul2Model(¢->ghoul2, "models/weapons2/saber/saber_w.glm", 0, 0, 0, 0, 0);
|
|
return;
|
|
}
|
|
else if (s1->eFlags & EF_NODRAW)
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (cent->ghoul2)
|
|
{ //give us a proper radius
|
|
ent.radius = cent->currentState.g2radius;
|
|
}
|
|
|
|
// calculate the axis
|
|
VectorCopy( s1->angles, cent->lerpAngles);
|
|
|
|
if ( cent->currentState.eFlags & EF_ALT_FIRING )
|
|
{
|
|
// add trails
|
|
if ( weapon->altMissileTrailFunc )
|
|
weapon->altMissileTrailFunc( cent, weapon );
|
|
|
|
// add dynamic light
|
|
if ( weapon->altMissileDlight )
|
|
{
|
|
trap_R_AddLightToScene(cent->lerpOrigin, weapon->altMissileDlight,
|
|
weapon->altMissileDlightColor[0], weapon->altMissileDlightColor[1], weapon->altMissileDlightColor[2] );
|
|
}
|
|
|
|
// add missile sound
|
|
if ( weapon->altMissileSound ) {
|
|
vec3_t velocity;
|
|
|
|
BG_EvaluateTrajectoryDelta( ¢->currentState.pos, cg.time, velocity );
|
|
|
|
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, weapon->altMissileSound );
|
|
}
|
|
|
|
//Don't draw something without a model
|
|
if ( weapon->altMissileModel == NULL_HANDLE )
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
// add trails
|
|
if ( weapon->missileTrailFunc )
|
|
weapon->missileTrailFunc( cent, weapon );
|
|
|
|
// add dynamic light
|
|
if ( weapon->missileDlight )
|
|
{
|
|
trap_R_AddLightToScene(cent->lerpOrigin, weapon->missileDlight,
|
|
weapon->missileDlightColor[0], weapon->missileDlightColor[1], weapon->missileDlightColor[2] );
|
|
}
|
|
|
|
// add missile sound
|
|
if ( weapon->missileSound )
|
|
{
|
|
vec3_t velocity;
|
|
|
|
BG_EvaluateTrajectoryDelta( ¢->currentState.pos, cg.time, velocity );
|
|
|
|
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, weapon->missileSound );
|
|
}
|
|
|
|
//Don't draw something without a model
|
|
if ( weapon->missileModel == NULL_HANDLE && s1->weapon != WP_SABER && s1->weapon != G2_MODEL_PART ) //saber uses ghoul2 model, doesn't matter
|
|
return;
|
|
}
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( cent->lerpOrigin, ent.origin);
|
|
VectorCopy( cent->lerpOrigin, ent.oldorigin);
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
CG_SetGhoul2Info(&ent, cent);
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
// flicker between two skins
|
|
ent.skinNum = cg.clientFrame & 1;
|
|
ent.renderfx = /*weapon->missileRenderfx | */RF_NOSHADOW;
|
|
|
|
if (s1->weapon != WP_SABER && s1->weapon != G2_MODEL_PART)
|
|
{
|
|
if ( cent->currentState.eFlags | EF_ALT_FIRING )
|
|
{
|
|
ent.hModel = weapon->altMissileModel;
|
|
}
|
|
else
|
|
{
|
|
ent.hModel = weapon->missileModel;
|
|
}
|
|
}
|
|
|
|
// spin as it moves
|
|
if ( s1->apos.trType != TR_INTERPOLATE )
|
|
{
|
|
// convert direction of travel into axis
|
|
if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) {
|
|
ent.axis[0][2] = 1;
|
|
}
|
|
|
|
// spin as it moves
|
|
if ( s1->pos.trType != TR_STATIONARY )
|
|
{
|
|
if ( s1->eFlags & EF_MISSILE_STICK )
|
|
{
|
|
RotateAroundDirection( ent.axis, cg.time * 0.5f );//Did this so regular missiles don't get broken
|
|
}
|
|
else
|
|
{
|
|
RotateAroundDirection( ent.axis, cg.time * 0.25f );//JFM:FLOAT FIX
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( s1->eFlags & EF_MISSILE_STICK )
|
|
{
|
|
RotateAroundDirection( ent.axis, (float)s1->pos.trTime * 0.5f );
|
|
}
|
|
else
|
|
{
|
|
RotateAroundDirection( ent.axis, (float)s1->time );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AnglesToAxis( cent->lerpAngles, ent.axis );
|
|
}
|
|
|
|
if (s1->weapon == WP_SABER)
|
|
{
|
|
ent.radius = s1->g2radius;
|
|
}
|
|
|
|
// add to refresh list, possibly with quad glow
|
|
CG_AddRefEntityWithPowerups( &ent, s1, TEAM_FREE );
|
|
|
|
if (s1->weapon == WP_SABER && cgs.gametype == GT_JEDIMASTER)
|
|
{ //in jedimaster always make the saber glow when on the ground
|
|
vec3_t org;
|
|
float wv;
|
|
int i;
|
|
addspriteArgStruct_t fxSArgs;
|
|
//refEntity_t sRef;
|
|
//memcpy( &sRef, &ent, sizeof( sRef ) );
|
|
|
|
ent.customShader = cgs.media.solidWhite;
|
|
ent.renderfx = RF_RGB_TINT;
|
|
wv = sin( cg.time * 0.003f ) * 0.08f + 0.1f;
|
|
ent.shaderRGBA[0] = wv * 255;
|
|
ent.shaderRGBA[1] = wv * 255;
|
|
ent.shaderRGBA[2] = wv * 0;
|
|
trap_R_AddRefEntityToScene (&ent);
|
|
|
|
for ( i = -4; i < 10; i += 1 )
|
|
{
|
|
VectorMA( ent.origin, -i, ent.axis[2], org );
|
|
|
|
VectorCopy(org, fxSArgs.origin);
|
|
VectorClear(fxSArgs.vel);
|
|
VectorClear(fxSArgs.accel);
|
|
fxSArgs.scale = 5.5f;
|
|
fxSArgs.dscale = 5.5f;
|
|
fxSArgs.sAlpha = wv;
|
|
fxSArgs.eAlpha = wv;
|
|
fxSArgs.rotation = 0.0f;
|
|
fxSArgs.bounce = 0.0f;
|
|
fxSArgs.life = 1.0f;
|
|
fxSArgs.shader = cgs.media.yellowDroppedSaberShader;
|
|
fxSArgs.flags = 0x08000000;
|
|
|
|
//trap_FX_AddSprite( org, NULL, NULL, 5.5f, 5.5f, wv, wv, 0.0f, 0.0f, 1.0f, cgs.media.yellowSaberGlowShader, 0x08000000 );
|
|
trap_FX_AddSprite(&fxSArgs);
|
|
}
|
|
|
|
if (cgs.gametype == GT_JEDIMASTER)
|
|
{
|
|
ent.shaderRGBA[0] = 255;
|
|
ent.shaderRGBA[1] = 255;
|
|
ent.shaderRGBA[2] = 0;
|
|
|
|
ent.renderfx |= RF_DEPTHHACK;
|
|
ent.customShader = cgs.media.forceSightBubble;
|
|
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
}
|
|
|
|
if ( s1->eFlags & EF_FIRING )
|
|
{//special code for adding the beam to the attached tripwire mine
|
|
vec3_t beamOrg;
|
|
|
|
VectorMA( ent.origin, 8, ent.axis[0], beamOrg );// forward
|
|
trap_FX_PlayEffect( "tripMine/laser.efx", beamOrg, ent.axis[0] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_Mover
|
|
===============
|
|
*/
|
|
static void CG_Mover( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
|
|
s1 = ¢->currentState;
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( cent->lerpOrigin, ent.origin);
|
|
VectorCopy( cent->lerpOrigin, ent.oldorigin);
|
|
AnglesToAxis( cent->lerpAngles, ent.axis );
|
|
|
|
ent.renderfx = RF_NOSHADOW;
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
CG_SetGhoul2Info(&ent, cent);
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
// flicker between two skins (FIXME?)
|
|
ent.skinNum = ( cg.time >> 6 ) & 1;
|
|
|
|
// get the model, either as a bmodel or a modelindex
|
|
if ( s1->solid == SOLID_BMODEL )
|
|
{
|
|
ent.hModel = cgs.inlineDrawModel[s1->modelindex];
|
|
}
|
|
else
|
|
{
|
|
ent.hModel = cgs.gameModels[s1->modelindex];
|
|
}
|
|
|
|
// add to refresh list
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
|
|
// add the secondary model
|
|
if ( s1->modelindex2 )
|
|
{
|
|
ent.skinNum = 0;
|
|
ent.hModel = cgs.gameModels[s1->modelindex2];
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_Beam
|
|
|
|
Also called as an event
|
|
===============
|
|
*/
|
|
void CG_Beam( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
|
|
s1 = ¢->currentState;
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( s1->pos.trBase, ent.origin );
|
|
VectorCopy( s1->origin2, ent.oldorigin );
|
|
AxisClear( ent.axis );
|
|
ent.reType = RT_BEAM;
|
|
|
|
ent.renderfx = RF_NOSHADOW;
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
CG_SetGhoul2Info(&ent, cent);
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
// add to refresh list
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_Portal
|
|
===============
|
|
*/
|
|
static void CG_Portal( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
|
|
s1 = ¢->currentState;
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( cent->lerpOrigin, ent.origin );
|
|
VectorCopy( s1->origin2, ent.oldorigin );
|
|
ByteToDir( s1->eventParm, ent.axis[0] );
|
|
PerpendicularVector( ent.axis[1], ent.axis[0] );
|
|
|
|
// negating this tends to get the directions like they want
|
|
// we really should have a camera roll value
|
|
VectorSubtract( vec3_origin, ent.axis[1], ent.axis[1] );
|
|
|
|
CrossProduct( ent.axis[0], ent.axis[1], ent.axis[2] );
|
|
ent.reType = RT_PORTALSURFACE;
|
|
ent.oldframe = s1->powerups;
|
|
ent.frame = s1->frame; // rotation speed
|
|
ent.skinNum = s1->clientNum/256.0 * 360; // roll offset
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
CG_SetGhoul2Info(&ent, cent);
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
// add to refresh list
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
}
|
|
|
|
|
|
/*
|
|
=========================
|
|
CG_AdjustPositionForMover
|
|
|
|
Also called by client movement prediction code
|
|
=========================
|
|
*/
|
|
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ) {
|
|
centity_t *cent;
|
|
vec3_t oldOrigin, origin, deltaOrigin;
|
|
vec3_t oldAngles, angles, deltaAngles;
|
|
|
|
if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) {
|
|
VectorCopy( in, out );
|
|
return;
|
|
}
|
|
|
|
cent = &cg_entities[ moverNum ];
|
|
if ( cent->currentState.eType != ET_MOVER ) {
|
|
VectorCopy( in, out );
|
|
return;
|
|
}
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, fromTime, oldOrigin );
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, fromTime, oldAngles );
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, toTime, origin );
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, toTime, angles );
|
|
|
|
VectorSubtract( origin, oldOrigin, deltaOrigin );
|
|
VectorSubtract( angles, oldAngles, deltaAngles );
|
|
|
|
VectorAdd( in, deltaOrigin, out );
|
|
|
|
// FIXME: origin change when on a rotating object
|
|
}
|
|
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
static void LerpBoneAngleOverrides( centity_t *cent)
|
|
{
|
|
|
|
}
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
/*
|
|
=============================
|
|
CG_InterpolateEntityPosition
|
|
=============================
|
|
*/
|
|
static void CG_InterpolateEntityPosition( centity_t *cent ) {
|
|
vec3_t current, next;
|
|
float f;
|
|
|
|
// it would be an internal error to find an entity that interpolates without
|
|
// a snapshot ahead of the current one
|
|
if ( cg.nextSnap == NULL ) {
|
|
CG_Error( "CG_InterpoateEntityPosition: cg.nextSnap == NULL" );
|
|
}
|
|
|
|
f = cg.frameInterpolation;
|
|
|
|
// this will linearize a sine or parabolic curve, but it is important
|
|
// to not extrapolate player positions if more recent data is available
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, current );
|
|
BG_EvaluateTrajectory( ¢->nextState.pos, cg.nextSnap->serverTime, next );
|
|
|
|
cent->lerpOrigin[0] = current[0] + f * ( next[0] - current[0] );
|
|
cent->lerpOrigin[1] = current[1] + f * ( next[1] - current[1] );
|
|
cent->lerpOrigin[2] = current[2] + f * ( next[2] - current[2] );
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, cg.snap->serverTime, current );
|
|
BG_EvaluateTrajectory( ¢->nextState.apos, cg.nextSnap->serverTime, next );
|
|
|
|
cent->lerpAngles[0] = LerpAngle( current[0], next[0], f );
|
|
cent->lerpAngles[1] = LerpAngle( current[1], next[1], f );
|
|
cent->lerpAngles[2] = LerpAngle( current[2], next[2], f );
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
// now the nasty stuff - this will interpolate all ghoul2 models bone angle overrides per model attached to this cent
|
|
// if (cent->currentState.ghoul2.size())
|
|
{
|
|
LerpBoneAngleOverrides(cent);
|
|
}
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_CalcEntityLerpPositions
|
|
|
|
===============
|
|
*/
|
|
void CG_CalcEntityLerpPositions( centity_t *cent ) {
|
|
|
|
// if this player does not want to see extrapolated players
|
|
if ( !cg_smoothClients.integer ) {
|
|
// make sure the clients use TR_INTERPOLATE
|
|
if ( cent->currentState.number < MAX_CLIENTS ) {
|
|
cent->currentState.pos.trType = TR_INTERPOLATE;
|
|
cent->nextState.pos.trType = TR_INTERPOLATE;
|
|
}
|
|
}
|
|
|
|
if ( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE ) {
|
|
CG_InterpolateEntityPosition( cent );
|
|
return;
|
|
}
|
|
|
|
// first see if we can interpolate between two snaps for
|
|
// linear extrapolated clients
|
|
if ( cent->interpolate && cent->currentState.pos.trType == TR_LINEAR_STOP &&
|
|
cent->currentState.number < MAX_CLIENTS) {
|
|
CG_InterpolateEntityPosition( cent );
|
|
return;
|
|
}
|
|
|
|
// just use the current frame and evaluate as best we can
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin );
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles );
|
|
|
|
// adjust for riding a mover if it wasn't rolled into the predicted
|
|
// player state
|
|
if ( cent != &cg.predictedPlayerEntity ) {
|
|
CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum,
|
|
cg.snap->serverTime, cg.time, cent->lerpOrigin );
|
|
}
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
// now the nasty stuff - this will interpolate all ghoul2 models bone angle overrides per model attached to this cent
|
|
// if (cent->currentState.ghoul2.size())
|
|
{
|
|
LerpBoneAngleOverrides(cent);
|
|
}
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_TeamBase
|
|
===============
|
|
*/
|
|
static void CG_TeamBase( centity_t *cent ) {
|
|
refEntity_t model;
|
|
if ( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY ) {
|
|
// show the flag base
|
|
memset(&model, 0, sizeof(model));
|
|
model.reType = RT_MODEL;
|
|
VectorCopy( cent->lerpOrigin, model.lightingOrigin );
|
|
VectorCopy( cent->lerpOrigin, model.origin );
|
|
AnglesToAxis( cent->currentState.angles, model.axis );
|
|
if ( cent->currentState.modelindex == TEAM_RED ) {
|
|
model.hModel = cgs.media.redFlagBaseModel;
|
|
}
|
|
else if ( cent->currentState.modelindex == TEAM_BLUE ) {
|
|
model.hModel = cgs.media.blueFlagBaseModel;
|
|
}
|
|
else {
|
|
model.hModel = cgs.media.neutralFlagBaseModel;
|
|
}
|
|
trap_R_AddRefEntityToScene( &model );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_AddCEntity
|
|
|
|
===============
|
|
*/
|
|
static void CG_AddCEntity( centity_t *cent ) {
|
|
// event-only entities will have been dealt with already
|
|
if ( cent->currentState.eType >= ET_EVENTS ) {
|
|
return;
|
|
}
|
|
|
|
// calculate the current origin
|
|
CG_CalcEntityLerpPositions( cent );
|
|
|
|
// add automatic effects
|
|
CG_EntityEffects( cent );
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
// do this before we copy the data to refEnts
|
|
if (trap_G2_HaveWeGhoul2Models(cent->ghoul2))
|
|
{
|
|
trap_G2_SetGhoul2ModelIndexes(cent->ghoul2, cgs.gameModels, cgs.skins);
|
|
}
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
switch ( cent->currentState.eType ) {
|
|
default:
|
|
CG_Error( "Bad entity type: %i\n", cent->currentState.eType );
|
|
break;
|
|
case ET_INVISIBLE:
|
|
case ET_PUSH_TRIGGER:
|
|
case ET_TELEPORT_TRIGGER:
|
|
break;
|
|
case ET_GENERAL:
|
|
CG_General( cent );
|
|
break;
|
|
case ET_PLAYER:
|
|
CG_Player( cent );
|
|
break;
|
|
case ET_ITEM:
|
|
CG_Item( cent );
|
|
break;
|
|
case ET_MISSILE:
|
|
CG_Missile( cent );
|
|
break;
|
|
case ET_SPECIAL:
|
|
CG_Special( cent );
|
|
break;
|
|
case ET_HOLOCRON:
|
|
CG_General( cent );
|
|
break;
|
|
case ET_MOVER:
|
|
CG_Mover( cent );
|
|
break;
|
|
case ET_BEAM:
|
|
CG_Beam( cent );
|
|
break;
|
|
case ET_PORTAL:
|
|
CG_Portal( cent );
|
|
break;
|
|
case ET_SPEAKER:
|
|
CG_Speaker( cent );
|
|
break;
|
|
case ET_TEAM:
|
|
CG_TeamBase( cent );
|
|
break;
|
|
case ET_BODY:
|
|
CG_General( cent );
|
|
break;
|
|
}
|
|
}
|
|
|
|
void CG_ManualEntityRender(centity_t *cent)
|
|
{
|
|
CG_AddCEntity(cent);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_AddPacketEntities
|
|
|
|
===============
|
|
*/
|
|
void CG_AddPacketEntities( void ) {
|
|
int num;
|
|
centity_t *cent;
|
|
playerState_t *ps;
|
|
|
|
// set cg.frameInterpolation
|
|
if ( cg.nextSnap ) {
|
|
int delta;
|
|
|
|
delta = (cg.nextSnap->serverTime - cg.snap->serverTime);
|
|
if ( delta == 0 ) {
|
|
cg.frameInterpolation = 0;
|
|
} else {
|
|
cg.frameInterpolation = (float)( cg.time - cg.snap->serverTime ) / delta;
|
|
}
|
|
} else {
|
|
cg.frameInterpolation = 0; // actually, it should never be used, because
|
|
// no entities should be marked as interpolating
|
|
}
|
|
|
|
// the auto-rotating items will all have the same axis
|
|
cg.autoAngles[0] = 0;
|
|
cg.autoAngles[1] = ( cg.time & 2047 ) * 360 / 2048.0;
|
|
cg.autoAngles[2] = 0;
|
|
|
|
cg.autoAnglesFast[0] = 0;
|
|
cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024.0f;
|
|
cg.autoAnglesFast[2] = 0;
|
|
|
|
AnglesToAxis( cg.autoAngles, cg.autoAxis );
|
|
AnglesToAxis( cg.autoAnglesFast, cg.autoAxisFast );
|
|
|
|
// generate and add the entity from the playerstate
|
|
ps = &cg.predictedPlayerState;
|
|
|
|
//rww - update the g2 pointer BEFORE the weapons, otherwise bad things could happen
|
|
//FIXME: These two pointers seem to differ sometimes, they shouldn't, should they?
|
|
cg.predictedPlayerEntity.ghoul2 = cg_entities[ cg.snap->ps.clientNum].ghoul2;
|
|
CG_CheckPlayerG2Weapons(ps, &cg.predictedPlayerEntity);
|
|
BG_PlayerStateToEntityState( ps, &cg.predictedPlayerEntity.currentState, qfalse );
|
|
|
|
// add in the Ghoul2 stuff.
|
|
VectorCopy( cg_entities[ cg.snap->ps.clientNum].modelScale, cg.predictedPlayerEntity.modelScale);
|
|
cg.predictedPlayerEntity.radius = cg_entities[ cg.snap->ps.clientNum].radius;
|
|
|
|
CG_AddCEntity( &cg.predictedPlayerEntity );
|
|
|
|
// lerp the non-predicted value for lightning gun origins
|
|
CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] );
|
|
|
|
// add each entity sent over by the server
|
|
for ( num = 0 ; num < cg.snap->numEntities ; num++ ) {
|
|
// Don't re-add ents that have been predicted.
|
|
if (cg.snap->entities[ num ].number != cg.snap->ps.clientNum)
|
|
{
|
|
cent = &cg_entities[ cg.snap->entities[ num ].number ];
|
|
CG_AddCEntity( cent );
|
|
}
|
|
}
|
|
}
|
|
|
|
void CG_ROFF_NotetrackCallback( centity_t *cent, const char *notetrack)
|
|
{
|
|
int i = 0, r = 0, objectID = 0, anglesGathered = 0, posoffsetGathered = 0;
|
|
char type[256];
|
|
char argument[512];
|
|
char addlArg[512];
|
|
char errMsg[256];
|
|
char t[64];
|
|
int addlArgs = 0;
|
|
vec3_t parsedAngles, parsedOffset, useAngles, useOrigin, forward, right, up;
|
|
|
|
if (!cent || !notetrack)
|
|
{
|
|
return;
|
|
}
|
|
|
|
//notetrack = "effect effects/explosion1.efx 0+0+64 0-0-1";
|
|
|
|
while (notetrack[i] && notetrack[i] != ' ')
|
|
{
|
|
type[i] = notetrack[i];
|
|
i++;
|
|
}
|
|
|
|
type[i] = '\0';
|
|
|
|
if (notetrack[i] != ' ')
|
|
{ //didn't pass in a valid notetrack type, or forgot the argument for it
|
|
return;
|
|
}
|
|
|
|
i++;
|
|
|
|
while (notetrack[i] && notetrack[i] != ' ')
|
|
{
|
|
argument[r] = notetrack[i];
|
|
r++;
|
|
i++;
|
|
}
|
|
argument[r] = '\0';
|
|
|
|
if (!r)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (notetrack[i] == ' ')
|
|
{ //additional arguments...
|
|
addlArgs = 1;
|
|
|
|
i++;
|
|
r = 0;
|
|
while (notetrack[i])
|
|
{
|
|
addlArg[r] = notetrack[i];
|
|
r++;
|
|
i++;
|
|
}
|
|
addlArg[r] = '\0';
|
|
}
|
|
|
|
if (strcmp(type, "effect") == 0)
|
|
{
|
|
if (!addlArgs)
|
|
{
|
|
//sprintf(errMsg, "Offset position argument for 'effect' type is invalid.");
|
|
//goto functionend;
|
|
VectorClear(parsedOffset);
|
|
goto defaultoffsetposition;
|
|
}
|
|
|
|
i = 0;
|
|
|
|
while (posoffsetGathered < 3)
|
|
{
|
|
r = 0;
|
|
while (addlArg[i] && addlArg[i] != '+' && addlArg[i] != ' ')
|
|
{
|
|
t[r] = addlArg[i];
|
|
r++;
|
|
i++;
|
|
}
|
|
t[r] = '\0';
|
|
i++;
|
|
if (!r)
|
|
{ //failure..
|
|
//sprintf(errMsg, "Offset position argument for 'effect' type is invalid.");
|
|
//goto functionend;
|
|
VectorClear(parsedOffset);
|
|
i = 0;
|
|
goto defaultoffsetposition;
|
|
}
|
|
parsedOffset[posoffsetGathered] = atof(t);
|
|
posoffsetGathered++;
|
|
}
|
|
|
|
if (posoffsetGathered < 3)
|
|
{
|
|
Com_sprintf(errMsg, sizeof(errMsg), "Offset position argument for 'effect' type is invalid.");
|
|
goto functionend;
|
|
}
|
|
|
|
i--;
|
|
|
|
if (addlArg[i] != ' ')
|
|
{
|
|
addlArgs = 0;
|
|
}
|
|
|
|
defaultoffsetposition:
|
|
|
|
objectID = trap_FX_RegisterEffect(argument);
|
|
|
|
if (objectID)
|
|
{
|
|
if (addlArgs)
|
|
{ //if there is an additional argument for an effect it is expected to be XANGLE-YANGLE-ZANGLE
|
|
i++;
|
|
while (anglesGathered < 3)
|
|
{
|
|
r = 0;
|
|
while (addlArg[i] && addlArg[i] != '-')
|
|
{
|
|
t[r] = addlArg[i];
|
|
r++;
|
|
i++;
|
|
}
|
|
t[r] = '\0';
|
|
i++;
|
|
|
|
if (!r)
|
|
{ //failed to get a new part of the vector
|
|
anglesGathered = 0;
|
|
break;
|
|
}
|
|
|
|
parsedAngles[anglesGathered] = atof(t);
|
|
anglesGathered++;
|
|
}
|
|
|
|
if (anglesGathered)
|
|
{
|
|
VectorCopy(parsedAngles, useAngles);
|
|
}
|
|
else
|
|
{ //failed to parse angles from the extra argument provided..
|
|
VectorCopy(cent->lerpAngles, useAngles);
|
|
}
|
|
}
|
|
else
|
|
{ //if no constant angles, play in direction entity is facing
|
|
VectorCopy(cent->lerpAngles, useAngles);
|
|
}
|
|
|
|
AngleVectors(useAngles, forward, right, up);
|
|
|
|
VectorCopy(cent->lerpOrigin, useOrigin);
|
|
|
|
//forward
|
|
useOrigin[0] += forward[0]*parsedOffset[0];
|
|
useOrigin[1] += forward[1]*parsedOffset[0];
|
|
useOrigin[2] += forward[2]*parsedOffset[0];
|
|
|
|
//right
|
|
useOrigin[0] += right[0]*parsedOffset[1];
|
|
useOrigin[1] += right[1]*parsedOffset[1];
|
|
useOrigin[2] += right[2]*parsedOffset[1];
|
|
|
|
//up
|
|
useOrigin[0] += up[0]*parsedOffset[2];
|
|
useOrigin[1] += up[1]*parsedOffset[2];
|
|
useOrigin[2] += up[2]*parsedOffset[2];
|
|
|
|
trap_FX_PlayEffectID(objectID, useOrigin, useAngles);
|
|
}
|
|
}
|
|
else if (strcmp(type, "sound") == 0)
|
|
{
|
|
objectID = trap_S_RegisterSound(argument);
|
|
trap_S_StartSound(cent->lerpOrigin, cent->currentState.number, CHAN_BODY, objectID);
|
|
}
|
|
else if (strcmp(type, "loop") == 0)
|
|
{ //handled server-side
|
|
return;
|
|
}
|
|
//else if ...
|
|
else
|
|
{
|
|
if (type[0])
|
|
{
|
|
Com_Printf("^3Warning: \"%s\" is an invalid ROFF notetrack function\n", type);
|
|
}
|
|
else
|
|
{
|
|
Com_Printf("^3Warning: Notetrack is missing function and/or arguments\n");
|
|
}
|
|
}
|
|
|
|
return;
|
|
|
|
functionend:
|
|
Com_Printf("^3Type-specific notetrack error: %s\n", errMsg);
|
|
return;
|
|
}
|
|
|