fixes and changes to ctb

This commit is contained in:
Bryce Hutchings 2002-07-09 06:08:09 +00:00
parent 07bb6b208d
commit b907328cbc

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.39 2002/07/09 06:08:09 niceass
// fixes and changes to ctb
//
// Revision 1.38 2002/06/29 21:58:14 niceass
// no more enemy bubbles
//
@ -1938,6 +1941,7 @@ static void CG_TrailItem(centity_t * cent, qhandle_t hModel, refEntity_t *torso)
// NiceAss: This way kicks more ass
refEntity_t flag;
vec3_t angles;
// show the flag pole model
memset(&flag, 0, sizeof(flag));
@ -1948,18 +1952,20 @@ static void CG_TrailItem(centity_t * cent, qhandle_t hModel, refEntity_t *torso)
flag.shadowPlane = torso->shadowPlane;
flag.renderfx = torso->renderfx;
angles[YAW] = 140;
AnglesToAxis(angles, flag.axis);
// THE hack. Position the flag where the head is
CG_PositionEntityOnTag(&flag, torso, torso->hModel, "tag_head");
CG_PositionRotatedEntityOnTag(&flag, torso, torso->hModel, "tag_head");
// 50% smaller.
VectorScale(flag.axis[0], 0.5, flag.axis[0]);
VectorScale(flag.axis[1], 0.5, flag.axis[1]);
VectorScale(flag.axis[2], 0.5, flag.axis[2]);
// Move the flag back a little
VectorMA(flag.origin, -40, flag.axis[0], flag.origin);
// Move the flag forward a little
VectorMA(flag.origin, -17, flag.axis[0], flag.origin);
// Move the flag down a little
VectorMA(flag.origin, -40, flag.axis[2], flag.origin);
VectorMA(flag.origin, -14, flag.axis[2], flag.origin);
VectorScale(flag.axis[0], 0.8f, flag.axis[0]);
VectorScale(flag.axis[1], 0.8f, flag.axis[1]);
VectorScale(flag.axis[2], 0.8f, flag.axis[2]);
trap_R_AddRefEntityToScene(&flag);
}
@ -2152,7 +2158,7 @@ static void CG_PlayerFloatSprite(centity_t * cent, qhandle_t shader)
refEntity_t ent;
// NiceAss: Don't draw floating sprites for enemies in TP
if ( cgs.gametype >= GT_TEAM &&
if ( cgs.gametype == GT_TEAMPLAY &&
cgs.clientinfo[cent->currentState.clientNum].team != cg.snap->ps.persistant[PERS_SAVEDTEAM] &&
( cg.snap->ps.persistant[PERS_SAVEDTEAM] == TEAM_RED ||
cg.snap->ps.persistant[PERS_SAVEDTEAM] == TEAM_BLUE ) )