Death cam.

This commit is contained in:
Andrei Drexler 2009-07-01 11:23:33 +00:00
parent 558345819a
commit eaacfaa7ee
5 changed files with 63 additions and 6 deletions

View file

@ -2662,6 +2662,34 @@ static void CG_DrawDamageBlend()
CG_FillRect(cgs.screenXMin, 0, cgs.screenWidth, SCREEN_HEIGHT, damageColor); CG_FillRect(cgs.screenXMin, 0, cgs.screenWidth, SCREEN_HEIGHT, damageColor);
} }
/*
=====================
CG_DrawDeathBlend
Makro: fade to black after death
=====================
*/
static void CG_DrawDeathBlend()
{
const float MAX_ALPHA = 0.875f;
float delta;
vec4_t color;
if (!cg.snap || cg.snap->ps.stats[STAT_HEALTH] > 0)
return;
delta = (cg.time - cg.timeOfDeath) / 1000.f;
VectorCopy(colorBlack, color);
color[3] = MAX_ALPHA * (1.f - 1.f / (delta + 1.f));
trap_R_SetColor(color);
trap_R_DrawStretchPic(0.f, 0.f, cg.refdef.width, cg.refdef.height, 0.f, 0.f, 1.f, 1.f, cgs.media.whiteShader);
trap_R_SetColor(NULL);
}
/* /*
===================== =====================
CG_DrawIRBlend CG_DrawIRBlend
@ -2809,6 +2837,7 @@ void CG_DrawActive(stereoFrame_t stereoView)
// Elder: draw damage blend // Elder: draw damage blend
CG_DrawDamageBlend(); CG_DrawDamageBlend();
//CG_DrawIRBlend(); //CG_DrawIRBlend();
CG_DrawDeathBlend();
// draw status bar and other floating elements // draw status bar and other floating elements
CG_Draw2D(); CG_Draw2D();

View file

@ -1339,6 +1339,8 @@ void CG_EntityEvent(centity_t * cent, vec3_t position)
DEBUGNAME("EV_DEATHx"); DEBUGNAME("EV_DEATHx");
trap_S_StartSound(NULL, es->number, CHAN_VOICE, trap_S_StartSound(NULL, es->number, CHAN_VOICE,
CG_CustomSound(es->number, va("*death%i.wav", event - EV_DEATH1 + 1))); CG_CustomSound(es->number, va("*death%i.wav", event - EV_DEATH1 + 1)));
if (cent->currentState.number == cg.snap->ps.clientNum)
cg.timeOfDeath = cg.time;
break; break;
case EV_OBITUARY: case EV_OBITUARY:

View file

@ -1189,6 +1189,9 @@ typedef struct {
vec3_t headPos; vec3_t headPos;
vec3_t headAxis[3]; vec3_t headAxis[3];
vec3_t oldHeadPos; vec3_t oldHeadPos;
// Makro - time of death
int timeOfDeath;
} cg_t; } cg_t;
//Blaze: struct to hold the func_breakable stuff //Blaze: struct to hold the func_breakable stuff

View file

@ -2669,11 +2669,18 @@ void CG_Player(centity_t * cent)
//Makro - save the head pos and orientation if this is the curremt client //Makro - save the head pos and orientation if this is the curremt client
if (cent->currentState.number == cg.clientNum) if (cent->currentState.number == cg.clientNum)
{ {
memcpy(cg.headAxis, head.axis, sizeof(head.axis)); trace_t tr;
memcpy(cg.headPos, head.origin, sizeof(head.origin)); AxisCopy(head.axis, cg.headAxis);
VectorCopy(head.origin, cg.headPos);
cg.headPos[2] += 16; cg.headPos[2] += 16;
CG_Trace(&tr, head.origin, NULL, NULL, cg.headPos, cg.clientNum, CONTENTS_SOLID);
VectorCopy(tr.endpos, cg.headPos);
if (cg.snap->ps.stats[STAT_HEALTH] > 0) if (cg.snap->ps.stats[STAT_HEALTH] > 0)
memcpy(cg.oldHeadPos, cg.headPos, sizeof(cg.headPos)); {
VectorCopy(cg.headPos, cg.oldHeadPos);
}
} }
head.shadowPlane = shadowPlane; head.shadowPlane = shadowPlane;

View file

@ -449,12 +449,16 @@ static void CG_DeadPlayerView()
cg.refdefViewAngles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW]; cg.refdefViewAngles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight; cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;
} else { } else {
vec3_t mins = { -16, -16, -16, };
vec3_t maxs = { 16, 16, 16, };
trace_t tr; trace_t tr;
memcpy(cg.refdef.vieworg, cg.headPos, sizeof(cg.headPos)); VectorCopy(cg.headPos, cg.refdef.vieworg);
memcpy(cg.refdef.viewaxis, cg.headAxis, sizeof(cg.headAxis)); AxisCopy(cg.headAxis, cg.refdef.viewaxis);
CG_Trace(&tr, cg.oldHeadPos, NULL, NULL, cg.refdef.vieworg, cg.clientNum, CONTENTS_SOLID); // TODO: deal with the less fortunate cases (startsolid / allsolid)
CG_Trace(&tr, cg.oldHeadPos, mins, maxs, cg.refdef.vieworg, cg.clientNum, CONTENTS_SOLID);
VectorCopy(tr.endpos, cg.refdef.vieworg); VectorCopy(tr.endpos, cg.refdef.vieworg);
VectorCopy(tr.endpos, cg.oldHeadPos); VectorCopy(tr.endpos, cg.oldHeadPos);
} }
@ -875,6 +879,18 @@ static int CG_CalcFov(void)
inwater = qfalse; inwater = qfalse;
} }
// warp if dead
if (cg.snap->ps.stats[STAT_HEALTH] < 0)
{
const float DEATH_WAVE_AMPLITUDE = 5.f;
float delta = (cg.time - cg.timeOfDeath) / 1000.f + 1.f;
float amp = 1.f / (delta * delta);
phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
v = DEATH_WAVE_AMPLITUDE * sin(phase) * amp;
fov_x += v;
fov_y -= v;
}
// set it // set it
cg.refdef.fov_x = fov_x; cg.refdef.fov_x = fov_x;
cg.refdef.fov_y = fov_y; cg.refdef.fov_y = fov_y;