diff --git a/reaction/cgame/cg_weapons.c b/reaction/cgame/cg_weapons.c index 04073a81..a389df5f 100644 --- a/reaction/cgame/cg_weapons.c +++ b/reaction/cgame/cg_weapons.c @@ -5,6 +5,9 @@ //----------------------------------------------------------------------------- // // $Log$ +// Revision 1.51 2002/03/11 02:22:45 niceass +// tag shell ejections +// // Revision 1.50 2002/02/24 20:49:07 slicer // Follow Spect Players- Draws the gun // @@ -172,7 +175,7 @@ static qboolean CG_ParseWeaponAnimFile( const char *filename, weaponInfo_t *weap CG_MachineGunEjectBrass ========================== */ -static void CG_MachineGunEjectBrass( centity_t *cent ) { +localEntity_t *CG_MachineGunEjectBrass( centity_t *cent ) { localEntity_t *le; refEntity_t *re; vec3_t velocity, xvelocity; @@ -181,14 +184,14 @@ static void CG_MachineGunEjectBrass( centity_t *cent ) { vec3_t v[3]; if ( cg_brassTime.integer <= 0 ) { - return; + return NULL; } le = CG_AllocLocalEntity(); re = &le->refEntity; velocity[0] = 0; - velocity[1] = -50 + 40 * crandom(); + velocity[1] = -100 + 50 * crandom(); velocity[2] = 100 + 50 * crandom(); le->leType = LE_FRAGMENT; @@ -223,9 +226,11 @@ static void CG_MachineGunEjectBrass( centity_t *cent ) { xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0]; xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1]; xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2]; + VectorScale( xvelocity, waterScale, le->pos.trDelta ); AxisCopy( axisDefault, re->axis ); + re->hModel = cgs.media.machinegunBrassModel; le->bounceFactor = 0.4 * waterScale; @@ -235,13 +240,18 @@ static void CG_MachineGunEjectBrass( centity_t *cent ) { le->angles.trBase[0] = rand()&31; le->angles.trBase[1] = rand()&31; le->angles.trBase[2] = rand()&31; - le->angles.trDelta[0] = 2; - le->angles.trDelta[1] = 1; - le->angles.trDelta[2] = 0; + + le->angles.trBase[0] = 5+rand()&10; + le->angles.trBase[1] = 2+rand()&5; + le->angles.trBase[2] = 0; +// le->angles.trDelta[0] = 2; +// le->angles.trDelta[1] = 1; +// le->angles.trDelta[2] = 0; le->leFlags = LEF_TUMBLE; le->leBounceSoundType = LEBS_BRASS; le->leMarkType = LEMT_NONE; + return le; } /* @@ -249,20 +259,22 @@ static void CG_MachineGunEjectBrass( centity_t *cent ) { CG_ShotgunEjectBrass ========================== */ -static void CG_ShotgunEjectBrass( centity_t *cent ) { +//static void CG_ShotgunEjectBrass( centity_t *cent, vec3_t origin, vec3_t axis[3] ) { +localEntity_t *CG_ShotgunEjectBrass( centity_t *cent ) { localEntity_t *le; refEntity_t *re; vec3_t velocity, xvelocity; vec3_t offset, xoffset; vec3_t v[3]; int i, isHC; + if (cent->currentState.weapon == WP_HANDCANNON) isHC=1; else isHC=0; if ( cg_brassTime.integer <= 0 ) { - return; + return NULL; } for ( i = 0; i < isHC + 1; i++ ) { @@ -301,7 +313,9 @@ static void CG_ShotgunEjectBrass( centity_t *cent ) { xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1]; xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2]; VectorAdd( cent->lerpOrigin, xoffset, re->origin ); + VectorCopy( re->origin, le->pos.trBase ); + if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) { waterScale = 0.10f; } @@ -309,6 +323,7 @@ static void CG_ShotgunEjectBrass( centity_t *cent ) { xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0]; xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1]; xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2]; + VectorScale( xvelocity, waterScale, le->pos.trDelta ); AxisCopy( axisDefault, re->axis ); @@ -329,6 +344,7 @@ static void CG_ShotgunEjectBrass( centity_t *cent ) { le->leBounceSoundType = LEBS_BRASS; le->leMarkType = LEMT_NONE; } + return le; } @@ -1392,15 +1408,14 @@ sound should only be done on the world model case. */ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent, int team ) { refEntity_t gun; -//Blaze: Can remove this because no more spinning barrel +// Blaze: Can remove this because no more spinning barrel // refEntity_t barrel; refEntity_t flash; vec3_t angles; -// float frac; weapon_t weaponNum; weaponInfo_t *weapon; centity_t *nonPredictedCent; -// int col; + localEntity_t *shell; weaponNum = cent->currentState.weapon; @@ -1594,13 +1609,26 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent //CG_LightningBolt( nonPredictedCent, parent->lightingOrigin ); + // NiceAss: Tag locations used for shell ejection + if ( cent->ejectBrass && weapon->ejectBrassFunc && + ( ps || cg.renderingThirdPerson || cent->currentState.number != cg.predictedPlayerState.clientNum ) ) { + shell = weapon->ejectBrassFunc( cent ); + if ( shell && ( weaponNum == WP_PISTOL || weaponNum == WP_MP5 ) ) { + CG_PositionRotatedEntityOnTag( &shell->refEntity, &gun, gun.hModel, "tag_shell"); + VectorCopy( shell->refEntity.origin, shell->pos.trBase ); + vectoangles( shell->refEntity.axis[0], shell->angles.trBase); + } + cent->ejectBrass = qfalse; + } //Elder: re-added to fix loss of muzzle flashes! // impulse flash + if ( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME && !cent->pe.railgunFlash ) { return; } + memset( &flash, 0, sizeof( flash ) ); VectorCopy( parent->lightingOrigin, flash.lightingOrigin ); @@ -1633,6 +1661,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent //Elder: Yes flash - try this //Elder: add conditional here so the dlight is still drawn when cg_RQ3_flash is 0 + if ( cg_RQ3_flash.integer ) { if (ps) { // Elder: draw flash based on first-person view @@ -1666,7 +1695,6 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent else CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash"); } - trap_R_AddRefEntityToScene( &flash ); } else { @@ -2477,7 +2505,7 @@ void CG_FireWeapon( centity_t *cent, int weapModification ) { entityState_t *ent; int c, i; weaponInfo_t *weap; - + ent = ¢->currentState; if ( ent->weapon == WP_NONE ) { return; @@ -2510,7 +2538,7 @@ void CG_FireWeapon( centity_t *cent, int weapModification ) { return; } // KNIFE - // NicEass: This is if the knife slash is not the first (2,3,4,5) + // NiceAss: This is if the knife slash is not the first (2,3,4,5) if (weapModification == RQ3_WPMOD_KNIFENOMARK) { return; } @@ -2518,6 +2546,9 @@ void CG_FireWeapon( centity_t *cent, int weapModification ) { return; }*/ + // NiceAss: + cent->ejectBrass = qtrue; + // mark the entity as muzzle flashing, so when it is added it will // append the flash to the weapon model if (weapModification != RQ3_WPMOD_SILENCER) @@ -2573,9 +2604,9 @@ void CG_FireWeapon( centity_t *cent, int weapModification ) { } //Elder: TODO: eject sync with animation for M3 and only eject for HC when reloading // do brass ejection - if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) { - weap->ejectBrassFunc( cent ); - } + //if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) { + // weap->ejectBrassFunc( cent ); + //} /* // MK23 @@ -4003,7 +4034,7 @@ void CG_ReloadWeapon (centity_t *cent, int reloadStage) } if ( ent->weapon == WP_HANDCANNON ) - CG_ShotgunEjectBrass( cent ); + CG_ShotgunEjectBrass( cent, NULL, NULL ); break; case 2: if (weap->worldReloadSound[2] && ent->clientNum != cg.snap->ps.clientNum)