mirror of
https://github.com/DrBeef/Doom3Quest.git
synced 2025-02-24 12:51:18 +00:00
Bringing all the changes done (mostly by baggyg) in the OVRPassToVR branch bringing over the major FP related changes to master. Please refer to that branch for the individual changes that have all been brought over in this single commit. Co-Authored-By: Grant Bagwell <general@grantbagwell.co.uk>
790 lines
22 KiB
C++
790 lines
22 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "sys/platform.h"
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#include "renderer/RenderWorld.h"
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#include "gamesys/SysCvar.h"
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#include "gamesys/SaveGame.h"
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#include "GameBase.h"
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#include "Player.h"
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#include "PlayerView.h"
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const int IMPULSE_DELAY = 150;
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/*
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==============
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idPlayerView::idPlayerView
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==============
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*/
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idPlayerView::idPlayerView() {
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memset( screenBlobs, 0, sizeof( screenBlobs ) );
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memset( &view, 0, sizeof( view ) );
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player = NULL;
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dvMaterial = declManager->FindMaterial( "_scratch" );
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tunnelMaterial = declManager->FindMaterial( "textures/decals/tunnel" );
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armorMaterial = declManager->FindMaterial( "armorViewEffect" );
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berserkMaterial = declManager->FindMaterial( "textures/decals/berserk" );
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irGogglesMaterial = declManager->FindMaterial( "textures/decals/irblend" );
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bloodSprayMaterial = declManager->FindMaterial( "textures/decals/bloodspray" );
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bfgMaterial = declManager->FindMaterial( "textures/decals/bfgvision" );
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lagoMaterial = declManager->FindMaterial( LAGO_MATERIAL, false );
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bfgVision = false;
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dvFinishTime = 0;
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kickFinishTime = 0;
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kickAngles.Zero();
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lastDamageTime = 0.0f;
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fadeTime = 0;
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fadeRate = 0.0;
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fadeFromColor.Zero();
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fadeToColor.Zero();
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fadeColor.Zero();
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shakeAng.Zero();
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ClearEffects();
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}
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/*
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==============
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idPlayerView::Save
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==============
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*/
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void idPlayerView::Save( idSaveGame *savefile ) const {
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int i;
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const screenBlob_t *blob;
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blob = &screenBlobs[ 0 ];
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for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
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savefile->WriteMaterial( blob->material );
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savefile->WriteFloat( blob->x );
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savefile->WriteFloat( blob->y );
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savefile->WriteFloat( blob->w );
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savefile->WriteFloat( blob->h );
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savefile->WriteFloat( blob->s1 );
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savefile->WriteFloat( blob->t1 );
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savefile->WriteFloat( blob->s2 );
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savefile->WriteFloat( blob->t2 );
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savefile->WriteInt( blob->finishTime );
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savefile->WriteInt( blob->startFadeTime );
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savefile->WriteFloat( blob->driftAmount );
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}
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savefile->WriteInt( dvFinishTime );
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savefile->WriteMaterial( dvMaterial );
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savefile->WriteInt( kickFinishTime );
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savefile->WriteAngles( kickAngles );
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savefile->WriteBool( bfgVision );
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savefile->WriteMaterial( tunnelMaterial );
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savefile->WriteMaterial( armorMaterial );
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savefile->WriteMaterial( berserkMaterial );
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savefile->WriteMaterial( irGogglesMaterial );
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savefile->WriteMaterial( bloodSprayMaterial );
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savefile->WriteMaterial( bfgMaterial );
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savefile->WriteFloat( lastDamageTime );
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savefile->WriteVec4( fadeColor );
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savefile->WriteVec4( fadeToColor );
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savefile->WriteVec4( fadeFromColor );
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savefile->WriteFloat( fadeRate );
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savefile->WriteInt( fadeTime );
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savefile->WriteAngles( shakeAng );
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savefile->WriteObject( player );
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savefile->WriteRenderView( view );
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}
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/*
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==============
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idPlayerView::Restore
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==============
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*/
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void idPlayerView::Restore( idRestoreGame *savefile ) {
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int i;
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screenBlob_t *blob;
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blob = &screenBlobs[ 0 ];
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for( i = 0; i < MAX_SCREEN_BLOBS; i++, blob++ ) {
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savefile->ReadMaterial( blob->material );
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savefile->ReadFloat( blob->x );
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savefile->ReadFloat( blob->y );
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savefile->ReadFloat( blob->w );
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savefile->ReadFloat( blob->h );
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savefile->ReadFloat( blob->s1 );
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savefile->ReadFloat( blob->t1 );
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savefile->ReadFloat( blob->s2 );
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savefile->ReadFloat( blob->t2 );
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savefile->ReadInt( blob->finishTime );
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savefile->ReadInt( blob->startFadeTime );
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savefile->ReadFloat( blob->driftAmount );
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}
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savefile->ReadInt( dvFinishTime );
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savefile->ReadMaterial( dvMaterial );
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savefile->ReadInt( kickFinishTime );
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savefile->ReadAngles( kickAngles );
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savefile->ReadBool( bfgVision );
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savefile->ReadMaterial( tunnelMaterial );
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savefile->ReadMaterial( armorMaterial );
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savefile->ReadMaterial( berserkMaterial );
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savefile->ReadMaterial( irGogglesMaterial );
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savefile->ReadMaterial( bloodSprayMaterial );
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savefile->ReadMaterial( bfgMaterial );
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savefile->ReadFloat( lastDamageTime );
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savefile->ReadVec4( fadeColor );
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savefile->ReadVec4( fadeToColor );
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savefile->ReadVec4( fadeFromColor );
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savefile->ReadFloat( fadeRate );
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savefile->ReadInt( fadeTime );
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savefile->ReadAngles( shakeAng );
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savefile->ReadObject( reinterpret_cast<idClass *&>( player ) );
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savefile->ReadRenderView( view );
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}
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/*
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==============
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idPlayerView::SetPlayerEntity
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==============
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*/
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void idPlayerView::SetPlayerEntity( idPlayer *playerEnt ) {
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player = playerEnt;
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}
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/*
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==============
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idPlayerView::ClearEffects
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==============
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*/
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void idPlayerView::ClearEffects() {
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lastDamageTime = MS2SEC( gameLocal.time - 99999 );
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dvFinishTime = ( gameLocal.time - 99999 );
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kickFinishTime = ( gameLocal.time - 99999 );
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for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) {
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screenBlobs[i].finishTime = gameLocal.time;
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}
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fadeTime = 0;
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bfgVision = false;
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}
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/*
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==============
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idPlayerView::GetScreenBlob
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==============
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*/
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screenBlob_t *idPlayerView::GetScreenBlob() {
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screenBlob_t *oldest = &screenBlobs[0];
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for ( int i = 1 ; i < MAX_SCREEN_BLOBS ; i++ ) {
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if ( screenBlobs[i].finishTime < oldest->finishTime ) {
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oldest = &screenBlobs[i];
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}
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}
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return oldest;
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}
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/*
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==============
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idPlayerView::DamageImpulse
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LocalKickDir is the direction of force in the player's coordinate system,
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which will determine the head kick direction
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==============
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*/
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void idPlayerView::DamageImpulse( idVec3 localKickDir, const idDict *damageDef ) {
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if ( g_hitEffect.GetBool() ) {
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//
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// double vision effect
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//
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if ( lastDamageTime > 0.0f && SEC2MS( lastDamageTime ) + IMPULSE_DELAY > gameLocal.time ) {
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// keep shotgun from obliterating the view
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return;
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}
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float dvTime = damageDef->GetFloat( "dv_time" );
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if ( dvTime ) {
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if ( dvFinishTime < gameLocal.time ) {
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dvFinishTime = gameLocal.time;
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}
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dvFinishTime += g_dvTime.GetFloat() * dvTime;
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// don't let it add up too much in god mode
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if ( dvFinishTime > gameLocal.time + 5000 ) {
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dvFinishTime = gameLocal.time + 5000;
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}
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}
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//
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// head angle kick
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//
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float kickTime = damageDef->GetFloat( "kick_time" );
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if ( kickTime ) {
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kickFinishTime = gameLocal.time + g_kickTime.GetFloat() * kickTime;
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// forward / back kick will pitch view
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kickAngles[0] = localKickDir[0];
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// side kick will yaw view
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kickAngles[1] = localKickDir[1] * 0.5f;
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// up / down kick will pitch view
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kickAngles[0] += localKickDir[2];
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// roll will come from side
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kickAngles[2] = localKickDir[1];
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float kickAmplitude = damageDef->GetFloat( "kick_amplitude" );
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if ( kickAmplitude ) {
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kickAngles *= kickAmplitude;
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}
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}
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//
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// screen blob
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//
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float blobTime = damageDef->GetFloat( "blob_time" );
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if ( blobTime ) {
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screenBlob_t* blob = GetScreenBlob();
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blob->startFadeTime = gameLocal.time;
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blob->finishTime = gameLocal.time + blobTime * g_blobTime.GetFloat();
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const char* materialName = damageDef->GetString( "mtr_blob" );
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blob->material = declManager->FindMaterial( materialName );
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blob->x = damageDef->GetFloat( "blob_x" );
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blob->x += ( gameLocal.random.RandomInt() & 63 ) - 32;
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blob->y = damageDef->GetFloat( "blob_y" );
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blob->y += ( gameLocal.random.RandomInt() & 63 ) - 32;
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float scale = ( 256 + ( ( gameLocal.random.RandomInt() & 63 ) - 32 ) ) / 256.0f;
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blob->w = damageDef->GetFloat( "blob_width" ) * g_blobSize.GetFloat() * scale;
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blob->h = damageDef->GetFloat( "blob_height" ) * g_blobSize.GetFloat() * scale;
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blob->s1 = 0;
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blob->t1 = 0;
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blob->s2 = 1;
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blob->t2 = 1;
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}
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//
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// save lastDamageTime for tunnel vision accentuation
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//
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lastDamageTime = MS2SEC( gameLocal.time );
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}
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}
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/*
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==================
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idPlayerView::AddBloodSpray
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If we need a more generic way to add blobs then we can do that
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but having it localized here lets the material be pre-looked up etc.
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==================
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*/
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void idPlayerView::AddBloodSpray( float duration ) {
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/*
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if ( duration <= 0 || bloodSprayMaterial == NULL || g_skipViewEffects.GetBool() ) {
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return;
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}
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// visit this for chainsaw
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screenBlob_t *blob = GetScreenBlob();
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blob->startFadeTime = gameLocal.time;
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blob->finishTime = gameLocal.time + ( duration * 1000 );
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blob->material = bloodSprayMaterial;
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blob->x = ( gameLocal.random.RandomInt() & 63 ) - 32;
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blob->y = ( gameLocal.random.RandomInt() & 63 ) - 32;
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blob->driftAmount = 0.5f + gameLocal.random.CRandomFloat() * 0.5;
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float scale = ( 256 + ( ( gameLocal.random.RandomInt()&63 ) - 32 ) ) / 256.0f;
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blob->w = 600 * g_blobSize.GetFloat() * scale;
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blob->h = 480 * g_blobSize.GetFloat() * scale;
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float s1 = 0.0f;
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float t1 = 0.0f;
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float s2 = 1.0f;
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float t2 = 1.0f;
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if ( blob->driftAmount < 0.6 ) {
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s1 = 1.0f;
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s2 = 0.0f;
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} else if ( blob->driftAmount < 0.75 ) {
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t1 = 1.0f;
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t2 = 0.0f;
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} else if ( blob->driftAmount < 0.85 ) {
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s1 = 1.0f;
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s2 = 0.0f;
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t1 = 1.0f;
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t2 = 0.0f;
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}
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blob->s1 = s1;
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blob->t1 = t1;
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blob->s2 = s2;
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blob->t2 = t2;
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*/
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}
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/*
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==================
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idPlayerView::WeaponFireFeedback
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Called when a weapon fires, generates head twitches, etc
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==================
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*/
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void idPlayerView::WeaponFireFeedback( const idDict *weaponDef ) {
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if ( game->isVR && !vr_headKick.GetBool() ) return; // Koz skip head kick from weapon recoil in vr
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int recoilTime;
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recoilTime = weaponDef->GetInt( "recoilTime" );
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// don't shorten a damage kick in progress
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if ( recoilTime && kickFinishTime < gameLocal.time ) {
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idAngles angles;
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weaponDef->GetAngles( "recoilAngles", "5 0 0", angles );
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kickAngles = angles;
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int finish = gameLocal.time + g_kickTime.GetFloat() * recoilTime;
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kickFinishTime = finish;
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}
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//Defined for the VR weapons - defaults in case they are missing
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/*
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float controllerShakeHighMag = weaponDef->GetFloat( "controllerShakeHighMag", "1.0" );
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int controllerShakeHighTime = weaponDef->GetInt( "controllerShakeHighTime", "0" );
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vrClientInfo *pVRClientInfo = player->GetVRClientInfo();
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bool rightHanded = pVRClientInfo != nullptr ? pVRClientInfo->right_handed : true;
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if (controllerShakeHighTime == 0)
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{
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controllerShakeHighTime = recoilTime / 2;
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}
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common->Vibrate(controllerShakeHighTime, rightHanded ? 1 : 0, controllerShakeHighMag);
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if (cvarSystem->GetCVarBool("vr_weapon_stabilised"))
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{
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common->Vibrate(controllerShakeHighTime, rightHanded ? 0 : 1, controllerShakeHighMag);
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}*/
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}
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/*
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===================
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idPlayerView::CalculateShake
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===================
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*/
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void idPlayerView::CalculateShake() {
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idVec3 origin, matrix;
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float shakeVolume = gameSoundWorld->CurrentShakeAmplitudeForPosition( gameLocal.time, player->firstPersonViewOrigin );
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//
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// shakeVolume should somehow be molded into an angle here
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// it should be thought of as being in the range 0.0 -> 1.0, although
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// since CurrentShakeAmplitudeForPosition() returns all the shake sounds
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// the player can hear, it can go over 1.0 too.
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//
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// Koz
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if ( game->isVR ) shakeVolume *= vr_shakeAmplitude.GetFloat();
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shakeAng[0] = gameLocal.random.CRandomFloat() * shakeVolume * vr_shakeamplitude.GetFloat();
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shakeAng[1] = gameLocal.random.CRandomFloat() * shakeVolume * vr_shakeamplitude.GetFloat();
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shakeAng[2] = gameLocal.random.CRandomFloat() * shakeVolume * vr_shakeamplitude.GetFloat();
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/*if (shakeVolume > 0.1) {
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//Shake controllers!
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common->Vibrate(50, 0, idMath::ClampFloat(0.1, 1.0, shakeVolume*2.0f + 0.1f));
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common->Vibrate(50, 1, idMath::ClampFloat(0.1, 1.0, shakeVolume*2.0f + 0.1f));
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}*/
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}
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/*
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===================
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idPlayerView::ShakeAxis
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===================
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*/
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idMat3 idPlayerView::ShakeAxis() const {
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return shakeAng.ToMat3();
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}
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/*
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===================
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idPlayerView::AngleOffset
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kickVector, a world space direction that the attack should
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===================
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*/
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idAngles idPlayerView::AngleOffset() const {
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idAngles ang;
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ang.Zero();
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if ( gameLocal.time < kickFinishTime ) {
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float offset = kickFinishTime - gameLocal.time;
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ang = kickAngles * offset * offset * g_kickAmplitude.GetFloat();
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for ( int i = 0 ; i < 3 ; i++ ) {
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if ( ang[i] > 70.0f ) {
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ang[i] = 70.0f;
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} else if ( ang[i] < -70.0f ) {
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ang[i] = -70.0f;
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}
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}
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}
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return ang;
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}
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/*
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==================
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idPlayerView::SingleView
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==================
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*/
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void idPlayerView::SingleView( idUserInterface *hud, const renderView_t *view ) {
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// normal rendering
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if ( !view ) {
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return;
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}
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renderSystem->DirectFrameBufferStart();
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if ( player->objectiveSystemOpen ) {
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cvarSystem->SetCVarBool("draw_pda", true);
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renderSystem->CropRenderSize( 1024, 1024, true );
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player->objectiveSystem->Redraw( gameLocal.time );
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renderSystem->CaptureRenderToImage( "_pdaImage" );
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renderSystem->UnCrop();
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//globalImages->pdaImage->Resize( rendertarget.w, rendertarget.h );
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cvarSystem->SetCVarBool("draw_pda", false);
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} else {
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renderSystem->SetHudOpacity(player->GetHudAlpha());
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player->DrawHUD(hud);
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renderSystem->SetHudOpacity(1.0f);
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renderSystem->CaptureRenderToImage( "_hudImage" );
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}
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renderSystem->DirectFrameBufferEnd();
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// place the sound origin for the player
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gameSoundWorld->PlaceListener( view->vieworg, view->viewaxis, player->entityNumber + 1, gameLocal.time, hud ? hud->State().GetString( "location" ) : "Undefined" );
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// hack the shake in at the very last moment, so it can't cause any consistency problems
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renderView_t hackedView = *view;
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hackedView.viewaxis = hackedView.viewaxis * ShakeAxis();
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gameRenderWorld->RenderScene( &hackedView );
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if ( player->spectating ) {
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return;
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}
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// draw screen blobs
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|
if ( !pm_thirdPerson.GetBool() && !g_skipViewEffects.GetBool() ) {
|
|
for ( int i = 0 ; i < MAX_SCREEN_BLOBS ; i++ ) {
|
|
screenBlob_t *blob = &screenBlobs[i];
|
|
if ( blob->finishTime <= gameLocal.time ) {
|
|
continue;
|
|
}
|
|
|
|
blob->y += blob->driftAmount;
|
|
|
|
float fade = (float)( blob->finishTime - gameLocal.time ) / ( blob->finishTime - blob->startFadeTime );
|
|
if ( fade > 1.0f ) {
|
|
fade = 1.0f;
|
|
}
|
|
if ( fade ) {
|
|
renderSystem->SetColor4( 1,1,1,fade );
|
|
renderSystem->DrawStretchPic( blob->x, blob->y, blob->w, blob->h,blob->s1, blob->t1, blob->s2, blob->t2, blob->material );
|
|
}
|
|
}
|
|
|
|
// armor impulse feedback
|
|
float armorPulse = ( gameLocal.time - player->lastArmorPulse ) / 250.0f;
|
|
|
|
if ( armorPulse > 0.0f && armorPulse < 1.0f ) {
|
|
renderSystem->SetColor4( 1, 1, 1, 1.0 - armorPulse );
|
|
renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, armorMaterial );
|
|
}
|
|
|
|
|
|
// tunnel vision
|
|
float health = 0.0f;
|
|
if ( g_testHealthVision.GetFloat() != 0.0f ) {
|
|
health = g_testHealthVision.GetFloat();
|
|
} else {
|
|
health = player->health;
|
|
}
|
|
float alpha = health / 100.0f;
|
|
if ( alpha < 0.0f ) {
|
|
alpha = 0.0f;
|
|
}
|
|
if ( alpha > 1.0f ) {
|
|
alpha = 1.0f;
|
|
}
|
|
|
|
if ( alpha < 1.0f ) {
|
|
renderSystem->SetColor4( ( player->health <= 0.0f ) ? MS2SEC( gameLocal.time ) : lastDamageTime, 1.0f, 1.0f, ( player->health <= 0.0f ) ? 0.0f : alpha );
|
|
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, tunnelMaterial );
|
|
}
|
|
|
|
if ( player->PowerUpActive(BERSERK) ) {
|
|
int berserkTime = player->inventory.powerupEndTime[ BERSERK ] - gameLocal.time;
|
|
if ( berserkTime > 0 ) {
|
|
// start fading if within 10 seconds of going away
|
|
alpha = (berserkTime < 10000) ? (float)berserkTime / 10000 : 1.0f;
|
|
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, alpha );
|
|
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, berserkMaterial );
|
|
}
|
|
}
|
|
|
|
if ( bfgVision ) {
|
|
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, bfgMaterial );
|
|
}
|
|
}
|
|
|
|
// test a single material drawn over everything
|
|
if ( g_testPostProcess.GetString()[0] ) {
|
|
const idMaterial *mtr = declManager->FindMaterial( g_testPostProcess.GetString(), false );
|
|
if ( !mtr ) {
|
|
common->Printf( "Material not found.\n" );
|
|
g_testPostProcess.SetString( "" );
|
|
} else {
|
|
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, mtr );
|
|
}
|
|
}
|
|
|
|
// Koz begin
|
|
if ( game->isVR )
|
|
|
|
{
|
|
commonVr->lastViewOrigin = view->vieworg;
|
|
commonVr->lastViewAxis = view->viewaxis;
|
|
}
|
|
// Koz end
|
|
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idPlayerView::DoubleVision
|
|
===================
|
|
*/
|
|
void idPlayerView::DoubleVision( idUserInterface *hud, const renderView_t *view, int offset ) {
|
|
|
|
if ( !g_doubleVision.GetBool() ) {
|
|
SingleView( hud, view );
|
|
return;
|
|
}
|
|
|
|
float scale = offset * g_dvAmplitude.GetFloat();
|
|
if ( scale > 0.5f ) {
|
|
scale = 0.5f;
|
|
}
|
|
float shift = scale * sin( sqrtf( offset ) * g_dvFrequency.GetFloat() );
|
|
shift = fabs( shift );
|
|
|
|
// if double vision, render to a texture
|
|
renderSystem->DirectFrameBufferStart();
|
|
renderSystem->CropRenderSize( 512, 256, true );
|
|
SingleView( hud, view );
|
|
renderSystem->CaptureRenderToImage( "_scratch" );
|
|
renderSystem->UnCrop();
|
|
renderSystem->DirectFrameBufferEnd();
|
|
|
|
// carry red tint if in berserk mode
|
|
idVec4 color(1, 1, 1, 1);
|
|
if ( gameLocal.time < player->inventory.powerupEndTime[ BERSERK ] ) {
|
|
color.y = 0;
|
|
color.z = 0;
|
|
}
|
|
|
|
renderSystem->SetColor4( color.x, color.y, color.z, 1.0f );
|
|
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, shift, 1, 1, 0, dvMaterial );
|
|
renderSystem->SetColor4( color.x, color.y, color.z, 0.5f );
|
|
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1-shift, 0, dvMaterial );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idPlayerView::BerserkVision
|
|
===================
|
|
*/
|
|
void idPlayerView::BerserkVision( idUserInterface *hud, const renderView_t *view ) {
|
|
renderSystem->DirectFrameBufferStart();
|
|
renderSystem->CropRenderSize( 512, 256, true );
|
|
SingleView( hud, view );
|
|
renderSystem->CaptureRenderToImage( "_scratch" );
|
|
renderSystem->UnCrop();
|
|
renderSystem->DirectFrameBufferEnd();
|
|
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
renderSystem->DrawStretchPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, 1, 0, dvMaterial );
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
idPlayerView::Flash
|
|
|
|
flashes the player view with the given color
|
|
=================
|
|
*/
|
|
void idPlayerView::Flash(idVec4 color, int time ) {
|
|
Fade(idVec4(0, 0, 0, 0), time);
|
|
fadeFromColor = colorWhite;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idPlayerView::Fade
|
|
|
|
used for level transition fades
|
|
assumes: color.w is 0 or 1
|
|
=================
|
|
*/
|
|
void idPlayerView::Fade( idVec4 color, int time ) {
|
|
|
|
if ( !fadeTime ) {
|
|
fadeFromColor.Set( 0.0f, 0.0f, 0.0f, 1.0f - color[ 3 ] );
|
|
} else {
|
|
fadeFromColor = fadeColor;
|
|
}
|
|
fadeToColor = color;
|
|
|
|
if ( time <= 0 ) {
|
|
fadeRate = 0;
|
|
time = 0;
|
|
fadeColor = fadeToColor;
|
|
} else {
|
|
fadeRate = 1.0f / ( float )time;
|
|
}
|
|
|
|
if ( gameLocal.realClientTime == 0 && time == 0 ) {
|
|
fadeTime = 1;
|
|
} else {
|
|
fadeTime = gameLocal.realClientTime + time;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
idPlayerView::ScreenFade
|
|
=================
|
|
*/
|
|
void idPlayerView::ScreenFade() {
|
|
int msec;
|
|
float t;
|
|
|
|
if ( !fadeTime ) {
|
|
return;
|
|
}
|
|
|
|
msec = fadeTime - gameLocal.realClientTime;
|
|
|
|
if ( msec <= 0 ) {
|
|
fadeColor = fadeToColor;
|
|
if ( fadeColor[ 3 ] == 0.0f ) {
|
|
fadeTime = 0;
|
|
}
|
|
} else {
|
|
t = ( float )msec * fadeRate;
|
|
fadeColor = fadeFromColor * t + fadeToColor * ( 1.0f - t );
|
|
}
|
|
|
|
if ( fadeColor[ 3 ] != 0.0f ) {
|
|
renderSystem->SetColor4( fadeColor[ 0 ], fadeColor[ 1 ], fadeColor[ 2 ], fadeColor[ 3 ] );
|
|
renderSystem->DrawStretchPic( 0, 0, 640, 480, 0, 0, 1, 1, declManager->FindMaterial( "_white" ) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idPlayerView::InfluenceVision
|
|
===================
|
|
*/
|
|
void idPlayerView::InfluenceVision( idUserInterface *hud, const renderView_t *view ) {
|
|
//Influence vision doesn't work with multiview, simplest thing is to do is to skip it altogether
|
|
SingleView( hud, view );
|
|
return;
|
|
|
|
/* float distance = 0.0f;
|
|
float pct = 1.0f;
|
|
if ( player->GetInfluenceEntity() ) {
|
|
distance = ( player->GetInfluenceEntity()->GetPhysics()->GetOrigin() - player->GetPhysics()->GetOrigin() ).Length();
|
|
if ( player->GetInfluenceRadius() != 0.0f && distance < player->GetInfluenceRadius() ) {
|
|
pct = distance / player->GetInfluenceRadius();
|
|
pct = 1.0f - idMath::ClampFloat( 0.0f, 1.0f, pct );
|
|
}
|
|
}
|
|
if ( player->GetInfluenceMaterial() ) {
|
|
renderSystem->DirectFrameBufferStart();
|
|
SingleView( hud, view );
|
|
renderSystem->CaptureRenderToImage( "_currentRender" );
|
|
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, pct );
|
|
renderSystem->DrawStretchPic( 0.0f, 0.0f, 640.0f, 480.0f, 0.0f, 0.0f, 1.0f, 1.0f, player->GetInfluenceMaterial() );
|
|
renderSystem->DirectFrameBufferEnd();
|
|
} else if ( player->GetInfluenceEntity() == NULL ) {
|
|
SingleView( hud, view );
|
|
return;
|
|
} else {
|
|
int offset = 25 + sinf( gameLocal.time );
|
|
DoubleVision( hud, view, pct * offset );
|
|
} */
|
|
}
|
|
|
|
/*
|
|
===================
|
|
idPlayerView::RenderPlayerView
|
|
===================
|
|
*/
|
|
void idPlayerView::RenderPlayerView( idUserInterface *hud ) {
|
|
const renderView_t *view = player->GetRenderView();
|
|
|
|
if (g_skipViewEffects.GetBool()) {
|
|
SingleView( hud, view );
|
|
} else {
|
|
if (player->GetInfluenceMaterial() || player->GetInfluenceEntity()) {
|
|
InfluenceVision( hud, view );
|
|
} else if (gameLocal.time < dvFinishTime) {
|
|
DoubleVision( hud, view, dvFinishTime - gameLocal.time );
|
|
} else if (player->PowerUpActive(BERSERK)) {
|
|
BerserkVision( hud, view );
|
|
} else {
|
|
SingleView( hud, view );
|
|
}
|
|
ScreenFade();
|
|
}
|
|
|
|
if ( net_clientLagOMeter.GetBool() && lagoMaterial && gameLocal.isClient ) {
|
|
renderSystem->SetColor4( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
renderSystem->DrawStretchPic( 10.0f, 380.0f, 64.0f, 64.0f, 0.0f, 0.0f, 1.0f, 1.0f, lagoMaterial );
|
|
}
|
|
}
|