mirror of
https://github.com/ReactionQuake3/reaction.git
synced 2024-11-10 23:32:06 +00:00
Semi-working fog hull, semi-working sky portals (cgame code commented out)
Basically, semi-working stuff :P
This commit is contained in:
parent
f01b4a5ba8
commit
a05aebf695
9 changed files with 133 additions and 100 deletions
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.106 2002/07/13 22:42:18 makro
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// Semi-working fog hull, semi-working sky portals (cgame code commented out)
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// Basically, semi-working stuff :P
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//
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// Revision 1.105 2002/07/08 04:25:29 niceass
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// removed deaths
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//
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@ -1126,6 +1130,8 @@ typedef struct {
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qhandle_t slashMarkShader;
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qhandle_t glassMarkShader;
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qhandle_t metalMarkShader;
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// Makro - new mark
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//qhandle_t tileMarkShader;
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// powerup shaders
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qhandle_t quadShader;
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.95 2002/07/13 22:42:18 makro
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// Semi-working fog hull, semi-working sky portals (cgame code commented out)
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// Basically, semi-working stuff :P
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//
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// Revision 1.94 2002/07/08 00:52:14 jbravo
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// Renamed the foglaser shader at Sze's request.
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//
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@ -1591,6 +1595,8 @@ static void CG_RegisterGraphics(void)
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cgs.media.slashMarkShader = trap_R_RegisterShader("gfx/damage/slash_mrk");
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cgs.media.glassMarkShader = trap_R_RegisterShader("gfx/damage/glass_mrk");
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cgs.media.metalMarkShader = trap_R_RegisterShader("gfx/damage/metal_mrk");
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// Makro - added
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//cgs.media.tileMarkShader = trap_R_RegisterShader("gfx/damage/tile_mrk");
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// NiceAss: for foglaser
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cgs.media.railCoreShader = trap_R_RegisterShader("fogLaser");
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.24 2002/07/13 22:42:18 makro
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// Semi-working fog hull, semi-working sky portals (cgame code commented out)
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// Basically, semi-working stuff :P
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//
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// Revision 1.23 2002/06/16 20:06:13 jbravo
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// Reindented all the source files with "indent -kr -ut -i8 -l120 -lc120 -sob -bad -bap"
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//
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@ -1110,6 +1114,8 @@ Generates and draws a game scene and status information at the given time.
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void CG_DrawActiveFrame(int serverTime, stereoFrame_t stereoView, qboolean demoPlayback)
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{
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int inwater;
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//Makro - added for sky portals !
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const char *info;
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//Blaze: for cheat detection
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int i;
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@ -1164,6 +1170,28 @@ void CG_DrawActiveFrame(int serverTime, stereoFrame_t stereoView, qboolean demoP
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if (!cg.renderingThirdPerson) {
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CG_DamageBlendBlob();
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}
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/*
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//Makro - draw sky portal first
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//Note - doing it here means that sky portal entities won't get drawn. but at least the rest of the map looks ok :/
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info = CG_ConfigString(CS_SKYPORTAL);
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if (info[0] && Q_stricmp(info, "none")) {
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//vec3_t oldOrigin;
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refdef_t skyRef;
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memset(&skyRef, 0, sizeof(skyRef));
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memcpy(&skyRef, &cg.refdef, sizeof(skyRef));
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//VectorCopy(cg.refdef.vieworg, oldOrigin);
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skyRef.vieworg[0] = atof(Info_ValueForKey(info, "x"));
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skyRef.vieworg[1] = atof(Info_ValueForKey(info, "y"));
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skyRef.vieworg[2] = atof(Info_ValueForKey(info, "z"));
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memset(skyRef.areamask, 0, sizeof(skyRef.areamask));
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//Com_Printf("View axis is: %f %f %f\n", cg.refdef.viewaxis[0], cg.refdef.viewaxis[1], cg.refdef.viewaxis[2]);
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trap_R_RenderScene(&skyRef);
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//trap_R_ClearScene();
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//VectorCopy(oldOrigin, cg.refdef.vieworg);
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}
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*/
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// build the render lists
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if (!cg.hyperspace) {
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CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct
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@ -1218,6 +1246,20 @@ void CG_DrawActiveFrame(int serverTime, stereoFrame_t stereoView, qboolean demoP
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trap_Cvar_Set("timescale", va("%f", cg_timescale.value));
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}
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}
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//Makro - fog hull
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info = CG_ConfigString(CS_FOGHULL);
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if (info) {
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if (info[0]) {
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vec4_t fogcolor;
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fogcolor[0] = atof(Info_ValueForKey(info, "r"));
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fogcolor[1] = atof(Info_ValueForKey(info, "g"));
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fogcolor[2] = atof(Info_ValueForKey(info, "b"));
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fogcolor[3] = 1;
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CG_FillRect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, fogcolor);
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//Com_Printf("Fog color: %f %f %f\n", fogcolor[0], fogcolor[1], fogcolor[2]);
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}
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}
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// actually issue the rendering calls
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CG_DrawActive(stereoView);
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.90 2002/07/13 22:42:18 makro
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// Semi-working fog hull, semi-working sky portals (cgame code commented out)
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// Basically, semi-working stuff :P
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//
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// Revision 1.89 2002/07/08 04:41:12 niceass
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// no more shell ejection on LCA, I hope
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//
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@ -2878,6 +2882,7 @@ void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin,
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}
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//Makro - added
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else if (soundType == IMPACTSOUND_BRICK) {
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//mark = cgs.media.tileMarkShader;
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mark = cgs.media.bulletMarkShader;
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if (r < 2)
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sfx = cgs.media.sfx_brickric1;
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@ -3140,6 +3145,9 @@ void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin,
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mark = cgs.media.glassMarkShader;
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else if (soundType == IMPACTSOUND_METAL)
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mark = cgs.media.metalMarkShader;
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//Makro - added
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//else if (soundType == IMPACTSOUND_BRICK)
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// mark = cgs.media.tileMarkShader;
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else
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mark = cgs.media.bulletMarkShader;
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sfx = 0;
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//
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// impact mark
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//
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alphaFade = (mark == cgs.media.energyMarkShader); // plasma fades alpha, all others fade color
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alphaFade = (mark == cgs.media.energyMarkShader/* || mark == cgs.media.tileMarkShader*/); // plasma fades alpha, all others fade color
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//Blaze: No more railgun
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/*
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@ -3,98 +3,9 @@
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<pre>
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<h1>Build Log</h1>
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<h3>
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--------------------Configuration: cgame - Win32 Debug--------------------
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--------------------Configuration: cgame - Win32 Release--------------------
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</h3>
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<h3>Command Lines</h3>
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Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP7.tmp" with contents
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[
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/nologo /G5 /MTd /W3 /Gm /GX /ZI /Od /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR"Debug/" /Fp"Debug/cgame.pch" /YX /Fo"Debug/" /Fd"Debug/" /FD /c
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"C:\Development\reaction\game\bg_misc.c"
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"C:\Development\reaction\game\bg_pmove.c"
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"C:\Development\reaction\game\bg_slidemove.c"
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"C:\Development\reaction\cgame\cg_consolecmds.c"
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"C:\Development\reaction\cgame\cg_draw.c"
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"C:\Development\reaction\cgame\cg_drawtools.c"
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"C:\Development\reaction\cgame\cg_effects.c"
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"C:\Development\reaction\cgame\cg_ents.c"
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"C:\Development\reaction\cgame\cg_event.c"
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"C:\Development\reaction\cgame\cg_info.c"
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"C:\Development\reaction\cgame\cg_localents.c"
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"C:\Development\reaction\cgame\cg_main.c"
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"C:\Development\reaction\cgame\cg_marks.c"
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"C:\Development\reaction\cgame\cg_players.c"
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"C:\Development\reaction\cgame\cg_playerstate.c"
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"C:\Development\reaction\cgame\cg_predict.c"
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"C:\Development\reaction\cgame\cg_scoreboard.c"
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"C:\Development\reaction\cgame\cg_servercmds.c"
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"C:\Development\reaction\cgame\cg_snapshot.c"
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"C:\Development\reaction\cgame\cg_syscalls.c"
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"C:\Development\reaction\cgame\cg_view.c"
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"C:\Development\reaction\cgame\cg_weapons.c"
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"C:\Development\reaction\game\q_math.c"
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"C:\Development\reaction\game\q_shared.c"
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"C:\Development\reaction\ui\ui_shared.c"
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]
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Creating command line "cl.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP7.tmp"
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Creating temporary file "C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP8.tmp" with contents
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[
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/nologo /base:"0x30000000" /subsystem:windows /dll /incremental:yes /pdb:"Debug/cgamex86.pdb" /map:"Debug/cgamex86.map" /debug /machine:I386 /def:".\cgame.def" /out:"../Debug/cgamex86.dll" /implib:"Debug/cgamex86.lib"
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.\Debug\bg_misc.obj
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.\Debug\bg_pmove.obj
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.\Debug\bg_slidemove.obj
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.\Debug\cg_consolecmds.obj
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.\Debug\cg_draw.obj
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.\Debug\cg_drawtools.obj
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.\Debug\cg_effects.obj
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.\Debug\cg_ents.obj
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.\Debug\cg_event.obj
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.\Debug\cg_info.obj
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.\Debug\cg_localents.obj
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.\Debug\cg_main.obj
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.\Debug\cg_marks.obj
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.\Debug\cg_players.obj
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.\Debug\cg_playerstate.obj
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.\Debug\cg_predict.obj
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.\Debug\cg_scoreboard.obj
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.\Debug\cg_servercmds.obj
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.\Debug\cg_snapshot.obj
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.\Debug\cg_syscalls.obj
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.\Debug\cg_view.obj
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.\Debug\cg_weapons.obj
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.\Debug\q_math.obj
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.\Debug\q_shared.obj
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.\Debug\ui_shared.obj
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]
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Creating command line "link.exe @C:\DOCUME~1\ADMINI~1\LOCALS~1\Temp\RSP8.tmp"
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<h3>Output Window</h3>
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Compiling...
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bg_misc.c
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bg_pmove.c
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bg_slidemove.c
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cg_consolecmds.c
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cg_draw.c
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cg_drawtools.c
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cg_effects.c
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cg_ents.c
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cg_event.c
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cg_info.c
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cg_localents.c
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cg_main.c
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cg_marks.c
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cg_players.c
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cg_playerstate.c
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cg_predict.c
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cg_scoreboard.c
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cg_servercmds.c
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cg_snapshot.c
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cg_syscalls.c
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cg_view.c
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cg_weapons.c
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q_math.c
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q_shared.c
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ui_shared.c
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Linking...
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Creating library Debug/cgamex86.lib and object Debug/cgamex86.exp
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.85 2002/07/13 22:43:59 makro
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// Semi-working fog hull, semi-working sky portals (cgame code commented out)
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// Basically, semi-working stuff :P
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//
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// Revision 1.84 2002/07/07 18:36:13 jbravo
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// Added an AntiIdle system. Can play insane sounds for idle players, drop them
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// from teams or kick them. Upped version to Beta 2.1
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//Makro - color for the loading screen text
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//#define CS_LOADINGSCREEN 29
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//Makro - sky portals !
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//#define CS_SKYPORTAL 30
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//Makro - fog hull
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#define CS_FOGHULL 31
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#define CS_MODELS 32
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#define CS_SOUNDS (CS_MODELS+MAX_MODELS)
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.59 2002/07/13 22:43:59 makro
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// Semi-working fog hull, semi-working sky portals (cgame code commented out)
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// Basically, semi-working stuff :P
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//
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// Revision 1.58 2002/06/18 09:21:11 niceass
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// file exist function
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//
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ent->s.clientNum = roll / 360.0 * 256;
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}
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//Makro - sky portals
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void SP_misc_sky_portal(gentity_t * ent) {
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gentity_t *skyportal = G_Find(NULL, FOFS(targetname), ent->target);
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G_Printf("^1 SKY PORTAL !!!\n");
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VectorClear(ent->r.mins);
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VectorClear(ent->r.maxs);
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trap_LinkEntity(ent);
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//ent->r.svFlags = SVF_PORTAL;
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if (skyportal) {
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char info[MAX_INFO_STRING];
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memset(info, 0, sizeof(info));
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Info_SetValueForKey(info, "x", va("%f", skyportal->s.origin[0]));
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Info_SetValueForKey(info, "y", va("%f", skyportal->s.origin[1]));
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Info_SetValueForKey(info, "z", va("%f", skyportal->s.origin[2]));
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G_Printf("Sky portal origin: %s\n", vtos(skyportal->s.origin));
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trap_SetConfigstring(CS_SKYPORTAL, info);
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VectorCopy(skyportal->s.origin, ent->s.origin2);
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//ent->r.ownerNum = skyportal->s.number;
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//ent->s.eType = ET_PORTAL;
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} else {
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G_Printf("misc_sky_portal entity with bad target at %s\n", vtos(ent->s.origin));
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trap_SetConfigstring(CS_SKYPORTAL, "none");
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G_FreeEntity(ent);
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}
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}
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/*
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======================================================================
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@ -5,6 +5,10 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.36 2002/07/13 22:43:59 makro
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// Semi-working fog hull, semi-working sky portals (cgame code commented out)
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// Basically, semi-working stuff :P
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//
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// Revision 1.35 2002/06/29 04:15:15 jbravo
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// CTF is now CTB. no weapons while the case is in hand other than pistol or knife
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//
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void SP_misc_model(gentity_t * ent);
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void SP_misc_portal_camera(gentity_t * ent);
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void SP_misc_portal_surface(gentity_t * ent);
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//Makro - sky portals
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void SP_misc_sky_portal(gentity_t * ent);
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//Blaze: These functions are nolonger here
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//void SP_shooter_rocket( gentity_t *ent );
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{"misc_model", SP_misc_model},
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{"misc_portal_surface", SP_misc_portal_surface},
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{"misc_portal_camera", SP_misc_portal_camera},
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//Makro - sky portal !
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{"misc_sky_portal", SP_misc_sky_portal},
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//Blaze: This removes rocket traps I think
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// {"shooter_rocket", SP_shooter_rocket},
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// {"shooter_grenade", SP_shooter_grenade},
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@ -764,9 +772,9 @@ void SP_worldspawn(void)
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{
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char *s;
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//vec3_t color;
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//char info[MAX_INFO_STRING];
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//int nodetail = 0;
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vec3_t color;
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//int nodetail = 0;
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char info[MAX_INFO_STRING];
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G_SpawnString("classname", "", &s);
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if (Q_stricmp(s, "worldspawn")) {
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@ -799,6 +807,15 @@ void SP_worldspawn(void)
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//save settings
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trap_SetConfigstring( CS_LOADINGSCREEN, info );
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*/
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//Makro - fog hull
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G_SpawnVector("_rq3_fog_color", "0 0 0", color);
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memset(info, 0, sizeof(info));
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Info_SetValueForKey(info, "r", va("%f", color[0]));
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Info_SetValueForKey(info, "g", va("%f", color[1]));
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Info_SetValueForKey(info, "b", va("%f", color[2]));
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//G_Printf("^4 FOG HULL: %s\n", vtos(color));
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trap_SetConfigstring( CS_FOGHULL, info );
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trap_SetConfigstring(CS_MOTD, g_motd.string); // message of the day
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@ -6,13 +6,13 @@
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--------------------Configuration: game - Win32 Release--------------------
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</h3>
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<h3>Command Lines</h3>
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP65C.tmp" with contents
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Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2A.tmp" with contents
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[
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/nologo /G6 /ML /W4 /GX /O2 /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /FR"c:\reactionoutput/" /Fp"c:\reactionoutput/game.pch" /YX /Fo"c:\reactionoutput/" /Fd"c:\reactionoutput/" /FD /c
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"C:\Games\Quake3\rq3source\reaction\game\g_teamplay.c"
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"C:\Games\Quake3\rq3source\reaction\game\g_spawn.c"
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]
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Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP65C.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP65D.tmp" with contents
|
||||
Creating command line "cl.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2A.tmp"
|
||||
Creating temporary file "D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2B.tmp" with contents
|
||||
[
|
||||
kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows /dll /incremental:no /pdb:"c:\reactionoutput/qagamex86.pdb" /map:"c:\reactionoutput/qagamex86.map" /machine:I386 /def:".\game.def" /out:"..\Release/qagamex86.dll" /implib:"c:\reactionoutput/qagamex86.lib"
|
||||
\reactionoutput\ai_chat.obj
|
||||
|
@ -55,10 +55,10 @@ kernel32.lib user32.lib winmm.lib /nologo /base:"0x20000000" /subsystem:windows
|
|||
\reactionoutput\zcam.obj
|
||||
\reactionoutput\zcam_target.obj
|
||||
]
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP65D.tmp"
|
||||
Creating command line "link.exe @D:\DOCUME~1\Andrei\LOCALS~1\Temp\RSP2B.tmp"
|
||||
<h3>Output Window</h3>
|
||||
Compiling...
|
||||
g_teamplay.c
|
||||
g_spawn.c
|
||||
Linking...
|
||||
Creating library c:\reactionoutput/qagamex86.lib and object c:\reactionoutput/qagamex86.exp
|
||||
|
||||
|
|
Loading…
Reference in a new issue