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https://github.com/ReactionQuake3/reaction.git
synced 2024-11-23 04:32:28 +00:00
Elder:
New code for upcoming VM 0-09-00 Client-side
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parent
4956cd281e
commit
7b3547e2b5
5 changed files with 74 additions and 25 deletions
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@ -1460,6 +1460,27 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
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cgs.media.footsteps[ FOOTSTEP_GRASS ][rand()&3] );
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}
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break;
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case EV_FOOTSTEP_WOOD:
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DEBUGNAME("EV_FOOTSTEP_WOOD");
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if (cg_footsteps.integer) {
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trap_S_StartSound (NULL, es->number, CHAN_BODY,
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cgs.media.footsteps[ FOOTSTEP_WOOD ][rand()&3] );
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}
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break;
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case EV_FOOTSTEP_CARPET:
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DEBUGNAME("EV_FOOTSTEP_CARPET");
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if (cg_footsteps.integer) {
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trap_S_StartSound (NULL, es->number, CHAN_BODY,
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cgs.media.footsteps[ FOOTSTEP_CARPET ][rand()&3] );
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}
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break;
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case EV_FOOTSTEP_METAL2:
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DEBUGNAME("EV_FOOTSTEP_METAL2");
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if (cg_footsteps.integer) {
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trap_S_StartSound (NULL, es->number, CHAN_BODY,
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cgs.media.footsteps[ FOOTSTEP_METAL2 ][rand()&3] );
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}
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break;
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case EV_FOOTSPLASH:
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DEBUGNAME("EV_FOOTSPLASH");
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if (cg_footsteps.integer) {
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@ -92,7 +92,11 @@ typedef enum {
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FOOTSTEP_ENERGY,
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FOOTSTEP_METAL,
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FOOTSTEP_SPLASH,
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FOOTSTEP_GRASS, // Elder: new surface sounds
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// Elder: new surface sounds
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FOOTSTEP_GRASS,
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FOOTSTEP_WOOD,
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FOOTSTEP_CARPET,
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FOOTSTEP_METAL2,
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FOOTSTEP_TOTAL
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} footstep_t;
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@ -747,6 +747,15 @@ static void CG_RegisterSounds( void ) {
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//Elder: new footsteps
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Com_sprintf (name, sizeof(name), "sound/player/footsteps/grass%i.wav", i+1);
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cgs.media.footsteps[FOOTSTEP_GRASS][i] = trap_S_RegisterSound (name, qfalse);
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Com_sprintf (name, sizeof(name), "sound/player/footsteps/wood%i.wav", i+1);
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cgs.media.footsteps[FOOTSTEP_WOOD][i] = trap_S_RegisterSound (name, qfalse);
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Com_sprintf (name, sizeof(name), "sound/player/footsteps/carpet%i.wav", i+1);
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cgs.media.footsteps[FOOTSTEP_CARPET][i] = trap_S_RegisterSound (name, qfalse);
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Com_sprintf (name, sizeof(name), "sound/player/footsteps/metal%i.wav", i+1);
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cgs.media.footsteps[FOOTSTEP_METAL2][i] = trap_S_RegisterSound (name, qfalse);
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}
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// only register the items that the server says we need
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@ -1087,23 +1087,24 @@ static void CG_SetWeaponLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAni
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CG_Error( "Bad weapon animation number: %i", newAnimation );
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}
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anim = &cg_weapons[cg.snap->ps.weapon].animations[ newAnimation ];
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// Elder: selecting the right weapon animation
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if (newAnimation == WP_ANIM_ACTIVATE)
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anim = &cg_weapons[cg.weaponSelect].animations[ newAnimation ];
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else
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anim = &cg_weapons[cg.snap->ps.weapon].animations[ newAnimation ];
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lf->animation = anim;
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lf->animationTime = lf->frameTime + anim->initialLerp;
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if ( cg_debugAnim.integer ) {
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CG_Printf( "Weapon Anim: %i\n", newAnimation );
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// Elder: more info
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CG_Printf( "Snap Weapon: %i\n", cg.snap->ps.weapon);
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CG_Printf( "Desired Weapon: %i\n", cg.weaponSelect);
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}
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//Elder: reset frame?
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if ( cg_debugAnim.integer ) {
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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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//Elder: reset frame so there is no lerping between new animations
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lf->oldFrame = lf->frame = lf->animation->firstFrame;
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}
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@ -1157,20 +1158,22 @@ static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation
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// see if the animation sequence is switching
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if ( newAnimation != lf->animationNumber || !lf->animation ) {
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if (weaponAnim) {
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lf->frameTime = lf->oldFrameTime = cg.time;
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CG_SetWeaponLerpFrame( ci, lf, newAnimation );
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resetAnim = qtrue;
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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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/*
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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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}*/
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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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@ -1195,6 +1198,7 @@ static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation
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if (anim->flipflop) {
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numFrames *= 2;
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}
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if ( f >= numFrames ) {
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f -= numFrames;
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if ( anim->loopFrames ) {
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@ -1215,9 +1219,9 @@ static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation
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}
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else {
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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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//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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@ -1256,6 +1260,7 @@ static void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationN
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lf->oldFrame = lf->frame = lf->animation->firstFrame;
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}
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/* [QUARANTINE] - Weapon Animations
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===============
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CG_WeaponAnimation
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@ -1280,7 +1285,8 @@ void CG_WeaponAnimation( centity_t *cent, int *weaponOld, int *weapon, float *we
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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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#if 0
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#if 1
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if (cg_debugAnim.integer)
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if(cent->pe.weapon.oldFrame || cent->pe.weapon.frame || cent->pe.weapon.backlerp) {
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CG_Printf("weaponOld: %i weaponFrame: %i weaponBack: %i\n",
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cent->pe.weapon.oldFrame, cent->pe.weapon.frame, cent->pe.weapon.backlerp);
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@ -2226,6 +2232,7 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, entityState_t *state, int te
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trap_R_AddRefEntityToScene( ent );
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//}
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if ( state->powerups & ( 1 << PW_QUAD ) )
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{
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if (team == TEAM_RED)
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@ -2245,13 +2252,16 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, entityState_t *state, int te
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trap_R_AddRefEntityToScene( ent );
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}
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//Elder: IR Vision
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if (bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_BANDOLIER &&
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cg.rq3_irvision && !(state->eFlags & EF_DEAD))
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//Elder: IR Vision -- only on players
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if (state->eType == ET_PLAYER)
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{
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//Temporary heh
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ent->customShader = cgs.media.quadShader;
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trap_R_AddRefEntityToScene( ent );
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if (bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_BANDOLIER &&
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cg.rq3_irvision && !(state->eFlags & EF_DEAD))
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{
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//Temporary heh
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ent->customShader = cgs.media.quadShader;
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trap_R_AddRefEntityToScene( ent );
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}
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}
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}
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@ -811,6 +811,7 @@ void CG_RegisterWeapon( int weaponNum ) {
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weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/handcannon/hcfire.wav", qfalse );
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weaponInfo->ejectBrassFunc = CG_ShotgunEjectBrass;
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cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
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Com_sprintf( filename, sizeof(filename), "models/weapons2/handcannon/animation.cfg" );
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if ( !CG_ParseWeaponAnimFile(filename, weaponInfo) ) {
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Com_Printf("Failed to load weapon animation file %s\n", filename);
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@ -1422,7 +1423,8 @@ void CG_AddViewWeapon( playerState_t *ps ) {
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// allow the gun to be completely removed
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if ( !cg_drawGun.integer ) {
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// Elder: don't draw if throwing
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if ( !cg_drawGun.integer || (cg.snap->ps.stats[STAT_RQ3] & RQ3_THROWWEAPON) == RQ3_THROWWEAPON) {
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//Blaze: Removed these
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// vec3_t origin;
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@ -1503,7 +1505,10 @@ void CG_AddViewWeapon( playerState_t *ps ) {
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//if ( ps->weapon != WP_PISTOL && ps->weapon != WP_M3)
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//{
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// map torso animations to weapon animations
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if ( cg_gun_frame.integer || ps->weapon == WP_PISTOL || ps->weapon == WP_M3 || ps->weapon == WP_HANDCANNON) {
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if ( cg_gun_frame.integer ||
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ps->weapon == WP_PISTOL ||
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ps->weapon == WP_M3 ||
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ps->weapon == WP_HANDCANNON) {
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// development tool
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hand.frame = hand.oldframe = cg_gun_frame.integer;
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hand.backlerp = 0;
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@ -2912,7 +2917,7 @@ static void CG_LocalLaser ()
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if (tr.fraction != 1)
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VectorMA(tr.endpos,-4, forward, tr.endpos);
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VectorCopy(re->origin, re->oldorigin);
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VectorCopy(tr.endpos, re->origin);
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//VectorCopy(tr.endpos, cg.laserEnt->pos.trBase);
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//BG_EvaluateTrajectory(&cg.laserEnt->pos, cg.time, re->origin);
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