diff --git a/reaction/cgame/cg_weapons.c b/reaction/cgame/cg_weapons.c index cef23ad0..90dcb3b5 100644 --- a/reaction/cgame/cg_weapons.c +++ b/reaction/cgame/cg_weapons.c @@ -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)