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Elder:
Added the AQ2-style weapon drop spin (sort of)
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6286e89453
commit
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1 changed files with 23 additions and 5 deletions
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@ -268,6 +268,20 @@ static void CG_Item( centity_t *cent ) {
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// AxisCopy( cg.autoAxis, ent.axis );
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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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vec3_t myvec;
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//Elder: old fashioned AQ2 weapon drop rotating-style code :)
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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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wi = NULL;
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wi = NULL;
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// the weapons have their origin where they attatch to player
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// the weapons have their origin where they attatch to player
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// models, so we need to offset them or they will rotate
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// models, so we need to offset them or they will rotate
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@ -300,12 +314,15 @@ static void CG_Item( centity_t *cent ) {
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else
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else
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cent->lerpOrigin[2] -= 14;
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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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// Blaze: rotate the gun by 90 degrees to place it on the ground
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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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VectorCopy(ent.axis[1], myvec);
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VectorNegate(ent.axis[2], ent.axis[1]);
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VectorNegate(ent.axis[2], ent.axis[1]);
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VectorCopy(myvec, ent.axis[2]);
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VectorCopy(myvec, ent.axis[2]);
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}
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}
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}
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//Elder: what the heck is this?
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//Elder: what the heck is this?
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if (item->giType == IT_AMMO)
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if (item->giType == IT_AMMO)
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cent->lerpOrigin[2]-=12;
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cent->lerpOrigin[2]-=12;
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@ -1038,6 +1055,7 @@ void CG_AddPacketEntities( void ) {
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cg.autoAngles[2] = 0;
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cg.autoAngles[2] = 0;
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cg.autoAnglesFast[0] = 0;
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cg.autoAnglesFast[0] = 0;
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//Elder: restored for weapon rotation
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cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024.0f;
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cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024.0f;
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cg.autoAnglesFast[2] = 0;
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cg.autoAnglesFast[2] = 0;
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