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tag shell ejections
This commit is contained in:
parent
094336f716
commit
9894346d37
1 changed files with 49 additions and 18 deletions
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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 1.51 2002/03/11 02:22:45 niceass
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// tag shell ejections
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//
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// Revision 1.50 2002/02/24 20:49:07 slicer
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// Revision 1.50 2002/02/24 20:49:07 slicer
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// Follow Spect Players- Draws the gun
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// Follow Spect Players- Draws the gun
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//
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//
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@ -172,7 +175,7 @@ static qboolean CG_ParseWeaponAnimFile( const char *filename, weaponInfo_t *weap
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CG_MachineGunEjectBrass
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CG_MachineGunEjectBrass
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==========================
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==========================
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*/
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*/
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static void CG_MachineGunEjectBrass( centity_t *cent ) {
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localEntity_t *CG_MachineGunEjectBrass( centity_t *cent ) {
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localEntity_t *le;
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localEntity_t *le;
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refEntity_t *re;
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refEntity_t *re;
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vec3_t velocity, xvelocity;
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vec3_t velocity, xvelocity;
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@ -181,14 +184,14 @@ static void CG_MachineGunEjectBrass( centity_t *cent ) {
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vec3_t v[3];
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vec3_t v[3];
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if ( cg_brassTime.integer <= 0 ) {
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if ( cg_brassTime.integer <= 0 ) {
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return;
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return NULL;
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}
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}
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le = CG_AllocLocalEntity();
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le = CG_AllocLocalEntity();
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re = &le->refEntity;
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re = &le->refEntity;
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velocity[0] = 0;
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velocity[0] = 0;
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velocity[1] = -50 + 40 * crandom();
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velocity[1] = -100 + 50 * crandom();
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velocity[2] = 100 + 50 * crandom();
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velocity[2] = 100 + 50 * crandom();
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le->leType = LE_FRAGMENT;
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le->leType = LE_FRAGMENT;
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@ -223,9 +226,11 @@ static void CG_MachineGunEjectBrass( centity_t *cent ) {
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xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0];
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xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0];
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xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1];
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xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1];
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xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2];
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xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2];
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VectorScale( xvelocity, waterScale, le->pos.trDelta );
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VectorScale( xvelocity, waterScale, le->pos.trDelta );
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AxisCopy( axisDefault, re->axis );
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AxisCopy( axisDefault, re->axis );
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re->hModel = cgs.media.machinegunBrassModel;
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re->hModel = cgs.media.machinegunBrassModel;
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le->bounceFactor = 0.4 * waterScale;
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le->bounceFactor = 0.4 * waterScale;
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@ -235,13 +240,18 @@ static void CG_MachineGunEjectBrass( centity_t *cent ) {
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le->angles.trBase[0] = rand()&31;
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le->angles.trBase[0] = rand()&31;
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le->angles.trBase[1] = rand()&31;
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le->angles.trBase[1] = rand()&31;
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le->angles.trBase[2] = rand()&31;
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le->angles.trBase[2] = rand()&31;
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le->angles.trDelta[0] = 2;
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le->angles.trDelta[1] = 1;
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le->angles.trBase[0] = 5+rand()&10;
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le->angles.trDelta[2] = 0;
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le->angles.trBase[1] = 2+rand()&5;
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le->angles.trBase[2] = 0;
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// le->angles.trDelta[0] = 2;
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// le->angles.trDelta[1] = 1;
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// le->angles.trDelta[2] = 0;
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le->leFlags = LEF_TUMBLE;
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le->leFlags = LEF_TUMBLE;
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le->leBounceSoundType = LEBS_BRASS;
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le->leBounceSoundType = LEBS_BRASS;
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le->leMarkType = LEMT_NONE;
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le->leMarkType = LEMT_NONE;
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return le;
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}
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}
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/*
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/*
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@ -249,20 +259,22 @@ static void CG_MachineGunEjectBrass( centity_t *cent ) {
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CG_ShotgunEjectBrass
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CG_ShotgunEjectBrass
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==========================
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==========================
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*/
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*/
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static void CG_ShotgunEjectBrass( centity_t *cent ) {
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//static void CG_ShotgunEjectBrass( centity_t *cent, vec3_t origin, vec3_t axis[3] ) {
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localEntity_t *CG_ShotgunEjectBrass( centity_t *cent ) {
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localEntity_t *le;
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localEntity_t *le;
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refEntity_t *re;
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refEntity_t *re;
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vec3_t velocity, xvelocity;
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vec3_t velocity, xvelocity;
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vec3_t offset, xoffset;
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vec3_t offset, xoffset;
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vec3_t v[3];
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vec3_t v[3];
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int i, isHC;
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int i, isHC;
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if (cent->currentState.weapon == WP_HANDCANNON)
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if (cent->currentState.weapon == WP_HANDCANNON)
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isHC=1;
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isHC=1;
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else
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else
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isHC=0;
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isHC=0;
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if ( cg_brassTime.integer <= 0 ) {
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if ( cg_brassTime.integer <= 0 ) {
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return;
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return NULL;
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}
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}
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for ( i = 0; i < isHC + 1; i++ ) {
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for ( i = 0; i < isHC + 1; i++ ) {
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@ -301,7 +313,9 @@ static void CG_ShotgunEjectBrass( centity_t *cent ) {
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xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
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xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
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xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];
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xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];
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VectorAdd( cent->lerpOrigin, xoffset, re->origin );
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VectorAdd( cent->lerpOrigin, xoffset, re->origin );
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VectorCopy( re->origin, le->pos.trBase );
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VectorCopy( re->origin, le->pos.trBase );
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if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) {
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if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) {
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waterScale = 0.10f;
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waterScale = 0.10f;
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}
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}
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@ -309,6 +323,7 @@ static void CG_ShotgunEjectBrass( centity_t *cent ) {
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xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0];
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xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0];
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xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1];
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xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1];
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xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2];
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xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2];
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VectorScale( xvelocity, waterScale, le->pos.trDelta );
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VectorScale( xvelocity, waterScale, le->pos.trDelta );
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AxisCopy( axisDefault, re->axis );
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AxisCopy( axisDefault, re->axis );
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@ -329,6 +344,7 @@ static void CG_ShotgunEjectBrass( centity_t *cent ) {
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le->leBounceSoundType = LEBS_BRASS;
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le->leBounceSoundType = LEBS_BRASS;
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le->leMarkType = LEMT_NONE;
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le->leMarkType = LEMT_NONE;
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}
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}
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return le;
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}
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}
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@ -1392,15 +1408,14 @@ sound should only be done on the world model case.
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*/
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*/
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void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent, int team ) {
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void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent, int team ) {
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refEntity_t gun;
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refEntity_t gun;
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//Blaze: Can remove this because no more spinning barrel
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// Blaze: Can remove this because no more spinning barrel
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// refEntity_t barrel;
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// refEntity_t barrel;
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refEntity_t flash;
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refEntity_t flash;
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vec3_t angles;
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vec3_t angles;
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// float frac;
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weapon_t weaponNum;
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weapon_t weaponNum;
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weaponInfo_t *weapon;
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weaponInfo_t *weapon;
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centity_t *nonPredictedCent;
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centity_t *nonPredictedCent;
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// int col;
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localEntity_t *shell;
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weaponNum = cent->currentState.weapon;
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weaponNum = cent->currentState.weapon;
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//CG_LightningBolt( nonPredictedCent, parent->lightingOrigin );
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//CG_LightningBolt( nonPredictedCent, parent->lightingOrigin );
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// NiceAss: Tag locations used for shell ejection
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if ( cent->ejectBrass && weapon->ejectBrassFunc &&
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( ps || cg.renderingThirdPerson || cent->currentState.number != cg.predictedPlayerState.clientNum ) ) {
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shell = weapon->ejectBrassFunc( cent );
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if ( shell && ( weaponNum == WP_PISTOL || weaponNum == WP_MP5 ) ) {
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CG_PositionRotatedEntityOnTag( &shell->refEntity, &gun, gun.hModel, "tag_shell");
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VectorCopy( shell->refEntity.origin, shell->pos.trBase );
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vectoangles( shell->refEntity.axis[0], shell->angles.trBase);
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}
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cent->ejectBrass = qfalse;
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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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// impulse flash
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// impulse flash
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if ( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME && !cent->pe.railgunFlash ) {
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if ( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME && !cent->pe.railgunFlash ) {
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return;
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return;
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}
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}
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memset( &flash, 0, sizeof( flash ) );
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memset( &flash, 0, sizeof( flash ) );
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VectorCopy( parent->lightingOrigin, flash.lightingOrigin );
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VectorCopy( parent->lightingOrigin, flash.lightingOrigin );
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//Elder: Yes flash - try this
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//Elder: Yes flash - try this
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//Elder: add conditional here so the dlight is still drawn when cg_RQ3_flash is 0
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//Elder: add conditional here so the dlight is still drawn when cg_RQ3_flash is 0
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if ( cg_RQ3_flash.integer ) {
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if ( cg_RQ3_flash.integer ) {
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if (ps) {
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if (ps) {
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// Elder: draw flash based on first-person view
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// Elder: draw flash based on first-person view
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else
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else
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CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash");
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CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash");
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}
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}
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trap_R_AddRefEntityToScene( &flash );
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trap_R_AddRefEntityToScene( &flash );
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}
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}
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else {
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else {
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@ -2510,7 +2538,7 @@ void CG_FireWeapon( centity_t *cent, int weapModification ) {
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return;
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return;
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}
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}
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// KNIFE
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// KNIFE
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// NicEass: This is if the knife slash is not the first (2,3,4,5)
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// NiceAss: This is if the knife slash is not the first (2,3,4,5)
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if (weapModification == RQ3_WPMOD_KNIFENOMARK) {
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if (weapModification == RQ3_WPMOD_KNIFENOMARK) {
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return;
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return;
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}
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}
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return;
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return;
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}*/
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}*/
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// NiceAss:
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cent->ejectBrass = qtrue;
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// mark the entity as muzzle flashing, so when it is added it will
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// mark the entity as muzzle flashing, so when it is added it will
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// append the flash to the weapon model
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// append the flash to the weapon model
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if (weapModification != RQ3_WPMOD_SILENCER)
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if (weapModification != RQ3_WPMOD_SILENCER)
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}
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}
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//Elder: TODO: eject sync with animation for M3 and only eject for HC when reloading
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//Elder: TODO: eject sync with animation for M3 and only eject for HC when reloading
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// do brass ejection
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// do brass ejection
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if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) {
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//if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) {
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weap->ejectBrassFunc( cent );
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// weap->ejectBrassFunc( cent );
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}
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//}
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/*
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/*
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// MK23
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// MK23
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@ -4003,7 +4034,7 @@ void CG_ReloadWeapon (centity_t *cent, int reloadStage)
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}
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}
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if ( ent->weapon == WP_HANDCANNON )
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if ( ent->weapon == WP_HANDCANNON )
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CG_ShotgunEjectBrass( cent );
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CG_ShotgunEjectBrass( cent, NULL, NULL );
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break;
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break;
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case 2:
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case 2:
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if (weap->worldReloadSound[2] && ent->clientNum != cg.snap->ps.clientNum)
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if (weap->worldReloadSound[2] && ent->clientNum != cg.snap->ps.clientNum)
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