change to foglaser
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53afdd02e8
commit
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.38 2002/06/23 04:36:27 niceass
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// change to foglaser
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//
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// Revision 1.37 2002/06/21 21:06:56 niceass
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// Revision 1.37 2002/06/21 21:06:56 niceass
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// laserfog stuff
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// laserfog stuff
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//
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//
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@ -1176,10 +1179,10 @@ static void CG_VisibleLaser( vec3_t start, vec3_t finish ) {
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}
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}
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void CG_DrawVisibleLaser( vec3_t origin, int clientNum) {
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void CG_DrawVisibleLaser( vec3_t origin, int clientNum, vec3_t dir) {
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int num, sourceContentType, destContentType;
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int num, sourceContentType, destContentType;
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centity_t *cent;
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centity_t *cent;
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vec3_t destination, start, end;
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vec3_t start, end;
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trace_t trace;
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trace_t trace;
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if ( !cg_enableLaserFog.integer )
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if ( !cg_enableLaserFog.integer )
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@ -1189,18 +1192,20 @@ void CG_DrawVisibleLaser( vec3_t origin, int clientNum) {
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cent = &cg_entities[cg.snap->entities[num].number];
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cent = &cg_entities[cg.snap->entities[num].number];
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if (cent->currentState.eType == ET_LASER &&
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if (cent->currentState.eType == ET_LASER &&
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cent->currentState.clientNum == clientNum ) {
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cent->currentState.clientNum == clientNum ) {
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VectorCopy(cent->lerpOrigin, destination);
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break;
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break;
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}
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}
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}
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}
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VectorCopy(origin, start);
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VectorCopy(destination, end);
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// Failed to find a laser dot that the player owns.
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// Failed to find a laser dot that the player owns.
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if (num == cg.snap->numEntities)
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if (num == cg.snap->numEntities)
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return;
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return;
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VectorCopy(origin, start);
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VectorMA(origin, 8192 * 16, dir, end);
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trap_CM_BoxTrace(&trace, start, end, NULL, NULL, 0, MASK_SHOT);
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VectorCopy(trace.endpos, end);
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sourceContentType = trap_CM_PointContents(start, 0);
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sourceContentType = trap_CM_PointContents(start, 0);
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destContentType = trap_CM_PointContents(end, 0);
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destContentType = trap_CM_PointContents(end, 0);
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.101 2002/06/23 04:36:02 niceass
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// change to foglaser
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//
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// Revision 1.100 2002/06/21 23:20:34 blaze
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// Revision 1.100 2002/06/21 23:20:34 blaze
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// cg_rq3_overlaycrosshair when set to 1 will draw your non zoomed crosshair overtop of your ssg crosshair
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// cg_rq3_overlaycrosshair when set to 1 will draw your non zoomed crosshair overtop of your ssg crosshair
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//
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//
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@ -1914,7 +1917,7 @@ localEntity_t *CG_SmokePuff(const vec3_t p,
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void CG_BubbleTrail(vec3_t start, vec3_t end, float spacing);
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void CG_BubbleTrail(vec3_t start, vec3_t end, float spacing);
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void CG_SpawnEffect(vec3_t org);
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void CG_SpawnEffect(vec3_t org);
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void CG_ScorePlum(int client, vec3_t org, int score);
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void CG_ScorePlum(int client, vec3_t org, int score);
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void CG_DrawVisibleLaser( vec3_t origin, int clientNum);
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void CG_DrawVisibleLaser( vec3_t origin, int clientNum, vec3_t dir);
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//Blaze: for explosions
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//Blaze: for explosions
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void CG_Particle_Bleed(qhandle_t pshader, vec3_t start, vec3_t dir, int fleshEntityNum, int duration);
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void CG_Particle_Bleed(qhandle_t pshader, vec3_t start, vec3_t dir, int fleshEntityNum, int duration);
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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//
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//
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// $Log$
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// $Log$
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// Revision 1.85 2002/06/23 04:34:54 niceass
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// change to foglaser
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//
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// Revision 1.84 2002/06/21 04:09:44 niceass
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// Revision 1.84 2002/06/21 04:09:44 niceass
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// fog laser
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// fog laser
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//
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//
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@ -1727,12 +1730,12 @@ void CG_AddPlayerWeapon(refEntity_t * parent, playerState_t * ps, centity_t * ce
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cent->ejectBrassTime = 0;
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cent->ejectBrassTime = 0;
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}
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}
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if ( cent->currentState.number != cg.predictedPlayerState.clientNum ) {
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if ( cent->currentState.number != cg.predictedPlayerState.clientNum ) {
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refEntity_t muzzle;
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refEntity_t muzzle;
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memset(&muzzle, 0, sizeof(muzzle));
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memset(&muzzle, 0, sizeof(muzzle));
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CG_PositionEntityOnTag(&muzzle, &gun, weapon->weaponModel, "tag_flash");
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CG_PositionEntityOnTag(&muzzle, &gun, weapon->weaponModel, "tag_flash");
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CG_DrawVisibleLaser(muzzle.origin, cent->currentState.clientNum);
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CG_DrawVisibleLaser(muzzle.origin, cent->currentState.clientNum, muzzle.axis[0]);
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}
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}
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//Elder: re-added to fix loss of muzzle flashes!
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//Elder: re-added to fix loss of muzzle flashes!
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