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https://github.com/ReactionQuake3/reaction.git
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Elder:
Code for VM 0-09-00 Client-side
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parent
b3ce590831
commit
7a2a051932
6 changed files with 75 additions and 22 deletions
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@ -2832,6 +2832,28 @@ static void CG_DrawDamageBlend()
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CG_FillRect(0,0, SCREEN_WIDTH, SCREEN_HEIGHT, damageColor);
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}
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/*
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=====================
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CG_DrawIRBlend
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Elder: Small red tint
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Note: This sucks - causes 10fps drop on my system so don't use it
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=====================
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*/
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static void CG_DrawIRBlend()
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{
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vec4_t irColor;
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if (bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_BANDOLIER
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&& cg.rq3_irvision)
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{
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irColor[0] = 0;
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irColor[1] = 1.0f;
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irColor[2] = 0;
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irColor[3] = 0.1f;
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CG_FillRect(0,0,SCREEN_WIDTH, SCREEN_HEIGHT, irColor);
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}
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}
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/*
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@ -2893,6 +2915,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
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// Elder: draw damage blend
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CG_DrawDamageBlend();
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//CG_DrawIRBlend();
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// draw status bar and other floating elements
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CG_Draw2D();
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@ -512,7 +512,6 @@ void CG_BleedSpray ( vec3_t start, vec3_t end, int entityNum, int numBursts )
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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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@ -1944,13 +1944,18 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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case EV_MISSILE_MISS:
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DEBUGNAME("EV_MISSILE_MISS");
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ByteToDir( es->eventParm, dir );
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CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT );
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CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT, 0 );
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break;
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case EV_MISSILE_MISS_METAL:
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DEBUGNAME("EV_MISSILE_MISS_METAL");
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ByteToDir( es->eventParm, dir );
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CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_METAL );
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CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_METAL, 0 );
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break;
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case EV_KNIFE_MISS:
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DEBUGNAME("EV_KNIFE_MISS");
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ByteToDir( es->eventParm, dir );
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CG_MissileHitWall( es->weapon, 0, position, dir, IMPACTSOUND_DEFAULT, RQ3_WPMOD_KNIFESLASH );
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break;
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case EV_RAILTRAIL:
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@ -1961,7 +1966,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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//CG_RailTrail( ci, es->origin2, es->pos.trBase );
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if ( es->eventParm != 255 ) {
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ByteToDir( es->eventParm, dir );
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CG_MissileHitWall( es->weapon, es->clientNum, position, dir, IMPACTSOUND_DEFAULT );
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CG_MissileHitWall( es->weapon, es->clientNum, position, dir, IMPACTSOUND_DEFAULT, 0 );
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}
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break;
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@ -1987,6 +1992,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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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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// obviously not the pistol but oh well
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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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@ -821,6 +821,9 @@ typedef struct {
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qhandle_t holeMarkShader;
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qhandle_t energyMarkShader;
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// Elder: rq3 marks
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qhandle_t slashMarkShader;
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// powerup shaders
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qhandle_t quadShader;
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qhandle_t redQuadShader;
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@ -1474,7 +1477,8 @@ void CG_RegisterItemVisuals( int itemNum );
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void CG_FireWeapon( centity_t *cent, int weapModification );
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void CG_ReloadWeapon( centity_t *cent, int reloadStage ); //Elder: added
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void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType );
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void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
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vec3_t dir, impactSound_t soundType, int weapModification ); //Elder: added weapMod
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void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum );
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void CG_ShotgunFire( entityState_t *es, qboolean ism3 );
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void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum, qboolean armorPiercing );
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@ -1145,6 +1145,8 @@ static void CG_RegisterGraphics( void ) {
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cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" );
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cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" );
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cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" );
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// Elder: added
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cgs.media.slashMarkShader = trap_R_RegisterShader( "gfx/damage/slash_mrk" );
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// register the inline models
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cgs.numInlineModels = trap_CM_NumInlineModels();
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@ -745,6 +745,8 @@ void CG_RegisterWeapon( int weaponNum ) {
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//Elder: if no _1st model, point to the weaponModel... this may get funky :)
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if ( !weaponInfo->firstModel ) {
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// Added warning message
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CG_Printf(" ^3Warning: %s first-person model not found; using world model^7\n", weaponInfo->item->pickup_name);
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weaponInfo->firstModel = weaponInfo->weaponModel;
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}
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@ -2224,7 +2226,7 @@ Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing
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=================
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*/
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void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
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vec3_t dir, impactSound_t soundType ) {
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vec3_t dir, impactSound_t soundType, int weapModification ) {
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qhandle_t mod;
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qhandle_t mark;
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qhandle_t shader;
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@ -2237,6 +2239,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
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qboolean alphaFade;
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qboolean isSprite;
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int duration;
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int angle;
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//Elder: for impact smoke marks
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localEntity_t *smokePuff;
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@ -2262,7 +2265,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
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switch ( weapon ) {
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//Blaze: Reaction M4
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//Blaze: Reaction M4
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case WP_M4:
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mod = cgs.media.bulletFlashModel;
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shader = cgs.media.bulletExplosionShader;
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@ -2356,12 +2359,20 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
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isSprite = qtrue;
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break;
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*/
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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 = cgs.media.knifeClankSound;
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radius = 4;
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if (weapModification == RQ3_WPMOD_KNIFESLASH)
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{
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mod = cgs.media.bulletFlashModel;
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shader = cgs.media.bulletExplosionShader;
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mark = cgs.media.slashMarkShader;
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sfx = cgs.media.knifeClankSound;
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radius = rand() % 4 + 6;
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}
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else
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{
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mod = cgs.media.bulletFlashModel;
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shader = cgs.media.bulletExplosionShader;
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sfx = cgs.media.knifeClankSound;
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}
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break;
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default:
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break;
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@ -2408,7 +2419,15 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin,
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// color = cgs.clientinfo[clientNum].color;
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// CG_ImpactMark( mark, origin, dir, random()*360, color[0],color[1], color[2],1, alphaFade, radius, qfalse );
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//} else {
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CG_ImpactMark( mark, origin, dir, random()*360, 1,1,1,1, alphaFade, radius, qfalse );
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// Elder: Our knife slashes aren't vertical so don't go beyond 45 degrees
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if (weapon == WP_KNIFE)
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angle = random() * 90 + 45;
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else
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angle = random() * 360;
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if ( mark )
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CG_ImpactMark( mark, origin, dir, angle, 1,1,1,1, alphaFade, radius, qfalse );
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//}
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@ -2449,7 +2468,7 @@ CG_MissileHitPlayer
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*/
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void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum ) {
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CG_Bleed( origin, entityNum );
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// some weapons will make an explosion with the blood, while
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// others will just make the blood
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//Blaze: None of these are valid
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@ -2462,7 +2481,7 @@ void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum )
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case WP_CHAINGUN:
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case WP_PROX_LAUNCHER:
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#endif
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CG_MissileHitWall( weapon, 0, origin, dir, IMPACTSOUND_FLESH );
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CG_MissileHitWall( weapon, 0, origin, dir, IMPACTSOUND_FLESH, 0 );
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break;
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default:
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break;
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@ -2537,24 +2556,24 @@ static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum, int shellWe
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{
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//Blaze: Changed WP_SHOTGUN to WP_M3
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if (shellWeapon == WP_M3)
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CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL );
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CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL, 0 );
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else if (shellWeapon == WP_HANDCANNON && crandom() > 0.5)
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{
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//Elder: show only approximately every other impact mark
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CG_MissileHitWall( WP_HANDCANNON, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL );
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CG_MissileHitWall( WP_HANDCANNON, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL, 0 );
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}
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}
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else
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{
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//Blaze: Changed WP_SHOTGUN to WP_M3
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if (shellWeapon == WP_M3)
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CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT );
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CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT, 0 );
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else if (shellWeapon == WP_HANDCANNON && crandom() > 0.5)
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{
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//Elder: show only approximately every other impact mark
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CG_MissileHitWall( WP_HANDCANNON, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT );
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CG_MissileHitWall( WP_HANDCANNON, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT, 0 );
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}
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//CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT );
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//CG_MissileHitWall( WP_M3, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT, 0 );
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}
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}
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}
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CG_Bleed( end, fleshEntityNum );
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} else {
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//Blaze: Changed WP_MACHINEGUN to WP_PISTOL
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CG_MissileHitWall( WP_PISTOL, 0, end, normal, IMPACTSOUND_DEFAULT );
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CG_MissileHitWall( WP_PISTOL, 0, end, normal, IMPACTSOUND_DEFAULT, 0 );
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}
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}
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