shell ejection stuff/handcannon fix

This commit is contained in:
Bryce Hutchings 2002-03-24 22:46:23 +00:00
parent a8c602f312
commit 126ed66f84

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.58 2002/03/24 22:46:23 niceass
// shell ejection stuff/handcannon fix
//
// Revision 1.57 2002/03/21 02:17:39 blaze
// more func_explosive goodness
//
@ -247,19 +250,19 @@ localEntity_t *CG_ShotgunEjectBrass( centity_t *cent ) {
vec3_t velocity, xvelocity;
vec3_t offset, xoffset;
vec3_t v[3];
int i, isHC;
int i;//, isHC;
float waterScale = 1.0f;
if (cent->currentState.weapon == WP_HANDCANNON)
isHC=1;
else
isHC=0;
//if (cent->currentState.weapon == WP_HANDCANNON)
// isHC=1;
//else
// isHC=0;
if ( cg_brassTime.integer <= 0 ) {
return NULL;
}
for ( i = 0; i < isHC + 1; i++ ) {
float waterScale = 1.0f;
//for ( i = 0; i < isHC + 1; i++ ) {
le = CG_AllocLocalEntity();
re = &le->refEntity;
@ -286,7 +289,7 @@ localEntity_t *CG_ShotgunEjectBrass( centity_t *cent ) {
le->leFlags = LEF_TUMBLE;
le->leBounceSoundType = LEBS_BRASS;
le->leMarkType = LEMT_NONE;
}
//}
return le;
}
@ -954,7 +957,7 @@ void CG_RegisterWeapon( int weaponNum ) {
//Elder: changed to hcfire from cannon_fire
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/handcannon/hcfire.wav", qfalse );
weaponInfo->worldReloadSound[0] = trap_S_RegisterSound( "sound/weapons/handcannon/hcreload.wav", qfalse );
//weaponInfo->ejectBrassFunc = CG_ShotgunEjectBrass;
weaponInfo->ejectBrassFunc = CG_ShotgunEjectBrass;
cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
Com_sprintf( filename, sizeof(filename), "models/weapons2/handcannon/animation.cfg" );
@ -1582,6 +1585,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
}
// NiceAss: Tag locations used for shell ejection
// The handcannon hacks have ruined my beautiful code =(
if ( cg.time > cent->ejectBrassTime && cent->ejectBrassTime && weapon->ejectBrassFunc &&
( ps || cg.renderingThirdPerson || cent->currentState.number != cg.predictedPlayerState.clientNum ) ) {
@ -1592,8 +1596,9 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
shell->bounceFactor *= 0.75;
}
if ( shell != NULL && weaponNum != WP_HANDCANNON ) {
if ( shell != NULL ) {
float speed = 1.0f;
int axis = 0;
if (ps) {
if ( weapon->item->giTag == WP_AKIMBO && !ps->stats[STAT_BURST] )
@ -1613,11 +1618,34 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
if (trap_CM_PointContents(shell->pos.trBase, 0) == CONTENTS_WATER) speed = 0.5f;
vectoangles( shell->refEntity.axis[0], shell->angles.trBase);
VectorScale( shell->refEntity.axis[0], 140 * speed, shell->pos.trDelta );
if ( weaponNum == WP_HANDCANNON ) {
speed = -speed * 1.5; // horrible hacks
axis = 1;
}
vectoangles( shell->refEntity.axis[axis], shell->angles.trBase);
VectorScale( shell->refEntity.axis[axis], 140 * speed, shell->pos.trDelta );
VectorAdd( shell->pos.trDelta, cent->currentState.pos.trDelta, shell->pos.trDelta);
}
// All this code for a SECOND shell on the HC
if ( weaponNum == WP_HANDCANNON ) {
float speed = -1.0f;
shell = weapon->ejectBrassFunc( cent );
if (shell != NULL) {
CG_PositionRotatedEntityOnTag( &shell->refEntity, &gun, gun.hModel, "tag_shell2");
VectorCopy( shell->refEntity.origin, shell->pos.trBase );
if (trap_CM_PointContents(shell->pos.trBase, 0) == CONTENTS_WATER) speed = -0.5f;
vectoangles( shell->refEntity.axis[1], shell->angles.trBase);
VectorScale( shell->refEntity.axis[1], 140 * speed * 1.5, shell->pos.trDelta );
VectorAdd( shell->pos.trDelta, cent->currentState.pos.trDelta, shell->pos.trDelta);
}
}
cent->ejectBrassTime = 0;
}
@ -2558,7 +2586,7 @@ void CG_FireWeapon( centity_t *cent, int weapModification ) {
cent->ejectBrassTime = cg.time+500;
else if (ent->weapon == WP_SSG3000)
cent->ejectBrassTime = cg.time+650;
else if (ent->weapon != WP_KNIFE && ent->weapon != WP_GRENADE)
else if (ent->weapon != WP_KNIFE && ent->weapon != WP_GRENADE && ent->weapon != WP_HANDCANNON)
cent->ejectBrassTime = cg.time;
@ -3963,7 +3991,8 @@ void CG_ReloadWeapon (centity_t *cent, int reloadStage)
}
if ( ent->weapon == WP_HANDCANNON )
CG_ShotgunEjectBrass( cent );
cent->ejectBrassTime = cg.time;
// CG_ShotgunEjectBrass( cent );
break;
case 2:
if (weap->worldReloadSound[2] && ent->clientNum != cg.snap->ps.clientNum)