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water pressure & shell ejection stuff
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4 changed files with 68 additions and 22 deletions
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.131 2002/12/02 19:52:05 niceass
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// water pressure & shell ejection stuff
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//
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// Revision 1.130 2002/11/18 04:39:47 jbravo
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// Cleanup of cg_weapons.c
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//
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@ -2347,6 +2350,7 @@ void CG_ParticleMisc(qhandle_t pshader, vec3_t origin, int size, int duration, f
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void CG_ParticleExplosion(char *animStr, vec3_t origin, vec3_t vel, int duration, int sizeStart, int sizeEnd);
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void CG_ParticleAir(vec3_t org, vec3_t vel, int duration, float alpha, float speed, float scale);
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void CG_ParticleSteam(vec3_t org, vec3_t vel, int duration, float alpha, float speed, float scale, int Shader);
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void CG_ParticleWater(vec3_t org, vec3_t vel, int duration, float alpha, float speed, float scale);
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extern qboolean initparticles;
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int CG_NewParticleArea(int num);
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.21 2002/12/02 19:52:05 niceass
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// water pressure & shell ejection stuff
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//
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// Revision 1.20 2002/08/25 07:08:18 niceass
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// added "life" setting to func_pressure
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//
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@ -274,7 +277,7 @@ void CG_ReflectVelocity(localEntity_t * le, trace_t * trace)
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// check for stop, making sure that even on low FPS systems it doesn't bobble
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if (trace->allsolid || VectorLength(le->pos.trDelta) < 30.0) {
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// NiceAss: I don't know what this crap is, but it didn't work too well no sloped surfaces
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// NiceAss: I don't know what this crap is, but it didn't work too well on sloped surfaces
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/*( trace->plane.normal[2] > 0 &&
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( le->pos.trDelta[2] < 40 || le->pos.trDelta[2] < -cg.frametime * le->pos.trDelta[2] ) ) ) {
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*/
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@ -675,31 +678,13 @@ void CG_AddPressureEntity(localEntity_t * le)
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if (cg.lca)
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CG_FreeLocalEntity(le);
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if (le->leFlags == LEF_WATER) {
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return;
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/*
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refEntity_t water;
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memset( &water, 0, sizeof( water ) );
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water.hModel = cgs.media.waterPressureModel;
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water.renderfx = RF_NOSHADOW;
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water.reType = RT_MODEL;
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VectorCopy(le->pos.trBase, water.origin);
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trap_R_AddRefEntityToScene( &water );
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return;
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*/
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}
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alpha = -(cg.time - le->startTime) + (le->endTime - le->startTime);
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alpha /= (le->endTime - le->startTime);
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//steamSound!!!
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// steam:
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if (le->leFlags != LEF_AIR) {
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if ( le->leFlags != LEF_AIR && le->leFlags != LEF_WATER ) {
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VectorScale(le->pos.trDelta, le->size + rand() % 30, velocity);
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velocity[0] += rand() % 40 - 20;
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@ -714,6 +699,8 @@ void CG_AddPressureEntity(localEntity_t * le)
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else if (le->leFlags == LEF_FLAME)
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CG_ParticleSteam(le->pos.trBase, velocity, le->life + rand() % 120, alpha, 2, 1,
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cgs.media.flamePressureShader);
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else if (le->leFlags == LEF_WATER)
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CG_ParticleWater(le->pos.trBase, velocity, le->life + rand() % 120, alpha, 1, 2);
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else
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CG_ParticleSteam(le->pos.trBase, velocity, le->life + rand() % 120, alpha, 2, 1,
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cgs.media.smokePuffShader);
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.17 2002/12/02 19:52:05 niceass
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// water pressure & shell ejection stuff
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//
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// Revision 1.16 2002/08/25 23:20:18 niceass
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// steam looks/acts better
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//
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@ -2358,3 +2361,51 @@ void CG_ParticleSteam(vec3_t org, vec3_t vel, int duration, float alpha, float s
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p->reflectdistance = VectorLength(dist);
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VectorCopy(tr.plane.normal, p->reflectnormal);
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}
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void CG_ParticleWater(vec3_t org, vec3_t vel, int duration, float alpha, float speed, float scale)
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{
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cparticle_t *p;
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->time = cg.time;
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p->mtime = cg.time;
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p->endtime = cg.time + duration;
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p->startfade = cg.time + duration / 1.5;
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if (rand() % 2)
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p->color = DARK_BLUE_WATER;
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else
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p->color = LIGHT_BLUE_WATER;
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p->alpha = alpha;
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p->alphavel = p->alpha / ((p->endtime - p->startfade) * .0001f);
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p->height = scale;
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p->width = scale;
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p->endheight = scale;
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p->endwidth = scale;
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p->pshader = cgs.media.smokePuffShader;
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p->type = P_SMOKE;
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VectorCopy(org, p->org);
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p->vel[0] = vel[0] * speed;
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p->vel[1] = vel[1] * speed;
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p->vel[2] = vel[2] * speed;
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p->accel[0] = p->accel[1] = 0;
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p->accel[2] = -PARTICLE_GRAVITY * 8;
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p->vel[0] += (crandom() * 40);
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p->vel[1] += (crandom() * 40);
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p->vel[2] += (20 + (crandom() * 40)) * speed;
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}
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@ -5,6 +5,9 @@
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.100 2002/12/02 19:52:05 niceass
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// water pressure & shell ejection stuff
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//
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// Revision 1.99 2002/11/18 04:39:47 jbravo
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// Cleanup of cg_weapons.c
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//
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@ -1313,10 +1316,11 @@ void CG_AddPlayerWeapon(refEntity_t * parent, playerState_t * ps, centity_t * ce
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// The handcannon hacks have ruined my beautiful code =(
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if (cg.time > cent->ejectBrassTime && cent->ejectBrassTime && weapon->ejectBrassFunc &&
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(ps || cg.renderingThirdPerson || cent->currentState.number != cg.predictedPlayerState.clientNum)) {
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orientation_t tag;
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shell = weapon->ejectBrassFunc(cent);
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if (shell != NULL) {
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if (shell != NULL && trap_R_LerpTag(&tag, gun.hModel, 0, 0, 1, "tag_shell") ) {
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float speed = 1.0f;
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int axis1 = 0, axis2 = 0;
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VectorAdd(shell->pos.trDelta, cent->currentState.pos.trDelta, shell->pos.trDelta);
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}
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// All this code for a SECOND shell on the HC
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if (weaponNum == WP_HANDCANNON) {
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if (weaponNum == WP_HANDCANNON && trap_R_LerpTag(&tag, gun.hModel, 0, 0, 1, "tag_shell2") ) {
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float speed = -1.0f;
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shell = weapon->ejectBrassFunc(cent);
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