From 211f0f0b5e3a8a3f26501ff0bc9bf9de7a0c2dce Mon Sep 17 00:00:00 2001 From: Bryce Hutchings Date: Mon, 27 May 2002 06:58:40 +0000 Subject: [PATCH] removed reflection stuff. Silencer stuff added --- reaction/cgame/cg_weapons.c | 114 +++++++++--------------------------- 1 file changed, 28 insertions(+), 86 deletions(-) diff --git a/reaction/cgame/cg_weapons.c b/reaction/cgame/cg_weapons.c index 780df11f..f25b3378 100644 --- a/reaction/cgame/cg_weapons.c +++ b/reaction/cgame/cg_weapons.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.73 2002/05/27 06:58:40 niceass +// removed reflection stuff. Silencer stuff added +// // Revision 1.72 2002/05/18 03:55:35 niceass // many misc. changes // @@ -2809,7 +2812,7 @@ Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing ================= */ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, - vec3_t dir, vec3_t viewdir, impactSound_t soundType, int weapModification ) { + vec3_t dir, impactSound_t soundType, int weapModification ) { qhandle_t mod; qhandle_t mark; qhandle_t shader; @@ -2832,10 +2835,8 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, int contentType; //Elder: for impact sparks - vec3_t velocity, dir2; + vec3_t velocity; int sparkCount; - float dot; - int i; mark = 0; @@ -3277,19 +3278,12 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, color[3] = 192; break; } - - // NiceAss: Direction of bullet affects sparks - VectorCopy(dir, dir2); - if (weapon != WP_KNIFE) { - dot = DotProduct( viewdir, dir2 ); - VectorMA( viewdir, -2*dot, dir2, dir2 ); - } // Elder: should probably dump this into another function for ( i = 0; i < flashCount; i++ ) { // introduce variance - VectorCopy( dir2, temp ); + VectorCopy( dir, temp ); scale = crandom() + 1.8f; temp[0] += (crandom() * 0.4f) - 0.2f; temp[1] += (crandom() * 0.4f) - 0.2f; @@ -3298,7 +3292,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, VectorCopy( temp, offsetDir ); VectorScale( temp, scale, temp ); - le = CG_MakeExplosion( origin, dir2, + le = CG_MakeExplosion( origin, dir, mod, shader, duration, isSprite ); @@ -3410,20 +3404,13 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, else sparkCount = 15 + rand() % 15; - // NiceAss: Direction of bullet affects sparks - VectorCopy(dir, dir2); - if (weapon != WP_KNIFE) { - dot = DotProduct( viewdir, dir2 ); - VectorMA( viewdir, -2*dot, dir2, dir2 ); - } - // Generate the particles for (i = 0; i < sparkCount; i++) { if (weapon == WP_KNIFE) - VectorScale(dir2, 50 + rand() % 10, velocity); + VectorScale(dir, 50 + rand() % 10, velocity); else - VectorScale(dir2, 150 + rand() % 30, velocity); + VectorScale(dir, 150 + rand() % 30, velocity); //random upwards sparks if ( rand() % 5 < 1) velocity[2] += 120 + rand() % 30; @@ -3527,15 +3514,12 @@ We are not going to show every HC impact */ static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum, int shellWeapon ) { trace_t tr; - vec3_t viewDir; int sourceContentType, destContentType; //Makro int Material; CG_Trace( &tr, start, NULL, NULL, end, skipNum, MASK_SHOT ); - CG_CalcViewDir2(start, end, viewDir); - sourceContentType = trap_CM_PointContents( start, 0 ); destContentType = trap_CM_PointContents( tr.endpos, 0 ); @@ -3582,11 +3566,11 @@ static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum, int shellWe { //Blaze: Changed WP_SHOTGUN to WP_M3 if (shellWeapon == WP_M3) - CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, viewDir, IMPACTSOUND_METAL, 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, viewDir, IMPACTSOUND_METAL, 0 ); + CG_MissileHitWall( WP_HANDCANNON, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL, 0 ); } } //else if ( tr.surfaceFlags & SURF_GLASS ) @@ -3594,11 +3578,11 @@ static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum, int shellWe { //Blaze: Changed WP_SHOTGUN to WP_M3 if (shellWeapon == WP_M3) - CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, viewDir, IMPACTSOUND_GLASS, 0 ); + CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_GLASS, 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, viewDir, IMPACTSOUND_GLASS, 0 ); + CG_MissileHitWall( WP_HANDCANNON, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_GLASS, 0 ); } } //Makro - added @@ -3606,11 +3590,11 @@ static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum, int shellWe { //Blaze: Changed WP_SHOTGUN to WP_M3 if (shellWeapon == WP_M3) - CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, viewDir, IMPACTSOUND_WOOD, 0 ); + CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_WOOD, 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, viewDir, IMPACTSOUND_WOOD, 0 ); + CG_MissileHitWall( WP_HANDCANNON, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_WOOD, 0 ); } } //Makro - added @@ -3618,11 +3602,11 @@ static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum, int shellWe { //Blaze: Changed WP_SHOTGUN to WP_M3 if (shellWeapon == WP_M3) - CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, viewDir, IMPACTSOUND_BRICK, 0 ); + CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_BRICK, 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, viewDir, IMPACTSOUND_BRICK, 0 ); + CG_MissileHitWall( WP_HANDCANNON, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_BRICK, 0 ); } } //Makro - added @@ -3630,11 +3614,11 @@ static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum, int shellWe { //Blaze: Changed WP_SHOTGUN to WP_M3 if (shellWeapon == WP_M3) - CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, viewDir, IMPACTSOUND_CERAMIC, 0 ); + CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_CERAMIC, 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, viewDir, IMPACTSOUND_CERAMIC, 0 ); + CG_MissileHitWall( WP_HANDCANNON, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_CERAMIC, 0 ); } } else @@ -3642,11 +3626,11 @@ static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum, int shellWe // 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, viewDir, IMPACTSOUND_METAL, 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, viewDir, IMPACTSOUND_METAL, 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 ); } @@ -3898,7 +3882,7 @@ void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum, impactSound_t soundType) { trace_t trace; int sourceContentType, destContentType; - vec3_t start, viewAngle; + vec3_t start; centity_t *cent; // if the shooter is currently valid, calc a source point and possibly @@ -3926,15 +3910,14 @@ void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, // draw a tracer // Elder: only if not using SSG, check if this client is the source - //CG_Tracer( start, end ); - + if (sourceEntityNum == cg.snap->ps.clientNum) { - if (cg.snap->ps.weapon != WP_SSG3000 ) + if (cg.snap->ps.weapon != WP_SSG3000 && + bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag != HI_SILENCER ) { if ( random() < cg_tracerChance.value ) CG_CreateTracer( sourceEntityNum, start, end ); - // CG_Tracer( start, end ); } } else @@ -3942,24 +3925,20 @@ void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, cent = &cg_entities[sourceEntityNum]; if ( cent->currentValid && cent->currentState.weapon != WP_SSG3000 ) { - if ( random() < cg_tracerChance.value ) { + if ( random() < cg_tracerChance.value && cent->muzzleFlashTime != -1 ) { CG_CreateTracer( sourceEntityNum, start, end ); - // CG_Tracer( start, end ); } } } } } - // NiceAss: Added for better sparking. - CG_CalcViewDir(sourceEntityNum, end, viewAngle); - // impact splash and mark if ( flesh ) { CG_Bleed( end, fleshEntityNum ); } else { //Blaze: Changed WP_MACHINEGUN to WP_PISTOL - CG_MissileHitWall( WP_PISTOL, 0, end, normal, viewAngle, soundType, 0 ); + CG_MissileHitWall( WP_PISTOL, 0, end, normal, soundType, 0 ); } } @@ -4112,41 +4091,4 @@ void CG_ReloadWeapon (centity_t *cent, int reloadStage) CG_Error("CG_ReloadWeapon: Reload stage > 2\n"); break; } -} - - - -/* -================= -CG_CalcViewAngle -Added by NiceAss. - -Start not known. End known. -Used for calculating a player's viewing angle. -Currently used for spark directions (reflected off a plane). -================= -*/ -void CG_CalcViewDir(const int sourceEntityNum, const vec3_t end, vec3_t viewDir) { - vec3_t delta, start; - - CG_CalcMuzzlePoint(sourceEntityNum, start); - VectorSubtract(end, start, delta); - VectorNormalize2(delta, viewDir); -} - -/* -================= -CG_CalcViewAngle2 -Added by NiceAss. - -Start known. End known. -Used for calculating a player's viewing angle. -Currently used for spark directions (reflected off a plane). -================= -*/ -void CG_CalcViewDir2(const vec3_t start, const vec3_t end, vec3_t viewDir) { - vec3_t delta; - VectorSubtract(end, start, delta); - VectorNormalize2(delta, viewDir); -} - +} \ No newline at end of file