ioq3quest/code/cgame/cg_players.c
Thilo Schulz 53d89b6c10 More color fixes for railgun
Show other players' railgun color and their firetime state.
Show snapshot client's color on world item models of railgun.
Fix the impact mark using color2 (spiral) rather than color1 (beam).
Credits go to Ensiform and Harekiet for the refire portion.
2011-06-28 08:28:12 +00:00

2628 lines
69 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// cg_players.c -- handle the media and animation for player entities
#include "cg_local.h"
char *cg_customSoundNames[MAX_CUSTOM_SOUNDS] = {
"*death1.wav",
"*death2.wav",
"*death3.wav",
"*jump1.wav",
"*pain25_1.wav",
"*pain50_1.wav",
"*pain75_1.wav",
"*pain100_1.wav",
"*falling1.wav",
"*gasp.wav",
"*drown.wav",
"*fall1.wav",
"*taunt.wav"
};
/*
================
CG_CustomSound
================
*/
sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ) {
clientInfo_t *ci;
int i;
if ( soundName[0] != '*' ) {
return trap_S_RegisterSound( soundName, qfalse );
}
if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
clientNum = 0;
}
ci = &cgs.clientinfo[ clientNum ];
for ( i = 0 ; i < MAX_CUSTOM_SOUNDS && cg_customSoundNames[i] ; i++ ) {
if ( !strcmp( soundName, cg_customSoundNames[i] ) ) {
return ci->sounds[i];
}
}
CG_Error( "Unknown custom sound: %s", soundName );
return 0;
}
/*
=============================================================================
CLIENT INFO
=============================================================================
*/
/*
======================
CG_ParseAnimationFile
Read a configuration file containing animation coutns and rates
models/players/visor/animation.cfg, etc
======================
*/
static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) {
char *text_p, *prev;
int len;
int i;
char *token;
float fps;
int skip;
char text[20000];
fileHandle_t f;
animation_t *animations;
animations = ci->animations;
// load the file
len = trap_FS_FOpenFile( filename, &f, FS_READ );
if ( len <= 0 ) {
return qfalse;
}
if ( len >= sizeof( text ) - 1 ) {
CG_Printf( "File %s too long\n", filename );
trap_FS_FCloseFile( f );
return qfalse;
}
trap_FS_Read( text, len, f );
text[len] = 0;
trap_FS_FCloseFile( f );
// parse the text
text_p = text;
skip = 0; // quite the compiler warning
ci->footsteps = FOOTSTEP_NORMAL;
VectorClear( ci->headOffset );
ci->gender = GENDER_MALE;
ci->fixedlegs = qfalse;
ci->fixedtorso = qfalse;
// read optional parameters
while ( 1 ) {
prev = text_p; // so we can unget
token = COM_Parse( &text_p );
if ( !token ) {
break;
}
if ( !Q_stricmp( token, "footsteps" ) ) {
token = COM_Parse( &text_p );
if ( !token ) {
break;
}
if ( !Q_stricmp( token, "default" ) || !Q_stricmp( token, "normal" ) ) {
ci->footsteps = FOOTSTEP_NORMAL;
} else if ( !Q_stricmp( token, "boot" ) ) {
ci->footsteps = FOOTSTEP_BOOT;
} else if ( !Q_stricmp( token, "flesh" ) ) {
ci->footsteps = FOOTSTEP_FLESH;
} else if ( !Q_stricmp( token, "mech" ) ) {
ci->footsteps = FOOTSTEP_MECH;
} else if ( !Q_stricmp( token, "energy" ) ) {
ci->footsteps = FOOTSTEP_ENERGY;
} else {
CG_Printf( "Bad footsteps parm in %s: %s\n", filename, token );
}
continue;
} else if ( !Q_stricmp( token, "headoffset" ) ) {
for ( i = 0 ; i < 3 ; i++ ) {
token = COM_Parse( &text_p );
if ( !token ) {
break;
}
ci->headOffset[i] = atof( token );
}
continue;
} else if ( !Q_stricmp( token, "sex" ) ) {
token = COM_Parse( &text_p );
if ( !token ) {
break;
}
if ( token[0] == 'f' || token[0] == 'F' ) {
ci->gender = GENDER_FEMALE;
} else if ( token[0] == 'n' || token[0] == 'N' ) {
ci->gender = GENDER_NEUTER;
} else {
ci->gender = GENDER_MALE;
}
continue;
} else if ( !Q_stricmp( token, "fixedlegs" ) ) {
ci->fixedlegs = qtrue;
continue;
} else if ( !Q_stricmp( token, "fixedtorso" ) ) {
ci->fixedtorso = qtrue;
continue;
}
// if it is a number, start parsing animations
if ( token[0] >= '0' && token[0] <= '9' ) {
text_p = prev; // unget the token
break;
}
Com_Printf( "unknown token '%s' is %s\n", token, filename );
}
// read information for each frame
for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) {
token = COM_Parse( &text_p );
if ( !*token ) {
if( i >= TORSO_GETFLAG && i <= TORSO_NEGATIVE ) {
animations[i].firstFrame = animations[TORSO_GESTURE].firstFrame;
animations[i].frameLerp = animations[TORSO_GESTURE].frameLerp;
animations[i].initialLerp = animations[TORSO_GESTURE].initialLerp;
animations[i].loopFrames = animations[TORSO_GESTURE].loopFrames;
animations[i].numFrames = animations[TORSO_GESTURE].numFrames;
animations[i].reversed = qfalse;
animations[i].flipflop = qfalse;
continue;
}
break;
}
animations[i].firstFrame = atoi( token );
// leg only frames are adjusted to not count the upper body only frames
if ( i == LEGS_WALKCR ) {
skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame;
}
if ( i >= LEGS_WALKCR && i<TORSO_GETFLAG) {
animations[i].firstFrame -= skip;
}
token = COM_Parse( &text_p );
if ( !*token ) {
break;
}
animations[i].numFrames = atoi( token );
animations[i].reversed = qfalse;
animations[i].flipflop = qfalse;
// if numFrames is negative the animation is reversed
if (animations[i].numFrames < 0) {
animations[i].numFrames = -animations[i].numFrames;
animations[i].reversed = qtrue;
}
token = COM_Parse( &text_p );
if ( !*token ) {
break;
}
animations[i].loopFrames = atoi( token );
token = COM_Parse( &text_p );
if ( !*token ) {
break;
}
fps = atof( token );
if ( fps == 0 ) {
fps = 1;
}
animations[i].frameLerp = 1000 / fps;
animations[i].initialLerp = 1000 / fps;
}
if ( i != MAX_ANIMATIONS ) {
CG_Printf( "Error parsing animation file: %s", filename );
return qfalse;
}
// crouch backward animation
memcpy(&animations[LEGS_BACKCR], &animations[LEGS_WALKCR], sizeof(animation_t));
animations[LEGS_BACKCR].reversed = qtrue;
// walk backward animation
memcpy(&animations[LEGS_BACKWALK], &animations[LEGS_WALK], sizeof(animation_t));
animations[LEGS_BACKWALK].reversed = qtrue;
// flag moving fast
animations[FLAG_RUN].firstFrame = 0;
animations[FLAG_RUN].numFrames = 16;
animations[FLAG_RUN].loopFrames = 16;
animations[FLAG_RUN].frameLerp = 1000 / 15;
animations[FLAG_RUN].initialLerp = 1000 / 15;
animations[FLAG_RUN].reversed = qfalse;
// flag not moving or moving slowly
animations[FLAG_STAND].firstFrame = 16;
animations[FLAG_STAND].numFrames = 5;
animations[FLAG_STAND].loopFrames = 0;
animations[FLAG_STAND].frameLerp = 1000 / 20;
animations[FLAG_STAND].initialLerp = 1000 / 20;
animations[FLAG_STAND].reversed = qfalse;
// flag speeding up
animations[FLAG_STAND2RUN].firstFrame = 16;
animations[FLAG_STAND2RUN].numFrames = 5;
animations[FLAG_STAND2RUN].loopFrames = 1;
animations[FLAG_STAND2RUN].frameLerp = 1000 / 15;
animations[FLAG_STAND2RUN].initialLerp = 1000 / 15;
animations[FLAG_STAND2RUN].reversed = qtrue;
//
// new anims changes
//
// animations[TORSO_GETFLAG].flipflop = qtrue;
// animations[TORSO_GUARDBASE].flipflop = qtrue;
// animations[TORSO_PATROL].flipflop = qtrue;
// animations[TORSO_AFFIRMATIVE].flipflop = qtrue;
// animations[TORSO_NEGATIVE].flipflop = qtrue;
//
return qtrue;
}
/*
==========================
CG_FileExists
==========================
*/
static qboolean CG_FileExists(const char *filename) {
int len;
len = trap_FS_FOpenFile( filename, NULL, FS_READ );
if (len>0) {
return qtrue;
}
return qfalse;
}
/*
==========================
CG_FindClientModelFile
==========================
*/
static qboolean CG_FindClientModelFile( char *filename, int length, clientInfo_t *ci, const char *teamName, const char *modelName, const char *skinName, const char *base, const char *ext ) {
char *team, *charactersFolder;
int i;
if ( cgs.gametype >= GT_TEAM ) {
switch ( ci->team ) {
case TEAM_BLUE: {
team = "blue";
break;
}
default: {
team = "red";
break;
}
}
}
else {
team = "default";
}
charactersFolder = "";
while(1) {
for ( i = 0; i < 2; i++ ) {
if ( i == 0 && teamName && *teamName ) {
// "models/players/characters/james/stroggs/lower_lily_red.skin"
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s_%s.%s", charactersFolder, modelName, teamName, base, skinName, team, ext );
}
else {
// "models/players/characters/james/lower_lily_red.skin"
Com_sprintf( filename, length, "models/players/%s%s/%s_%s_%s.%s", charactersFolder, modelName, base, skinName, team, ext );
}
if ( CG_FileExists( filename ) ) {
return qtrue;
}
if ( cgs.gametype >= GT_TEAM ) {
if ( i == 0 && teamName && *teamName ) {
// "models/players/characters/james/stroggs/lower_red.skin"
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", charactersFolder, modelName, teamName, base, team, ext );
}
else {
// "models/players/characters/james/lower_red.skin"
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", charactersFolder, modelName, base, team, ext );
}
}
else {
if ( i == 0 && teamName && *teamName ) {
// "models/players/characters/james/stroggs/lower_lily.skin"
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", charactersFolder, modelName, teamName, base, skinName, ext );
}
else {
// "models/players/characters/james/lower_lily.skin"
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", charactersFolder, modelName, base, skinName, ext );
}
}
if ( CG_FileExists( filename ) ) {
return qtrue;
}
if ( !teamName || !*teamName ) {
break;
}
}
// if tried the heads folder first
if ( charactersFolder[0] ) {
break;
}
charactersFolder = "characters/";
}
return qfalse;
}
/*
==========================
CG_FindClientHeadFile
==========================
*/
static qboolean CG_FindClientHeadFile( char *filename, int length, clientInfo_t *ci, const char *teamName, const char *headModelName, const char *headSkinName, const char *base, const char *ext ) {
char *team, *headsFolder;
int i;
if ( cgs.gametype >= GT_TEAM ) {
switch ( ci->team ) {
case TEAM_BLUE: {
team = "blue";
break;
}
default: {
team = "red";
break;
}
}
}
else {
team = "default";
}
if ( headModelName[0] == '*' ) {
headsFolder = "heads/";
headModelName++;
}
else {
headsFolder = "";
}
while(1) {
for ( i = 0; i < 2; i++ ) {
if ( i == 0 && teamName && *teamName ) {
Com_sprintf( filename, length, "models/players/%s%s/%s/%s%s_%s.%s", headsFolder, headModelName, headSkinName, teamName, base, team, ext );
}
else {
Com_sprintf( filename, length, "models/players/%s%s/%s/%s_%s.%s", headsFolder, headModelName, headSkinName, base, team, ext );
}
if ( CG_FileExists( filename ) ) {
return qtrue;
}
if ( cgs.gametype >= GT_TEAM ) {
if ( i == 0 && teamName && *teamName ) {
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, team, ext );
}
else {
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, team, ext );
}
}
else {
if ( i == 0 && teamName && *teamName ) {
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, headSkinName, ext );
}
else {
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, headSkinName, ext );
}
}
if ( CG_FileExists( filename ) ) {
return qtrue;
}
if ( !teamName || !*teamName ) {
break;
}
}
// if tried the heads folder first
if ( headsFolder[0] ) {
break;
}
headsFolder = "heads/";
}
return qfalse;
}
/*
==========================
CG_RegisterClientSkin
==========================
*/
static qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *teamName, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName ) {
char filename[MAX_QPATH];
/*
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%slower_%s.skin", modelName, teamName, skinName );
ci->legsSkin = trap_R_RegisterSkin( filename );
if (!ci->legsSkin) {
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%slower_%s.skin", modelName, teamName, skinName );
ci->legsSkin = trap_R_RegisterSkin( filename );
if (!ci->legsSkin) {
Com_Printf( "Leg skin load failure: %s\n", filename );
}
}
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%supper_%s.skin", modelName, teamName, skinName );
ci->torsoSkin = trap_R_RegisterSkin( filename );
if (!ci->torsoSkin) {
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%supper_%s.skin", modelName, teamName, skinName );
ci->torsoSkin = trap_R_RegisterSkin( filename );
if (!ci->torsoSkin) {
Com_Printf( "Torso skin load failure: %s\n", filename );
}
}
*/
if ( CG_FindClientModelFile( filename, sizeof(filename), ci, teamName, modelName, skinName, "lower", "skin" ) ) {
ci->legsSkin = trap_R_RegisterSkin( filename );
}
if (!ci->legsSkin) {
Com_Printf( "Leg skin load failure: %s\n", filename );
}
if ( CG_FindClientModelFile( filename, sizeof(filename), ci, teamName, modelName, skinName, "upper", "skin" ) ) {
ci->torsoSkin = trap_R_RegisterSkin( filename );
}
if (!ci->torsoSkin) {
Com_Printf( "Torso skin load failure: %s\n", filename );
}
if ( CG_FindClientHeadFile( filename, sizeof(filename), ci, teamName, headModelName, headSkinName, "head", "skin" ) ) {
ci->headSkin = trap_R_RegisterSkin( filename );
}
if (!ci->headSkin) {
Com_Printf( "Head skin load failure: %s\n", filename );
}
// if any skins failed to load
if ( !ci->legsSkin || !ci->torsoSkin || !ci->headSkin ) {
return qfalse;
}
return qtrue;
}
/*
==========================
CG_RegisterClientModelname
==========================
*/
static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName, const char *teamName ) {
char filename[MAX_QPATH*2];
const char *headName;
char newTeamName[MAX_QPATH*2];
if ( headModelName[0] == '\0' ) {
headName = modelName;
}
else {
headName = headModelName;
}
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
ci->legsModel = trap_R_RegisterModel( filename );
if ( !ci->legsModel ) {
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower.md3", modelName );
ci->legsModel = trap_R_RegisterModel( filename );
if ( !ci->legsModel ) {
Com_Printf( "Failed to load model file %s\n", filename );
return qfalse;
}
}
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
ci->torsoModel = trap_R_RegisterModel( filename );
if ( !ci->torsoModel ) {
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper.md3", modelName );
ci->torsoModel = trap_R_RegisterModel( filename );
if ( !ci->torsoModel ) {
Com_Printf( "Failed to load model file %s\n", filename );
return qfalse;
}
}
if( headName[0] == '*' ) {
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", &headModelName[1], &headModelName[1] );
}
else {
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headName );
}
ci->headModel = trap_R_RegisterModel( filename );
// if the head model could not be found and we didn't load from the heads folder try to load from there
if ( !ci->headModel && headName[0] != '*' ) {
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", headModelName, headModelName );
ci->headModel = trap_R_RegisterModel( filename );
}
if ( !ci->headModel ) {
Com_Printf( "Failed to load model file %s\n", filename );
return qfalse;
}
// if any skins failed to load, return failure
if ( !CG_RegisterClientSkin( ci, teamName, modelName, skinName, headName, headSkinName ) ) {
if ( teamName && *teamName) {
Com_Printf( "Failed to load skin file: %s : %s : %s, %s : %s\n", teamName, modelName, skinName, headName, headSkinName );
if( ci->team == TEAM_BLUE ) {
Com_sprintf(newTeamName, sizeof(newTeamName), "%s/", DEFAULT_BLUETEAM_NAME);
}
else {
Com_sprintf(newTeamName, sizeof(newTeamName), "%s/", DEFAULT_REDTEAM_NAME);
}
if ( !CG_RegisterClientSkin( ci, newTeamName, modelName, skinName, headName, headSkinName ) ) {
Com_Printf( "Failed to load skin file: %s : %s : %s, %s : %s\n", newTeamName, modelName, skinName, headName, headSkinName );
return qfalse;
}
} else {
Com_Printf( "Failed to load skin file: %s : %s, %s : %s\n", modelName, skinName, headName, headSkinName );
return qfalse;
}
}
// load the animations
Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
if ( !CG_ParseAnimationFile( filename, ci ) ) {
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/animation.cfg", modelName );
if ( !CG_ParseAnimationFile( filename, ci ) ) {
Com_Printf( "Failed to load animation file %s\n", filename );
return qfalse;
}
}
if ( CG_FindClientHeadFile( filename, sizeof(filename), ci, teamName, headName, headSkinName, "icon", "skin" ) ) {
ci->modelIcon = trap_R_RegisterShaderNoMip( filename );
}
else if ( CG_FindClientHeadFile( filename, sizeof(filename), ci, teamName, headName, headSkinName, "icon", "tga" ) ) {
ci->modelIcon = trap_R_RegisterShaderNoMip( filename );
}
if ( !ci->modelIcon ) {
return qfalse;
}
return qtrue;
}
/*
====================
CG_ColorFromString
====================
*/
static void CG_ColorFromString( const char *v, vec3_t color ) {
int val;
VectorClear( color );
val = atoi( v );
if ( val < 1 || val > 7 ) {
VectorSet( color, 1, 1, 1 );
return;
}
if ( val & 1 ) {
color[2] = 1.0f;
}
if ( val & 2 ) {
color[1] = 1.0f;
}
if ( val & 4 ) {
color[0] = 1.0f;
}
}
/*
===================
CG_LoadClientInfo
Load it now, taking the disk hits.
This will usually be deferred to a safe time
===================
*/
static void CG_LoadClientInfo( int clientNum, clientInfo_t *ci ) {
const char *dir, *fallback;
int i, modelloaded;
const char *s;
char teamname[MAX_QPATH];
teamname[0] = 0;
#ifdef MISSIONPACK
if( cgs.gametype >= GT_TEAM) {
if( ci->team == TEAM_BLUE ) {
Q_strncpyz(teamname, cg_blueTeamName.string, sizeof(teamname) );
} else {
Q_strncpyz(teamname, cg_redTeamName.string, sizeof(teamname) );
}
}
if( teamname[0] ) {
strcat( teamname, "/" );
}
#endif
modelloaded = qtrue;
if ( !CG_RegisterClientModelname( ci, ci->modelName, ci->skinName, ci->headModelName, ci->headSkinName, teamname ) ) {
if ( cg_buildScript.integer ) {
CG_Error( "CG_RegisterClientModelname( %s, %s, %s, %s %s ) failed", ci->modelName, ci->skinName, ci->headModelName, ci->headSkinName, teamname );
}
// fall back to default team name
if( cgs.gametype >= GT_TEAM) {
// keep skin name
if( ci->team == TEAM_BLUE ) {
Q_strncpyz(teamname, DEFAULT_BLUETEAM_NAME, sizeof(teamname) );
} else {
Q_strncpyz(teamname, DEFAULT_REDTEAM_NAME, sizeof(teamname) );
}
if ( !CG_RegisterClientModelname( ci, DEFAULT_TEAM_MODEL, ci->skinName, DEFAULT_TEAM_HEAD, ci->skinName, teamname ) ) {
CG_Error( "DEFAULT_TEAM_MODEL / skin (%s/%s) failed to register", DEFAULT_TEAM_MODEL, ci->skinName );
}
} else {
if ( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, "default", DEFAULT_MODEL, "default", teamname ) ) {
CG_Error( "DEFAULT_MODEL (%s) failed to register", DEFAULT_MODEL );
}
}
modelloaded = qfalse;
}
ci->newAnims = qfalse;
if ( ci->torsoModel ) {
orientation_t tag;
// if the torso model has the "tag_flag"
if ( trap_R_LerpTag( &tag, ci->torsoModel, 0, 0, 1, "tag_flag" ) ) {
ci->newAnims = qtrue;
}
}
// sounds
dir = ci->modelName;
fallback = (cgs.gametype >= GT_TEAM) ? DEFAULT_TEAM_MODEL : DEFAULT_MODEL;
for ( i = 0 ; i < MAX_CUSTOM_SOUNDS ; i++ ) {
s = cg_customSoundNames[i];
if ( !s ) {
break;
}
ci->sounds[i] = 0;
// if the model didn't load use the sounds of the default model
if (modelloaded) {
ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", dir, s + 1), qfalse );
}
if ( !ci->sounds[i] ) {
ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", fallback, s + 1), qfalse );
}
}
ci->deferred = qfalse;
// reset any existing players and bodies, because they might be in bad
// frames for this new model
for ( i = 0 ; i < MAX_GENTITIES ; i++ ) {
if ( cg_entities[i].currentState.clientNum == clientNum
&& cg_entities[i].currentState.eType == ET_PLAYER ) {
CG_ResetPlayerEntity( &cg_entities[i] );
}
}
}
/*
======================
CG_CopyClientInfoModel
======================
*/
static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to ) {
VectorCopy( from->headOffset, to->headOffset );
to->footsteps = from->footsteps;
to->gender = from->gender;
to->legsModel = from->legsModel;
to->legsSkin = from->legsSkin;
to->torsoModel = from->torsoModel;
to->torsoSkin = from->torsoSkin;
to->headModel = from->headModel;
to->headSkin = from->headSkin;
to->modelIcon = from->modelIcon;
to->newAnims = from->newAnims;
memcpy( to->animations, from->animations, sizeof( to->animations ) );
memcpy( to->sounds, from->sounds, sizeof( to->sounds ) );
}
/*
======================
CG_ScanForExistingClientInfo
======================
*/
static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci ) {
int i;
clientInfo_t *match;
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
match = &cgs.clientinfo[ i ];
if ( !match->infoValid ) {
continue;
}
if ( match->deferred ) {
continue;
}
if ( !Q_stricmp( ci->modelName, match->modelName )
&& !Q_stricmp( ci->skinName, match->skinName )
&& !Q_stricmp( ci->headModelName, match->headModelName )
&& !Q_stricmp( ci->headSkinName, match->headSkinName )
&& !Q_stricmp( ci->blueTeam, match->blueTeam )
&& !Q_stricmp( ci->redTeam, match->redTeam )
&& (cgs.gametype < GT_TEAM || ci->team == match->team) ) {
// this clientinfo is identical, so use its handles
ci->deferred = qfalse;
CG_CopyClientInfoModel( match, ci );
return qtrue;
}
}
// nothing matches, so defer the load
return qfalse;
}
/*
======================
CG_SetDeferredClientInfo
We aren't going to load it now, so grab some other
client's info to use until we have some spare time.
======================
*/
static void CG_SetDeferredClientInfo( int clientNum, clientInfo_t *ci ) {
int i;
clientInfo_t *match;
// if someone else is already the same models and skins we
// can just load the client info
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
match = &cgs.clientinfo[ i ];
if ( !match->infoValid || match->deferred ) {
continue;
}
if ( Q_stricmp( ci->skinName, match->skinName ) ||
Q_stricmp( ci->modelName, match->modelName ) ||
// Q_stricmp( ci->headModelName, match->headModelName ) ||
// Q_stricmp( ci->headSkinName, match->headSkinName ) ||
(cgs.gametype >= GT_TEAM && ci->team != match->team) ) {
continue;
}
// just load the real info cause it uses the same models and skins
CG_LoadClientInfo( clientNum, ci );
return;
}
// if we are in teamplay, only grab a model if the skin is correct
if ( cgs.gametype >= GT_TEAM ) {
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
match = &cgs.clientinfo[ i ];
if ( !match->infoValid || match->deferred ) {
continue;
}
if ( Q_stricmp( ci->skinName, match->skinName ) ||
(cgs.gametype >= GT_TEAM && ci->team != match->team) ) {
continue;
}
ci->deferred = qtrue;
CG_CopyClientInfoModel( match, ci );
return;
}
// load the full model, because we don't ever want to show
// an improper team skin. This will cause a hitch for the first
// player, when the second enters. Combat shouldn't be going on
// yet, so it shouldn't matter
CG_LoadClientInfo( clientNum, ci );
return;
}
// find the first valid clientinfo and grab its stuff
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
match = &cgs.clientinfo[ i ];
if ( !match->infoValid ) {
continue;
}
ci->deferred = qtrue;
CG_CopyClientInfoModel( match, ci );
return;
}
// we should never get here...
CG_Printf( "CG_SetDeferredClientInfo: no valid clients!\n" );
CG_LoadClientInfo( clientNum, ci );
}
/*
======================
CG_NewClientInfo
======================
*/
void CG_NewClientInfo( int clientNum ) {
clientInfo_t *ci;
clientInfo_t newInfo;
const char *configstring;
const char *v;
char *slash;
ci = &cgs.clientinfo[clientNum];
configstring = CG_ConfigString( clientNum + CS_PLAYERS );
if ( !configstring[0] ) {
memset( ci, 0, sizeof( *ci ) );
return; // player just left
}
// build into a temp buffer so the defer checks can use
// the old value
memset( &newInfo, 0, sizeof( newInfo ) );
// isolate the player's name
v = Info_ValueForKey(configstring, "n");
Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) );
// colors
v = Info_ValueForKey( configstring, "c1" );
CG_ColorFromString( v, newInfo.color1 );
newInfo.c1RGBA[0] = 255 * newInfo.color1[0];
newInfo.c1RGBA[1] = 255 * newInfo.color1[1];
newInfo.c1RGBA[2] = 255 * newInfo.color1[2];
newInfo.c1RGBA[3] = 255;
v = Info_ValueForKey( configstring, "c2" );
CG_ColorFromString( v, newInfo.color2 );
newInfo.c2RGBA[0] = 255 * newInfo.color2[0];
newInfo.c2RGBA[1] = 255 * newInfo.color2[1];
newInfo.c2RGBA[2] = 255 * newInfo.color2[2];
newInfo.c2RGBA[3] = 255;
// bot skill
v = Info_ValueForKey( configstring, "skill" );
newInfo.botSkill = atoi( v );
// handicap
v = Info_ValueForKey( configstring, "hc" );
newInfo.handicap = atoi( v );
// wins
v = Info_ValueForKey( configstring, "w" );
newInfo.wins = atoi( v );
// losses
v = Info_ValueForKey( configstring, "l" );
newInfo.losses = atoi( v );
// team
v = Info_ValueForKey( configstring, "t" );
newInfo.team = atoi( v );
// team task
v = Info_ValueForKey( configstring, "tt" );
newInfo.teamTask = atoi(v);
// team leader
v = Info_ValueForKey( configstring, "tl" );
newInfo.teamLeader = atoi(v);
v = Info_ValueForKey( configstring, "g_redteam" );
Q_strncpyz(newInfo.redTeam, v, MAX_TEAMNAME);
v = Info_ValueForKey( configstring, "g_blueteam" );
Q_strncpyz(newInfo.blueTeam, v, MAX_TEAMNAME);
// model
v = Info_ValueForKey( configstring, "model" );
if ( cg_forceModel.integer ) {
// forcemodel makes everyone use a single model
// to prevent load hitches
char modelStr[MAX_QPATH];
char *skin;
if( cgs.gametype >= GT_TEAM ) {
Q_strncpyz( newInfo.modelName, DEFAULT_TEAM_MODEL, sizeof( newInfo.modelName ) );
Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
} else {
trap_Cvar_VariableStringBuffer( "model", modelStr, sizeof( modelStr ) );
if ( ( skin = strchr( modelStr, '/' ) ) == NULL) {
skin = "default";
} else {
*skin++ = 0;
}
Q_strncpyz( newInfo.skinName, skin, sizeof( newInfo.skinName ) );
Q_strncpyz( newInfo.modelName, modelStr, sizeof( newInfo.modelName ) );
}
if ( cgs.gametype >= GT_TEAM ) {
// keep skin name
slash = strchr( v, '/' );
if ( slash ) {
Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
}
}
} else {
Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) );
slash = strchr( newInfo.modelName, '/' );
if ( !slash ) {
// modelName didn not include a skin name
Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
} else {
Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
// truncate modelName
*slash = 0;
}
}
// head model
v = Info_ValueForKey( configstring, "hmodel" );
if ( cg_forceModel.integer ) {
// forcemodel makes everyone use a single model
// to prevent load hitches
char modelStr[MAX_QPATH];
char *skin;
if( cgs.gametype >= GT_TEAM ) {
Q_strncpyz( newInfo.headModelName, DEFAULT_TEAM_HEAD, sizeof( newInfo.headModelName ) );
Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
} else {
trap_Cvar_VariableStringBuffer( "headmodel", modelStr, sizeof( modelStr ) );
if ( ( skin = strchr( modelStr, '/' ) ) == NULL) {
skin = "default";
} else {
*skin++ = 0;
}
Q_strncpyz( newInfo.headSkinName, skin, sizeof( newInfo.headSkinName ) );
Q_strncpyz( newInfo.headModelName, modelStr, sizeof( newInfo.headModelName ) );
}
if ( cgs.gametype >= GT_TEAM ) {
// keep skin name
slash = strchr( v, '/' );
if ( slash ) {
Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) );
}
}
} else {
Q_strncpyz( newInfo.headModelName, v, sizeof( newInfo.headModelName ) );
slash = strchr( newInfo.headModelName, '/' );
if ( !slash ) {
// modelName didn not include a skin name
Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
} else {
Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) );
// truncate modelName
*slash = 0;
}
}
// scan for an existing clientinfo that matches this modelname
// so we can avoid loading checks if possible
if ( !CG_ScanForExistingClientInfo( &newInfo ) ) {
qboolean forceDefer;
forceDefer = trap_MemoryRemaining() < 4000000;
// if we are defering loads, just have it pick the first valid
if ( forceDefer || (cg_deferPlayers.integer && !cg_buildScript.integer && !cg.loading ) ) {
// keep whatever they had if it won't violate team skins
CG_SetDeferredClientInfo( clientNum, &newInfo );
// if we are low on memory, leave them with this model
if ( forceDefer ) {
CG_Printf( "Memory is low. Using deferred model.\n" );
newInfo.deferred = qfalse;
}
} else {
CG_LoadClientInfo( clientNum, &newInfo );
}
}
// replace whatever was there with the new one
newInfo.infoValid = qtrue;
*ci = newInfo;
}
/*
======================
CG_LoadDeferredPlayers
Called each frame when a player is dead
and the scoreboard is up
so deferred players can be loaded
======================
*/
void CG_LoadDeferredPlayers( void ) {
int i;
clientInfo_t *ci;
// scan for a deferred player to load
for ( i = 0, ci = cgs.clientinfo ; i < cgs.maxclients ; i++, ci++ ) {
if ( ci->infoValid && ci->deferred ) {
// if we are low on memory, leave it deferred
if ( trap_MemoryRemaining() < 4000000 ) {
CG_Printf( "Memory is low. Using deferred model.\n" );
ci->deferred = qfalse;
continue;
}
CG_LoadClientInfo( i, ci );
// break;
}
}
}
/*
=============================================================================
PLAYER ANIMATION
=============================================================================
*/
/*
===============
CG_SetLerpFrameAnimation
may include ANIM_TOGGLEBIT
===============
*/
static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
animation_t *anim;
lf->animationNumber = newAnimation;
newAnimation &= ~ANIM_TOGGLEBIT;
if ( newAnimation < 0 || newAnimation >= MAX_TOTALANIMATIONS ) {
CG_Error( "Bad animation number: %i", newAnimation );
}
anim = &ci->animations[ newAnimation ];
lf->animation = anim;
lf->animationTime = lf->frameTime + anim->initialLerp;
if ( cg_debugAnim.integer ) {
CG_Printf( "Anim: %i\n", newAnimation );
}
}
/*
===============
CG_RunLerpFrame
Sets cg.snap, cg.oldFrame, and cg.backlerp
cg.time should be between oldFrameTime and frameTime after exit
===============
*/
static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale ) {
int f, numFrames;
animation_t *anim;
// debugging tool to get no animations
if ( cg_animSpeed.integer == 0 ) {
lf->oldFrame = lf->frame = lf->backlerp = 0;
return;
}
// see if the animation sequence is switching
if ( newAnimation != lf->animationNumber || !lf->animation ) {
CG_SetLerpFrameAnimation( ci, lf, newAnimation );
}
// if we have passed the current frame, move it to
// oldFrame and calculate a new frame
if ( cg.time >= lf->frameTime ) {
lf->oldFrame = lf->frame;
lf->oldFrameTime = lf->frameTime;
// get the next frame based on the animation
anim = lf->animation;
if ( !anim->frameLerp ) {
return; // shouldn't happen
}
if ( cg.time < lf->animationTime ) {
lf->frameTime = lf->animationTime; // initial lerp
} else {
lf->frameTime = lf->oldFrameTime + anim->frameLerp;
}
f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
f *= speedScale; // adjust for haste, etc
numFrames = anim->numFrames;
if (anim->flipflop) {
numFrames *= 2;
}
if ( f >= numFrames ) {
f -= numFrames;
if ( anim->loopFrames ) {
f %= anim->loopFrames;
f += anim->numFrames - anim->loopFrames;
} else {
f = numFrames - 1;
// the animation is stuck at the end, so it
// can immediately transition to another sequence
lf->frameTime = cg.time;
}
}
if ( anim->reversed ) {
lf->frame = anim->firstFrame + anim->numFrames - 1 - f;
}
else if (anim->flipflop && f>=anim->numFrames) {
lf->frame = anim->firstFrame + anim->numFrames - 1 - (f%anim->numFrames);
}
else {
lf->frame = anim->firstFrame + f;
}
if ( cg.time > lf->frameTime ) {
lf->frameTime = cg.time;
if ( cg_debugAnim.integer ) {
CG_Printf( "Clamp lf->frameTime\n");
}
}
}
if ( lf->frameTime > cg.time + 200 ) {
lf->frameTime = cg.time;
}
if ( lf->oldFrameTime > cg.time ) {
lf->oldFrameTime = cg.time;
}
// calculate current lerp value
if ( lf->frameTime == lf->oldFrameTime ) {
lf->backlerp = 0;
} else {
lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
}
}
/*
===============
CG_ClearLerpFrame
===============
*/
static void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) {
lf->frameTime = lf->oldFrameTime = cg.time;
CG_SetLerpFrameAnimation( ci, lf, animationNumber );
lf->oldFrame = lf->frame = lf->animation->firstFrame;
}
/*
===============
CG_PlayerAnimation
===============
*/
static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp,
int *torsoOld, int *torso, float *torsoBackLerp ) {
clientInfo_t *ci;
int clientNum;
float speedScale;
clientNum = cent->currentState.clientNum;
if ( cg_noPlayerAnims.integer ) {
*legsOld = *legs = *torsoOld = *torso = 0;
return;
}
if ( cent->currentState.powerups & ( 1 << PW_HASTE ) ) {
speedScale = 1.5;
} else {
speedScale = 1;
}
ci = &cgs.clientinfo[ clientNum ];
// do the shuffle turn frames locally
if ( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) {
CG_RunLerpFrame( ci, &cent->pe.legs, LEGS_TURN, speedScale );
} else {
CG_RunLerpFrame( ci, &cent->pe.legs, cent->currentState.legsAnim, speedScale );
}
*legsOld = cent->pe.legs.oldFrame;
*legs = cent->pe.legs.frame;
*legsBackLerp = cent->pe.legs.backlerp;
CG_RunLerpFrame( ci, &cent->pe.torso, cent->currentState.torsoAnim, speedScale );
*torsoOld = cent->pe.torso.oldFrame;
*torso = cent->pe.torso.frame;
*torsoBackLerp = cent->pe.torso.backlerp;
}
/*
=============================================================================
PLAYER ANGLES
=============================================================================
*/
/*
==================
CG_SwingAngles
==================
*/
static void CG_SwingAngles( float destination, float swingTolerance, float clampTolerance,
float speed, float *angle, qboolean *swinging ) {
float swing;
float move;
float scale;
if ( !*swinging ) {
// see if a swing should be started
swing = AngleSubtract( *angle, destination );
if ( swing > swingTolerance || swing < -swingTolerance ) {
*swinging = qtrue;
}
}
if ( !*swinging ) {
return;
}
// modify the speed depending on the delta
// so it doesn't seem so linear
swing = AngleSubtract( destination, *angle );
scale = fabs( swing );
if ( scale < swingTolerance * 0.5 ) {
scale = 0.5;
} else if ( scale < swingTolerance ) {
scale = 1.0;
} else {
scale = 2.0;
}
// swing towards the destination angle
if ( swing >= 0 ) {
move = cg.frametime * scale * speed;
if ( move >= swing ) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod( *angle + move );
} else if ( swing < 0 ) {
move = cg.frametime * scale * -speed;
if ( move <= swing ) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod( *angle + move );
}
// clamp to no more than tolerance
swing = AngleSubtract( destination, *angle );
if ( swing > clampTolerance ) {
*angle = AngleMod( destination - (clampTolerance - 1) );
} else if ( swing < -clampTolerance ) {
*angle = AngleMod( destination + (clampTolerance - 1) );
}
}
/*
=================
CG_AddPainTwitch
=================
*/
static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) {
int t;
float f;
t = cg.time - cent->pe.painTime;
if ( t >= PAIN_TWITCH_TIME ) {
return;
}
f = 1.0 - (float)t / PAIN_TWITCH_TIME;
if ( cent->pe.painDirection ) {
torsoAngles[ROLL] += 20 * f;
} else {
torsoAngles[ROLL] -= 20 * f;
}
}
/*
===============
CG_PlayerAngles
Handles seperate torso motion
legs pivot based on direction of movement
head always looks exactly at cent->lerpAngles
if motion < 20 degrees, show in head only
if < 45 degrees, also show in torso
===============
*/
static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
vec3_t legsAngles, torsoAngles, headAngles;
float dest;
static int movementOffsets[8] = { 0, 22, 45, -22, 0, 22, -45, -22 };
vec3_t velocity;
float speed;
int dir, clientNum;
clientInfo_t *ci;
VectorCopy( cent->lerpAngles, headAngles );
headAngles[YAW] = AngleMod( headAngles[YAW] );
VectorClear( legsAngles );
VectorClear( torsoAngles );
// --------- yaw -------------
// allow yaw to drift a bit
if ( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE
|| ( cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND ) {
// if not standing still, always point all in the same direction
cent->pe.torso.yawing = qtrue; // always center
cent->pe.torso.pitching = qtrue; // always center
cent->pe.legs.yawing = qtrue; // always center
}
// adjust legs for movement dir
if ( cent->currentState.eFlags & EF_DEAD ) {
// don't let dead bodies twitch
dir = 0;
} else {
dir = cent->currentState.angles2[YAW];
if ( dir < 0 || dir > 7 ) {
CG_Error( "Bad player movement angle" );
}
}
legsAngles[YAW] = headAngles[YAW] + movementOffsets[ dir ];
torsoAngles[YAW] = headAngles[YAW] + 0.25 * movementOffsets[ dir ];
// torso
CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, &cent->pe.torso.yawAngle, &cent->pe.torso.yawing );
CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, &cent->pe.legs.yawAngle, &cent->pe.legs.yawing );
torsoAngles[YAW] = cent->pe.torso.yawAngle;
legsAngles[YAW] = cent->pe.legs.yawAngle;
// --------- pitch -------------
// only show a fraction of the pitch angle in the torso
if ( headAngles[PITCH] > 180 ) {
dest = (-360 + headAngles[PITCH]) * 0.75f;
} else {
dest = headAngles[PITCH] * 0.75f;
}
CG_SwingAngles( dest, 15, 30, 0.1f, &cent->pe.torso.pitchAngle, &cent->pe.torso.pitching );
torsoAngles[PITCH] = cent->pe.torso.pitchAngle;
//
clientNum = cent->currentState.clientNum;
if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
ci = &cgs.clientinfo[ clientNum ];
if ( ci->fixedtorso ) {
torsoAngles[PITCH] = 0.0f;
}
}
// --------- roll -------------
// lean towards the direction of travel
VectorCopy( cent->currentState.pos.trDelta, velocity );
speed = VectorNormalize( velocity );
if ( speed ) {
vec3_t axis[3];
float side;
speed *= 0.05f;
AnglesToAxis( legsAngles, axis );
side = speed * DotProduct( velocity, axis[1] );
legsAngles[ROLL] -= side;
side = speed * DotProduct( velocity, axis[0] );
legsAngles[PITCH] += side;
}
//
clientNum = cent->currentState.clientNum;
if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
ci = &cgs.clientinfo[ clientNum ];
if ( ci->fixedlegs ) {
legsAngles[YAW] = torsoAngles[YAW];
legsAngles[PITCH] = 0.0f;
legsAngles[ROLL] = 0.0f;
}
}
// pain twitch
CG_AddPainTwitch( cent, torsoAngles );
// pull the angles back out of the hierarchial chain
AnglesSubtract( headAngles, torsoAngles, headAngles );
AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
AnglesToAxis( legsAngles, legs );
AnglesToAxis( torsoAngles, torso );
AnglesToAxis( headAngles, head );
}
//==========================================================================
/*
===============
CG_HasteTrail
===============
*/
static void CG_HasteTrail( centity_t *cent ) {
localEntity_t *smoke;
vec3_t origin;
int anim;
if ( cent->trailTime > cg.time ) {
return;
}
anim = cent->pe.legs.animationNumber & ~ANIM_TOGGLEBIT;
if ( anim != LEGS_RUN && anim != LEGS_BACK ) {
return;
}
cent->trailTime += 100;
if ( cent->trailTime < cg.time ) {
cent->trailTime = cg.time;
}
VectorCopy( cent->lerpOrigin, origin );
origin[2] -= 16;
smoke = CG_SmokePuff( origin, vec3_origin,
8,
1, 1, 1, 1,
500,
cg.time,
0,
0,
cgs.media.hastePuffShader );
// use the optimized local entity add
smoke->leType = LE_SCALE_FADE;
}
#ifdef MISSIONPACK
/*
===============
CG_BreathPuffs
===============
*/
static void CG_BreathPuffs( centity_t *cent, refEntity_t *head) {
clientInfo_t *ci;
vec3_t up, origin;
int contents;
ci = &cgs.clientinfo[ cent->currentState.number ];
if (!cg_enableBreath.integer) {
return;
}
if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson) {
return;
}
if ( cent->currentState.eFlags & EF_DEAD ) {
return;
}
contents = CG_PointContents( head->origin, 0 );
if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
return;
}
if ( ci->breathPuffTime > cg.time ) {
return;
}
VectorSet( up, 0, 0, 8 );
VectorMA(head->origin, 8, head->axis[0], origin);
VectorMA(origin, -4, head->axis[2], origin);
CG_SmokePuff( origin, up, 16, 1, 1, 1, 0.66f, 1500, cg.time, cg.time + 400, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader );
ci->breathPuffTime = cg.time + 2000;
}
/*
===============
CG_DustTrail
===============
*/
static void CG_DustTrail( centity_t *cent ) {
int anim;
localEntity_t *dust;
vec3_t end, vel;
trace_t tr;
if (!cg_enableDust.integer)
return;
if ( cent->dustTrailTime > cg.time ) {
return;
}
anim = cent->pe.legs.animationNumber & ~ANIM_TOGGLEBIT;
if ( anim != LEGS_LANDB && anim != LEGS_LAND ) {
return;
}
cent->dustTrailTime += 40;
if ( cent->dustTrailTime < cg.time ) {
cent->dustTrailTime = cg.time;
}
VectorCopy(cent->currentState.pos.trBase, end);
end[2] -= 64;
CG_Trace( &tr, cent->currentState.pos.trBase, NULL, NULL, end, cent->currentState.number, MASK_PLAYERSOLID );
if ( !(tr.surfaceFlags & SURF_DUST) )
return;
VectorCopy( cent->currentState.pos.trBase, end );
end[2] -= 16;
VectorSet(vel, 0, 0, -30);
dust = CG_SmokePuff( end, vel,
24,
.8f, .8f, 0.7f, 0.33f,
500,
cg.time,
0,
0,
cgs.media.dustPuffShader );
}
#endif
/*
===============
CG_TrailItem
===============
*/
static void CG_TrailItem( centity_t *cent, qhandle_t hModel ) {
refEntity_t ent;
vec3_t angles;
vec3_t axis[3];
VectorCopy( cent->lerpAngles, angles );
angles[PITCH] = 0;
angles[ROLL] = 0;
AnglesToAxis( angles, axis );
memset( &ent, 0, sizeof( ent ) );
VectorMA( cent->lerpOrigin, -16, axis[0], ent.origin );
ent.origin[2] += 16;
angles[YAW] += 90;
AnglesToAxis( angles, ent.axis );
ent.hModel = hModel;
trap_R_AddRefEntityToScene( &ent );
}
/*
===============
CG_PlayerFlag
===============
*/
static void CG_PlayerFlag( centity_t *cent, qhandle_t hSkin, refEntity_t *torso ) {
clientInfo_t *ci;
refEntity_t pole;
refEntity_t flag;
vec3_t angles, dir;
int legsAnim, flagAnim, updateangles;
float angle, d;
// show the flag pole model
memset( &pole, 0, sizeof(pole) );
pole.hModel = cgs.media.flagPoleModel;
VectorCopy( torso->lightingOrigin, pole.lightingOrigin );
pole.shadowPlane = torso->shadowPlane;
pole.renderfx = torso->renderfx;
CG_PositionEntityOnTag( &pole, torso, torso->hModel, "tag_flag" );
trap_R_AddRefEntityToScene( &pole );
// show the flag model
memset( &flag, 0, sizeof(flag) );
flag.hModel = cgs.media.flagFlapModel;
flag.customSkin = hSkin;
VectorCopy( torso->lightingOrigin, flag.lightingOrigin );
flag.shadowPlane = torso->shadowPlane;
flag.renderfx = torso->renderfx;
VectorClear(angles);
updateangles = qfalse;
legsAnim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
if( legsAnim == LEGS_IDLE || legsAnim == LEGS_IDLECR ) {
flagAnim = FLAG_STAND;
} else if ( legsAnim == LEGS_WALK || legsAnim == LEGS_WALKCR ) {
flagAnim = FLAG_STAND;
updateangles = qtrue;
} else {
flagAnim = FLAG_RUN;
updateangles = qtrue;
}
if ( updateangles ) {
VectorCopy( cent->currentState.pos.trDelta, dir );
// add gravity
dir[2] += 100;
VectorNormalize( dir );
d = DotProduct(pole.axis[2], dir);
// if there is anough movement orthogonal to the flag pole
if (fabs(d) < 0.9) {
//
d = DotProduct(pole.axis[0], dir);
if (d > 1.0f) {
d = 1.0f;
}
else if (d < -1.0f) {
d = -1.0f;
}
angle = acos(d);
d = DotProduct(pole.axis[1], dir);
if (d < 0) {
angles[YAW] = 360 - angle * 180 / M_PI;
}
else {
angles[YAW] = angle * 180 / M_PI;
}
if (angles[YAW] < 0)
angles[YAW] += 360;
if (angles[YAW] > 360)
angles[YAW] -= 360;
//vectoangles( cent->currentState.pos.trDelta, tmpangles );
//angles[YAW] = tmpangles[YAW] + 45 - cent->pe.torso.yawAngle;
// change the yaw angle
CG_SwingAngles( angles[YAW], 25, 90, 0.15f, &cent->pe.flag.yawAngle, &cent->pe.flag.yawing );
}
/*
d = DotProduct(pole.axis[2], dir);
angle = Q_acos(d);
d = DotProduct(pole.axis[1], dir);
if (d < 0) {
angle = 360 - angle * 180 / M_PI;
}
else {
angle = angle * 180 / M_PI;
}
if (angle > 340 && angle < 20) {
flagAnim = FLAG_RUNUP;
}
if (angle > 160 && angle < 200) {
flagAnim = FLAG_RUNDOWN;
}
*/
}
// set the yaw angle
angles[YAW] = cent->pe.flag.yawAngle;
// lerp the flag animation frames
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
CG_RunLerpFrame( ci, &cent->pe.flag, flagAnim, 1 );
flag.oldframe = cent->pe.flag.oldFrame;
flag.frame = cent->pe.flag.frame;
flag.backlerp = cent->pe.flag.backlerp;
AnglesToAxis( angles, flag.axis );
CG_PositionRotatedEntityOnTag( &flag, &pole, pole.hModel, "tag_flag" );
trap_R_AddRefEntityToScene( &flag );
}
#ifdef MISSIONPACK
/*
===============
CG_PlayerTokens
===============
*/
static void CG_PlayerTokens( centity_t *cent, int renderfx ) {
int tokens, i, j;
float angle;
refEntity_t ent;
vec3_t dir, origin;
skulltrail_t *trail;
trail = &cg.skulltrails[cent->currentState.number];
tokens = cent->currentState.generic1;
if ( !tokens ) {
trail->numpositions = 0;
return;
}
if ( tokens > MAX_SKULLTRAIL ) {
tokens = MAX_SKULLTRAIL;
}
// add skulls if there are more than last time
for (i = 0; i < tokens - trail->numpositions; i++) {
for (j = trail->numpositions; j > 0; j--) {
VectorCopy(trail->positions[j-1], trail->positions[j]);
}
VectorCopy(cent->lerpOrigin, trail->positions[0]);
}
trail->numpositions = tokens;
// move all the skulls along the trail
VectorCopy(cent->lerpOrigin, origin);
for (i = 0; i < trail->numpositions; i++) {
VectorSubtract(trail->positions[i], origin, dir);
if (VectorNormalize(dir) > 30) {
VectorMA(origin, 30, dir, trail->positions[i]);
}
VectorCopy(trail->positions[i], origin);
}
memset( &ent, 0, sizeof( ent ) );
if( cgs.clientinfo[ cent->currentState.clientNum ].team == TEAM_BLUE ) {
ent.hModel = cgs.media.redCubeModel;
} else {
ent.hModel = cgs.media.blueCubeModel;
}
ent.renderfx = renderfx;
VectorCopy(cent->lerpOrigin, origin);
for (i = 0; i < trail->numpositions; i++) {
VectorSubtract(origin, trail->positions[i], ent.axis[0]);
ent.axis[0][2] = 0;
VectorNormalize(ent.axis[0]);
VectorSet(ent.axis[2], 0, 0, 1);
CrossProduct(ent.axis[0], ent.axis[2], ent.axis[1]);
VectorCopy(trail->positions[i], ent.origin);
angle = (((cg.time + 500 * MAX_SKULLTRAIL - 500 * i) / 16) & 255) * (M_PI * 2) / 255;
ent.origin[2] += sin(angle) * 10;
trap_R_AddRefEntityToScene( &ent );
VectorCopy(trail->positions[i], origin);
}
}
#endif
/*
===============
CG_PlayerPowerups
===============
*/
static void CG_PlayerPowerups( centity_t *cent, refEntity_t *torso ) {
int powerups;
clientInfo_t *ci;
powerups = cent->currentState.powerups;
if ( !powerups ) {
return;
}
// quad gives a dlight
if ( powerups & ( 1 << PW_QUAD ) ) {
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2f, 0.2f, 1 );
}
// flight plays a looped sound
if ( powerups & ( 1 << PW_FLIGHT ) ) {
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.flightSound );
}
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
// redflag
if ( powerups & ( 1 << PW_REDFLAG ) ) {
if (ci->newAnims) {
CG_PlayerFlag( cent, cgs.media.redFlagFlapSkin, torso );
}
else {
CG_TrailItem( cent, cgs.media.redFlagModel );
}
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1.0, 0.2f, 0.2f );
}
// blueflag
if ( powerups & ( 1 << PW_BLUEFLAG ) ) {
if (ci->newAnims){
CG_PlayerFlag( cent, cgs.media.blueFlagFlapSkin, torso );
}
else {
CG_TrailItem( cent, cgs.media.blueFlagModel );
}
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2f, 0.2f, 1.0 );
}
// neutralflag
if ( powerups & ( 1 << PW_NEUTRALFLAG ) ) {
if (ci->newAnims) {
CG_PlayerFlag( cent, cgs.media.neutralFlagFlapSkin, torso );
}
else {
CG_TrailItem( cent, cgs.media.neutralFlagModel );
}
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1.0, 1.0, 1.0 );
}
// haste leaves smoke trails
if ( powerups & ( 1 << PW_HASTE ) ) {
CG_HasteTrail( cent );
}
}
/*
===============
CG_PlayerFloatSprite
Float a sprite over the player's head
===============
*/
static void CG_PlayerFloatSprite( centity_t *cent, qhandle_t shader ) {
int rf;
refEntity_t ent;
if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson ) {
rf = RF_THIRD_PERSON; // only show in mirrors
} else {
rf = 0;
}
memset( &ent, 0, sizeof( ent ) );
VectorCopy( cent->lerpOrigin, ent.origin );
ent.origin[2] += 48;
ent.reType = RT_SPRITE;
ent.customShader = shader;
ent.radius = 10;
ent.renderfx = rf;
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 255;
ent.shaderRGBA[2] = 255;
ent.shaderRGBA[3] = 255;
trap_R_AddRefEntityToScene( &ent );
}
/*
===============
CG_PlayerSprites
Float sprites over the player's head
===============
*/
static void CG_PlayerSprites( centity_t *cent ) {
int team;
if ( cent->currentState.eFlags & EF_CONNECTION ) {
CG_PlayerFloatSprite( cent, cgs.media.connectionShader );
return;
}
if ( cent->currentState.eFlags & EF_TALK ) {
CG_PlayerFloatSprite( cent, cgs.media.balloonShader );
return;
}
if ( cent->currentState.eFlags & EF_AWARD_IMPRESSIVE ) {
CG_PlayerFloatSprite( cent, cgs.media.medalImpressive );
return;
}
if ( cent->currentState.eFlags & EF_AWARD_EXCELLENT ) {
CG_PlayerFloatSprite( cent, cgs.media.medalExcellent );
return;
}
if ( cent->currentState.eFlags & EF_AWARD_GAUNTLET ) {
CG_PlayerFloatSprite( cent, cgs.media.medalGauntlet );
return;
}
if ( cent->currentState.eFlags & EF_AWARD_DEFEND ) {
CG_PlayerFloatSprite( cent, cgs.media.medalDefend );
return;
}
if ( cent->currentState.eFlags & EF_AWARD_ASSIST ) {
CG_PlayerFloatSprite( cent, cgs.media.medalAssist );
return;
}
if ( cent->currentState.eFlags & EF_AWARD_CAP ) {
CG_PlayerFloatSprite( cent, cgs.media.medalCapture );
return;
}
team = cgs.clientinfo[ cent->currentState.clientNum ].team;
if ( !(cent->currentState.eFlags & EF_DEAD) &&
cg.snap->ps.persistant[PERS_TEAM] == team &&
cgs.gametype >= GT_TEAM) {
if (cg_drawFriend.integer) {
CG_PlayerFloatSprite( cent, cgs.media.friendShader );
}
return;
}
}
/*
===============
CG_PlayerShadow
Returns the Z component of the surface being shadowed
should it return a full plane instead of a Z?
===============
*/
#define SHADOW_DISTANCE 128
static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) {
vec3_t end, mins = {-15, -15, 0}, maxs = {15, 15, 2};
trace_t trace;
float alpha;
*shadowPlane = 0;
if ( cg_shadows.integer == 0 ) {
return qfalse;
}
// no shadows when invisible
if ( cent->currentState.powerups & ( 1 << PW_INVIS ) ) {
return qfalse;
}
// send a trace down from the player to the ground
VectorCopy( cent->lerpOrigin, end );
end[2] -= SHADOW_DISTANCE;
trap_CM_BoxTrace( &trace, cent->lerpOrigin, end, mins, maxs, 0, MASK_PLAYERSOLID );
// no shadow if too high
if ( trace.fraction == 1.0 || trace.startsolid || trace.allsolid ) {
return qfalse;
}
*shadowPlane = trace.endpos[2] + 1;
if ( cg_shadows.integer != 1 ) { // no mark for stencil or projection shadows
return qtrue;
}
// fade the shadow out with height
alpha = 1.0 - trace.fraction;
// hack / FPE - bogus planes?
//assert( DotProduct( trace.plane.normal, trace.plane.normal ) != 0.0f )
// add the mark as a temporary, so it goes directly to the renderer
// without taking a spot in the cg_marks array
CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse, 24, qtrue );
return qtrue;
}
/*
===============
CG_PlayerSplash
Draw a mark at the water surface
===============
*/
static void CG_PlayerSplash( centity_t *cent ) {
vec3_t start, end;
trace_t trace;
int contents;
polyVert_t verts[4];
if ( !cg_shadows.integer ) {
return;
}
VectorCopy( cent->lerpOrigin, end );
end[2] -= 24;
// if the feet aren't in liquid, don't make a mark
// this won't handle moving water brushes, but they wouldn't draw right anyway...
contents = CG_PointContents( end, 0 );
if ( !( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ) {
return;
}
VectorCopy( cent->lerpOrigin, start );
start[2] += 32;
// if the head isn't out of liquid, don't make a mark
contents = CG_PointContents( start, 0 );
if ( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
return;
}
// trace down to find the surface
trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) );
if ( trace.fraction == 1.0 ) {
return;
}
// create a mark polygon
VectorCopy( trace.endpos, verts[0].xyz );
verts[0].xyz[0] -= 32;
verts[0].xyz[1] -= 32;
verts[0].st[0] = 0;
verts[0].st[1] = 0;
verts[0].modulate[0] = 255;
verts[0].modulate[1] = 255;
verts[0].modulate[2] = 255;
verts[0].modulate[3] = 255;
VectorCopy( trace.endpos, verts[1].xyz );
verts[1].xyz[0] -= 32;
verts[1].xyz[1] += 32;
verts[1].st[0] = 0;
verts[1].st[1] = 1;
verts[1].modulate[0] = 255;
verts[1].modulate[1] = 255;
verts[1].modulate[2] = 255;
verts[1].modulate[3] = 255;
VectorCopy( trace.endpos, verts[2].xyz );
verts[2].xyz[0] += 32;
verts[2].xyz[1] += 32;
verts[2].st[0] = 1;
verts[2].st[1] = 1;
verts[2].modulate[0] = 255;
verts[2].modulate[1] = 255;
verts[2].modulate[2] = 255;
verts[2].modulate[3] = 255;
VectorCopy( trace.endpos, verts[3].xyz );
verts[3].xyz[0] += 32;
verts[3].xyz[1] -= 32;
verts[3].st[0] = 1;
verts[3].st[1] = 0;
verts[3].modulate[0] = 255;
verts[3].modulate[1] = 255;
verts[3].modulate[2] = 255;
verts[3].modulate[3] = 255;
trap_R_AddPolyToScene( cgs.media.wakeMarkShader, 4, verts );
}
/*
===============
CG_AddRefEntityWithPowerups
Adds a piece with modifications or duplications for powerups
Also called by CG_Missile for quad rockets, but nobody can tell...
===============
*/
void CG_AddRefEntityWithPowerups( refEntity_t *ent, entityState_t *state, int team ) {
if ( state->powerups & ( 1 << PW_INVIS ) ) {
ent->customShader = cgs.media.invisShader;
trap_R_AddRefEntityToScene( ent );
} else {
/*
if ( state->eFlags & EF_KAMIKAZE ) {
if (team == TEAM_BLUE)
ent->customShader = cgs.media.blueKamikazeShader;
else
ent->customShader = cgs.media.redKamikazeShader;
trap_R_AddRefEntityToScene( ent );
}
else {*/
trap_R_AddRefEntityToScene( ent );
//}
if ( state->powerups & ( 1 << PW_QUAD ) )
{
if (team == TEAM_RED)
ent->customShader = cgs.media.redQuadShader;
else
ent->customShader = cgs.media.quadShader;
trap_R_AddRefEntityToScene( ent );
}
if ( state->powerups & ( 1 << PW_REGEN ) ) {
if ( ( ( cg.time / 100 ) % 10 ) == 1 ) {
ent->customShader = cgs.media.regenShader;
trap_R_AddRefEntityToScene( ent );
}
}
if ( state->powerups & ( 1 << PW_BATTLESUIT ) ) {
ent->customShader = cgs.media.battleSuitShader;
trap_R_AddRefEntityToScene( ent );
}
}
}
/*
=================
CG_LightVerts
=================
*/
int CG_LightVerts( vec3_t normal, int numVerts, polyVert_t *verts )
{
int i, j;
float incoming;
vec3_t ambientLight;
vec3_t lightDir;
vec3_t directedLight;
trap_R_LightForPoint( verts[0].xyz, ambientLight, directedLight, lightDir );
for (i = 0; i < numVerts; i++) {
incoming = DotProduct (normal, lightDir);
if ( incoming <= 0 ) {
verts[i].modulate[0] = ambientLight[0];
verts[i].modulate[1] = ambientLight[1];
verts[i].modulate[2] = ambientLight[2];
verts[i].modulate[3] = 255;
continue;
}
j = ( ambientLight[0] + incoming * directedLight[0] );
if ( j > 255 ) {
j = 255;
}
verts[i].modulate[0] = j;
j = ( ambientLight[1] + incoming * directedLight[1] );
if ( j > 255 ) {
j = 255;
}
verts[i].modulate[1] = j;
j = ( ambientLight[2] + incoming * directedLight[2] );
if ( j > 255 ) {
j = 255;
}
verts[i].modulate[2] = j;
verts[i].modulate[3] = 255;
}
return qtrue;
}
/*
===============
CG_Player
===============
*/
void CG_Player( centity_t *cent ) {
clientInfo_t *ci;
refEntity_t legs;
refEntity_t torso;
refEntity_t head;
int clientNum;
int renderfx;
qboolean shadow;
float shadowPlane;
#ifdef MISSIONPACK
refEntity_t skull;
refEntity_t powerup;
int t;
float c;
float angle;
vec3_t dir, angles;
#endif
// the client number is stored in clientNum. It can't be derived
// from the entity number, because a single client may have
// multiple corpses on the level using the same clientinfo
clientNum = cent->currentState.clientNum;
if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
CG_Error( "Bad clientNum on player entity");
}
ci = &cgs.clientinfo[ clientNum ];
// it is possible to see corpses from disconnected players that may
// not have valid clientinfo
if ( !ci->infoValid ) {
return;
}
// get the player model information
renderfx = 0;
if ( cent->currentState.number == cg.snap->ps.clientNum) {
if (!cg.renderingThirdPerson) {
renderfx = RF_THIRD_PERSON; // only draw in mirrors
} else {
if (cg_cameraMode.integer) {
return;
}
}
}
memset( &legs, 0, sizeof(legs) );
memset( &torso, 0, sizeof(torso) );
memset( &head, 0, sizeof(head) );
// get the rotation information
CG_PlayerAngles( cent, legs.axis, torso.axis, head.axis );
// get the animation state (after rotation, to allow feet shuffle)
CG_PlayerAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp,
&torso.oldframe, &torso.frame, &torso.backlerp );
// add the talk baloon or disconnect icon
CG_PlayerSprites( cent );
// add the shadow
shadow = CG_PlayerShadow( cent, &shadowPlane );
// add a water splash if partially in and out of water
CG_PlayerSplash( cent );
if ( cg_shadows.integer == 3 && shadow ) {
renderfx |= RF_SHADOW_PLANE;
}
renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
#ifdef MISSIONPACK
if( cgs.gametype == GT_HARVESTER ) {
CG_PlayerTokens( cent, renderfx );
}
#endif
//
// add the legs
//
legs.hModel = ci->legsModel;
legs.customSkin = ci->legsSkin;
VectorCopy( cent->lerpOrigin, legs.origin );
VectorCopy( cent->lerpOrigin, legs.lightingOrigin );
legs.shadowPlane = shadowPlane;
legs.renderfx = renderfx;
VectorCopy (legs.origin, legs.oldorigin); // don't positionally lerp at all
CG_AddRefEntityWithPowerups( &legs, &cent->currentState, ci->team );
// if the model failed, allow the default nullmodel to be displayed
if (!legs.hModel) {
return;
}
//
// add the torso
//
torso.hModel = ci->torsoModel;
if (!torso.hModel) {
return;
}
torso.customSkin = ci->torsoSkin;
VectorCopy( cent->lerpOrigin, torso.lightingOrigin );
CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso");
torso.shadowPlane = shadowPlane;
torso.renderfx = renderfx;
CG_AddRefEntityWithPowerups( &torso, &cent->currentState, ci->team );
#ifdef MISSIONPACK
if ( cent->currentState.eFlags & EF_KAMIKAZE ) {
memset( &skull, 0, sizeof(skull) );
VectorCopy( cent->lerpOrigin, skull.lightingOrigin );
skull.shadowPlane = shadowPlane;
skull.renderfx = renderfx;
if ( cent->currentState.eFlags & EF_DEAD ) {
// one skull bobbing above the dead body
angle = ((cg.time / 7) & 255) * (M_PI * 2) / 255;
if (angle > M_PI * 2)
angle -= (float)M_PI * 2;
dir[0] = sin(angle) * 20;
dir[1] = cos(angle) * 20;
angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255;
dir[2] = 15 + sin(angle) * 8;
VectorAdd(torso.origin, dir, skull.origin);
dir[2] = 0;
VectorCopy(dir, skull.axis[1]);
VectorNormalize(skull.axis[1]);
VectorSet(skull.axis[2], 0, 0, 1);
CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
skull.hModel = cgs.media.kamikazeHeadModel;
trap_R_AddRefEntityToScene( &skull );
skull.hModel = cgs.media.kamikazeHeadTrail;
trap_R_AddRefEntityToScene( &skull );
}
else {
// three skulls spinning around the player
angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255;
dir[0] = cos(angle) * 20;
dir[1] = sin(angle) * 20;
dir[2] = cos(angle) * 20;
VectorAdd(torso.origin, dir, skull.origin);
angles[0] = sin(angle) * 30;
angles[1] = (angle * 180 / M_PI) + 90;
if (angles[1] > 360)
angles[1] -= 360;
angles[2] = 0;
AnglesToAxis( angles, skull.axis );
/*
dir[2] = 0;
VectorInverse(dir);
VectorCopy(dir, skull.axis[1]);
VectorNormalize(skull.axis[1]);
VectorSet(skull.axis[2], 0, 0, 1);
CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
*/
skull.hModel = cgs.media.kamikazeHeadModel;
trap_R_AddRefEntityToScene( &skull );
// flip the trail because this skull is spinning in the other direction
VectorInverse(skull.axis[1]);
skull.hModel = cgs.media.kamikazeHeadTrail;
trap_R_AddRefEntityToScene( &skull );
angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255 + M_PI;
if (angle > M_PI * 2)
angle -= (float)M_PI * 2;
dir[0] = sin(angle) * 20;
dir[1] = cos(angle) * 20;
dir[2] = cos(angle) * 20;
VectorAdd(torso.origin, dir, skull.origin);
angles[0] = cos(angle - 0.5 * M_PI) * 30;
angles[1] = 360 - (angle * 180 / M_PI);
if (angles[1] > 360)
angles[1] -= 360;
angles[2] = 0;
AnglesToAxis( angles, skull.axis );
/*
dir[2] = 0;
VectorCopy(dir, skull.axis[1]);
VectorNormalize(skull.axis[1]);
VectorSet(skull.axis[2], 0, 0, 1);
CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
*/
skull.hModel = cgs.media.kamikazeHeadModel;
trap_R_AddRefEntityToScene( &skull );
skull.hModel = cgs.media.kamikazeHeadTrail;
trap_R_AddRefEntityToScene( &skull );
angle = ((cg.time / 3) & 255) * (M_PI * 2) / 255 + 0.5 * M_PI;
if (angle > M_PI * 2)
angle -= (float)M_PI * 2;
dir[0] = sin(angle) * 20;
dir[1] = cos(angle) * 20;
dir[2] = 0;
VectorAdd(torso.origin, dir, skull.origin);
VectorCopy(dir, skull.axis[1]);
VectorNormalize(skull.axis[1]);
VectorSet(skull.axis[2], 0, 0, 1);
CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
skull.hModel = cgs.media.kamikazeHeadModel;
trap_R_AddRefEntityToScene( &skull );
skull.hModel = cgs.media.kamikazeHeadTrail;
trap_R_AddRefEntityToScene( &skull );
}
}
if ( cent->currentState.powerups & ( 1 << PW_GUARD ) ) {
memcpy(&powerup, &torso, sizeof(torso));
powerup.hModel = cgs.media.guardPowerupModel;
powerup.frame = 0;
powerup.oldframe = 0;
powerup.customSkin = 0;
trap_R_AddRefEntityToScene( &powerup );
}
if ( cent->currentState.powerups & ( 1 << PW_SCOUT ) ) {
memcpy(&powerup, &torso, sizeof(torso));
powerup.hModel = cgs.media.scoutPowerupModel;
powerup.frame = 0;
powerup.oldframe = 0;
powerup.customSkin = 0;
trap_R_AddRefEntityToScene( &powerup );
}
if ( cent->currentState.powerups & ( 1 << PW_DOUBLER ) ) {
memcpy(&powerup, &torso, sizeof(torso));
powerup.hModel = cgs.media.doublerPowerupModel;
powerup.frame = 0;
powerup.oldframe = 0;
powerup.customSkin = 0;
trap_R_AddRefEntityToScene( &powerup );
}
if ( cent->currentState.powerups & ( 1 << PW_AMMOREGEN ) ) {
memcpy(&powerup, &torso, sizeof(torso));
powerup.hModel = cgs.media.ammoRegenPowerupModel;
powerup.frame = 0;
powerup.oldframe = 0;
powerup.customSkin = 0;
trap_R_AddRefEntityToScene( &powerup );
}
if ( cent->currentState.powerups & ( 1 << PW_INVULNERABILITY ) ) {
if ( !ci->invulnerabilityStartTime ) {
ci->invulnerabilityStartTime = cg.time;
}
ci->invulnerabilityStopTime = cg.time;
}
else {
ci->invulnerabilityStartTime = 0;
}
if ( (cent->currentState.powerups & ( 1 << PW_INVULNERABILITY ) ) ||
cg.time - ci->invulnerabilityStopTime < 250 ) {
memcpy(&powerup, &torso, sizeof(torso));
powerup.hModel = cgs.media.invulnerabilityPowerupModel;
powerup.customSkin = 0;
// always draw
powerup.renderfx &= ~RF_THIRD_PERSON;
VectorCopy(cent->lerpOrigin, powerup.origin);
if ( cg.time - ci->invulnerabilityStartTime < 250 ) {
c = (float) (cg.time - ci->invulnerabilityStartTime) / 250;
}
else if (cg.time - ci->invulnerabilityStopTime < 250 ) {
c = (float) (250 - (cg.time - ci->invulnerabilityStopTime)) / 250;
}
else {
c = 1;
}
VectorSet( powerup.axis[0], c, 0, 0 );
VectorSet( powerup.axis[1], 0, c, 0 );
VectorSet( powerup.axis[2], 0, 0, c );
trap_R_AddRefEntityToScene( &powerup );
}
t = cg.time - ci->medkitUsageTime;
if ( ci->medkitUsageTime && t < 500 ) {
memcpy(&powerup, &torso, sizeof(torso));
powerup.hModel = cgs.media.medkitUsageModel;
powerup.customSkin = 0;
// always draw
powerup.renderfx &= ~RF_THIRD_PERSON;
VectorClear(angles);
AnglesToAxis(angles, powerup.axis);
VectorCopy(cent->lerpOrigin, powerup.origin);
powerup.origin[2] += -24 + (float) t * 80 / 500;
if ( t > 400 ) {
c = (float) (t - 1000) * 0xff / 100;
powerup.shaderRGBA[0] = 0xff - c;
powerup.shaderRGBA[1] = 0xff - c;
powerup.shaderRGBA[2] = 0xff - c;
powerup.shaderRGBA[3] = 0xff - c;
}
else {
powerup.shaderRGBA[0] = 0xff;
powerup.shaderRGBA[1] = 0xff;
powerup.shaderRGBA[2] = 0xff;
powerup.shaderRGBA[3] = 0xff;
}
trap_R_AddRefEntityToScene( &powerup );
}
#endif // MISSIONPACK
//
// add the head
//
head.hModel = ci->headModel;
if (!head.hModel) {
return;
}
head.customSkin = ci->headSkin;
VectorCopy( cent->lerpOrigin, head.lightingOrigin );
CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head");
head.shadowPlane = shadowPlane;
head.renderfx = renderfx;
CG_AddRefEntityWithPowerups( &head, &cent->currentState, ci->team );
#ifdef MISSIONPACK
CG_BreathPuffs(cent, &head);
CG_DustTrail(cent);
#endif
//
// add the gun / barrel / flash
//
CG_AddPlayerWeapon( &torso, NULL, cent, ci->team );
// add powerups floating behind the player
CG_PlayerPowerups( cent, &torso );
}
//=====================================================================
/*
===============
CG_ResetPlayerEntity
A player just came into view or teleported, so reset all animation info
===============
*/
void CG_ResetPlayerEntity( centity_t *cent ) {
cent->errorTime = -99999; // guarantee no error decay added
cent->extrapolated = qfalse;
CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], &cent->pe.legs, cent->currentState.legsAnim );
CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], &cent->pe.torso, cent->currentState.torsoAnim );
BG_EvaluateTrajectory( &cent->currentState.pos, cg.time, cent->lerpOrigin );
BG_EvaluateTrajectory( &cent->currentState.apos, cg.time, cent->lerpAngles );
VectorCopy( cent->lerpOrigin, cent->rawOrigin );
VectorCopy( cent->lerpAngles, cent->rawAngles );
memset( &cent->pe.legs, 0, sizeof( cent->pe.legs ) );
cent->pe.legs.yawAngle = cent->rawAngles[YAW];
cent->pe.legs.yawing = qfalse;
cent->pe.legs.pitchAngle = 0;
cent->pe.legs.pitching = qfalse;
memset( &cent->pe.torso, 0, sizeof( cent->pe.legs ) );
cent->pe.torso.yawAngle = cent->rawAngles[YAW];
cent->pe.torso.yawing = qfalse;
cent->pe.torso.pitchAngle = cent->rawAngles[PITCH];
cent->pe.torso.pitching = qfalse;
if ( cg_debugPosition.integer ) {
CG_Printf("%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle );
}
}