mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-23 12:42:36 +00:00
Elder:
0-15-00 VMs Client-side
This commit is contained in:
parent
af767d3b8f
commit
19d863fa5d
5 changed files with 415 additions and 329 deletions
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@ -303,14 +303,16 @@ static void CG_Item( centity_t *cent ) {
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// autorotate at one of two speeds
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//Blaze: no rotating
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// if ( item->giType == IT_HEALTH ) {
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// VectorCopy( cg.autoAnglesFast, cent->lerpAngles );
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// AxisCopy( cg.autoAxisFast, ent.axis );
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// } else {
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// VectorCopy( cg.autoAngles, cent->lerpAngles );
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// AxisCopy( cg.autoAxis, ent.axis );
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// }
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//Blaze: no rotating
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/*
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if ( item->giType == IT_HEALTH ) {
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VectorCopy( cg.autoAnglesFast, cent->lerpAngles );
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AxisCopy( cg.autoAxisFast, ent.axis );
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} else {
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VectorCopy( cg.autoAngles, cent->lerpAngles );
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AxisCopy( cg.autoAxis, ent.axis );
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}
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*/
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if (item->giType == IT_WEAPON && item->giTag != WP_KNIFE &&
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(es->pos.trDelta[0] != 0 || es->pos.trDelta[1] != 0 || es->pos.trDelta[2] != 0) ) {
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@ -320,16 +322,21 @@ static void CG_Item( centity_t *cent ) {
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//It's out here because the wi calculations mess up the lerpOrigin
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VectorCopy( cg.autoAnglesFast, cent->lerpAngles );
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AxisCopy( cg.autoAxisFast, ent.axis );
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VectorCopy(ent.axis[1], myvec);
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VectorNegate(ent.axis[2], ent.axis[1]);
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VectorCopy(myvec, ent.axis[2]);
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}
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else if (item->giType == IT_HOLDABLE &&
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(es->pos.trDelta[0] != 0 || es->pos.trDelta[1] != 0 || es->pos.trDelta[2] != 0))
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else if (item->giType == IT_HOLDABLE)
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{
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VectorCopy( cg.autoAnglesFast, cent->lerpAngles );
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AxisCopy( cg.autoAxisFast, ent.axis );
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//Elder: rotate item if moving
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if (es->pos.trDelta[0] != 0 || es->pos.trDelta[1] != 0 || es->pos.trDelta[2] != 0)
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{
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VectorCopy( cg.autoAnglesFast, cent->lerpAngles );
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AxisCopy( cg.autoAxisFast, ent.axis );
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}
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else
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AnglesToAxis(es->angles, ent.axis);
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}
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wi = NULL;
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@ -342,6 +349,10 @@ static void CG_Item( centity_t *cent ) {
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vec3_t myvec;
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// Elder: bad hack -- but oh well.
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if (es->pos.trDelta[0] == 0 && es->pos.trDelta[1] == 0 && es->pos.trDelta[2] == 0)
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AnglesToAxis(es->angles, ent.axis);
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//CG_Printf("Should not be in here if it's a thrown knife\n");
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wi = &cg_weapons[item->giTag];
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cent->lerpOrigin[0] -=
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@ -356,16 +367,17 @@ static void CG_Item( centity_t *cent ) {
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wi->weaponMidpoint[0] * ent.axis[0][2] +
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wi->weaponMidpoint[1] * ent.axis[1][2] +
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wi->weaponMidpoint[2] * ent.axis[2][2];
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//Blaze: Dont raise the weapon, but lower it
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//Elder: increased value
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//Blaze: Dont raise the weapon, but lower it
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//Elder: don't lower knives by much - this is bad hardcode but oh well
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if ( item->giTag == WP_KNIFE)
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cent->lerpOrigin[2] -= 10;
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else
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cent->lerpOrigin[2] -= 14;
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// cent->lerpOrigin[2] += 8; // an extra height boost
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// cent->lerpOrigin[2] += 8; // an extra height boost
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if (es->pos.trDelta[0] == 0 && es->pos.trDelta[1] == 0 && es->pos.trDelta[2] == 0) {
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if (es->pos.trDelta[0] == 0 && es->pos.trDelta[1] == 0 && es->pos.trDelta[2] == 0)
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{
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// Blaze: rotate the gun by 90 degrees to place it on the ground
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VectorCopy(ent.axis[1], myvec);
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VectorNegate(ent.axis[2], ent.axis[1]);
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@ -446,7 +446,7 @@ static void CG_Obituary_Head( entityState_t *ent ) {
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target = ent->otherEntityNum;
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attacker = ent->otherEntityNum2;
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mod = ent->eventParm;
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CG_Printf("(%s) (%s) (%d) (%d)\n",targetName, attackerName,target,attacker);
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if ( target < 0 || target >= MAX_CLIENTS ) {
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CG_Error( "CG_Obituary: target out of range" );
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}
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@ -655,7 +655,7 @@ static void CG_Obituary_Chest( entityState_t *ent ) {
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target = ent->otherEntityNum;
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attacker = ent->otherEntityNum2;
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mod = ent->eventParm;
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CG_Printf("(%s) (%s) (%d) (%d)\n",targetName, attackerName,target,attacker);
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if ( target < 0 || target >= MAX_CLIENTS ) {
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CG_Error( "CG_Obituary: target out of range" );
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}
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@ -834,7 +834,7 @@ static void CG_Obituary_Stomach( entityState_t *ent ) {
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target = ent->otherEntityNum;
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attacker = ent->otherEntityNum2;
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mod = ent->eventParm;
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CG_Printf("(%s) (%s) (%d) (%d)\n",targetName, attackerName,target,attacker);
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if ( target < 0 || target >= MAX_CLIENTS ) {
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CG_Error( "CG_Obituary: target out of range" );
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}
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@ -2360,19 +2360,28 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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DEBUGNAME("EV_BREAK_GLASS1");
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// Change cgs.media.gibSound to whatever sound you want it to use
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// I think the gib sound sounds pretty good
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//Elder: gonna move this into the function
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trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.glassSound );
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//Elder: gonna move this into the function some day
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if ( rand() % 2 )
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trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.glassSound );
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else
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trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.glass2Sound );
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//Elder: modified
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CG_BreakGlass( cent->lerpOrigin, es->eventParm, 0 );
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break;
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case EV_BREAK_GLASS2:
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DEBUGNAME("EV_BREAK_GLASS2");
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trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.glassSound );
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if ( rand() % 2 )
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trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.glassSound );
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else
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trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.glass2Sound );
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CG_BreakGlass( cent->lerpOrigin, es->eventParm, 1 );
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break;
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case EV_BREAK_GLASS3:
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DEBUGNAME("EV_BREAK_GLASS3");
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trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.glassSound );
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if ( rand() % 2 )
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trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.glassSound );
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else
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trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.glass2Sound );
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CG_BreakGlass( cent->lerpOrigin, es->eventParm, 2 );
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break;
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case EV_STOPLOOPINGSOUND:
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@ -861,6 +861,7 @@ typedef struct {
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qhandle_t rq3_healthicon2;
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qhandle_t smokePuffShader;
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qhandle_t smokePuffAnimShader;
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qhandle_t smokePuffRageProShader;
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qhandle_t shotgunSmokePuffShader;
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qhandle_t plasmaBallShader;
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@ -1025,7 +1026,8 @@ typedef struct {
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sfxHandle_t youSuckSound;
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#endif
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sfxHandle_t gibSound;
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sfxHandle_t glassSound;//Blaze: Reaction breakable glass
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sfxHandle_t glassSound; //Blaze: Reaction breakable glass
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sfxHandle_t glass2Sound;
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sfxHandle_t gibBounce1Sound;
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sfxHandle_t gibBounce2Sound;
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sfxHandle_t gibBounce3Sound;
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@ -656,6 +656,7 @@ static void CG_RegisterSounds( void ) {
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cgs.media.gibSound = trap_S_RegisterSound( "sound/player/gibsplt1.wav", qfalse );
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//Blaze: Reaction breakable glass
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cgs.media.glassSound = trap_S_RegisterSound( "sound/world/glassbk.wav", qfalse );
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cgs.media.glass2Sound = trap_S_RegisterSound( "sound/world/glassbk2.wav", qfalse );
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cgs.media.gibBounce1Sound = trap_S_RegisterSound( "sound/player/gibimp1.wav", qfalse );
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cgs.media.gibBounce2Sound = trap_S_RegisterSound( "sound/player/gibimp2.wav", qfalse );
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cgs.media.gibBounce3Sound = trap_S_RegisterSound( "sound/player/gibimp3.wav", qfalse );
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@ -924,6 +925,8 @@ static void CG_RegisterGraphics( void ) {
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cgs.media.scoreboardTime = trap_R_RegisterShaderNoMip( "menu/tab/time.tga" );
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cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" );
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// Elder: expanding animated smoke puff
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cgs.media.smokePuffAnimShader = trap_R_RegisterShader( "smokePuff-rq3" );
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cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" );
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cgs.media.shotgunSmokePuffShader = trap_R_RegisterShader( "shotgunSmokePuff" );
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#ifdef MISSIONPACK
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@ -1021,6 +1021,12 @@ void CG_RegisterWeapon( int weaponNum ) {
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//weaponInfo->reloadSound2 = trap_S_RegisterSound( "sound/weapons/mp5/mp5in.wav", qfalse );
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//weaponInfo->reloadSound3 = trap_S_RegisterSound( "sound/weapons/mp5/mp5slide.wav", qfalse );
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cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
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Com_sprintf( filename, sizeof(filename), "models/weapons2/mp5/animation.cfg" );
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if ( !CG_ParseWeaponAnimFile(filename, weaponInfo) ) {
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Com_Printf("Failed to load weapon animation file %s\n", filename);
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weapAnimLoad = qfalse;
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}
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break;
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case WP_HANDCANNON:
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@ -1847,29 +1853,32 @@ void CG_AddViewWeapon( playerState_t *ps ) {
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AnglesToAxis( angles, hand.axis );
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//Elder: temp hack
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//if ( ps->weapon != WP_PISTOL && ps->weapon != WP_M3)
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//{
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// map torso animations to weapon animations
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if ( cg_gun_frame.integer ||
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ps->weapon == WP_PISTOL ||
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ps->weapon == WP_M3 ||
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ps->weapon == WP_HANDCANNON ||
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ps->weapon == WP_SSG3000 ||
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ps->weapon == WP_M4 ||
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ps->weapon == WP_AKIMBO ||
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ps->weapon == WP_GRENADE ||
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ps->weapon == WP_KNIFE) {
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// development tool
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hand.frame = hand.oldframe = cg_gun_frame.integer;
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hand.backlerp = 0;
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} else {
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// get clientinfo for animation map
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ci = &cgs.clientinfo[ cent->currentState.clientNum ];
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hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame );
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hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame );
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hand.backlerp = cent->pe.torso.backlerp;
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}
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//}
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// map torso animations to weapon animations
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/*
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if ( cg_gun_frame.integer ||
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ps->weapon == WP_PISTOL ||
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ps->weapon == WP_M3 ||
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ps->weapon == WP_HANDCANNON ||
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ps->weapon == WP_SSG3000 ||
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ps->weapon == WP_M4 ||
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ps->weapon == WP_MP5 ||
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ps->weapon == WP_AKIMBO ||
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ps->weapon == WP_GRENADE ||
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ps->weapon == WP_KNIFE ) {
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*/
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// development tool
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hand.frame = hand.oldframe = cg_gun_frame.integer;
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hand.backlerp = 0;
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/*
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} else {
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// get clientinfo for animation map
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ci = &cgs.clientinfo[ cent->currentState.clientNum ];
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hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame );
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hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame );
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hand.backlerp = cent->pe.torso.backlerp;
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}
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*/
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hand.hModel = weapon->handsModel;
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hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT;
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@ -2389,7 +2398,6 @@ void CG_Weapon_f( void ) {
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}
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if (cg.snap->ps.weapon == WP_SSG3000) {
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//trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.lensSound);
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trap_S_StartLocalSound( cgs.media.lensSound, CHAN_ITEM);
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if (cg_RQ3_ssgZoomAssist.integer)
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CG_RQ3_Zoom();
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@ -2398,12 +2406,14 @@ void CG_Weapon_f( void ) {
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{
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CG_RQ3_GrenadeMode();
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}
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else
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// only play "click" sound for M4/MP5/Pistol
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else if (cg.snap->ps.weapon == WP_M4 || cg.snap->ps.weapon == WP_MP5 ||
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cg.snap->ps.weapon == WP_PISTOL )
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{
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//do weapon select sound
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trap_S_StartLocalSound( cgs.media.weapToggleSound, CHAN_ITEM);
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}
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trap_SendClientCommand("weapon");
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//Elder: added to get out of function at this point
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return;
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}
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@ -2848,280 +2858,321 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
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duration = 600;
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switch ( weapon ) {
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case WP_M4:
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case WP_MP5:
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case WP_PISTOL:
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case WP_AKIMBO:
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case WP_SSG3000:
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mod = cgs.media.bulletFlashModel;
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shader = cgs.media.bulletExplosionShader;
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if (soundType == IMPACTSOUND_GLASS)
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mark = cgs.media.glassMarkShader;
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else
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mark = cgs.media.bulletMarkShader;
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//Blaze: Reaction M4
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case WP_M4:
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mod = cgs.media.bulletFlashModel;
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shader = cgs.media.bulletExplosionShader;
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if (soundType == IMPACTSOUND_GLASS)
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mark = cgs.media.glassMarkShader;
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else
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mark = cgs.media.bulletMarkShader;
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r = rand() & 3;
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if (soundType == IMPACTSOUND_METAL)
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{
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if ( r < 2 )
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sfx = cgs.media.sfx_metalric1;
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else if ( r == 2 )
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sfx = cgs.media.sfx_metalric2;
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else
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sfx = cgs.media.sfx_metalric3;
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}
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else if (soundType == IMPACTSOUND_GLASS)
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{
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if ( r < 2 )
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sfx = cgs.media.sfx_glassric1;
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else if ( r == 2 )
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sfx = cgs.media.sfx_glassric2;
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else
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sfx = cgs.media.sfx_glassric3;
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}
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else
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{
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if ( r == 0 )
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sfx = cgs.media.sfx_ric1;
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else if ( r == 1 )
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sfx = cgs.media.sfx_ric2;
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else
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sfx = cgs.media.sfx_ric3;
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}
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radius = 8;
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break;
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r = rand() & 3;
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if (soundType == IMPACTSOUND_METAL)
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{
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if ( r < 2 ) {
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sfx = cgs.media.sfx_metalric1;
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} else if ( r == 2 ) {
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sfx = cgs.media.sfx_metalric2;
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} else {
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sfx = cgs.media.sfx_metalric3;
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}
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}
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else if (soundType == IMPACTSOUND_GLASS)
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{
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if ( r < 2 ) {
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sfx = cgs.media.sfx_glassric1;
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} else if ( r == 2 ) {
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sfx = cgs.media.sfx_glassric2;
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} else {
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sfx = cgs.media.sfx_glassric3;
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}
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}
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else
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{
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if ( r < 2 ) {
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sfx = cgs.media.sfx_ric1;
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} else if ( r == 2 ) {
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sfx = cgs.media.sfx_ric2;
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} else {
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sfx = cgs.media.sfx_ric3;
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}
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}
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radius = 8;
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break;
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//Blaze: Reaction Pistol
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case WP_PISTOL:
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mod = cgs.media.bulletFlashModel;
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shader = cgs.media.bulletExplosionShader;
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if (soundType == IMPACTSOUND_GLASS)
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mark = cgs.media.glassMarkShader;
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else
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mark = cgs.media.bulletMarkShader;
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r = rand() & 3;
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if (soundType == IMPACTSOUND_METAL)
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{
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if ( r < 2 ) {
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sfx = cgs.media.sfx_metalric1;
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} else if ( r == 2 ) {
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sfx = cgs.media.sfx_metalric2;
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} else {
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sfx = cgs.media.sfx_metalric3;
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}
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}
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else if (soundType == IMPACTSOUND_GLASS)
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{
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if ( r < 2 ) {
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sfx = cgs.media.sfx_glassric1;
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} else if ( r == 2 ) {
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sfx = cgs.media.sfx_glassric2;
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} else {
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sfx = cgs.media.sfx_glassric3;
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}
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}
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else
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{
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if ( r < 2 ) {
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sfx = cgs.media.sfx_ric1;
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||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_ric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_ric3;
|
||||
}
|
||||
}
|
||||
radius = 8;
|
||||
break;
|
||||
case WP_SSG3000:
|
||||
mod = cgs.media.bulletFlashModel;
|
||||
shader = cgs.media.bulletExplosionShader;
|
||||
if (soundType == IMPACTSOUND_GLASS)
|
||||
mark = cgs.media.glassMarkShader;
|
||||
else
|
||||
mark = cgs.media.bulletMarkShader;
|
||||
|
||||
r = rand() & 3;
|
||||
if (soundType == IMPACTSOUND_METAL)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_metalric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_metalric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_metalric3;
|
||||
}
|
||||
}
|
||||
else if (soundType == IMPACTSOUND_GLASS)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_glassric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_glassric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_glassric3;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_ric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_ric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_ric3;
|
||||
}
|
||||
}
|
||||
radius = 8;
|
||||
break;
|
||||
case WP_AKIMBO:
|
||||
mod = cgs.media.bulletFlashModel;
|
||||
shader = cgs.media.bulletExplosionShader;
|
||||
if (soundType == IMPACTSOUND_GLASS)
|
||||
mark = cgs.media.glassMarkShader;
|
||||
else
|
||||
mark = cgs.media.bulletMarkShader;
|
||||
|
||||
r = rand() & 3;
|
||||
if (soundType == IMPACTSOUND_METAL)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_metalric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_metalric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_metalric3;
|
||||
}
|
||||
}
|
||||
else if (soundType == IMPACTSOUND_GLASS)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_glassric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_glassric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_glassric3;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_ric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_ric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_ric3;
|
||||
}
|
||||
}
|
||||
radius = 8;
|
||||
break;
|
||||
|
||||
//Blaze: Reaction MP5
|
||||
case WP_MP5:
|
||||
mod = cgs.media.bulletFlashModel;
|
||||
shader = cgs.media.bulletExplosionShader;
|
||||
if (soundType == IMPACTSOUND_GLASS)
|
||||
mark = cgs.media.glassMarkShader;
|
||||
else
|
||||
mark = cgs.media.bulletMarkShader;
|
||||
|
||||
r = rand() & 3;
|
||||
if (soundType == IMPACTSOUND_METAL)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_metalric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_metalric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_metalric3;
|
||||
}
|
||||
}
|
||||
else if (soundType == IMPACTSOUND_GLASS)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_glassric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_glassric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_glassric3;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( r == 0 ) {
|
||||
sfx = cgs.media.sfx_ric1;
|
||||
} else if ( r == 1 ) {
|
||||
sfx = cgs.media.sfx_ric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_ric3;
|
||||
}
|
||||
}
|
||||
radius = 8;
|
||||
break;
|
||||
//Blaze: Reaction Shotgun
|
||||
case WP_M3:
|
||||
mod = cgs.media.bulletFlashModel;
|
||||
shader = cgs.media.bulletExplosionShader;
|
||||
if (soundType == IMPACTSOUND_GLASS)
|
||||
mark = cgs.media.glassMarkShader;
|
||||
else
|
||||
mark = cgs.media.bulletMarkShader;
|
||||
sfx = 0;
|
||||
radius = 4;
|
||||
break;
|
||||
case WP_HANDCANNON:
|
||||
mod = cgs.media.bulletFlashModel;
|
||||
shader = cgs.media.bulletExplosionShader;
|
||||
if (soundType == IMPACTSOUND_GLASS)
|
||||
mark = cgs.media.glassMarkShader;
|
||||
else
|
||||
mark = cgs.media.bulletMarkShader;
|
||||
sfx = 0;
|
||||
radius = 4;
|
||||
break;
|
||||
case WP_GRENADE:
|
||||
mod = cgs.media.dishFlashModel;
|
||||
shader = cgs.media.grenadeExplosionShader;
|
||||
sfx = cgs.media.sfx_rockexp;
|
||||
mark = cgs.media.burnMarkShader;
|
||||
radius = 96; //64
|
||||
light = 350; //300
|
||||
isSprite = qtrue;
|
||||
break;
|
||||
|
||||
case WP_KNIFE:
|
||||
/*
|
||||
mod = cgs.media.dishFlashModel;
|
||||
//shader = cgs.media.grenadeExplosionShader;
|
||||
sfx = cgs.media.sfx_rockexp;
|
||||
mark = cgs.media.burnMarkShader;
|
||||
radius = 64;
|
||||
light = 300;
|
||||
isSprite = qtrue;
|
||||
break;
|
||||
//Blaze: Reaction M4
|
||||
case WP_M4:
|
||||
mod = cgs.media.bulletFlashModel;
|
||||
shader = cgs.media.bulletExplosionShader;
|
||||
if (soundType == IMPACTSOUND_GLASS)
|
||||
mark = cgs.media.glassMarkShader;
|
||||
else
|
||||
mark = cgs.media.bulletMarkShader;
|
||||
|
||||
r = rand() & 3;
|
||||
if (soundType == IMPACTSOUND_METAL)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_metalric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_metalric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_metalric3;
|
||||
}
|
||||
}
|
||||
else if (soundType == IMPACTSOUND_GLASS)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_glassric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_glassric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_glassric3;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_ric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_ric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_ric3;
|
||||
}
|
||||
}
|
||||
|
||||
radius = 8;
|
||||
break;
|
||||
//Blaze: Reaction Pistol
|
||||
case WP_PISTOL:
|
||||
mod = cgs.media.bulletFlashModel;
|
||||
shader = cgs.media.bulletExplosionShader;
|
||||
if (soundType == IMPACTSOUND_GLASS)
|
||||
mark = cgs.media.glassMarkShader;
|
||||
else
|
||||
mark = cgs.media.bulletMarkShader;
|
||||
|
||||
r = rand() & 3;
|
||||
if (soundType == IMPACTSOUND_METAL)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_metalric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_metalric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_metalric3;
|
||||
}
|
||||
}
|
||||
else if (soundType == IMPACTSOUND_GLASS)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_glassric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_glassric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_glassric3;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_ric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_ric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_ric3;
|
||||
}
|
||||
}
|
||||
radius = 8;
|
||||
break;
|
||||
case WP_SSG3000:
|
||||
mod = cgs.media.bulletFlashModel;
|
||||
shader = cgs.media.bulletExplosionShader;
|
||||
if (soundType == IMPACTSOUND_GLASS)
|
||||
mark = cgs.media.glassMarkShader;
|
||||
else
|
||||
mark = cgs.media.bulletMarkShader;
|
||||
|
||||
r = rand() & 3;
|
||||
if (soundType == IMPACTSOUND_METAL)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_metalric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_metalric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_metalric3;
|
||||
}
|
||||
}
|
||||
else if (soundType == IMPACTSOUND_GLASS)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_glassric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_glassric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_glassric3;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_ric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_ric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_ric3;
|
||||
}
|
||||
}
|
||||
radius = 8;
|
||||
break;
|
||||
case WP_AKIMBO:
|
||||
mod = cgs.media.bulletFlashModel;
|
||||
shader = cgs.media.bulletExplosionShader;
|
||||
if (soundType == IMPACTSOUND_GLASS)
|
||||
mark = cgs.media.glassMarkShader;
|
||||
else
|
||||
mark = cgs.media.bulletMarkShader;
|
||||
|
||||
r = rand() & 3;
|
||||
if (soundType == IMPACTSOUND_METAL)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_metalric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_metalric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_metalric3;
|
||||
}
|
||||
}
|
||||
else if (soundType == IMPACTSOUND_GLASS)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_glassric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_glassric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_glassric3;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_ric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_ric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_ric3;
|
||||
}
|
||||
}
|
||||
radius = 8;
|
||||
break;
|
||||
|
||||
//Blaze: Reaction MP5
|
||||
case WP_MP5:
|
||||
mod = cgs.media.bulletFlashModel;
|
||||
shader = cgs.media.bulletExplosionShader;
|
||||
if (soundType == IMPACTSOUND_GLASS)
|
||||
mark = cgs.media.glassMarkShader;
|
||||
else
|
||||
mark = cgs.media.bulletMarkShader;
|
||||
|
||||
r = rand() & 3;
|
||||
if (soundType == IMPACTSOUND_METAL)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_metalric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_metalric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_metalric3;
|
||||
}
|
||||
}
|
||||
else if (soundType == IMPACTSOUND_GLASS)
|
||||
{
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.sfx_glassric1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.sfx_glassric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_glassric3;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( r == 0 ) {
|
||||
sfx = cgs.media.sfx_ric1;
|
||||
} else if ( r == 1 ) {
|
||||
sfx = cgs.media.sfx_ric2;
|
||||
} else {
|
||||
sfx = cgs.media.sfx_ric3;
|
||||
}
|
||||
}
|
||||
radius = 8;
|
||||
break;
|
||||
*/
|
||||
if (weapModification == RQ3_WPMOD_KNIFESLASH)
|
||||
{
|
||||
|
||||
case WP_M3:
|
||||
case WP_HANDCANNON:
|
||||
mod = cgs.media.bulletFlashModel;
|
||||
shader = cgs.media.bulletExplosionShader;
|
||||
mark = cgs.media.slashMarkShader;
|
||||
sfx = cgs.media.knifeClankSound;
|
||||
radius = rand() % 4 + 6;
|
||||
}
|
||||
else
|
||||
{
|
||||
mod = cgs.media.bulletFlashModel;
|
||||
shader = cgs.media.bulletExplosionShader;
|
||||
sfx = cgs.media.knifeClankSound;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
if (soundType == IMPACTSOUND_GLASS)
|
||||
mark = cgs.media.glassMarkShader;
|
||||
else
|
||||
mark = cgs.media.bulletMarkShader;
|
||||
sfx = 0;
|
||||
radius = 4;
|
||||
break;
|
||||
|
||||
case WP_GRENADE:
|
||||
mod = cgs.media.dishFlashModel;
|
||||
shader = cgs.media.grenadeExplosionShader;
|
||||
sfx = cgs.media.sfx_rockexp;
|
||||
mark = cgs.media.burnMarkShader;
|
||||
radius = 96; //64
|
||||
light = 350; //300
|
||||
isSprite = qtrue;
|
||||
break;
|
||||
|
||||
case WP_KNIFE:
|
||||
/*
|
||||
mod = cgs.media.dishFlashModel;
|
||||
//shader = cgs.media.grenadeExplosionShader;
|
||||
sfx = cgs.media.sfx_rockexp;
|
||||
mark = cgs.media.burnMarkShader;
|
||||
radius = 64;
|
||||
light = 300;
|
||||
isSprite = qtrue;
|
||||
break;
|
||||
*/
|
||||
if (weapModification == RQ3_WPMOD_KNIFESLASH)
|
||||
{
|
||||
mod = cgs.media.bulletFlashModel;
|
||||
shader = cgs.media.bulletExplosionShader;
|
||||
mark = cgs.media.slashMarkShader;
|
||||
sfx = cgs.media.knifeClankSound;
|
||||
radius = rand() % 4 + 6;
|
||||
}
|
||||
else
|
||||
{
|
||||
mod = cgs.media.bulletFlashModel;
|
||||
shader = cgs.media.bulletExplosionShader;
|
||||
sfx = cgs.media.knifeClankSound;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
// Knives, SSG, and grenades always play sound
|
||||
if (weapon == WP_KNIFE || weapon == WP_SSG3000 || weapon == WP_GRENADE)
|
||||
//
|
||||
// ricochet sound
|
||||
//
|
||||
if (weapon == WP_KNIFE || weapon == WP_SSG3000 || weapon == WP_GRENADE ||
|
||||
soundType == IMPACTSOUND_METAL )
|
||||
i = 1;
|
||||
else
|
||||
//Elder: 90% of the time render a bullet ricochet sound
|
||||
|
@ -3153,18 +3204,21 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
|
|||
// impact mark
|
||||
//
|
||||
alphaFade = (mark == cgs.media.energyMarkShader); // plasma fades alpha, all others fade color
|
||||
|
||||
//Blaze: No more railgun
|
||||
//if ( weapon == WP_RAILGUN ) {
|
||||
// float *color;
|
||||
/*
|
||||
if ( weapon == WP_RAILGUN ) {
|
||||
float *color;
|
||||
|
||||
// colorize with client color
|
||||
// color = cgs.clientinfo[clientNum].color;
|
||||
// CG_ImpactMark( mark, origin, dir, random()*360, color[0],color[1], color[2],1, alphaFade, radius, qfalse );
|
||||
//} else {
|
||||
color = cgs.clientinfo[clientNum].color;
|
||||
CG_ImpactMark( mark, origin, dir, random()*360, color[0],color[1], color[2],1, alphaFade, radius, qfalse );
|
||||
} else {
|
||||
*/
|
||||
|
||||
// Elder: Our knife slashes aren't vertical so don't go beyond 45 degrees
|
||||
// Elder: Our knife slashes are vertical
|
||||
if (weapon == WP_KNIFE)
|
||||
angle = random() * 90 + 45;
|
||||
angle = random() * 90;
|
||||
else
|
||||
angle = random() * 360;
|
||||
|
||||
|
@ -3172,6 +3226,10 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
|
|||
CG_ImpactMark( mark, origin, dir, angle, 1,1,1,1, alphaFade, radius, qfalse );
|
||||
//}
|
||||
|
||||
|
||||
//
|
||||
// impact visual effects
|
||||
//
|
||||
|
||||
//Elder: 75% of the time render a smoke puff
|
||||
i = rand() % 4;
|
||||
|
@ -3184,6 +3242,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
|
|||
case WP_MP5:
|
||||
case WP_M4:
|
||||
case WP_PISTOL:
|
||||
case WP_AKIMBO:
|
||||
case WP_SSG3000:
|
||||
puffDir[0] = 0;
|
||||
puffDir[1] = 0;
|
||||
|
@ -3200,7 +3259,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
|
|||
650,
|
||||
cg.time, 0,
|
||||
LEF_PUFF_DONT_SCALE,
|
||||
cgs.media.smokePuffShader );
|
||||
cgs.media.smokePuffAnimShader );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -3370,7 +3429,7 @@ static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum, int shellWe
|
|||
// SURF_NOIMPACT will not make a flame puff or a mark
|
||||
return;
|
||||
}
|
||||
if ( tr.surfaceFlags & SURF_METALSTEPS )
|
||||
if ( (tr.surfaceFlags & SURF_METALSTEPS) || (tr.surfaceFlags & SURF_METAL2) )
|
||||
{
|
||||
//Blaze: Changed WP_SHOTGUN to WP_M3
|
||||
if (shellWeapon == WP_M3)
|
||||
|
@ -3394,13 +3453,14 @@ static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum, int shellWe
|
|||
}
|
||||
else
|
||||
{
|
||||
//Blaze: Changed WP_SHOTGUN to WP_M3
|
||||
// Elder: By default, the M3 and HC will spark on all surfaces
|
||||
// Blaze: Changed WP_SHOTGUN to WP_M3
|
||||
if (shellWeapon == WP_M3)
|
||||
CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT, 0 );
|
||||
CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL, 0 );
|
||||
else if (shellWeapon == WP_HANDCANNON && crandom() > 0.5)
|
||||
{
|
||||
//Elder: show only approximately every other impact mark
|
||||
CG_MissileHitWall( WP_HANDCANNON, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT, 0 );
|
||||
CG_MissileHitWall( WP_HANDCANNON, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL, 0 );
|
||||
}
|
||||
//CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT, 0 );
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue