diff --git a/reaction/cgame/cg_event.c b/reaction/cgame/cg_event.c index 886bd77b..31478b66 100644 --- a/reaction/cgame/cg_event.c +++ b/reaction/cgame/cg_event.c @@ -5,6 +5,10 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.72 2003/04/07 02:18:49 jbravo +// Removed more unlagged stuff that was messing up impact marks and fixed a +// booboo in the UI ssg xhair previews. +// // Revision 1.71 2003/03/09 21:30:38 jbravo // Adding unlagged. Still needs work. // @@ -1006,122 +1010,85 @@ void CG_EntityEvent(centity_t * cent, vec3_t position) case EV_BULLET_HIT_WALL: DEBUGNAME("EV_BULLET_HIT_WALL"); - if (es->clientNum == cg.predictedPlayerState.clientNum && - cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 2)) { - // do nothing, because it was already predicted - // Com_Printf("Ignoring bullet event\n"); - } else { - // do the bullet, because it wasn't predicted - ByteToDir(es->eventParm, dir); - CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_DEFAULT); - //Com_Printf("Non-predicted bullet\n"); - } + ByteToDir(es->eventParm, dir); + CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_DEFAULT); break; case EV_BULLET_HIT_METAL: DEBUGNAME("EV_BULLET_HIT_METAL"); - if (es->clientNum == cg.predictedPlayerState.clientNum && - cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 2)) { - } else { - ByteToDir(es->eventParm, dir); - CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_METAL); - } + ByteToDir(es->eventParm, dir); + CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_METAL); break; case EV_BULLET_HIT_GLASS: DEBUGNAME("EV_BULLET_HIT_GLASS"); - if (es->clientNum == cg.predictedPlayerState.clientNum && - cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 2)) { - } else { - ByteToDir(es->eventParm, dir); - CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_GLASS); - } + ByteToDir(es->eventParm, dir); + CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_GLASS); break; //Makro - added case EV_BULLET_HIT_WOOD: DEBUGNAME("EV_BULLET_HIT_WOOD"); - if (es->clientNum == cg.predictedPlayerState.clientNum && - cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 2)) { - } else { - ByteToDir(es->eventParm, dir); - CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_WOOD); - } + ByteToDir(es->eventParm, dir); + CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_WOOD); break; //Makro - added case EV_BULLET_HIT_BRICK: DEBUGNAME("EV_BULLET_HIT_BRICK"); - if (es->clientNum == cg.predictedPlayerState.clientNum && - cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 2)) { - } else { - ByteToDir(es->eventParm, dir); - CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_BRICK); - } + ByteToDir(es->eventParm, dir); + CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_BRICK); break; //Makro - added case EV_BULLET_HIT_CERAMIC: DEBUGNAME("EV_BULLET_HIT_CERAMIC"); - if (es->clientNum == cg.predictedPlayerState.clientNum && - cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 2)) { - } else { - ByteToDir(es->eventParm, dir); - CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_CERAMIC); - } + ByteToDir(es->eventParm, dir); + CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD, IMPACTSOUND_CERAMIC); break; case EV_BULLET_HIT_KEVLAR: DEBUGNAME("EV_BULLET_HIT_KEVLAR"); - if (es->clientNum == cg.predictedPlayerState.clientNum && - cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 2)) { - } else { - ByteToDir(es->eventParm, dir); - VectorScale(dir, -1, dir); - trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.kevlarHitSound); - if (cg_RQ3_impactEffects.integer) { - vec3_t velocity, origin; - int sparkCount, i; + ByteToDir(es->eventParm, dir); + VectorScale(dir, -1, dir); + trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.kevlarHitSound); + if (cg_RQ3_impactEffects.integer) { + vec3_t velocity; + vec3_t origin; + int sparkCount; + int i; - sparkCount = 20 + rand() % 15; - VectorCopy(es->pos.trBase, origin); - origin[2] += 12; - // Generate the particles - for (i = 0; i < sparkCount; i++) { - VectorScale(dir, 150 + rand() % 30, velocity); - //random upwards sparks - if (rand() % 5 < 1) - velocity[2] += 120 + rand() % 30; + sparkCount = 20 + rand() % 15; + VectorCopy(es->pos.trBase, origin); + origin[2] += 12; + // Generate the particles + for (i = 0; i < sparkCount; i++) { + VectorScale(dir, 150 + rand() % 30, velocity); + //random upwards sparks + if (rand() % 5 < 1) + velocity[2] += 120 + rand() % 30; - velocity[0] += rand() % 80 - 40; - velocity[1] += rand() % 80 - 40; - CG_ParticleSparks(origin, velocity, 150 + rand() % 120, 2, 2, -4, 1); - } + velocity[0] += rand() % 80 - 40; + velocity[1] += rand() % 80 - 40; + CG_ParticleSparks(origin, velocity, 150 + rand() % 120, 2, 2, -4, 1); } } break; case EV_BULLET_HIT_FLESH: DEBUGNAME("EV_BULLET_HIT_FLESH"); - if (es->clientNum == cg.predictedPlayerState.clientNum && - cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 2)) { - } else { - //ByteToDir( es->eventParm, dir ); - //Elder: added additional param - CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qtrue, es->otherEntityNum2, IMPACTSOUND_FLESH); - } + //ByteToDir( es->eventParm, dir ); + //Elder: added additional param + CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qtrue, es->otherEntityNum2, IMPACTSOUND_FLESH); break; + case EV_SSG3000_HIT_FLESH: DEBUGNAME("EV_SSG3000_HIT_FLESH"); - if (es->clientNum == cg.predictedPlayerState.clientNum && - cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 2)) { - } else { - ByteToDir(es->eventParm, dir); - //Elder: added additional param - CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qtrue, es->otherEntityNum2, IMPACTSOUND_FLESH); - VectorAdd(es->pos.trBase, dir, dir); - CG_BleedSpray(es->pos.trBase, dir, es->otherEntityNum2, 10); - } + ByteToDir(es->eventParm, dir); + //Elder: added additional param + CG_Bullet(es->pos.trBase, es->otherEntityNum, dir, qtrue, es->otherEntityNum2, IMPACTSOUND_FLESH); + VectorAdd(es->pos.trBase, dir, dir); + CG_BleedSpray(es->pos.trBase, dir, es->otherEntityNum2, 10); break; case EV_JUMPKICK: @@ -1145,20 +1112,12 @@ void CG_EntityEvent(centity_t * cent, vec3_t position) case EV_SHOTGUN: DEBUGNAME("EV_SHOTGUN"); - if (es->otherEntityNum == cg.predictedPlayerState.clientNum && - cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 4)) { - } else { - CG_ShotgunFire(es, qtrue); - } + CG_ShotgunFire(es, qtrue); break; case EV_HANDCANNON: - DEBUGNAME("EV_HANDCANNON"); - if (es->otherEntityNum == cg.predictedPlayerState.clientNum && - cgs.delagHitscan && (cg_delag.integer & 1 || cg_delag.integer & 4)) { - } else { - CG_ShotgunFire(es, qfalse); - } + DEBUGNAME("EV_SHOTGUN"); + CG_ShotgunFire(es, qfalse); break; case EV_GENERAL_SOUND: @@ -1189,6 +1148,16 @@ void CG_EntityEvent(centity_t * cent, vec3_t position) case RQ3_SOUND_KICK: trap_S_StartSound(NULL, es->number, CHAN_AUTO, cgs.media.kickSound); break; + + //Elder: handled in EV_HEADSHOT now + /* + case RQ3_SOUND_HEADSHOT: + //CG_Printf("EV_RQ3_SOUND: Headshot\n"); + //Elder: extra blood - synched with sound + //CG_Bleed( position, es->number ); + trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.headshotSound); + break; + */ case RQ3_SOUND_LCA: //Global sound //trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.media.lcaSound); diff --git a/reaction/ta_ui/ui_main.c b/reaction/ta_ui/ui_main.c index afa90071..573c14f6 100644 --- a/reaction/ta_ui/ui_main.c +++ b/reaction/ta_ui/ui_main.c @@ -5,6 +5,10 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.72 2003/04/07 02:18:49 jbravo +// Removed more unlagged stuff that was messing up impact marks and fixed a +// booboo in the UI ssg xhair previews. +// // Revision 1.71 2003/04/06 18:31:21 makro // SSG crosshairs // @@ -4989,10 +4993,14 @@ static void UI_RunMenuScript(char **args) else if (current >= NUM_SSGCROSSHAIRS) current = 0; if (instant) { - if (current == 0) +/* if (current == 0) uiInfo.uiDC.Assets.SSGcrosshairShader = trap_R_RegisterShaderNoMip("gfx/rq3_hud/ssg2x"); else + uiInfo.uiDC.Assets.SSGcrosshairShader = + trap_R_RegisterShaderNoMip(va + ("gfx/rq3_hud/ssg2x-%i", + current)); */ uiInfo.uiDC.Assets.SSGcrosshairShader = trap_R_RegisterShaderNoMip(va ("gfx/rq3_hud/ssg2x-%i",