mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-26 14:11:22 +00:00
Elder:
Code updates for VM 0-08-00 Client-side
This commit is contained in:
parent
67ac416c21
commit
3408381bf7
8 changed files with 168 additions and 35 deletions
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@ -52,6 +52,12 @@ static void CG_DropWeapon_f (void) {
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if (cg.snap->ps.stats[STAT_BURST] > 0)
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return;
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if ((cg.snap->ps.stats[STAT_RQ3] & RQ3_BANDAGE_WORK) == RQ3_BANDAGE_WORK)
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{
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CG_Printf("You are too busy bandaging!\n");
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return;
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}
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CG_RQ3_Zoom1x();
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trap_SendClientCommand("dropweapon");
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}
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@ -707,12 +713,12 @@ static void CG_IRVision_f ( void ) {
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{
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if (cg.rq3_irvision)
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{
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CG_Printf("IR vision enabled.\n");
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CG_Printf("IR vision disabled.\n");
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cg.rq3_irvision = qfalse;
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}
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else
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{
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CG_Printf("IR vision disabled.\n");
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CG_Printf("IR vision enabled.\n");
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cg.rq3_irvision = qtrue;
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}
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@ -756,10 +762,10 @@ static consoleCommand_t commands[] = {
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{ "-reload", CG_ReloadReset_f}, // Elder: added to stop auto-throttle
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{ "specialweapon", CG_SpecialWeapon_f }, // Elder: select special weapon
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//Elder: added for manual sv_floodProtect check
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{ "messagemode", CG_Say_f },
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{ "messagemode2", CG_SayTeam_f },
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{ "say", CG_Say_f },
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{ "say_team", CG_SayTeam_f },
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//{ "messagemode", CG_Say_f },
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//{ "messagemode2", CG_SayTeam_f },
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//{ "say", CG_Say_f },
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//{ "say_team", CG_SayTeam_f },
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{ "tell_target", CG_TellTarget_f },
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{ "tell_attacker", CG_TellAttacker_f },
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{ "vtell_target", CG_VoiceTellTarget_f },
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@ -881,8 +887,8 @@ void CG_InitConsoleCommands( void ) {
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//Elder: try this
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trap_AddCommand ("weapon");
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trap_AddCommand ("specialweapon");
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trap_AddCommand ("messagemode");
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trap_AddCommand ("messagemode2");
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//trap_AddCommand ("messagemode");
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//trap_AddCommand ("messagemode2");
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trap_AddCommand ("playerorigin");
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trap_AddCommand ("irvision");
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}
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@ -488,7 +488,8 @@ void CG_BleedSpray ( vec3_t start, vec3_t end, int entityNum, int numBursts )
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int i;
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int spacing = 30;
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int bloodCount = 0;
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trace_t tr;
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if ( !cg_blood.integer ) {
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return;
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}
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@ -497,23 +498,35 @@ void CG_BleedSpray ( vec3_t start, vec3_t end, int entityNum, int numBursts )
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if (numBursts > MAX_SPRAY_BURSTS)
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numBursts = MAX_SPRAY_BURSTS;
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VectorCopy (end, move);
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VectorSubtract (end, start, vec);
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//Calculate true length via start/end points
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VectorCopy (vec, trueEnd);
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VectorNormalize (trueEnd);
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//VectorScale (trueEnd, 300 + rand() % 100, trueEnd);
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//VectorAdd (end, trueEnd, trueEnd);
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VectorMA(end, 300 + rand() % 100, trueEnd, trueEnd);
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// Check end point validity so it doesn't go through walls
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// If it does go through wall, take the trace's endpoint
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// ****************************** TEST ME!!!!!!! *******************
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CG_Trace(&tr, start, NULL, NULL, trueEnd, entityNum, CONTENTS_SOLID);
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if (tr.fraction != 1.0)
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VectorCopy(tr.endpos, trueEnd);
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VectorSubtract (trueEnd, start, vec);
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len = VectorNormalize (vec);
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//Set velocity
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VectorScale(vec, 10, velocity);
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velocity[2] += 30;
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if (cg_RQ3_bloodStyle.integer == 1)
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velocity[2] += 30;
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else
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velocity[2] -= 10;
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// advance a random amount first
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i = rand() % (int)spacing;
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@ -535,10 +548,15 @@ void CG_BleedSpray ( vec3_t start, vec3_t end, int entityNum, int numBursts )
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cgs.media.bloodTrailShader);
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blood->refEntity.rotation = rand() % 360;
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blood->leMarkType = LEMT_BLOOD;
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blood->leType = LE_FRAGMENT;
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blood->pos.trType = TR_GRAVITY;
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blood->bounceFactor = 0.4f;
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//Check blood style
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if (cg_RQ3_bloodStyle.integer == 1)
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{
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blood->leType = LE_FRAGMENT;
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blood->leMarkType = LEMT_BLOOD;
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blood->pos.trType = TR_GRAVITY;
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blood->bounceFactor = 0.4f;
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}
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VectorAdd (move, vec, move);
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}
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}
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@ -1348,6 +1348,57 @@ static void CG_DMRewardEvent( entityState_t *ent ) {
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}
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/*
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==============
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CG_JumpKick
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Added by Elder
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Handles messages for client jumpkicks plus sound event
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==============
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*/
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static void CG_JumpKick ( entityState_t *ent )
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{
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int target;
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int attacker;
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clientInfo_t *ci;
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char sex[4]; // null-terminated so one-bigger than pronoun
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target = ent->otherEntityNum;
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attacker = ent->otherEntityNum2;
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if ( target < 0 || target >= MAX_CLIENTS ) {
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CG_Error( "CG_JumpKick: target out of range" );
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}
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else if ( attacker < 0 || target >= MAX_CLIENTS ) {
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CG_Error( "CG_JumpKick: attacker out of range" );
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}
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if (ent->weapon && attacker == cg.clientNum)
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{
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// this client was the kicker
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ci = &cgs.clientinfo[target];
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// get gender-appropriate pronoun
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if (ci->gender == GENDER_FEMALE)
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Q_strncpyz(sex, "her", sizeof(sex));
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else if (ci->gender == GENDER_MALE)
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Q_strncpyz(sex, "his", sizeof(sex));
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else
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Q_strncpyz(sex, "its", sizeof(sex));
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CG_Printf("You kicked %s's %s from %s hands!\n",
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ci->name, cg_weapons[ent->weapon].item->pickup_name, sex);
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}
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else if (ent->weapon && target == cg.clientNum)
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{
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// this client was the kicked
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ci = &cgs.clientinfo[attacker];
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CG_Printf("%s kicked your weapon from your hands!\n", ci->name);
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}
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// everyone hears this
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trap_S_StartSound(NULL, ent->number, CHAN_AUTO, cgs.media.kickSound);
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}
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/*
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==============
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@ -1912,6 +1963,12 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm, qtrue );
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break;
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case EV_JUMPKICK:
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DEBUGNAME("EV_JUMPKICK");
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ByteToDir( es->eventParm, dir );
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CG_MissileHitPlayer( WP_PISTOL, position, dir, es->otherEntityNum );
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CG_JumpKick( es );
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break;
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case EV_SHOTGUN:
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DEBUGNAME("EV_SHOTGUN");
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@ -1947,9 +2004,12 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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case EV_RQ3_SOUND:
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DEBUGNAME("EV_RQ3_SOUND");
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switch (es->eventParm) {
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// Elder: handled in EV_JUMPKICK now
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// But this is for non-client hits like glass
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case RQ3_SOUND_KICK:
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trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.kickSound);
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break;
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//Elder: handled in EV_HEADSHOT now
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/*
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case RQ3_SOUND_HEADSHOT:
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@ -1967,9 +2027,14 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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//TODO: make sparks from hit position
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trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.kevlarHitSound);
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break;
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//case RQ3_SOUND_RELOAD_PISTOL:
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//trap_S_StartSound( es->pos.trBase, es->number, CHAN_AUTO, cgs.media.reloadmk23Sound);
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//break;
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case RQ3_SOUND_KNIFEHIT:
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//When a player gets slashed
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trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.knifeHitSound);
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break;
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case RQ3_SOUND_KNIFEDEATH:
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trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.knifeDeathSound);
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break;
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default:
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break;
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}
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@ -895,6 +895,10 @@ typedef struct {
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sfxHandle_t silencerSound;
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sfxHandle_t kevlarHitSound;
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sfxHandle_t weapToggleSound;
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sfxHandle_t knifeClankSound;
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sfxHandle_t knifeDeathSound;
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sfxHandle_t knifeHitSound;
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//sfxHandle_t knifeThrowSound;
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sfxHandle_t quadSound;
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sfxHandle_t tracerSound;
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@ -1244,7 +1248,8 @@ extern vmCvar_t cg_RQ3_impactEffects;
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extern vmCvar_t cg_RQ3_laserAssist;
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//Blaze: anouncer sounds
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extern vmCvar_t cg_RQ3_anouncer;
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//Elder: different blood types
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extern vmCvar_t cg_RQ3_bloodStyle;
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extern vmCvar_t cg_drawFriend;
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extern vmCvar_t cg_teamChatsOnly;
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extern vmCvar_t cg_noVoiceChats;
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@ -157,6 +157,8 @@ vmCvar_t cg_RQ3_impactEffects;
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vmCvar_t cg_RQ3_laserAssist;
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//Blaze: anouncer sounds
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vmCvar_t cg_RQ3_anouncer;
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//Elder: different blood types
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vmCvar_t cg_RQ3_bloodStyle;
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vmCvar_t cg_drawFriend;
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vmCvar_t cg_teamChatsOnly;
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vmCvar_t cg_noVoiceChats;
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@ -327,6 +329,7 @@ static cvarTable_t cvarTable[] = { // bk001129
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{ &cg_RQ3_impactEffects, "cg_RQ3_impactEffects", "1", CVAR_ARCHIVE },
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{ &cg_RQ3_laserAssist, "cg_RQ3_laserAssist", "0", CVAR_ARCHIVE },
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{ &cg_RQ3_anouncer, "cg_RQ3_announcer", "1", CVAR_ARCHIVE },
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{ &cg_RQ3_bloodStyle, "cg_RQ3_bloodStyle", "0", CVAR_ARCHIVE },
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{ &cg_oldRail, "cg_oldRail", "1", CVAR_ARCHIVE},
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{ &cg_oldRocket, "cg_oldRocket", "1", CVAR_ARCHIVE},
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{ &cg_oldPlasma, "cg_oldPlasma", "1", CVAR_ARCHIVE},
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@ -654,6 +657,9 @@ static void CG_RegisterSounds( void ) {
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cgs.media.silencerSound = trap_S_RegisterSound( "sound/misc/silencershot.wav", qfalse);
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cgs.media.kevlarHitSound = trap_S_RegisterSound( "sound/misc/vest.wav", qfalse);
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cgs.media.weapToggleSound = trap_S_RegisterSound( "sound/misc/click.wav", qfalse);
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cgs.media.knifeClankSound = trap_S_RegisterSound( "sound/misc/knife_clank.wav", qfalse);
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cgs.media.knifeDeathSound = trap_S_RegisterSound( "sound/player/gurp2.wav", qfalse);
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cgs.media.knifeHitSound = trap_S_RegisterSound( "sound/misc/knife_hit.wav", qfalse);
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#ifdef MISSIONPACK
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@ -1000,7 +1006,8 @@ static void CG_RegisterGraphics( void ) {
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cgs.media.armorIcon = trap_R_RegisterShaderNoMip( "icons/iconr_yellow" );
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cgs.media.machinegunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/m_shell.md3" );
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cgs.media.shotgunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/m_shell.md3" );
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//Elder: changed from m_shel to s_shell
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cgs.media.shotgunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );
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cgs.media.gibAbdomen = trap_R_RegisterModel( "models/gibs/abdomen.md3" );
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cgs.media.gibArm = trap_R_RegisterModel( "models/gibs/arm.md3" );
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@ -1101,6 +1101,8 @@ static void CG_SetWeaponLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAni
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CG_Printf("Anim: %d, Old lf->frame %d, New lf->frame: %d\n",
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newAnimation, lf->frame, anim->firstFrame);
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}
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lf->oldFrame = lf->frame;
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lf->frame = anim->firstFrame;
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}
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@ -1144,6 +1146,7 @@ cg.time should be between oldFrameTime and frameTime after exit
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static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale, qboolean weaponAnim ) {
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int f, numFrames;
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animation_t *anim;
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qboolean resetAnim = qfalse;
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// debugging tool to get no animations
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if ( cg_animSpeed.integer == 0 ) {
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@ -1155,11 +1158,20 @@ static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation
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if ( newAnimation != lf->animationNumber || !lf->animation ) {
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if (weaponAnim) {
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CG_SetWeaponLerpFrame( ci, lf, newAnimation );
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resetAnim = qtrue;
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} else {
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CG_SetLerpFrameAnimation( ci, lf, newAnimation );
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}
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}
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// Elder's chunk of debug code
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if (weaponAnim && cg_debugAnim.integer)
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{
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CG_Printf("(%d)==================\n", cg.time);
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CG_Printf("lf->frame (%d), lf->frameTime (%d),\n", lf->frame, lf->frameTime);
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CG_Printf("lf->oldFrame (%d), lf->oldFrameTime (%d),\n", lf->oldFrame, lf->oldFrameTime);
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}
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// if we have passed the current frame, move it to
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// oldFrame and calculate a new frame
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if ( cg.time >= lf->frameTime ) {
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@ -1202,7 +1214,11 @@ static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation
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lf->frame = anim->firstFrame + anim->numFrames - 1 - (f%anim->numFrames);
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}
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else {
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lf->frame = anim->firstFrame + f;
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//Elder's stuff
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if (resetAnim)
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lf->frame = anim->firstFrame;
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else
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lf->frame = anim->firstFrame + f;
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}
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if ( cg.time > lf->frameTime ) {
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lf->frameTime = cg.time;
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@ -1225,6 +1241,7 @@ static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation
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} else {
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lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
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}
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}
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@ -1250,7 +1267,7 @@ void CG_WeaponAnimation( centity_t *cent, int *weaponOld, int *weapon, float *we
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{
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clientInfo_t *ci;
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int clientNum;
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clientNum = cent->currentState.clientNum;
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if ( cg_noPlayerAnims.integer ) {
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@ -1259,7 +1276,7 @@ void CG_WeaponAnimation( centity_t *cent, int *weaponOld, int *weapon, float *we
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}
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ci = &cgs.clientinfo[ clientNum ];
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CG_RunLerpFrame( ci, ¢->pe.weapon, cent->currentState.generic1, 1, qtrue );
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// QUARANTINE - Debug - Animations
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@ -1057,13 +1057,6 @@ static void CG_ServerCommand( void ) {
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return;
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}
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/* // zoom back to 1x for Reaction. hawkins
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if ( !strcmp( cmd, "zoom1x") ) {
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rxn_zoom1x();
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return;
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}
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*/
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if ( !strcmp( cmd, "selectpistol") ) {
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//CG_Printf("Selecting pistol\n");
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//trap_SendConsoleCommand(va("cmd weapon %i\n", WP_PISTOL));
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@ -2350,7 +2350,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
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mod = cgs.media.bulletFlashModel;
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shader = cgs.media.bulletExplosionShader;
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mark = cgs.media.bulletMarkShader;
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sfx = 0;
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sfx = cgs.media.knifeClankSound;
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radius = 4;
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break;
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@ -2358,8 +2358,13 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
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break;
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}
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//Elder: 75% of the time render a bullet ricochet sound
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i = (int)(random() * 35) % 4;
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// Knives always play sound
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if (weapon == WP_KNIFE)
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i = 1;
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else
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//Elder: 75% of the time render a bullet ricochet sound
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i = (int)(random() * 35) % 4;
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if ( sfx && i < 3) {
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trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, sfx );
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}
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@ -2790,6 +2795,7 @@ void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal,
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trace_t trace;
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int sourceContentType, destContentType;
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vec3_t start;
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centity_t *cent;
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// if the shooter is currently valid, calc a source point and possibly
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// do trail effects
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|
@ -2814,8 +2820,24 @@ void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal,
|
|||
}
|
||||
|
||||
// draw a tracer
|
||||
if ( random() < cg_tracerChance.value ) {
|
||||
CG_Tracer( start, end );
|
||||
// Elder: only if not using SSG, check if this client is the source
|
||||
if (sourceEntityNum == cg.snap->ps.clientNum)
|
||||
{
|
||||
if (cg.snap->ps.weapon != WP_SSG3000)
|
||||
{
|
||||
if ( random() < cg_tracerChance.value )
|
||||
CG_Tracer( start, end );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
cent = &cg_entities[sourceEntityNum];
|
||||
if ( cent->currentValid && cent->currentState.weapon != WP_SSG3000)
|
||||
{
|
||||
if ( random() < cg_tracerChance.value ) {
|
||||
CG_Tracer( start, end );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue