This commit is contained in:
Bryce Hutchings 2002-05-29 03:52:21 +00:00
parent c8e0d08d09
commit de0df27cc8

View file

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.75 2002/05/29 03:52:21 niceass
// LAM code
//
// Revision 1.74 2002/05/27 17:47:19 jbravo
// Fixes and cleanups
//
@ -1423,7 +1426,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
// Blaze: Can remove this because no more spinning barrel
// refEntity_t barrel;
refEntity_t flash;
refEntity_t silencer;
refEntity_t silencer, laser;
vec3_t angles;
weapon_t weaponNum;
weaponInfo_t *weapon;
@ -1649,8 +1652,8 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
// Offset weapon
VectorMA(silencer.origin, -7.2f, silencer.axis[1], silencer.origin);
VectorMA(silencer.origin, 10.0f, silencer.axis[1], silencerEnd);
silencer.nonNormalizedAxes = qtrue;
flash.nonNormalizedAxes = qtrue;
CG_AddWeaponWithPowerups( &silencer, cent->currentState.powerups );
/*
@ -1670,6 +1673,37 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
*/
}
if ( ps && bg_itemlist[cg.snap->ps.stats[STAT_HOLDABLE_ITEM]].giTag == HI_LASER &&
( weaponNum == WP_PISTOL || weaponNum == WP_MP5 || weaponNum == WP_M4 ) ) {
float scale = 0.0f;
vec3_t angles;
if (weaponNum == WP_PISTOL) scale = 0.66f;
if (weaponNum == WP_MP5) scale = 0.675f;
if (weaponNum == WP_M4) scale = 0.79f;
memset( &laser, 0, sizeof( laser ) );
laser.hModel = cgs.media.rq3_laserModel;
laser.shadowPlane = parent->shadowPlane;
laser.renderfx = parent->renderfx;
angles[YAW] = 90;
angles[PITCH] = 0;
angles[ROLL] = 0;
AnglesToAxis( angles, laser.axis );
VectorScale( laser.axis[0], scale, laser.axis[0] );
VectorScale( laser.axis[1], scale, laser.axis[1] );
VectorScale( laser.axis[2], scale, laser.axis[2] );
CG_PositionRotatedOffsetEntityOnTag( &laser, &gun, weapon->firstModel, "tag_laser", vec3_origin);
laser.nonNormalizedAxes = qtrue;
CG_AddWeaponWithPowerups( &laser, cent->currentState.powerups );
}
// NiceAss: Tag locations used for shell ejection
// The handcannon hacks have ruined my beautiful code =(
if ( cg.time > cent->ejectBrassTime && cent->ejectBrassTime && weapon->ejectBrassFunc &&