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https://github.com/ReactionQuake3/reaction.git
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fixed weapon animations
This commit is contained in:
parent
01f7221980
commit
81f8573e99
1 changed files with 58 additions and 59 deletions
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@ -1,4 +1,4 @@
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// Copyright (C) 1999-2000 Id Software, Inc.
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// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_weapons.c -- events and effects dealing with weapons
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#include "cg_local.h"
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@ -8,59 +8,59 @@ CG_ParseWeaponAnimFile
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==========================
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*/
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static qboolean CG_ParseWeaponAnimFile( const char *filename, weaponInfo_t *weapon ) {
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char *text_p;
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int len;
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int i;
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char *token;
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float fps;
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int skip;
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char text[20000];
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fileHandle_t f;
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animation_t *animations;
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char *text_p;
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int len;
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int i;
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char *token;
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float fps;
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int skip;
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char text[20000];
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fileHandle_t f;
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animation_t *animations;
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animations = weapon->animations;
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animations = weapon->animations;
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// load the file
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len = trap_FS_FOpenFile( filename, &f, FS_READ );
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if ( len <= 0 ) {
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return qfalse;
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}
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if ( len >= sizeof( text ) - 1 ) {
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CG_Printf( "File %s too long\n", filename );
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return qfalse;
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}
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trap_FS_Read( text, len, f );
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text[len] = 0;
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trap_FS_FCloseFile( f );
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// load the file
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len = trap_FS_FOpenFile( filename, &f, FS_READ );
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if ( len <= 0 ) {
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return qfalse;
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}
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if ( len >= sizeof( text ) - 1 ) {
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CG_Printf( "File %s too long\n", filename );
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return qfalse;
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}
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trap_FS_Read( text, len, f );
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text[len] = 0;
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trap_FS_FCloseFile( f );
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// parse the text
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text_p = text;
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skip = 0; // quite the compiler warning
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// read information for each frame
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for ( i = 0 ; i < MAX_WEAPON_ANIMATIONS ; i++ ) {
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token = COM_Parse( &text_p );
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if ( !token ) break;
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animations[i].firstFrame = atoi( token );
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token = COM_Parse( &text_p );
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if ( !token ) break;
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animations[i].numFrames = atoi( token );
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token = COM_Parse( &text_p );
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if ( !token ) break;
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animations[i].loopFrames = atoi( token );
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token = COM_Parse( &text_p );
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if ( !token ) break;
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fps = atof( token );
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if ( fps == 0 ) fps = 1;
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animations[i].frameLerp = 1000 / fps;
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animations[i].initialLerp = 1000 / fps;
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}
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if ( i != MAX_WEAPON_ANIMATIONS ) {
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CG_Printf( "Error parsing weapon animation file: %s", filename );
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return qfalse;
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}
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// parse the text
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text_p = text;
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skip = 0; // quite the compiler warning
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// read information for each frame
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for ( i = 0 ; i < MAX_WEAPON_ANIMATIONS ; i++ ) {
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token = COM_Parse( &text_p );
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if ( !token ) break;
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animations[i].firstFrame = atoi( token );
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token = COM_Parse( &text_p );
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if ( !token ) break;
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animations[i].numFrames = atoi( token );
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token = COM_Parse( &text_p );
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if ( !token ) break;
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animations[i].loopFrames = atoi( token );
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token = COM_Parse( &text_p );
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if ( !token ) break;
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fps = atof( token );
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if ( fps == 0 ) fps = 1;
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animations[i].frameLerp = 1000 / fps;
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animations[i].initialLerp = 1000 / fps;
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}
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if ( i != MAX_WEAPON_ANIMATIONS ) {
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CG_Printf( "Error parsing weapon animation file: %s", filename );
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return qfalse;
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}
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return qtrue;
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return qtrue;
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}
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// END
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@ -599,7 +599,7 @@ void CG_RegisterWeapon( int weaponNum ) {
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if ( !weaponInfo->handsModel ) {
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//Elder: WTF!?
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weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/m3/m3_hand.md3" );
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weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/mk23/mk23_hand.md3" );
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}
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//Elder: if no _1st model, point to the weaponModel... this may get funky :)
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@ -1250,8 +1250,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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return;
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}
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if ( ps || cg.renderingThirdPerson ||
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cent->currentState.number != cg.predictedPlayerState.clientNum ) {
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if ( ps || cg.renderingThirdPerson || cent->currentState.number != cg.predictedPlayerState.clientNum ) {
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// add lightning bolt
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//Blaze: No need for this
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//CG_LightningBolt( nonPredictedCent, flash.origin );
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@ -1281,10 +1280,10 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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weapon->flashDlightColor[1], weapon->flashDlightColor[2] );
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}
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}
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if (ps)
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CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->firstModel, "tag_flash");
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else
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CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash");
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//if (ps)
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// CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->firstModel, "tag_flash");
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//else
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// CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash");
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}
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@ -1411,7 +1410,7 @@ void CG_AddViewWeapon( playerState_t *ps ) {
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hand.backlerp = cent->pe.torso.backlerp;
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}
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hand.hModel = weapon->firstModel;
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hand.hModel = weapon->handsModel;
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hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT;
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// add everything onto the hand
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