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Attempting to intergrate zcam better into rq3 and a fix for lights.wav
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commit
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4 changed files with 55 additions and 36 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.36 2002/02/10 16:26:55 jbravo
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// Attempting to intergrate zcam better into rq3 and a fix for lights.wav
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//
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// Revision 1.35 2002/01/24 14:20:53 jbravo
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// Adding func_explosive and a few new surfaceparms
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//
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@ -2215,7 +2218,9 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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// JBravo: LCA soundevents.
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case RQ3_SOUND_LIGHTS:
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if ( es->number == cg.snap->ps.clientNum )
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CG_AddBufferedSound(cgs.media.lightsSound);
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// CG_AddBufferedSound(cgs.media.lightsSound);
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trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.lightsSound);
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// trap_S_StartLocalSound( cgs.media.lightsSound, CHAN_ANNOUNCER );
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break;
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case RQ3_SOUND_CAMERA:
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if ( es->number == cg.snap->ps.clientNum )
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.36 2002/02/10 16:26:55 jbravo
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// Attempting to intergrate zcam better into rq3 and a fix for lights.wav
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//
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// Revision 1.35 2002/02/07 23:01:07 slicer
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// Small fix..
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//
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@ -1180,6 +1183,10 @@ void ClientBegin( int clientNum ) {
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// JBravo: if teamplay and the client has not been on teams, make them a spectator.
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if ( g_gametype.integer == GT_TEAMPLAY && client->sess.savedTeam != TEAM_RED && client->sess.savedTeam != TEAM_BLUE ) {
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client->sess.sessionTeam = TEAM_SPECTATOR;
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client->sess.spectatorState = SPECTATOR_FREE;
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#ifdef __ZCAM__
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client->camera->mode = CAMERA_MODE_FLIC;
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#endif
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}
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if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.5 2002/02/10 16:26:55 jbravo
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// Attempting to intergrate zcam better into rq3 and a fix for lights.wav
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//
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// Revision 1.4 2002/02/09 01:06:36 jbravo
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// Added zcam files
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//
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@ -50,41 +53,6 @@ gentity_t *PlayerToTrack (gentity_t *ent, gentity_t *target1st);
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#define SWING_FOV_FACTOR 1.25F
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#define SWING_MSG_TIME 1000
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/* camera mode */
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typedef enum camera_mode_e {
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CAMERA_MODE_FLIC,
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CAMERA_MODE_SWING
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} camera_mode_t;
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/* camera data */
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typedef struct camera_s
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{
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camera_mode_t mode; // camera mode
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// swing mode
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float swing_distance; // distance behind player
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float swing_height; // height of camera
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float swing_angle; // angle of camera
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float swing_yaw; // yaw of camera
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float swing_pitch; // pitch of camera
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gentity_t *swing_target;
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gentity_t *swing_secondry_target;
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vec3_t swing_last_viewangles;
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float swing_msg_time;
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// flic mode
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gentity_t *flic_target;
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qboolean flic_watching_the_dead;
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qboolean flic_watching_the_wall;
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vec3_t flic_dead_origin;
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float flic_xy_lag;
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float flic_z_lag;
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float flic_angle_lag;
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float flic_last_move_time;
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float flic_last_switch_time;
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qboolean flic_override; // signal that player must be followed
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} camera_t;
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#ifndef min
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#define min(a, b) ((a) < (b) ? (a) : (b))
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#endif
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.5 2002/02/10 16:26:55 jbravo
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// Attempting to intergrate zcam better into rq3 and a fix for lights.wav
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//
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// Revision 1.4 2002/02/09 01:07:14 jbravo
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// Added zcam files
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//
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@ -38,5 +41,41 @@ void camera_disconnect (gentity_t *ent);
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void camera_think (gentity_t *ent);
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void camera_cmd (gentity_t *ent);
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// JBravo: moved from zcam.c to here:
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/* camera mode */
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typedef enum camera_mode_e {
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CAMERA_MODE_FLIC,
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CAMERA_MODE_SWING
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} camera_mode_t;
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/* camera data */
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typedef struct camera_s
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{
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camera_mode_t mode; // camera mode
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// swing mode
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float swing_distance; // distance behind player
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float swing_height; // height of camera
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float swing_angle; // angle of camera
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float swing_yaw; // yaw of camera
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float swing_pitch; // pitch of camera
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gentity_t *swing_target;
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gentity_t *swing_secondry_target;
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vec3_t swing_last_viewangles;
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float swing_msg_time;
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// flic mode
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gentity_t *flic_target;
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qboolean flic_watching_the_dead;
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qboolean flic_watching_the_wall;
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vec3_t flic_dead_origin;
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float flic_xy_lag;
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float flic_z_lag;
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float flic_angle_lag;
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float flic_last_move_time;
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float flic_last_switch_time;
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qboolean flic_override; // signal that player must be followed
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} camera_t;
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#endif /* __ZCAM_H__ */
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