jkxr/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_draw.cpp

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/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program 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 this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// cg_draw.c -- draw all of the graphical elements during
// active (after loading) gameplay
#include "../game/g_local.h"
#include "cg_local.h"
#include "cg_media.h"
#include "../game/objectives.h"
#include "bg_local.h"
#include <JKXR/VrClientInfo.h>
#include "FxUtil.h"
void CG_DrawIconBackground(void);
void CG_DrawMoveSpeedIcon(void);
void CG_DrawMissionInformation( void );
void CG_DrawInventorySelect( void );
void CG_DrawForceSelect( void );
qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, int *x, int *y);
qboolean CG_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y);
extern float g_crosshairEntDist;
extern int g_crosshairSameEntTime;
extern int g_crosshairEntNum;
extern int g_crosshairEntTime;
qboolean cg_forceCrosshair = qfalse;
// bad cheating
extern int g_rocketLockEntNum;
extern int g_rocketLockTime;
extern int g_rocketSlackTime;
vec3_t vfwd;
vec3_t vright;
vec3_t vup;
vec3_t vfwd_n;
vec3_t vright_n;
vec3_t vup_n;
int infoStringCount;
//===============================================================
/*
================
CG_Draw3DModel
================
*/
static void CG_Draw3DModel( float x, float y, float w, float h, qhandle_t model, qhandle_t skin, vec3_t origin, vec3_t angles ) {
refdef_t refdef;
refEntity_t ent;
memset( &refdef, 0, sizeof( refdef ) );
memset( &ent, 0, sizeof( ent ) );
AnglesToAxis( angles, ent.axis );
VectorCopy( origin, ent.origin );
ent.hModel = model;
ent.customSkin = skin;
ent.renderfx = RF_NOSHADOW; // no stencil shadows
refdef.rdflags = RDF_NOWORLDMODEL;
AxisClear( refdef.viewaxis );
refdef.override_fov = true;
refdef.fov_x = 30;
refdef.fov_y = 30;
refdef.x = x;
refdef.y = y;
refdef.width = w;
refdef.height = h;
refdef.time = cg.time;
cgi_R_ClearScene();
cgi_R_AddRefEntityToScene( &ent );
cgi_R_RenderScene( &refdef );
}
/*
================
CG_DrawHead
Used for both the status bar and the scoreboard
================
*/
void CG_DrawHead( float x, float y, float w, float h, int speaker_i, vec3_t headAngles )
{
qhandle_t hm = 0;
qhandle_t hs = 0;
float len;
vec3_t origin;
vec3_t mins, maxs;
gentity_t *ent;
qboolean extensions = qfalse;
int talking = 0;
//If the talking ent is actually on the level, use his info
if ( cg.gameTextEntNum != -1 && cg.gameTextEntNum < ENTITYNUM_WORLD )
{
ent = &g_entities[cg.gameTextEntNum];
if ( ent && ent->client )
{
hm = ent->client->clientInfo.headModel;
if ( hm )
{
hs = ent->client->clientInfo.headSkin;
extensions = ent->client->clientInfo.extensions;
talking = gi.VoiceVolume[ent->s.number];
}
}
}
if ( !hm )
{
return;
}
if ( !talking )
{//no sound playing, don't display the head any more
cg.gameNextTextTime = cg.time;
return;
}
//add talking anim
if ( extensions && talking > 0 )
{
hs = hs + talking;
}
// offset the origin y and z to center the head
cgi_R_ModelBounds( hm, mins, maxs );
origin[2] = -0.5 * ( mins[2] + maxs[2] );
origin[1] = 0.5 * ( mins[1] + maxs[1] );
// calculate distance so the head nearly fills the box
// assume heads are taller than wide
len = 0.7 * ( maxs[2] - mins[2] );
origin[0] = len / 0.268; // len / tan( fov/2 )
CG_Draw3DModel( x, y, w, h, hm, hs, origin, headAngles );
}
/*
================
CG_DrawTalk
================
*/
static void CG_DrawTalk(centity_t *cent)
{
float size;
vec3_t angles;
// int totalLines,y,i;
vec4_t color;
if ( cg.gameNextTextTime > cg.time)
{
color[0] = colorTable[CT_BLACK][0];
color[1] = colorTable[CT_BLACK][1];
color[2] = colorTable[CT_BLACK][2];
color[3] = 0.350F;
cgi_R_SetColor(color); // Background
CG_DrawPic( 5, 27, 50, 64, cgs.media.ammoslider );
cgi_R_SetColor(colorTable[CT_LTPURPLE1]);
CG_DrawPic( 5, 6, 128, 64, cgs.media.talkingtop );
/*
totalLines = cg.scrollTextLines - cg.gameTextCurrentLine;
y = 6;
CG_DrawPic( 55, y, 16, 16, cgs.media.bracketlu );
CG_DrawPic( 616, y, 16, 16, cgs.media.bracketru );
for (i=1;i<totalLines;++i)
{
y +=16;
CG_DrawPic( 55, y, 16, 16, cgs.media.ammoslider );
CG_DrawPic( 616,y, 16, 16, cgs.media.ammoslider );
}
y +=16;
CG_DrawPic( 55, y, 16, 16, cgs.media.bracketld );
CG_DrawPic( 616,y, 16, 16, cgs.media.bracketrd );
*/
size = ICON_SIZE * 1.5;
VectorClear( angles );
angles[YAW] = 180;
CG_DrawHead( -6, 25, size, size, cg.gameTextSpeaker, angles );
cgi_R_SetColor(colorTable[CT_LTPURPLE1]); // Bottom
CG_DrawPic( 5, 90, 64, 16, cgs.media.talkingbot );
cgi_R_SetColor(NULL);
}
}
int cgi_UI_GetMenuInfo(char *menuFile,int *x,int *y);
/*
================
CG_DrawHUDRightFrame1
================
*/
static void CG_DrawHUDRightFrame1(int x,int y)
{
cgi_R_SetColor( colorTable[CT_WHITE] );
// Inner gray wire frame
CG_DrawPic( x, y, 80, 80, cgs.media.HUDInnerRight ); //
}
/*
================
CG_DrawHUDRightFrame2
================
*/
static void CG_DrawHUDRightFrame2(int x,int y)
{
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( x, y, 80, 80, cgs.media.HUDRightFrame ); // Metal frame
}
/*
================
CG_DrawMessageLit
================
*/
static void CG_DrawMessageLit(centity_t *cent,int x,int y)
{
cgi_R_SetColor(colorTable[CT_WHITE]);
if (cg.missionInfoFlashTime > cg.time )
{
if (!((cg.time / 600 ) & 1))
{
if (!cg.messageLitActive)
{
cgi_S_StartSound( NULL, 0, CHAN_AUTO, cgs.media.messageLitSound );
cg.messageLitActive = qtrue;
}
cgi_R_SetColor(colorTable[CT_HUD_RED]);
CG_DrawPic( x + 33,y + 41, 16,16, cgs.media.messageLitOn);
}
else
{
cg.messageLitActive = qfalse;
}
}
cgi_R_SetColor(colorTable[CT_WHITE]);
CG_DrawPic( x + 33,y + 41, 16,16, cgs.media.messageLitOff);
}
/*
================
CG_DrawForcePower
================
*/
static void CG_DrawForcePower(centity_t *cent,int x,int y)
{
int i;
vec4_t calcColor;
float value,extra=0,inc,percent;
if ( !cent->gent->client->ps.forcePowersKnown )
{
return;
}
inc = (float) cent->gent->client->ps.forcePowerMax / MAX_TICS;
value = cent->gent->client->ps.forcePower;
if ( value > cent->gent->client->ps.forcePowerMax )
{//supercharged with force
extra = value - cent->gent->client->ps.forcePowerMax;
value = cent->gent->client->ps.forcePowerMax;
}
for (i=MAX_TICS-1;i>=0;i--)
{
if ( extra )
{//supercharged
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
percent = 0.75f + (sin( cg.time * 0.005f )*((extra/cent->gent->client->ps.forcePowerMax)*0.25f));
calcColor[0] *= percent;
calcColor[1] *= percent;
calcColor[2] *= percent;
}
else if ( value <= 0 ) // partial tic
{
memcpy(calcColor, colorTable[CT_BLACK], sizeof(vec4_t));
}
else if (value < inc) // partial tic
{
memcpy(calcColor, colorTable[CT_LTGREY], sizeof(vec4_t));
percent = value / inc;
calcColor[0] *= percent;
calcColor[1] *= percent;
calcColor[2] *= percent;
}
else
{
memcpy(calcColor, colorTable[CT_LTGREY], sizeof(vec4_t));
}
cgi_R_SetColor( calcColor);
CG_DrawPic( x + forceTicPos[i].x,
y + forceTicPos[i].y,
forceTicPos[i].width,
forceTicPos[i].height,
forceTicPos[i].tic );
value -= inc;
}
}
/*
================
CG_DrawAmmo
================
*/
static void CG_DrawAmmo(centity_t *cent,int x,int y)
{
playerState_t *ps;
int numColor_i;
int i;
vec4_t calcColor;
float value,inc,percent;
ps = &cg.snap->ps;
if (!cent->currentState.weapon ) // We don't have a weapon right now
{
return;
}
if ( cent->currentState.weapon == WP_STUN_BATON )
{
return;
}
if ( cent->currentState.weapon == WP_SABER && cent->gent )
{
cgi_R_SetColor( colorTable[CT_WHITE] );
if ( !cg.saberAnimLevelPending && cent->gent->client )
{//uninitialized after a loadgame, cheat across and get it
cg.saberAnimLevelPending = cent->gent->client->ps.saberAnimLevel;
}
// don't need to draw ammo, but we will draw the current saber style in this window
switch ( cg.saberAnimLevelPending )
{
case 1://FORCE_LEVEL_1:
case 5://FORCE_LEVEL_5://Tavion
CG_DrawPic( x, y, 80, 40, cgs.media.HUDSaberStyleFast );
break;
case 2://FORCE_LEVEL_2:
CG_DrawPic( x, y, 80, 40, cgs.media.HUDSaberStyleMed );
break;
case 3://FORCE_LEVEL_3:
case 4://FORCE_LEVEL_4://Desann
CG_DrawPic( x, y, 80, 40, cgs.media.HUDSaberStyleStrong );
break;
}
return;
}
else
{
value = ps->ammo[weaponData[cent->currentState.weapon].ammoIndex];
}
if (value < 0) // No ammo
{
return;
}
//
// ammo
//
if (cg.oldammo < value)
{
cg.oldAmmoTime = cg.time + 200;
}
cg.oldammo = value;
// Firing or reloading?
if (( cg.predicted_player_state.weaponstate == WEAPON_FIRING
&& cg.predicted_player_state.weaponTime > 100 ))
{
numColor_i = CT_LTGREY;
}
else
{
if ( value > 0 )
{
if (cg.oldAmmoTime > cg.time)
{
numColor_i = CT_YELLOW;
}
else
{
numColor_i = CT_HUD_ORANGE;
}
}
else
{
numColor_i = CT_RED;
}
}
cgi_R_SetColor( colorTable[numColor_i] );
CG_DrawNumField(x + 29, y + 26, 3, value, 6, 12, NUM_FONT_SMALL,qfalse);
inc = (float) ammoData[weaponData[cent->currentState.weapon].ammoIndex].max / MAX_TICS;
value =ps->ammo[weaponData[cent->currentState.weapon].ammoIndex];
for (i=MAX_TICS-1;i>=0;i--)
{
if (value <= 0) // partial tic
{
memcpy(calcColor, colorTable[CT_BLACK], sizeof(vec4_t));
}
else if (value < inc) // partial tic
{
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
percent = value / inc;
calcColor[0] *= percent;
calcColor[1] *= percent;
calcColor[2] *= percent;
}
else
{
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
}
cgi_R_SetColor( calcColor);
CG_DrawPic( x + ammoTicPos[i].x,
y + ammoTicPos[i].y,
ammoTicPos[i].width,
ammoTicPos[i].height,
ammoTicPos[i].tic );
value -= inc;
}
}
/*
================
CG_DrawHUDLeftFrame1
================
*/
static void CG_DrawHUDLeftFrame1(int x,int y)
{
// Inner gray wire frame
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( x, y, 80, 80, cgs.media.HUDInnerLeft );
}
/*
================
CG_DrawHUDLeftFrame2
================
*/
static void CG_DrawHUDLeftFrame2(int x,int y)
{
// Inner gray wire frame
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( x, y, 80, 80, cgs.media.HUDLeftFrame ); // Metal frame
}
/*
================
CG_DrawHealth
================
*/
static void CG_DrawHealth(int x,int y)
{
vec4_t calcColor;
float healthPercent;
playerState_t *ps;
ps = &cg.snap->ps;
memcpy(calcColor, colorTable[CT_HUD_RED], sizeof(vec4_t));
healthPercent = (float) ps->stats[STAT_HEALTH]/ps->stats[STAT_MAX_HEALTH];
calcColor[0] *= healthPercent;
calcColor[1] *= healthPercent;
calcColor[2] *= healthPercent;
cgi_R_SetColor( calcColor);
CG_DrawPic( x, y, 80, 80, cgs.media.HUDHealth );
// Draw the ticks
if (cg.HUDHealthFlag)
{
cgi_R_SetColor( colorTable[CT_HUD_RED] );
CG_DrawPic( x, y, 80, 80, cgs.media.HUDHealthTic );
}
cgi_R_SetColor( colorTable[CT_HUD_RED] );
CG_DrawNumField (x + 16, y + 40, 3, ps->stats[STAT_HEALTH], 6, 12,
NUM_FONT_SMALL,qtrue);
}
/*
================
CG_DrawArmor
================
*/
static void CG_DrawArmor(int x,int y)
{
vec4_t calcColor;
float armorPercent,hold;
playerState_t *ps;
ps = &cg.snap->ps;
// Outer Armor circular
memcpy(calcColor, colorTable[CT_HUD_GREEN], sizeof(vec4_t));
hold = ps->stats[STAT_ARMOR]-(ps->stats[STAT_MAX_HEALTH]/2);
armorPercent = (float) hold/(ps->stats[STAT_MAX_HEALTH]/2);
if (armorPercent <0)
{
armorPercent = 0;
}
calcColor[0] *= armorPercent;
calcColor[1] *= armorPercent;
calcColor[2] *= armorPercent;
cgi_R_SetColor( calcColor);
CG_DrawPic( x, y, 80, 80, cgs.media.HUDArmor1 );
// Inner Armor circular
if (armorPercent>0)
{
armorPercent = 1;
}
else
{
armorPercent = (float) ps->stats[STAT_ARMOR]/(ps->stats[STAT_MAX_HEALTH]/2);
}
memcpy(calcColor, colorTable[CT_HUD_GREEN], sizeof(vec4_t));
calcColor[0] *= armorPercent;
calcColor[1] *= armorPercent;
calcColor[2] *= armorPercent;
cgi_R_SetColor( calcColor);
CG_DrawPic( x, y, 80, 80, cgs.media.HUDArmor2 ); // Inner Armor circular
/*
if (ps->stats[STAT_ARMOR]) // Is there armor? Draw the HUD Armor TIC
{
// Make tic flash if inner armor is at 50% (25% of full armor)
if (armorPercent<.5) // Do whatever the flash timer says
{
if (cg.HUDTickFlashTime < cg.time) // Flip at the same time
{
cg.HUDTickFlashTime = cg.time + 100;
if (cg.HUDArmorFlag)
{
cg.HUDArmorFlag = qfalse;
}
else
{
cg.HUDArmorFlag = qtrue;
}
}
}
else
{
cg.HUDArmorFlag=qtrue;
}
}
else // No armor? Don't show it.
{
cg.HUDArmorFlag=qfalse;
}
if (cg.HUDArmorFlag)
{
cgi_R_SetColor( colorTable[CT_HUD_GREEN] );
CG_DrawPic( x, y, 80, 80, cgs.media.HUDArmorTic );
}
*/
cgi_R_SetColor( colorTable[CT_HUD_GREEN] );
CG_DrawNumField (x + 16 + 14, y + 40 + 14, 3, ps->stats[STAT_ARMOR], 6, 12,
NUM_FONT_SMALL,qfalse);
}
//-----------------------------------------------------
static qboolean CG_DrawCustomHealthHud( centity_t *cent )
{
float health = 0;
vec4_t color;
if (( cent->currentState.eFlags & EF_LOCKED_TO_WEAPON ))
{
// DRAW emplaced HUD
color[0] = color[1] = color[2] = 0.0f;
color[3] = 0.3f;
cgi_R_SetColor( color );
CG_DrawPic( 14, 480 - 50, 94, 32, cgs.media.whiteShader );
// NOTE: this looks ugly
if ( cent->gent && cent->gent->owner )
{
if (( cent->gent->owner->flags & FL_GODMODE ))
{
// chair is in godmode, so render the health of the player instead
health = cent->gent->health / (float)cent->gent->max_health;
}
else
{
// render the chair health
health = cent->gent->owner->health / (float)cent->gent->owner->max_health;
}
}
color[0] = 1.0f;
color[3] = 0.5f;
cgi_R_SetColor( color );
CG_DrawPic( 18, 480 - 41, 87 * health, 19, cgs.media.whiteShader );
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 2, 480 - 64, 128, 64, cgs.media.emplacedHealthBarShader);
return qfalse; // drew this hud, so don't draw the player one
}
else if (( cent->currentState.eFlags & EF_IN_ATST ))
{
// we are an ATST...
color[0] = color[1] = color[2] = 0.0f;
color[3] = 0.3f;
cgi_R_SetColor( color );
CG_DrawPic( 14, 480 - 50, 94, 32, cgs.media.whiteShader );
// we just calc the display value from the sum of health and armor
if ( g_entities[cg.snap->ps.viewEntity].activator ) // ensure we can look back to the atst_drivable to get the max health
{
health = ( g_entities[cg.snap->ps.viewEntity].health + g_entities[cg.snap->ps.viewEntity].client->ps.stats[STAT_ARMOR] ) /
(float)(g_entities[cg.snap->ps.viewEntity].max_health + g_entities[cg.snap->ps.viewEntity].activator->max_health );
}
else
{
health = ( g_entities[cg.snap->ps.viewEntity].health + g_entities[cg.snap->ps.viewEntity].client->ps.stats[STAT_ARMOR]) /
(float)(g_entities[cg.snap->ps.viewEntity].max_health + 800 ); // hacked max armor since we don't have an activator...should never happen
}
color[1] = 0.25f; // blue-green
color[2] = 1.0f;
color[3] = 0.5f;
cgi_R_SetColor( color );
CG_DrawPic( 18, 480 - 41, 87 * health, 19, cgs.media.whiteShader );
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 2, 480 - 64, 128, 64, cgs.media.emplacedHealthBarShader);
return qfalse; // drew this hud, so don't draw the player one
}
else if ( cg.snap->ps.viewEntity && ( g_entities[cg.snap->ps.viewEntity].dflags & DAMAGE_CUSTOM_HUD ))
{
// if we've gotten this far, we are assuming that we are a misc_panel_turret
color[0] = color[1] = color[2] = 0.0f;
color[3] = 0.3f;
cgi_R_SetColor( color );
CG_DrawPic( 14, 480 - 50, 94, 32, cgs.media.whiteShader );
health = g_entities[cg.snap->ps.viewEntity].health / (float)g_entities[cg.snap->ps.viewEntity].max_health;
color[1] = 1.0f;
color[3] = 0.5f;
cgi_R_SetColor( color );
CG_DrawPic( 18, 480 - 41, 87 * health, 19, cgs.media.whiteShader );
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 2, 480 - 64, 128, 64, cgs.media.ladyLuckHealthShader );
return qfalse; // drew this hud, so don't draw the player one
}
return qtrue;
}
/*
==============
CG_DrawWeapReticle
==============
*/
static void CG_DrawWeapReticle( void )
{
vec4_t light_color = {0.7, 0.7, 0.7, 1};
vec4_t black = {0.0, 0.0, 0.0, 1};
float indent = 0.16;
float X_WIDTH=640;
float Y_HEIGHT=480;
float x = (X_WIDTH * indent), y = (Y_HEIGHT * indent), w = (X_WIDTH * (1-(2*indent))) / 2.0f, h = (Y_HEIGHT * (1-(2*indent))) / 2;
// sides
CG_FillRect( 0, 0, (X_WIDTH * indent), Y_HEIGHT, black );
CG_FillRect( X_WIDTH * (1 - indent), 0, (X_WIDTH * indent), Y_HEIGHT, black );
// top/bottom
CG_FillRect( X_WIDTH * indent, 0, X_WIDTH * (1-indent), Y_HEIGHT * indent, black );
CG_FillRect( X_WIDTH * indent, Y_HEIGHT * (1-indent), X_WIDTH * (1-indent), Y_HEIGHT * indent, black );
{
// center
if ( cgs.media.reticleShader ) {
cgi_R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, cgs.media.reticleShader ); // tl
cgi_R_DrawStretchPic( x + w, y, w, h, 1, 0, 0, 1, cgs.media.reticleShader ); // tr
cgi_R_DrawStretchPic( x, y + h, w, h, 0, 1, 1, 0, cgs.media.reticleShader ); // bl
cgi_R_DrawStretchPic( x + w, y + h, w, h, 1, 1, 0, 0, cgs.media.reticleShader ); // br
}
// hairs
CG_FillRect( 84, 239, 177, 2, black ); // left
CG_FillRect( 320, 242, 1, 58, black ); // center top
CG_FillRect( 319, 300, 2, 178, black ); // center bot
CG_FillRect( 380, 239, 177, 2, black ); // right
}
}
//--------------------------------------
static void CG_DrawBatteryCharge( void )
{
if ( cg.batteryChargeTime > cg.time )
{
vec4_t color;
// FIXME: drawing it here will overwrite zoom masks...find a better place
if ( cg.batteryChargeTime < cg.time + 1000 )
{
// fading out for the last second
color[0] = color[1] = color[2] = 1.0f;
color[3] = (cg.batteryChargeTime - cg.time) / 1000.0f;
}
else
{
// draw full
color[0] = color[1] = color[2] = color[3] = 1.0f;
}
cgi_R_SetColor( color );
// batteries were just charged
CG_DrawPic( 605, 295, 24, 32, cgs.media.batteryChargeShader );
}
}
/*
================
CG_DrawHUD
================
*/
extern void *cgi_UI_GetMenuByName( const char *menu );
extern void cgi_UI_Menu_Paint( void *menu, qboolean force );
static void CG_DrawHUD( centity_t *cent )
{
int x,y,value;
if (cgi_UI_GetMenuInfo("lefthud",&x,&y))
{
// Draw all the HUD elements --eez
cgi_UI_Menu_Paint( cgi_UI_GetMenuByName( "lefthud" ), qtrue );
// Draw armor & health values
if ( cg_draw2D.integer == 2 )
{
CG_DrawSmallStringColor(x+5, y - 60,va("Armor:%d",cg.snap->ps.stats[STAT_ARMOR]), colorTable[CT_HUD_GREEN] );
CG_DrawSmallStringColor(x+5, y - 40,va("Health:%d",cg.snap->ps.stats[STAT_HEALTH]), colorTable[CT_HUD_GREEN] );
}
CG_DrawHUDLeftFrame1(x,y);
CG_DrawArmor(x,y);
CG_DrawHealth(x,y);
CG_DrawHUDLeftFrame2(x,y);
}
if (cgi_UI_GetMenuInfo("righthud",&x,&y))
{
// Draw all the HUD elements --eez
cgi_UI_Menu_Paint( cgi_UI_GetMenuByName( "righthud" ), qtrue );
// Draw armor & health values
if ( cg_draw2D.integer == 2 )
{
if ( cent->currentState.weapon != WP_SABER && cent->currentState.weapon != WP_STUN_BATON && cent->gent )
{
// Bob, just didn't want the ammo text drawing when the saber or the stun baton is the current weapon...change it back if this is wrong.
value = cg.snap->ps.ammo[weaponData[cent->currentState.weapon].ammoIndex];
// value = cent->gent->client->ps.forcePower;
CG_DrawSmallStringColor(x, y - 60,va("Ammo:%d",value), colorTable[CT_HUD_GREEN] );
}
else
{
// value = cg.snap->ps.ammo[weaponData[cent->currentState.weapon].ammoIndex];
}
// CG_DrawSmallStringColor(x, y - 60,va("Ammo:%d",value), colorTable[CT_HUD_GREEN] );
CG_DrawSmallStringColor(x, y - 40,va("Force:%d",cent->gent->client->ps.forcePower), colorTable[CT_HUD_GREEN] );
}
CG_DrawHUDRightFrame1(x,y);
CG_DrawForcePower(cent,x,y);
CG_DrawAmmo(cent,x,y);
CG_DrawMessageLit(cent,x,y);
CG_DrawHUDRightFrame2(x,y);
}
}
/*
================
CG_ClearDataPadCvars
================
*/
void CG_ClearDataPadCvars( void )
{
cg_updatedDataPadForcePower1.integer = 0; //don't wait for the cvar-refresh.
cg_updatedDataPadForcePower2.integer = 0; //don't wait for the cvar-refresh.
cg_updatedDataPadForcePower3.integer = 0; //don't wait for the cvar-refresh.
cgi_Cvar_Set( "cg_updatedDataPadForcePower1", "0" );
cgi_Cvar_Set( "cg_updatedDataPadForcePower2", "0" );
cgi_Cvar_Set( "cg_updatedDataPadForcePower3", "0" );
cg_updatedDataPadObjective.integer = 0; //don't wait for the cvar-refresh.
cgi_Cvar_Set( "cg_updatedDataPadObjective", "0" );
}
/*
================
CG_DrawDataPadHUD
================
*/
void CG_DrawDataPadHUD( centity_t *cent )
{
int x,y;
x = 34;
y = 286;
CG_DrawHUDLeftFrame1(x,y);
CG_DrawArmor(x,y);
CG_DrawHealth(x,y);
x = 526;
if ((missionInfo_Updated) && ((cg_updatedDataPadForcePower1.integer) || (cg_updatedDataPadObjective.integer)))
{
// Stop flashing light
cg.missionInfoFlashTime = 0;
missionInfo_Updated = qfalse;
// Set which force power to show.
// cg_updatedDataPadForcePower is set from Q3_Interface, because force powers would only be given
// from a script.
if (cg_updatedDataPadForcePower1.integer)
{
cg.DataPadforcepowerSelect = cg_updatedDataPadForcePower1.integer - 1; // Not pretty, I know
if (cg.DataPadforcepowerSelect >= MAX_DPSHOWPOWERS)
{ //duh
cg.DataPadforcepowerSelect = MAX_DPSHOWPOWERS-1;
}
else if (cg.DataPadforcepowerSelect<0)
{
cg.DataPadforcepowerSelect=0;
}
}
// CG_ClearDataPadCvars();
}
CG_DrawHUDRightFrame1(x,y);
CG_DrawForcePower(cent,x,y);
CG_DrawAmmo(cent,x,y);
CG_DrawMessageLit(cent,x,y);
cgi_R_SetColor( colorTable[CT_WHITE]);
CG_DrawPic( 0, 0, 640, 480, cgs.media.dataPadFrame );
}
//------------------------
// CG_DrawZoomMask
//------------------------
static void CG_DrawBinocularNumbers( qboolean power )
{
vec4_t color1;
cgi_R_SetColor( colorTable[CT_BLACK]);
CG_DrawPic( 212, 367, 200, 40, cgs.media.whiteShader );
if ( power )
{
// Numbers should be kind of greenish
color1[0] = 0.2f;
color1[1] = 0.4f;
color1[2] = 0.2f;
color1[3] = 0.3f;
cgi_R_SetColor( color1 );
// Draw scrolling numbers, use intervals 10 units apart--sorry, this section of code is just kind of hacked
// up with a bunch of magic numbers.....
int val = ((int)((cg.refdefViewAngles[YAW] + 180) / 10)) * 10;
float off = (cg.refdefViewAngles[YAW] + 180) - val;
for ( int i = -10; i < 30; i += 10 )
{
val -= 10;
if ( val < 0 )
{
val += 360;
}
// we only want to draw the very far left one some of the time, if it's too far to the left it will poke outside the mask.
if (( off > 3.0f && i == -10 ) || i > -10 )
{
// draw the value, but add 200 just to bump the range up...arbitrary, so change it if you like
CG_DrawNumField( 155 + i * 10 + off * 10, 374, 3, val + 200, 24, 14, NUM_FONT_CHUNKY, qtrue );
CG_DrawPic( 245 + (i-1) * 10 + off * 10, 376, 6, 6, cgs.media.whiteShader );
}
}
CG_DrawPic( 212, 367, 200, 28, cgs.media.binocularOverlay );
}
}
/*
================
CG_DrawZoomMask
================
*/
extern float cg_zoomFov; //from cg_view.cpp
static void CG_DrawZoomMask( void )
{
vec4_t color1;
centity_t *cent;
float level;
static qboolean flip = qtrue;
float charge = cg.snap->ps.batteryCharge / (float)MAX_BATTERIES; // convert charge to a percentage
qboolean power = qfalse;
cent = &cg_entities[0];
if ( charge > 0.0f )
{
power = qtrue;
}
//-------------
// Binoculars
//--------------------------------
if ( cg.zoomMode == 1 )
{
CG_RegisterItemVisuals( ITM_BINOCULARS_PICKUP );
// zoom level
level = (float)(80.0f - cg_zoomFov) / 80.0f;
// ...so we'll clamp it
if ( level < 0.0f )
{
level = 0.0f;
}
else if ( level > 1.0f )
{
level = 1.0f;
}
// Using a magic number to convert the zoom level to scale amount
level *= 162.0f;
if ( power )
{
// draw blue tinted distortion mask, trying to make it as small as is necessary to fill in the viewable area
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 34, 48, 570, 362, cgs.media.binocularStatic );
}
CG_DrawBinocularNumbers( power );
// Black out the area behind the battery display
cgi_R_SetColor( colorTable[CT_DKGREY]);
CG_DrawPic( 50, 389, 161, 16, cgs.media.whiteShader );
if ( power )
{
color1[0] = sin( cg.time * 0.01f ) * 0.5f + 0.5f;
color1[0] = color1[0] * color1[0];
color1[1] = color1[0];
color1[2] = color1[0];
color1[3] = 1.0f;
cgi_R_SetColor( color1 );
CG_DrawPic( 82, 94, 16, 16, cgs.media.binocularCircle );
}
CG_DrawPic( 0, 0, 640, 480, cgs.media.binocularMask );
if ( power )
{
// Flickery color
color1[0] = 0.7f + Q_flrand(-1.0f, 1.0f) * 0.1f;
color1[1] = 0.8f + Q_flrand(-1.0f, 1.0f) * 0.1f;
color1[2] = 0.7f + Q_flrand(-1.0f, 1.0f) * 0.1f;
color1[3] = 1.0f;
cgi_R_SetColor( color1 );
CG_DrawPic( 4, 282 - level, 16, 16, cgs.media.binocularArrow );
}
else
{
// No power color
color1[0] = 0.15f;
color1[1] = 0.15f;
color1[2] = 0.15f;
color1[3] = 1.0f;
cgi_R_SetColor( color1 );
}
// The top triangle bit randomly flips when the power is on
if ( flip && power )
{
CG_DrawPic( 330, 60, -26, -30, cgs.media.binocularTri );
}
else
{
CG_DrawPic( 307, 40, 26, 30, cgs.media.binocularTri );
}
if ( Q_flrand(0.0f, 1.0f) > 0.98f && ( cg.time & 1024 ))
{
flip = (qboolean)!flip;
}
if ( power )
{
color1[0] = 1.0f * ( charge < 0.2f ? !!(cg.time & 256) : 1 );
color1[1] = charge * color1[0];
color1[2] = 0.0f;
color1[3] = 0.2f;
cgi_R_SetColor( color1 );
CG_DrawPic( 60, 394.5f, charge * 141, 5, cgs.media.whiteShader );
}
}
//------------
// Disruptor
//--------------------------------
else if ( cg.zoomMode == 2 )
{
level = (float)(80.0f - cg_zoomFov) / 80.0f;
// ...so we'll clamp it
if ( level < 0.0f )
{
level = 0.0f;
}
else if ( level > 1.0f )
{
level = 1.0f;
}
// Using a magic number to convert the zoom level to a rotation amount that correlates more or less with the zoom artwork.
level *= 103.0f;
// Draw target mask
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 0, 0, 640, 480, cgs.media.disruptorMask );
// apparently 99.0f is the full zoom level
if ( level >= 99 )
{
// Fully zoomed, so make the rotating insert pulse
color1[0] = 1.0f;
color1[1] = 1.0f;
color1[2] = 1.0f;
color1[3] = 0.7f + sin( cg.time * 0.01f ) * 0.3f;
cgi_R_SetColor( color1 );
}
// Draw rotating insert
CG_DrawRotatePic2( 320, 240, 640, 480, -level, cgs.media.disruptorInsert );
float cx, cy;
float max;
max = cg_entities[0].gent->client->ps.ammo[weaponData[WP_DISRUPTOR].ammoIndex] / (float)ammoData[weaponData[WP_DISRUPTOR].ammoIndex].max;
if ( max > 1.0f )
{
max = 1.0f;
}
color1[0] = (1.0f - max) * 2.0f;
color1[1] = max * 1.5f;
color1[2] = 0.0f;
color1[3] = 1.0f;
// If we are low on ammo, make us flash
if ( max < 0.15f && ( cg.time & 512 ))
{
VectorClear( color1 );
}
if ( color1[0] > 1.0f )
{
color1[0] = 1.0f;
}
if ( color1[1] > 1.0f )
{
color1[1] = 1.0f;
}
cgi_R_SetColor( color1 );
max *= 58.0f;
for ( float i = 18.5f; i <= 18.5f + max; i+= 3 ) // going from 15 to 45 degrees, with 5 degree increments
{
cx = 320 + sin( (i+90.0f)/57.296f ) * 190;
cy = 240 + cos( (i+90.0f)/57.296f ) * 190;
CG_DrawRotatePic2( cx, cy, 12, 24, 90 - i, cgs.media.disruptorInsertTick );
}
// FIXME: doesn't know about ammo!! which is bad because it draws charge beyond what ammo you may have..
if ( cg_entities[0].gent->client->ps.weaponstate == WEAPON_CHARGING_ALT )
{
cgi_R_SetColor( colorTable[CT_WHITE] );
// draw the charge level
max = ( cg.time - cg_entities[0].gent->client->ps.weaponChargeTime ) / ( 150.0f * 10.0f ); // bad hardcodedness 150 is disruptor charge unit and 10 is max charge units allowed.
if ( max > 1.0f )
{
max = 1.0f;
}
CG_DrawPic2( 257, 435, 134 * max, 34, 0,0,max,1,cgi_R_RegisterShaderNoMip( "gfx/2d/crop_charge" ));
}
}
//-----------
// Light Amp
//--------------------------------
else if ( cg.zoomMode == 3 )
{
CG_RegisterItemVisuals( ITM_LA_GOGGLES_PICKUP );
if ( power )
{
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( 34, 29, 580, 410, cgs.media.laGogglesStatic );
CG_DrawPic( 570, 140, 12, 160, cgs.media.laGogglesSideBit );
float light = (128-cent->gent->lightLevel) * 0.5f;
if ( light < -81 ) // saber can really jack up local light levels....?magic number??
{
light = -81;
}
float pos1 = 220 + light;
float pos2 = 220 + cos( cg.time * 0.0004f + light * 0.05f ) * 40 + sin( cg.time * 0.0013f + 1 ) * 20 + sin( cg.time * 0.0021f ) * 5;
// Flickery color
color1[0] = 0.7f + Q_flrand(-1.0f, 1.0f) * 0.2f;
color1[1] = 0.8f + Q_flrand(-1.0f, 1.0f) * 0.2f;
color1[2] = 0.7f + Q_flrand(-1.0f, 1.0f) * 0.2f;
color1[3] = 1.0f;
cgi_R_SetColor( color1 );
CG_DrawPic( 565, pos1, 22, 8, cgs.media.laGogglesBracket );
CG_DrawPic( 558, pos2, 14, 5, cgs.media.laGogglesArrow );
}
// Black out the area behind the battery display
cgi_R_SetColor( colorTable[CT_DKGREY]);
CG_DrawPic( 236, 357, 164, 16, cgs.media.whiteShader );
if ( power )
{
// Power bar
color1[0] = 1.0f * ( charge < 0.2f ? !!(cg.time & 256) : 1 );
color1[1] = charge * color1[0];
color1[2] = 0.0f;
color1[3] = 0.4f;
cgi_R_SetColor( color1 );
CG_DrawPic( 247.0f, 362.5f, charge * 143.0f, 6, cgs.media.whiteShader );
// pulsing dot bit
color1[0] = sin( cg.time * 0.01f ) * 0.5f + 0.5f;
color1[0] = color1[0] * color1[0];
color1[1] = color1[0];
color1[2] = color1[0];
color1[3] = 1.0f;
cgi_R_SetColor( color1 );
CG_DrawPic( 65, 94, 16, 16, cgs.media.binocularCircle );
}
CG_DrawPic( 0, 0, 640, 480, cgs.media.laGogglesMask );
}
}
/*
================
CG_DrawStats
================
*/
static void CG_DrawStats( void )
{
centity_t *cent;
if ( cg_drawStatus.integer == 0 ) {
return;
}
cent = &cg_entities[cg.snap->ps.clientNum];
if ((cg.snap->ps.viewEntity>0&&cg.snap->ps.viewEntity<ENTITYNUM_WORLD))
{
// MIGHT try and draw a custom hud if it wants...
CG_DrawCustomHealthHud( cent );
return;
}
cgi_UI_MenuPaintAll();
qboolean drawHud = qtrue;
if ( cent && cent->gent )
{
drawHud = CG_DrawCustomHealthHud( cent );
}
if (( drawHud ) && ( cg_drawHUD.integer ))
{
CG_DrawHUD( cent );
}
CG_DrawTalk(cent);
}
/*
===================
CG_DrawPickupItem
===================
*/
static void CG_DrawPickupItem( void ) {
int value;
float *fadeColor;
value = cg.itemPickup;
if ( value && cg_items[ value ].icon != -1 )
{
fadeColor = CG_FadeColor( cg.itemPickupTime, 3000 );
if ( fadeColor )
{
CG_RegisterItemVisuals( value );
cgi_R_SetColor( fadeColor );
CG_DrawPic( 573, 340, ICON_SIZE, ICON_SIZE, cg_items[ value ].icon );
//CG_DrawBigString( ICON_SIZE + 16, 398, bg_itemlist[ value ].classname, fadeColor[0] );
//CG_DrawProportionalString( ICON_SIZE + 16, 398,
// bg_itemlist[ value ].classname, CG_SMALLFONT,fadeColor );
cgi_R_SetColor( NULL );
}
}
}
void CMD_CGCam_Disable( void );
/*
===================
CG_DrawPickupItem
===================
*/
void CG_DrawCredits(void)
{
if (!cg.creditsStart)
{
//
cg.creditsStart = qtrue;
cgi_SP_Register("CREDITS", qfalse); // do not keep around after level
CG_Credits_Init("CREDITS_RAVEN", &colorTable[CT_ICON_BLUE]);
if ( cg_skippingcin.integer )
{//Were skipping a cinematic and it's over now
gi.cvar_set("timescale", "1");
gi.cvar_set("skippingCinematic", "0");
}
}
if (cg.creditsStart)
{
if ( !CG_Credits_Running() )
{
cgi_Cvar_Set( "cg_endcredits", "0" );
CMD_CGCam_Disable();
cgi_SendConsoleCommand("set nextmap disconnect ; cinematic outcast\n");
}
}
}
/*
================================================================================
CROSSHAIR
================================================================================
*/
/*
=================
CG_DrawCrosshair
=================
*/
static void CG_DrawCrosshair( vec3_t worldPoint )
{
float w, h;
qhandle_t hShader;
qboolean corona = qfalse;
vec4_t ecolor;
float f;
float x, y;
if ( !cg_drawCrosshair.integer )
{
return;
}
if ( cg.zoomMode > 0 && cg.zoomMode < 3 )
{
//not while scoped
return;
}
//set color based on what kind of ent is under crosshair
if ( g_crosshairEntNum >= ENTITYNUM_WORLD )
{
ecolor[0] = ecolor[1] = ecolor[2] = 1.0f;
}
else if ( cg_forceCrosshair && cg_crosshairForceHint.integer )
{
ecolor[0] = 0.2f;
ecolor[1] = 0.5f;
ecolor[2] = 1.0f;
corona = qtrue;
}
else if ( cg_crosshairIdentifyTarget.integer )
{
gentity_t *crossEnt = &g_entities[g_crosshairEntNum];
if ( crossEnt->client )
{
if ( crossEnt->client->ps.powerups[PW_CLOAKED] )
{//cloaked don't show up
ecolor[0] = 1.0f;//R
ecolor[1] = 1.0f;//G
ecolor[2] = 1.0f;//B
}
else if ( crossEnt->client->playerTeam == TEAM_PLAYER )
{
//Allies are green
ecolor[0] = 0.0f;//R
ecolor[1] = 1.0f;//G
ecolor[2] = 0.0f;//B
}
else if ( crossEnt->client->playerTeam == TEAM_NEUTRAL )
{
// NOTE: was yellow, but making it white unless they really decide they want to see colors
ecolor[0] = 1.0f;//R
ecolor[1] = 1.0f;//G
ecolor[2] = 1.0f;//B
}
else
{
//Enemies are red
ecolor[0] = 1.0f;//R
ecolor[1] = 0.1f;//G
ecolor[2] = 0.1f;//B
}
}
else if ( crossEnt->s.weapon == WP_TURRET && (crossEnt->svFlags&SVF_NONNPC_ENEMY) )
{
// a turret
if ( crossEnt->noDamageTeam == TEAM_PLAYER )
{
// mine are green
ecolor[0] = 0.0;//R
ecolor[1] = 1.0;//G
ecolor[2] = 0.0;//B
}
else
{
// hostile ones are red
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
}
}
else if ( crossEnt->s.weapon == WP_TRIP_MINE )
{
// tripmines are red
ecolor[0] = 1.0;//R
ecolor[1] = 0.0;//G
ecolor[2] = 0.0;//B
}
else
{
VectorCopy( crossEnt->startRGBA, ecolor );
if ( !ecolor[0] && !ecolor[1] && !ecolor[2] )
{
// We don't want a black crosshair, so use white since it will show up better
ecolor[0] = 1.0f;//R
ecolor[1] = 1.0f;//G
ecolor[2] = 1.0f;//B
}
}
}
else // cg_crosshairIdentifyTarget is not on, so make it white
{
ecolor[0] = ecolor[1] = ecolor[2] = 1.0f;
}
ecolor[3] = 1.0;
cgi_R_SetColor( ecolor );
if ( cg.forceCrosshairStartTime )
{
// both of these calcs will fade the corona in one direction
if ( cg.forceCrosshairEndTime )
{
ecolor[3] = (cg.time - cg.forceCrosshairEndTime) / 500.0f;
}
else
{
ecolor[3] = (cg.time - cg.forceCrosshairStartTime) / 300.0f;
}
// clamp
if ( ecolor[3] < 0 )
{
ecolor[3] = 0;
}
else if ( ecolor[3] > 1.0f )
{
ecolor[3] = 1.0f;
}
if ( !cg.forceCrosshairEndTime )
{
// but for the other direction, we'll need to reverse it
ecolor[3] = 1.0f - ecolor[3];
}
}
if ( corona ) // we are pointing at a crosshair item
{
if ( !cg.forceCrosshairStartTime )
{
// must have just happened because we are not fading in yet...start it now
cg.forceCrosshairStartTime = cg.time;
cg.forceCrosshairEndTime = 0;
}
if ( cg.forceCrosshairEndTime )
{
// must have just gone over a force thing again...and we were in the process of fading out. Set fade in level to the level where the fade left off
cg.forceCrosshairStartTime = cg.time - ( 1.0f - ecolor[3] ) * 300.0f;
cg.forceCrosshairEndTime = 0;
}
}
else // not pointing at a crosshair item
{
if ( cg.forceCrosshairStartTime && !cg.forceCrosshairEndTime ) // were currently fading in
{
// must fade back out, but we will have to set the fadeout time to be equal to the current level of faded-in-edness
cg.forceCrosshairEndTime = cg.time - ecolor[3] * 500.0f;
}
if ( cg.forceCrosshairEndTime && cg.time - cg.forceCrosshairEndTime > 500.0f ) // not pointing at anything and fade out is totally done
{
// reset everything
cg.forceCrosshairStartTime = 0;
cg.forceCrosshairEndTime = 0;
}
}
w = h = cg_crosshairSize.value;
// pulse the size of the crosshair when picking up items
f = cg.time - cg.itemPickupBlendTime;
if ( f > 0 && f < ITEM_BLOB_TIME ) {
f /= ITEM_BLOB_TIME;
w *= ( 1 + f );
h *= ( 1 + f );
}
if ( worldPoint && VectorLength( worldPoint ) )
{
if ( !CG_WorldCoordToScreenCoordFloat( worldPoint, &x, &y ) )
{//off screen, don't draw it
cgi_R_SetColor( NULL );
return;
}
x -= 320;//????
y -= 240;//????
}
else
{
x = cg_crosshairX.integer;
y = cg_crosshairY.integer;
}
if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
{
if ( !Q_stricmp( "misc_panel_turret", g_entities[cg.snap->ps.viewEntity].classname ))
{
// draws a custom crosshair that is twice as large as normal
cgi_R_DrawStretchPic( x + cg.refdef.x + 320 - w,
y + cg.refdef.y + 240 - h,
w * 2, h * 2, 0, 0, 1, 1, cgs.media.turretCrossHairShader );
}
}
else
{
hShader = cgs.media.crosshairShader[ cg_drawCrosshair.integer % NUM_CROSSHAIRS ];
cgi_R_DrawStretchPic( x + cg.refdef.x + 0.5 * (640 - w),
y + cg.refdef.y + 0.5 * (480 - h),
w, h, 0, 0, 1, 1, hShader );
}
if ( cg.forceCrosshairStartTime && cg_crosshairForceHint.integer ) // drawing extra bits
{
ecolor[0] = ecolor[1] = ecolor[2] = (1 - ecolor[3]) * ( sin( cg.time * 0.001f ) * 0.08f + 0.35f ); // don't draw full color
ecolor[3] = 1.0f;
cgi_R_SetColor( ecolor );
w *= 2.0f;
h *= 2.0f;
cgi_R_DrawStretchPic( x + cg.refdef.x + 0.5f * ( 640 - w ), y + cg.refdef.y + 0.5f * ( 480 - h ),
w, h,
0, 0, 1, 1,
cgs.media.forceCoronaShader );
}
cgi_R_SetColor( NULL );
}
/*
qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, int *x, int *y)
Take any world coord and convert it to a 2D virtual 640x480 screen coord
*/
qboolean CG_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y)
{
vec3_t trans;
float xc, yc;
float px, py;
float z;
px = tan(cg.refdef.fov_x * (M_PI / 360) );
py = tan(cg.refdef.fov_y * (M_PI / 360) );
VectorSubtract(worldCoord, cg.refdef.vieworg, trans);
xc = 640 / 2.0;
yc = 480 / 2.0;
// z = how far is the object in our forward direction
z = DotProduct(trans, cg.refdef.viewaxis[0]);
if (z <= 0.001)
return qfalse;
*x = xc - DotProduct(trans, cg.refdef.viewaxis[1])*xc/(z*px);
*y = yc - DotProduct(trans, cg.refdef.viewaxis[2])*yc/(z*py);
return qtrue;
}
qboolean CG_WorldCoordToScreenCoord( vec3_t worldCoord, int *x, int *y ) {
float xF, yF;
if ( CG_WorldCoordToScreenCoordFloat( worldCoord, &xF, &yF ) ) {
*x = (int)xF;
*y = (int)yF;
return qtrue;
}
return qfalse;
}
// I'm keeping the rocket tracking code separate for now since I may want to do different logic...but it still uses trace info from scanCrosshairEnt
//-----------------------------------------
static void CG_ScanForRocketLock( void )
//-----------------------------------------
{
gentity_t *traceEnt;
static qboolean tempLock = qfalse; // this will break if anything else uses this locking code ( other than the player )
traceEnt = &g_entities[g_crosshairEntNum];
if ( !traceEnt || g_crosshairEntNum <= 0 || g_crosshairEntNum >= ENTITYNUM_WORLD || (!traceEnt->client && traceEnt->s.weapon != WP_TURRET ) || !traceEnt->health
|| ( traceEnt && traceEnt->client && traceEnt->client->ps.powerups[PW_CLOAKED] ))
{
// see how much locking we have
int dif = ( cg.time - g_rocketLockTime ) / ( 1200.0f / 8.0f );
// 8 is full locking....also if we just traced onto the world,
// give them 1/2 second of slop before dropping the lock
if ( dif < 8 && g_rocketSlackTime + 500 < cg.time )
{
// didn't have a full lock and not in grace period, so drop the lock
g_rocketLockTime = 0;
g_rocketSlackTime = 0;
tempLock = qfalse;
}
if ( g_rocketSlackTime + 500 >= cg.time && g_rocketLockEntNum < ENTITYNUM_WORLD )
{
// were locked onto an ent, aren't right now.....but still within the slop grace period
// keep the current lock amount
g_rocketLockTime += cg.frametime;
}
if ( !tempLock && g_rocketLockEntNum < ENTITYNUM_WORLD && dif >= 8 )
{
tempLock = qtrue;
if ( g_rocketLockTime + 1200 < cg.time )
{
g_rocketLockTime = cg.time - 1200; // doh, hacking the time so the targetting still gets drawn full
}
}
// keep locking to this thing for one second after it gets out of view
if ( g_rocketLockTime + 2000.0f < cg.time ) // since time was hacked above, I'm compensating so that 2000ms is really only 1000ms
{
// too bad, you had your chance
g_rocketLockEntNum = ENTITYNUM_NONE;
g_rocketSlackTime = 0;
g_rocketLockTime = 0;
}
}
else
{
tempLock = qfalse;
if ( g_rocketLockEntNum >= ENTITYNUM_WORLD )
{
if ( g_rocketSlackTime + 500 < cg.time )
{
// we just locked onto something, start the lock at the current time
g_rocketLockEntNum = g_crosshairEntNum;
g_rocketLockTime = cg.time;
g_rocketSlackTime = cg.time;
}
}
else
{
if ( g_rocketLockEntNum != g_crosshairEntNum )
{
g_rocketLockTime = cg.time;
}
// may as well always set this when we can potentially lock to something
g_rocketSlackTime = cg.time;
g_rocketLockEntNum = g_crosshairEntNum;
}
}
}
extern float forcePushPullRadius[];
void CG_ScanForForceCrosshairEntity( )
{
trace_t trace;
gentity_t *traceEnt = NULL;
vec3_t start, end;
int content;
int ignoreEnt = cg.snap->ps.clientNum;
//FIXME: debounce this to about 10fps?
cg_forceCrosshair = qfalse;
if ( cg_entities[0].gent && cg_entities[0].gent->client ) // <-Mike said it should always do this //if (cg_crosshairForceHint.integer &&
{//try to check for force-affectable stuff first
vec3_t angles, d_f, d_rt, d_up;
//VectorCopy( g_entities[0].client->renderInfo.eyePoint, start );
//AngleVectors( cg_entities[0].lerpAngles, d_f, d_rt, d_up );
BG_CalculateVROffHandPosition(start, angles);
AngleVectors( angles, d_f, d_rt, d_up );
VectorMA( start, 2048, d_f, end );//4028 is max for mind trick
//YES! This is very very bad... but it works! James made me do it. Really, he did. Blame James.
gi.trace( &trace, start, vec3_origin, vec3_origin, end,
ignoreEnt, MASK_OPAQUE|CONTENTS_SHOTCLIP|CONTENTS_BODY|CONTENTS_ITEM, G2_NOCOLLIDE, 10 );// ); took out CONTENTS_SOLID| so you can target people through glass.... took out CONTENTS_CORPSE so disintegrated guys aren't shown, could just remove their body earlier too...
if ( trace.entityNum < ENTITYNUM_WORLD )
{//hit something
traceEnt = &g_entities[trace.entityNum];
if ( traceEnt )
{
if ( traceEnt->client)
{//is a client
cg_forceCrosshair = qtrue;
}
// No? Check for force-push/pullable doors and func_statics
else if ( traceEnt->s.eType == ET_MOVER )
{//hit a mover
if ( !Q_stricmp( "func_door", traceEnt->classname ) )
{//it's a func_door
if ( traceEnt->spawnflags & 2/*MOVER_FORCE_ACTIVATE*/ )
{//it's force-usable
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL] || cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH] )
{//player has push or pull
float maxRange;
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL] > cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH] )
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL]];
}
else
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH]];
}
if ( maxRange >= trace.fraction * 2048 )
{//actually close enough to use one of our force powers on it
cg_forceCrosshair = qtrue;
}
}
}
}
else if ( !Q_stricmp( "func_static", traceEnt->classname ) )
{//it's a func_static
if ( (traceEnt->spawnflags & 1/*F_PUSH*/) && (traceEnt->spawnflags & 2/*F_PULL*/) )
{//push or pullable
float maxRange;
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL] > cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH] )
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL]];
}
else
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH]];
}
if ( maxRange >= trace.fraction * 2048 )
{//actually close enough to use one of our force powers on it
cg_forceCrosshair = qtrue;
}
}
else if ( (traceEnt->spawnflags & 1/*F_PUSH*/) )
{//pushable only
if ( forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH]] >= trace.fraction * 2048 )
{//actually close enough to use force push on it
cg_forceCrosshair = qtrue;
}
}
else if ( (traceEnt->spawnflags & 2/*F_PULL*/) )
{//pullable only
if ( forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL]] >= trace.fraction * 2048 )
{//actually close enough to use force pull on it
cg_forceCrosshair = qtrue;
}
}
}
}
}
}
}
if ( !traceEnt || (traceEnt->s.eFlags & EF_NO_TED) )
{
return;
}
// if the player is in fog, don't show it
content = cgi_CM_PointContents( trace.endpos, 0 );
if ( content & CONTENTS_FOG )
{
return;
}
// if the player is cloaked, don't show it
if ( cg_entities[ trace.entityNum ].currentState.powerups & ( 1 << PW_CLOAKED ))
{
return;
}
// update the fade timer
if ( cg.crosshairClientNum != trace.entityNum )
{
infoStringCount = 0;
}
cg.crosshairClientNum = trace.entityNum;
cg.crosshairClientTime = cg.time;
}
/*
=================
CG_DrawCrosshair3D
=================
*/
static void CG_DrawCrosshair3D(int type) // 0 - force, 1 - weapons
{
float w;
qhandle_t hShader;
float f;
int ca;
trace_t trace;
vec3_t endpos;
refEntity_t ent;
if (( type == 1 && !cg_drawCrosshair.integer) ||
(type == 0 && !cg_drawCrosshairForce.integer)) {
return;
}
if (cg.snap->ps.pm_type == PM_INTERMISSION)
{
return;
}
if ( in_camera ) {
return;
}
if ( cg.zoomMode )
{
//not while scoped
return;
}
if ( in_misccamera )
{
//Not while viewing from another entity (such as a camera)
return;
}
if ( type == 1 && (cg.snap->ps.weapon == WP_NONE ||
cg.snap->ps.weapon == WP_SABER ||
cg.snap->ps.weapon == WP_STUN_BATON ||
cg.snap->ps.weapon == WP_THERMAL ))
{
return;
}
if (type == 0)
{
if (showPowers[cg.forcepowerSelect] == FP_HEAL ||
showPowers[cg.forcepowerSelect] == FP_SPEED ||
vr->weapon_stabilised)
{
return;
}
CG_ScanForForceCrosshairEntity();
}
w = cg_crosshairSize.value;
// pulse the size of the crosshair when picking up items
f = cg.time - cg.itemPickupBlendTime;
if ( f > 0 && f < ITEM_BLOB_TIME ) {
f /= ITEM_BLOB_TIME;
w *= ( 1 + f );
}
ca = (type == 1) ? cg_drawCrosshair.integer : cg_drawCrosshairForce.integer;
if (ca < 0) {
ca = 0;
}
hShader = cgs.media.crosshairShader[ ca % NUM_CROSSHAIRS ];
2022-10-08 16:28:59 +00:00
float xmax = 64.0f * tan(cg.refdef.fov_x * M_PI / 360.0f);
vec3_t forward, weaponangles, origin;
if (type == 0)
{
BG_CalculateVROffHandPosition(origin, weaponangles);
}
else
{
BG_CalculateVRWeaponPosition(origin, weaponangles);
}
AngleVectors(weaponangles, forward, NULL, NULL);
VectorMA(origin, 2048, forward, endpos);
CG_Trace(&trace, origin, NULL, NULL, endpos, 0, MASK_SHOT);
2022-10-08 16:28:59 +00:00
if (trace.fraction != 1.0f) {
memset(&ent, 0, sizeof(ent));
ent.reType = RT_SPRITE;
ent.renderfx = RF_FIRST_PERSON;
2022-10-08 16:28:59 +00:00
VectorCopy(trace.endpos, ent.origin);
ent.radius = w / 640 * xmax * trace.fraction * 2048 / 64.0f;
2022-10-08 16:28:59 +00:00
ent.customShader = hShader;
Squashed commit of the following: commit 0c85ac4704990b9862cdb2569ff9aa4b2daad2dd Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 15 18:47:10 2023 +0200 Menu updates commit 35b89acc8716ff19549a46d164c65489170f2a83 Author: Simon <simonbrown77@googlemail.com> Date: Sat Apr 15 12:32:35 2023 +0100 Support for changeable fresh rate commit 539bfa8956e91de289540401dbd1c395f6935db3 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 15 00:02:59 2023 +0200 Ensure proper menu defaults on the very first start commit 216a225aa69e63e75eb7874c73df1ac6af93deae Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Apr 14 22:41:24 2023 +0200 Fix storing of force crosshair option commit 48c2486aada0326fe099cfacdc5f115aba93ae19 Merge: a72ca45 fcb9169 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Apr 14 22:23:24 2023 +0200 Merge remote-tracking branch 'origin/main' into contributions commit a72ca459c56e73d9299b0d44af7229385efe114d Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Apr 14 22:19:47 2023 +0200 Intern all default values; Remove no longer needed configuration files commit 32c4e6eac187dba0814f5e4dae4ab3658658fa8a Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Apr 14 20:59:41 2023 +0200 Ensure weapon adjustment is applied when resetting to defaults commit fcb91699556aa03fd62523aca8f8e097de2de6c8 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 18:58:32 2023 +0200 Increased default force motion trigger commit 2433ae41106ff1b39a8ba5b02291663955af597d Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 18:55:56 2023 +0200 Change Force Crosshair commit 4ab6a6024a293f86beb76a1e5ebfe0e30329cc70 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 17:01:16 2023 +0200 Fixed player knockback.... hopefully commit 7deeee7a6f2defa94c03baec35db7d63d7687e84 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 17:01:00 2023 +0200 Increased Force Power Visibility commit 1fdcb7c48f6a02eed80e85dea0c37a722abde232 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Fri Apr 14 15:16:34 2023 +0200 Changed Brightness Range and Default commit fada09a0bbb6c4c0f54c571a7bef57b133370773 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Apr 13 20:38:13 2023 +0200 Fix remote turret on-screen help commit 82af313786a643ff29bc13fa65c2ba698e2962de Merge: 7680cb1 d13176c Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Apr 13 18:59:46 2023 +0200 Merge branch 'main' into contributions commit d13176c9ba8c1f3fe0c7a02a5369ead4fad15124 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 13 13:29:49 2023 +0200 New Quick Save / Load Video commit 7680cb1288a466a403e7b8a9be0ce39551f50e8b Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Apr 12 22:26:44 2023 +0200 Fix use action when controlling droid; fix droid view help commit 4d905951394c3d4983669d2c436b726be001f02f Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 18:21:10 2023 +0200 Fencing Speed on Pico default commit 37d5ac418480910f1a511c8303c6986ec306313a Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 18:12:07 2023 +0200 Changes to TBDC Different menu text + added vanilla mode commit d6e40ead649bcd8ec9a047e4b3ae8eedceb2e387 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 17:44:29 2023 +0200 Set Fencing Speed back to Default (by Default) commit 3f7d116e25ab3f3ef8ca4b3208379be7f35ac5d6 Merge: 7424628 c7c66e4 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 14:50:26 2023 +0200 Merge branch 'main' of https://github.com/DrBeef/JKXR commit 7424628a5d0b97013b6bbd9511ea251fdadf8665 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 12 14:50:23 2023 +0200 Updated Weapons + Shader fix for FX mod commit c7c66e46a7c7318b1fa4b701b86c236054b84621 Author: Simon <simonbrown77@googlemail.com> Date: Wed Apr 12 08:37:36 2023 +0100 Revert "Arrange quick save icons horizontally" This reverts commit 20f8fff3feddfe83eabc70e59ebbe0053b167e81. Also make the icons white commit fa54045159e90ea67868d61e7efb6eb9c569db4c Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 21:02:29 2023 +0100 Update .gitignore commit 20f8fff3feddfe83eabc70e59ebbe0053b167e81 Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 21:00:09 2023 +0100 Arrange quick save icons horizontally commit d3dcac8f9dc0709de0cd43a0939e9645262147b1 Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 20:58:56 2023 +0100 Save game crash fix in JKO commit 6314561b52120942d37ec22876969c45905603ae Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 08:49:42 2023 +0100 Switch selector on offhand using offhand thumbstick commit 3b2ffd7289e5c40ee80695da3c01c71d2c632b92 Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 08:39:32 2023 +0100 Attempted fix for save game crash - Not really a proper fix, but might at least workaround it commit c135eefa050e5cedf6b61ad2251ff756b6845beb Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 11 08:38:54 2023 +0100 Fixed save/load icon image size commit f51270a294ed869c2a64f27740b3f4af45bd7f79 Merge: a2ff16b e243d0b Author: Simon <simonbrown77@googlemail.com> Date: Mon Apr 10 19:42:11 2023 +0100 Merge branch 'main' of https://github.com/DrBeef/JKXR commit a2ff16b57616ae8443892e022cff8e073060b9da Author: Simon <simonbrown77@googlemail.com> Date: Mon Apr 10 19:42:06 2023 +0100 Quick Save/Load in Selector Haven't been able to test yet! commit e243d0bdfac370ac8ead35991d4ec7f5e43a4c58 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 10 18:29:18 2023 +0200 Update README.md commit b9d0314a6a137e37914d674717c8a67e09124546 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sun Apr 9 19:38:32 2023 +0200 Make getting into AT-ST easier commit d121206f830cccc5a77a5c6b8a56a5f1105d9786 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 8 22:49:28 2023 +0200 Tune touch gesture distance; Improve use interaction in 3rd person. commit 260d5017761ffb97de63008fa4725932a7f0a8e8 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 8 22:34:59 2023 +0200 Fix and improve weapon adjustment helper axes commit a6318867bb0c1dd44f54940418e965c6ab1eb1a5 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 20:35:02 2023 +0200 Update README.md commit 4a1d90e7299a5e2d8fd3718aaea0753a8b19555c Merge: 425db0f 821a56d Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Apr 6 19:12:07 2023 +0200 Merge branch 'main' into contributions commit 821a56d4b9329db20581baada9162702fbf2ec50 Author: Simon Brown <simonbrown77@googlemail.com> Date: Thu Apr 6 17:24:20 2023 +0100 Update README.md commit 67b7d26de88c15c3d7d82c309657348e92b8bc63 Merge: b407932 ccd63d4 Author: Simon Brown <simonbrown77@googlemail.com> Date: Thu Apr 6 16:54:01 2023 +0100 Merge pull request #4 from DrBeef/TBDC TBDC Scales in Code commit b407932bb2ef930d2030297a39eb656304e0dbc9 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 17:43:26 2023 +0200 Update README.md commit 174c3ce96c54d5553fb0070a9b2f6629a6cfcc25 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 17:33:33 2023 +0200 Update README.md commit e9af8e87c25cc195db32f3a68fb06af09766e25f Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 17:23:36 2023 +0200 Update README.md commit ccd63d4eeca9e6e5dd8304e73a6edf4555eeec16 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 16:57:36 2023 +0200 Forced for Extended Menu commit d6b3e8eb6541c4bbcbc23639c53c9bdc0fc64c33 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Thu Apr 6 16:55:02 2023 +0200 TBDC Scales in Code commit a5f3adf725406a21f8cc2a6a449566281f06e452 Author: Simon Brown <simonbrown77@googlemail.com> Date: Thu Apr 6 15:04:07 2023 +0100 Update README.md commit 316c2a290464241716f20f9eb374a14a75297819 Merge: 387c34b 90b694f Author: Simon Brown <simonbrown77@googlemail.com> Date: Thu Apr 6 10:02:01 2023 +0100 Merge pull request #2 from DrBeef/TBDC Team Beef Directors Cut commit 387c34b53e8e68a916ffa26bd9fdce48b2a66896 Author: Simon <simonbrown77@googlemail.com> Date: Thu Apr 6 09:59:18 2023 +0100 Update Beef Crawl commit a271b61ac7d57f9f9d84d553c6218aaa7063422c Author: Simon <simonbrown77@googlemail.com> Date: Thu Apr 6 09:58:18 2023 +0100 Switch to use Bummser's NPC file if TBDC is disabled commit a2f1644d72f047c17fa4b800079b028b9227d7cc Author: Simon <simonbrown77@googlemail.com> Date: Thu Apr 6 08:39:02 2023 +0100 Update version to 1.0.0 for release commit f785fdc393451fad2c25d70f8c667ebc5b1098d3 Author: Simon <simonbrown77@googlemail.com> Date: Thu Apr 6 08:00:11 2023 +0100 update github banner Update README.md Update README.md Update README.md Update README.md Update README.md Added Team Beef Patreon banner commit 90b694ff60a9d545badcf9284999e646a141697b Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 22:21:41 2023 +0200 Last Cleanup commit 70468332d69b81a6c5a4a16b1681c33ba6d7e881 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 22:19:45 2023 +0200 TBDC Cleanup commit 6660e8c98466163b913d65654247c738ccd5106b Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 21:58:00 2023 +0200 Credits / NPC Scale commit e1b03fdcc698b863e6e7dfe7c897ca42ebacb82d Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 21:57:07 2023 +0200 Fixing Quick Save commit 95950f23900ad138cd09e7e7d71e463f53d7906f Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 20:08:10 2023 +0200 Updated ratios per difficulty commit d6235ef199614288908e99444a31039ba8f9299c Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Wed Apr 5 00:30:35 2023 +0200 Darkened Menu GFX commit a3fdb460c464960f4762a2141601091d52c5140e Author: Simon <simonbrown77@googlemail.com> Date: Tue Apr 4 23:03:31 2023 +0100 Prevent crash when throwing Saber seems it is indexing the g2 model surface that doesn't exist, might be something to do with the new hilt and the old hilt being in the save. Not sure, but this stops it crashing. commit 4c751fcb5961d1e42e5238f0695367dab2e79a67 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Tue Apr 4 23:59:12 2023 +0200 Y Close Datapad commit a1216665c8dd2a88863dc090d1c5fa6ac8b5967b Merge: 1939a26 d841464 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Tue Apr 4 23:48:20 2023 +0200 Merge pull request #1 from DrBeef/main Main -> TDBC commit 1939a26542ad6182abb91881c7dd86eb4d5d5a07 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Tue Apr 4 23:37:41 2023 +0200 TBDC Laser Saber deflections Guns balancing. commit d841464924bac3454d616866d01b819932f4f850 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Apr 4 21:59:31 2023 +0200 Update help resources and menu commit 425db0f10870b4d8368a2858d5d504d348a52cd0 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Apr 4 21:59:31 2023 +0200 Update help resources and menu commit 3c895d27de477b1f70877b9b8b15c73d6f4475c2 Merge: fe9e12a c3819fa Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Apr 4 21:05:48 2023 +0200 Merge branch 'main' into contributions commit c3819fa407fb64a6204fd47d91b51b6529fb6246 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 00:36:57 2023 +0200 Demo folder assets fix commit fe9e12a3f97410fb6902fb352c6c93679a7e1a2e Merge: d79f57b 2b255ac Author: Petr Bartos <petr.bartos@plus4u.net> Date: Mon Apr 3 22:55:29 2023 +0200 Merge branch 'main' into contributions commit 2b255ac3eab92735d7c75f3323e5fe39e825da0b Author: Simon <simonbrown77@googlemail.com> Date: Mon Apr 3 21:26:39 2023 +0100 Improved version string commit 62284414d032eb8da3152833e419576eed1bae29 Author: Simon <simonbrown77@googlemail.com> Date: Mon Apr 3 21:26:20 2023 +0100 Ensure intro vid can be skipped without having to press trigger first commit 65674abe2a4ac11830f228e8f1d9cddde9fbbbb6 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 21:36:35 2023 +0200 Fix Controller Location Buzz for Quick Save / Load commit ba2e726a798a172048e04307a00223b82ddabd76 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 00:36:57 2023 +0200 Demo folder assets fix commit 7175c872a94d39fbeb5fb92be7efd31f884cb2f4 Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Mon Apr 3 00:36:46 2023 +0200 Knockback settings TBDC commit cc7e73d04a95fec5583982c17ddf223953e71910 Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 22:59:47 2023 +0100 Update beef_crawl.tga commit dd71a05e3630d1225dfdf7cb22040899b903254e Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 22:51:49 2023 +0100 Put version at the bottom of the main menu commit cb52d310c16b402fc9e576312f21321a009a104c Author: Grant Bagwell <general@grantbagwell.co.uk> Date: Sun Apr 2 23:18:28 2023 +0200 TBDC Weapons commit ac71f24e781309112ba2a9c9af18e96d138caa09 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sun Apr 2 18:43:10 2023 +0200 Updated control scheme picture commit 3f5c767e8dffb83aab2e5cfa6f11c20edd47b55c Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 19:42:42 2023 +0100 Update AndroidManifest.xml commit 64ab392fc5e1565713340f8ae5bae4b5f2fdff64 Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 19:42:39 2023 +0100 JKA: Some CVAR change to increase performance commit d43de53e8a47b9b6576b01a141a7862ec0efef60 Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 19:41:50 2023 +0100 Added missed saber blocking check might explain why some people find JKA a bit easy if it is auto-blocking in 1st person commit 8b23e255d8765fc0b70970467e3fb0c9aff1314b Author: Simon <simonbrown77@googlemail.com> Date: Sun Apr 2 19:41:16 2023 +0100 Update open xr headers commit d79f57ba2d6e7944aabad28d5ac0dfc58a04e387 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sun Apr 2 18:43:10 2023 +0200 Updated control scheme picture commit e3524e8e485dc24cde39314c539ffc32b9aab599 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 18:48:42 2023 +0200 Add use haptic feedback; Fix use in 3rd person mode commit 05fc4d5ab47d80b6dbd0f30df3223b606293f0b9 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 12:07:13 2023 +0200 Fix menu haptics commit eec46c183d20bda281a3a427817d235a947fdc71 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 18:48:42 2023 +0200 Add use haptic feedback; Fix use in 3rd person mode commit fe9891f8db25d7a3d4ff3d58800a3d03e46e671c Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 12:07:13 2023 +0200 Fix menu haptics commit 21483d0d5a57068647b068d9cce7c474baa5eb23 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 11:25:11 2023 +0200 Make weapon adjustment mode independent for each weapon; Optimize loading of weapon adjustments commit baec8832abde5ee1f2bc7d1abb7cd95490000cdd Merge: 82706df 52fcc8a Author: Petr Bartos <petr.bartos@plus4u.net> Date: Sat Apr 1 11:15:25 2023 +0200 Merge branch 'main' into contributions commit 52fcc8a49e7e692ad733d358f9bc693014ab98f1 Author: Simon <simonbrown77@googlemail.com> Date: Sat Apr 1 09:47:48 2023 +0100 Revert "Removed the no-backface-culling for weapons as it is no longer needed" This reverts commit b899b99178603f92531fbb28527b7f1b5e32a375. commit 5e66ebf6fc707b526aac67ff0f3b3e346044dc83 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 15:40:54 2023 +0200 Allow to skip cinematics also by triggers commit 587277fa7f75aca22e2363f0d70e059bee06eb6e Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 14:52:40 2023 +0200 Fix use/crouch buttons on switched control schemes commit 82706df34fee3707855f0eed15e0c0203180fc40 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 15:40:54 2023 +0200 Allow to skip cinematics also by triggers commit 11117660326d4496be2c5547d792193552d1c6c5 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 14:52:40 2023 +0200 Fix use/crouch buttons on switched control schemes commit 822d1ddbba821d73e7e5d1967bfd8c88917d944a Merge: a1a7d54 5f56cf4 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Fri Mar 31 08:43:50 2023 +0200 Merge branch 'main' into contributions commit 5f56cf48fc3b700f6eb025283a704bce4968b8a5 Author: Simon <simonbrown77@googlemail.com> Date: Thu Mar 30 22:16:37 2023 +0100 Camera shake fix part 2 commit 3dd7833cd0d30a0f036e24a786e34b48a6357666 Author: Simon <simonbrown77@googlemail.com> Date: Thu Mar 30 22:06:18 2023 +0100 Disable camera shake when charging a weapon's alt fire commit 6202017b6a8da124911baba09c67f68ef1b08ec1 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 21:52:44 2023 +0200 Fix virtual gun stock commit 6d49f871500d28157ffca99c794a41f1621ff129 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 19:26:36 2023 +0200 Do not check angle on non-facing triggers commit 926c64c69101cf5a17837c7e5f559e15ee7fba43 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 17:54:33 2023 +0200 Add angle check for triggers touched by hand commit 78f7d9bcfc1466807abe217f6f207d446f935969 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:59:27 2023 +0200 JKA mod menu warning commit 4219f996e9eb16435ab72b6fcb7c8890606c451a Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:42:11 2023 +0200 JKO mod menu warning commit b899b99178603f92531fbb28527b7f1b5e32a375 Author: Simon <simonbrown77@googlemail.com> Date: Thu Mar 30 21:45:10 2023 +0100 Removed the no-backface-culling for weapons as it is no longer needed used only for hand models now commit 9877859676aacd997a5ea4c0e2c3b351e9ea8e2c Author: Simon <simonbrown77@googlemail.com> Date: Thu Mar 30 21:44:36 2023 +0100 Update to the VC+Elin weapons pack includes a sweet new saber hilt commit a1a7d541fa023a87ca355e733ab716e133f80220 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 21:52:44 2023 +0200 Fix virtual gun stock commit 15d932c75f6c9ab8097faa8cfb6993175811ae87 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 19:26:36 2023 +0200 Do not check angle on non-facing triggers commit 402277e717e775c223a19de562a334ba19a6100c Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 17:54:33 2023 +0200 Add angle check for triggers touched by hand commit 9b22378c88b3fd07c7d617c9cf1939ac5beb5297 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Thu Mar 30 17:52:26 2023 +0200 Add special delay for re-triggering security cameras commit c4cc218f8b211e28f974cba1765ba285346b9195 Author: Simon <simonbrown77@googlemail.com> Date: Wed Mar 29 22:44:50 2023 +0100 Turn the stun baton into an "always active" weapon movement still triggers the sound, but it will always shock an enemy when it makes contact commit a4e99c20f9028bf2905f91ef55a92a53ea4c622c Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:59:27 2023 +0200 JKA mod menu warning commit 442a1fc8e252c4d81b99214e73478b8a90c89534 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 22:42:11 2023 +0200 JKO mod menu warning commit 02261c57f0f23bb4a8864056af96b7030d44edb0 Merge: 3c64fa7 51c703a Author: Petr Bartos <petr.bartos@plus4u.net> Date: Wed Mar 29 20:51:42 2023 +0200 Merge branch 'contributions' of github.com:DrBeef/JKXR into contributions commit 3c64fa7e3e7c09e5aef2ddb86295a07bf12c4028 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 23:19:29 2023 +0100 Lowered Stun Baton trigger velocity commit 43192a355d4d7dfe81f24c5c34046b6f88f9b7db Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 23:03:17 2023 +0100 Move beef_crawl back into the game specific assets as we will be fixing the JKO one on release, but updating JKA commit 94e82c2da39fb2e2ab8c21257bdce0e18edbeb66 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 23:21:28 2023 +0200 Fix subtitles rendering; Fix rendering of other centered texts commit 40128567be069ebffd886eaf305298170d4d7707 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 18:02:08 2023 +0200 Add help to menu commit 4f1b6b5f078cf87f615f8caef9532ec4e6d0153c Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 17:36:13 2023 +0200 Split vr asset packs to avoid duplicates commit 51c703a4812c62095eb16858330a137ceae94897 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 23:21:28 2023 +0200 Fix subtitles rendering; Fix rendering of other centered texts commit 04a539f8902e5a4948ccb5b5e825bfce44d021b5 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 18:02:08 2023 +0200 Add help to menu commit d9126738d34b3362df4385525c9c197f3b60d580 Author: Petr Bartos <petr.bartos@plus4u.net> Date: Tue Mar 28 17:36:13 2023 +0200 Split vr asset packs to avoid duplicates commit 62b9a0bfab477c5ff34a599a819c4383c260d3b3 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 13:52:45 2023 +0100 Hide force power aura when item selector is shown commit 0a9206642e02ff7c66c76c0dd66104d5e5a9c2ef Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 13:52:23 2023 +0100 Slight adjustment to muzzle position based on whether scoped/two-handed commit f452b9cf067cfce74f0cdbd099a93d6d59f54801 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 13:51:49 2023 +0100 Slight tweak to NPC Combat commit 20de6ec4788e65a497f88f07b636024c7ac27ed8 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 13:50:54 2023 +0100 Added simple readme and license commit 77672f612b78d5fa169ae0e62b57b355513d6e10 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 07:20:22 2023 +0100 Updated website link to be the patreon commit 2a1cd0e6e7095baf644cde0fde4337b7ff4b6b09 Author: Simon <simonbrown77@googlemail.com> Date: Tue Mar 28 07:20:10 2023 +0100 Don't send roll to the server, this might be causing gradual roll drift commit 1b22652e5cdcb4d981e4d0f9df464509830a0957 Author: Simon <simonbrown77@googlemail.com> Date: Mon Mar 27 21:38:46 2023 +0100 Fixed aiming of bowcaster and demp alt fire commit 895b09041feca5a96ab8ec5e554cb9e3f23b2589 Author: Simon <simonbrown77@googlemail.com> Date: Mon Mar 27 21:38:25 2023 +0100 JKA - Ensure UseVR Position is only true when in first person commit 38975315446027e03e0fb7596ef899309babcd64 Author: Simon <simonbrown77@googlemail.com> Date: Mon Mar 27 21:38:17 2023 +0100 JKO - Ensure UseVR Position is only true when in first person commit 3b5121e349c4aa3fddc2bd34d20af6e84f1fcf85 Author: Simon <simonbrown77@googlemail.com> Date: Mon Mar 27 21:37:49 2023 +0100 Render Special Effects on hand/weapon when force power is activated for protection etc commit 50db9039dff939d6c2bb8e17f2038862cd86ce6c Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:33:52 2023 +0100 Separate no copy file flag for JK3 commit 1968a7d8babf7627f8bfdccbd6936eb38cbee048 Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:33:22 2023 +0100 Always use right hand as saber home commit 74dcd955d2abe4cf9df2b7df474575bf9549ed4e Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:32:49 2023 +0100 Fix crash in JKA commit 1e4692d04a3263f2834dabc63dd3a72c09426e87 Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:32:16 2023 +0100 Update z_Crusty_and_Elin_vr_weapons.pk3 commit 134dec826427761856ab081cc44a1f25495e5cb4 Author: Simon <simonbrown77@googlemail.com> Date: Sun Mar 26 16:31:53 2023 +0100 Fix possible crash on JK2 commit f6dc432f6abde71cc2d0eb4285f1c7f414d82f57 Author: Simon <simonbrown77@googlemail.com> Date: Sat Mar 25 15:36:01 2023 +0000 Copy mods to jk2demo if it exists to resolve the issue with mods not being picked up from the base folder
2023-04-16 08:38:26 +00:00
if(type == 0 && !cg_forceCrosshair) //Not Active Force Crosshair
{
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 180;
ent.shaderRGBA[2] = 180;
}
else if(type == 0) //Active Force Crosshair
{
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 90;
ent.shaderRGBA[2] = 90;
}
else //Regular Crosshair
{
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 255;
ent.shaderRGBA[2] = 255;
}
2022-10-08 16:28:59 +00:00
ent.shaderRGBA[3] = 255;
2022-10-08 16:28:59 +00:00
cgi_R_AddRefEntityToScene(&ent);
}
}
/*
=================
CG_ScanForCrosshairEntity
=================
*/
static void CG_ScanForCrosshairEntity( qboolean scanAll )
{
trace_t trace;
gentity_t *traceEnt = NULL;
vec3_t start, end;
int content;
int ignoreEnt = cg.snap->ps.clientNum;
//FIXME: debounce this to about 10fps?
cg_forceCrosshair = qfalse;
if ( cg_entities[0].gent && cg_entities[0].gent->client ) // <-Mike said it should always do this //if (cg_crosshairForceHint.integer &&
{//try to check for force-affectable stuff first
vec3_t d_f, d_rt, d_up;
//VectorCopy( g_entities[0].client->renderInfo.eyePoint, start );
//AngleVectors( cg_entities[0].lerpAngles, d_f, d_rt, d_up );
VectorMA( start, 2048, d_f, end );//4028 is max for mind trick
//YES! This is very very bad... but it works! James made me do it. Really, he did. Blame James.
gi.trace( &trace, start, vec3_origin, vec3_origin, end,
ignoreEnt, MASK_OPAQUE|CONTENTS_SHOTCLIP|CONTENTS_BODY|CONTENTS_ITEM, G2_NOCOLLIDE, 10 );// ); took out CONTENTS_SOLID| so you can target people through glass.... took out CONTENTS_CORPSE so disintegrated guys aren't shown, could just remove their body earlier too...
if ( trace.entityNum < ENTITYNUM_WORLD )
{//hit something
traceEnt = &g_entities[trace.entityNum];
if ( traceEnt )
{
// Check for mind trickable-guys
if ( traceEnt->client )
{//is a client
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_TELEPATHY] && traceEnt->health > 0 && VALIDSTRING(traceEnt->behaviorSet[BSET_MINDTRICK]) )
{//I have the ability to mind-trick and he is alive and he has a mind trick script
//NOTE: no need to check range since it's always 2048
cg_forceCrosshair = qtrue;
}
}
// No? Check for force-push/pullable doors and func_statics
else if ( traceEnt->s.eType == ET_MOVER )
{//hit a mover
if ( !Q_stricmp( "func_door", traceEnt->classname ) )
{//it's a func_door
if ( traceEnt->spawnflags & 2/*MOVER_FORCE_ACTIVATE*/ )
{//it's force-usable
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL] || cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH] )
{//player has push or pull
float maxRange;
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL] > cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH] )
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL]];
}
else
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH]];
}
if ( maxRange >= trace.fraction * 2048 )
{//actually close enough to use one of our force powers on it
cg_forceCrosshair = qtrue;
}
}
}
}
else if ( !Q_stricmp( "func_static", traceEnt->classname ) )
{//it's a func_static
if ( (traceEnt->spawnflags & 1/*F_PUSH*/) && (traceEnt->spawnflags & 2/*F_PULL*/) )
{//push or pullable
float maxRange;
if ( cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL] > cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH] )
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL]];
}
else
{//use the better range
maxRange = forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH]];
}
if ( maxRange >= trace.fraction * 2048 )
{//actually close enough to use one of our force powers on it
cg_forceCrosshair = qtrue;
}
}
else if ( (traceEnt->spawnflags & 1/*F_PUSH*/) )
{//pushable only
if ( forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PUSH]] >= trace.fraction * 2048 )
{//actually close enough to use force push on it
cg_forceCrosshair = qtrue;
}
}
else if ( (traceEnt->spawnflags & 2/*F_PULL*/) )
{//pullable only
if ( forcePushPullRadius[cg_entities[0].gent->client->ps.forcePowerLevel[FP_PULL]] >= trace.fraction * 2048 )
{//actually close enough to use force pull on it
cg_forceCrosshair = qtrue;
}
}
}
}
}
}
}
if ( !cg_forceCrosshair )
{
if ( cg_dynamicCrosshair.integer )
{//100% accurate
vec3_t d_f, d_rt, d_up;
if ( cg.snap->ps.weapon == WP_NONE ||
cg.snap->ps.weapon == WP_SABER || cg.snap->ps.weapon == WP_STUN_BATON )
{
if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
{//in camera ent view
ignoreEnt = cg.snap->ps.viewEntity;
if ( g_entities[cg.snap->ps.viewEntity].client )
{
VectorCopy( g_entities[cg.snap->ps.viewEntity].client->renderInfo.eyePoint, start );
}
else
{
VectorCopy( cg_entities[cg.snap->ps.viewEntity].lerpOrigin, start );
}
AngleVectors( cg_entities[cg.snap->ps.viewEntity].lerpAngles, d_f, d_rt, d_up );
}
else
{
VectorCopy( g_entities[0].client->renderInfo.eyePoint, start );
AngleVectors( cg_entities[0].lerpAngles, d_f, d_rt, d_up );
}
}
else
{
extern void CalcMuzzlePoint( gentity_t *const ent, vec3_t forward, vec3_t right, vec3_t up, vec3_t muzzlePoint, float lead_in );
AngleVectors( cg_entities[0].lerpAngles, d_f, d_rt, d_up );
CalcMuzzlePoint( &g_entities[0], d_f, d_rt, d_up, start , 0 );
}
//VectorCopy( g_entities[0].client->renderInfo.muzzlePoint, start );
//FIXME: increase this? Increase when zoom in?
VectorMA( start, 4096, d_f, end );//was 8192
}
else
{//old way
VectorCopy( cg.refdef.vieworg, start );
//FIXME: increase this? Increase when zoom in?
VectorMA( start, 4096, cg.refdef.viewaxis[0], end );//was 8192
}
//YES! This is very very bad... but it works! James made me do it. Really, he did. Blame James.
gi.trace( &trace, start, vec3_origin, vec3_origin, end,
ignoreEnt, MASK_OPAQUE|CONTENTS_SHOTCLIP|CONTENTS_BODY|CONTENTS_ITEM, G2_NOCOLLIDE, 10 );// ); took out CONTENTS_SOLID| so you can target people through glass.... took out CONTENTS_CORPSE so disintegrated guys aren't shown, could just remove their body earlier too...
/*
CG_Trace( &trace, start, vec3_origin, vec3_origin, end,
cg.snap->ps.clientNum, MASK_PLAYERSOLID|CONTENTS_CORPSE|CONTENTS_ITEM );
*/
//FIXME: pick up corpses
if ( trace.startsolid || trace.allsolid )
{
// trace should not be allowed to pick up anything if it started solid. I tried actually moving the trace start back, which also worked,
// but the dynamic cursor drawing caused it to render around the clip of the gun when I pushed the blaster all the way into a wall.
// It looked quite horrible...but, if this is bad for some reason that I don't know
trace.entityNum = ENTITYNUM_NONE;
}
traceEnt = &g_entities[trace.entityNum];
}
// if the object is "dead", don't show it
/* if ( cg.crosshairClientNum && g_entities[cg.crosshairClientNum].health <= 0 )
{
cg.crosshairClientNum = 0;
return;
}
*/
if ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON ||
(!Q_stricmp( "misc_panel_turret", g_entities[cg.snap->ps.viewEntity].classname ))) {
//draw crosshair at endpoint
CG_DrawCrosshair(trace.endpos);
}
g_crosshairEntNum = trace.entityNum;
g_crosshairEntDist = 4096*trace.fraction;
if ( !traceEnt )
{
//not looking at anything
g_crosshairSameEntTime = 0;
g_crosshairEntTime = 0;
}
else
{//looking at a valid ent
//store the distance
if ( trace.entityNum != g_crosshairEntNum )
{//new crosshair ent
g_crosshairSameEntTime = 0;
}
else if ( g_crosshairEntDist < 256 )
{//close enough to start counting how long you've been looking
g_crosshairSameEntTime += cg.frametime;
}
//remember the last time you looked at the person
g_crosshairEntTime = cg.time;
}
if ( !traceEnt || (traceEnt->s.eFlags & EF_NO_TED) )
{
if ( traceEnt && scanAll )
{
}
else
{
return;
}
}
// if the player is in fog, don't show it
content = cgi_CM_PointContents( trace.endpos, 0 );
if ( content & CONTENTS_FOG )
{
return;
}
// if the player is cloaked, don't show it
if ( cg_entities[ trace.entityNum ].currentState.powerups & ( 1 << PW_CLOAKED ))
{
return;
}
// update the fade timer
if ( cg.crosshairClientNum != trace.entityNum )
{
infoStringCount = 0;
}
cg.crosshairClientNum = trace.entityNum;
cg.crosshairClientTime = cg.time;
}
/*
=====================
CG_DrawCrosshairNames
=====================
*/
static void CG_DrawCrosshairNames( void )
{
qboolean scanAll = qfalse;
centity_t *player = &cg_entities[0];
if ( cg_dynamicCrosshair.integer )
{
// still need to scan for dynamic crosshair
CG_ScanForCrosshairEntity( scanAll );
return;
}
if ( !player->gent )
{
return;
}
if ( !player->gent->client )
{
return;
}
// scan the known entities to see if the crosshair is sighted on one
// This is currently being called by the rocket tracking code, so we don't necessarily want to do duplicate traces :)
CG_ScanForCrosshairEntity( scanAll );
}
//--------------------------------------------------------------
static void CG_DrawRocketLocking( int lockEntNum, int lockTime )
//--------------------------------------------------------------
{
gentity_t *gent = &g_entities[lockEntNum];
if ( !gent )
{
return;
}
int cx, cy;
vec3_t org;
static int oldDif = 0;
VectorCopy( gent->currentOrigin, org );
org[2] += (gent->mins[2] + gent->maxs[2]) * 0.5f;
if ( CG_WorldCoordToScreenCoord( org, &cx, &cy ))
{
// we care about distance from enemy to eye, so this is good enough
float sz = Distance( gent->currentOrigin, cg.refdef.vieworg ) / 1024.0f;
if ( cg.zoomMode > 0 )
{
if ( cg.overrides.active & CG_OVERRIDE_FOV )
{
sz -= ( cg.overrides.fov - cg_zoomFov ) / 80.0f;
}
else
{
sz -= ( cg_fov.value - cg_zoomFov ) / 80.0f;
}
}
if ( sz > 1.0f )
{
sz = 1.0f;
}
else if ( sz < 0.0f )
{
sz = 0.0f;
}
sz = (1.0f - sz) * (1.0f - sz) * 32 + 6;
vec4_t color={0.0f,0.0f,0.0f,0.0f};
cy += sz * 0.5f;
// well now, take our current lock time and divide that by 8 wedge slices to get the current lock amount
int dif = ( cg.time - g_rocketLockTime ) / ( 1200.0f / 8.0f );
if ( dif < 0 )
{
oldDif = 0;
return;
}
else if ( dif > 8 )
{
dif = 8;
}
// do sounds
if ( oldDif != dif )
{
if ( dif == 8 )
{
cgi_S_StartSound( org, 0, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/rocket/lock.wav" ));
}
else
{
cgi_S_StartSound( org, 0, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/rocket/tick.wav" ));
}
}
oldDif = dif;
for ( int i = 0; i < dif; i++ )
{
color[0] = 1.0f;
color[1] = 0.0f;
color[2] = 0.0f;
color[3] = 0.1f * i + 0.2f;
cgi_R_SetColor( color );
// our slices are offset by about 45 degrees.
CG_DrawRotatePic( cx - sz, cy - sz, sz, sz, i * 45.0f, cgi_R_RegisterShaderNoMip( "gfx/2d/wedge" ));
}
// we are locked and loaded baby
if ( dif == 8 )
{
color[0] = color[1] = color[2] = sin( cg.time * 0.05f ) * 0.5f + 0.5f;
color[3] = 1.0f; // this art is additive, so the alpha value does nothing
cgi_R_SetColor( color );
CG_DrawPic( cx - sz, cy - sz * 2, sz * 2, sz * 2, cgi_R_RegisterShaderNoMip( "gfx/2d/lock" ));
}
}
}
//------------------------------------
static void CG_RunRocketLocking( void )
//------------------------------------
{
centity_t *player = &cg_entities[0];
// Only bother with this when the player is holding down the alt-fire button of the rocket launcher
if ( player->currentState.weapon == WP_ROCKET_LAUNCHER )
{
if ( player->currentState.eFlags & EF_ALT_FIRING )
{
CG_ScanForRocketLock();
if ( g_rocketLockEntNum > 0 && g_rocketLockEntNum < ENTITYNUM_WORLD && g_rocketLockTime > 0 )
{
CG_DrawRocketLocking( g_rocketLockEntNum, g_rocketLockTime );
}
}
else
{
// disengage any residual locking
g_rocketLockEntNum = ENTITYNUM_WORLD;
g_rocketLockTime = 0;
}
}
}
/*
=================
CG_DrawIntermission
=================
*/
static void CG_DrawIntermission( void ) {
CG_DrawScoreboard();
}
/*
==================
CG_DrawSnapshot
==================
*/
static float CG_DrawSnapshot( float y ) {
char *s;
int w;
s = va( "time:%i snap:%i cmd:%i", cg.snap->serverTime,
cg.latestSnapshotNum, cgs.serverCommandSequence );
w = cgi_R_Font_StrLenPixels(s, cgs.media.qhFontSmall, FONT_SCALE);
int tempX = 635 - w;
int tempY = y+2;
CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL );
cgi_R_Font_DrawString(tempX, tempY, s, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, FONT_SCALE);
return y + BIGCHAR_HEIGHT + 10;
}
/*
==================
CG_DrawFPS
==================
*/
#define FPS_FRAMES 16
static float CG_DrawFPS( float y ) {
char *s;
static unsigned short previousTimes[FPS_FRAMES];
static unsigned short index;
static int previous, lastupdate;
int t, i, fps, total;
unsigned short frameTime;
// don't use serverTime, because that will be drifting to
// correct for internet lag changes, timescales, timedemos, etc
t = cgi_Milliseconds();
frameTime = t - previous;
previous = t;
if (t - lastupdate > 50) //don't sample faster than this
{
lastupdate = t;
previousTimes[index % FPS_FRAMES] = frameTime;
index++;
}
// average multiple frames together to smooth changes out a bit
total = 0;
for ( i = 0 ; i < FPS_FRAMES ; i++ ) {
total += previousTimes[i];
}
if ( !total ) {
total = 1;
}
fps = 1000 * FPS_FRAMES / total;
s = va( "%ifps", fps );
const int w = cgi_R_Font_StrLenPixels(s, cgs.media.qhFontSmall, FONT_SCALE);
int tempX = 635 - w;
int tempY = y+2;
CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL );
cgi_R_Font_DrawString(tempX, tempY, s, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, FONT_SCALE);
return y + BIGCHAR_HEIGHT + 10;
}
/*
=================
CG_DrawTimer
=================
*/
static float CG_DrawTimer( float y ) {
char *s;
int w;
int mins, seconds, tens;
seconds = cg.time / 1000;
mins = seconds / 60;
seconds -= mins * 60;
tens = seconds / 10;
seconds -= tens * 10;
s = va( "%i:%i%i", mins, tens, seconds );
w = cgi_R_Font_StrLenPixels(s, cgs.media.qhFontSmall, FONT_SCALE);
int tempX = 635 - w;
int tempY = y+2;
CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL );
cgi_R_Font_DrawString(tempX, tempY, s, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, FONT_SCALE);
return y + BIGCHAR_HEIGHT + 10;
}
/*
=================
CG_DrawAmmoWarning
=================
*/
static void CG_DrawAmmoWarning( void ) {
char text[1024]={0};
int w;
if ( cg_drawAmmoWarning.integer == 0 ) {
return;
}
if ( !cg.lowAmmoWarning ) {
return;
}
if ( weaponData[cg.snap->ps.weapon].ammoIndex == AMMO_NONE )
{//doesn't use ammo, so no warning
return;
}
if ( cg.lowAmmoWarning == 2 ) {
cgi_SP_GetStringTextString( "INGAME_INSUFFICIENTENERGY", text, sizeof(text) );
} else {
return;
//s = "LOW AMMO WARNING";
}
w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontSmall, FONT_SCALE);
int offset = w / 2;
int tempX = SCREEN_WIDTH / 2;
int tempY = 64;
CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL );
cgi_R_Font_DrawString(tempX - offset, tempY, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, FONT_SCALE);
}
//---------------------------------------
static qboolean CG_RenderingFromMiscCamera()
{
//centity_t *cent;
//cent = &cg_entities[cg.snap->ps.clientNum];
if ( cg.snap->ps.viewEntity > 0 &&
cg.snap->ps.viewEntity < ENTITYNUM_WORLD )// cent && cent->gent && cent->gent->client && cent->gent->client->ps.viewEntity)
{
// Only check viewEntities
if ( !Q_stricmp( "misc_camera", g_entities[cg.snap->ps.viewEntity].classname ))
{
// Only doing a misc_camera, so check health.
if ( g_entities[cg.snap->ps.viewEntity].health > 0 )
{
CG_DrawPic( 0, 0, 640, 480, cgi_R_RegisterShader( "gfx/2d/workingCamera" ));
}
else
{
CG_DrawPic( 0, 0, 640, 480, cgi_R_RegisterShader( "gfx/2d/brokenCamera" ));
}
// don't render other 2d stuff
return qtrue;
}
if (vr->remote_droid)
{
//Render as if we are looking through a camera
CG_DrawPic( 0, 0, 640, 480, cgi_R_RegisterShader( "gfx/2d/workingCamera" ));
}
else if ( !Q_stricmp( "misc_panel_turret", g_entities[cg.snap->ps.viewEntity].classname ))
{
// could do a panel turret screen overlay...this is a cheesy placeholder
CG_DrawPic( 30, 90, 128, 300, cgs.media.turretComputerOverlayShader );
CG_DrawPic( 610, 90, -128, 300, cgs.media.turretComputerOverlayShader );
}
else
{
// FIXME: make sure that this assumption is correct...because I'm assuming that I must be a droid.
CG_DrawPic( 0, 0, 640, 480, cgi_R_RegisterShader( "gfx/2d/droid_view" ));
}
}
// not in misc_camera, render other stuff.
return qfalse;
}
2023-03-05 08:50:51 +00:00
qboolean cg_usingInFrontOf = qfalse;
qboolean CanUseInfrontOf(gentity_t*);
static void CG_UseIcon()
{
if (cg_usableObjectsHint.integer) {
cg_usingInFrontOf = CanUseInfrontOf(cg_entities[cg.snap->ps.clientNum].gent);
if (cg_usingInFrontOf)
{
cgi_R_SetColor( NULL );
CG_DrawPic( 50, 285, 64, 64, cgs.media.useableHint );
}
}
}
/*
-------------------------
CG_DrawZoomBorders
-------------------------
*/
static void CG_DrawZoomBorders( void )
{
vec4_t modulate;
modulate[0] = modulate[1] = modulate[2] = 0.0f;
modulate[3] = 1.0f;
int bar_height = 80;
CG_FillRect( 0, 0, 640, bar_height, modulate );
CG_FillRect( 0, 480 - 80, 640, bar_height, modulate );
}
/*
==============
CG_DrawVignette
==============
*/
float currentComfortVignetteValue = 0.0f;
float filteredViewYawDelta = 0.0f;
static void CG_DrawVignette( void )
{
playerState_t *ps;
ps = &cg.snap->ps;
cvar_t *vr_comfort_vignette = gi.cvar("vr_comfort_vignette", "0.0", CVAR_ARCHIVE); // defined in VrCvars.h
if (vr_comfort_vignette->value <= 0.0f || vr_comfort_vignette->value > 1.0f || !cg.zoomMode == 0)
{
return;
}
bool isMoving = VectorLength(cg.predicted_player_state.velocity) > 30.0;
// When player is in the air, apply vignette (to prevent throbbing on top of jump)
bool isInAir = ps->groundEntityNum == ENTITYNUM_NONE;
cvar_t *vr_turn_mode = gi.cvar("vr_turn_mode", "0", CVAR_ARCHIVE); // defined in VrCvars.h
// Apply only for smooth turn
bool isTurning = (vr_turn_mode->integer == 2 || (vr_turn_mode->integer == 1 && vr->third_person));
if (isTurning) {
float yawDelta = fabsf(vr->clientview_yaw_delta);
if (yawDelta > 180)
{
yawDelta = fabs(yawDelta - 360);
}
filteredViewYawDelta = filteredViewYawDelta * 0.75f + yawDelta * 0.25f;
isTurning = filteredViewYawDelta > 1;
}
if (isMoving || isInAir || isTurning)
{
if (currentComfortVignetteValue < vr_comfort_vignette->value)
{
currentComfortVignetteValue += vr_comfort_vignette->value * 0.05;
if (currentComfortVignetteValue > 1.0f)
currentComfortVignetteValue = 1.0f;
}
} else{
if (currentComfortVignetteValue > 0.0f)
currentComfortVignetteValue -= vr_comfort_vignette->value * 0.05;
}
if (currentComfortVignetteValue > 0.0f && currentComfortVignetteValue <= 1.0f)
{
int screenWidth = 640; //cg.refdef.width;
int screenHeight = 480; //cg.refdef.height;
int x = (int)(0 + currentComfortVignetteValue * screenWidth / 3.5f);
int w = (int)(screenWidth - 2 * x);
int y = (int)(0 + currentComfortVignetteValue * screenHeight / 3.5f);
int h = (int)(screenHeight - 2 * y);
vec4_t black = {0.0, 0.0, 0.0, 1};
cgi_R_SetColor( black );
// sides
cgi_R_DrawStretchPic( 0, 0, x, screenHeight, 0, 0, 1, 1, cgs.media.whiteShader );
cgi_R_DrawStretchPic( screenWidth - x, 0, x, screenHeight, 0, 0, 1, 1, cgs.media.whiteShader );
// top/bottom
cgi_R_DrawStretchPic( x, 0, screenWidth - x, y, 0, 0, 1, 1, cgs.media.whiteShader );
cgi_R_DrawStretchPic( x, screenHeight - y, screenWidth - x, y, 0, 0, 1, 1, cgs.media.whiteShader );
// vignette
cgi_R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, cgs.media.vignetteShader );
cgi_R_SetColor( NULL );
}
}
/*
=================
CG_Draw2D
=================
*/
extern void CG_SaberClashFlare( void );
static void CG_Draw2D( void )
{
char text[1024]={0};
int w,y_pos;
centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
// if we are taking a levelshot for the menu, don't draw anything
if ( cg.levelShot )
{
return;
}
if ( cg_draw2D.integer == 0 )
{
return;
}
if ( cg.snap->ps.pm_type == PM_INTERMISSION )
{
cg.drawingHUD = CG_HUD_SCALED;
CG_DrawIntermission();
cg.drawingHUD = CG_HUD_NORMAL;
return;
}
if (cg_endcredits.integer)
{
if (!CG_Credits_Draw())
{
CG_DrawCredits(); // will probably get rid of this soon
}
}
if (!vr->immersive_cinematics) {
CGCam_DrawWideScreen();
}
if (cg.zoomMode == 4)
{
CG_DrawWeapReticle();
}
else if (cg.zoomMode != 0)
{
CG_DrawZoomBorders();
}
cg.drawingHUD = CG_HUD_SCALED;
CG_DrawBatteryCharge();
// Draw this before the text so that any text won't get clipped off
if ( !in_camera )
{
cg.drawingHUD = CG_HUD_ZOOM;
CG_DrawZoomMask();
cg.drawingHUD = CG_HUD_SCALED;
}
CG_DrawScrollText();
CG_DrawCaptionText( in_camera && vr->immersive_cinematics );
if ( in_camera )
{//still draw the saber clash flare, but nothing else
cg.drawingHUD = CG_HUD_NORMAL;
CG_SaberClashFlare();
return;
}
cg.drawingHUD = CG_HUD_NORMAL;
if ( CG_RenderingFromMiscCamera())
{
// purposely doing an early out when in a misc_camera, change it if needed.
// allowing center print when in camera mode, probably just an alpha thing - dmv
CG_DrawCenterString();
return;
}
cg.drawingHUD = CG_HUD_SCALED;
// don't draw any status if dead
if ( cg.snap->ps.stats[STAT_HEALTH] > 0 )
{
CG_DrawVignette();
if ( !(cent->gent && cent->gent->s.eFlags & (EF_LOCKED_TO_WEAPON |EF_IN_ATST)))
{
CG_DrawIconBackground();
}
CG_DrawMoveSpeedIcon();
CG_DrawWeaponSelect();
if ( cg.zoomMode == 0 )
{
CG_DrawStats();
}
CG_DrawAmmoWarning();
//CROSSHAIR is now done from the crosshair ent trace
//if ( !cg.renderingThirdPerson && !cg_dynamicCrosshair.integer ) // disruptor draws it's own crosshair artwork; binocs draw nothing; third person draws its own crosshair
//{
// CG_DrawCrosshair( NULL );
//}
CG_DrawCrosshairNames();
CG_RunRocketLocking();
CG_DrawInventorySelect();
CG_DrawForceSelect();
CG_DrawPickupItem();
2023-03-05 08:50:51 +00:00
CG_UseIcon();
}
CG_SaberClashFlare();
float y = 0;
if (cg_drawSnapshot.integer) {
y=CG_DrawSnapshot(y);
}
if (cg_drawFPS.integer) {
y=CG_DrawFPS(y);
}
if (cg_drawTimer.integer) {
y=CG_DrawTimer(y);
}
// don't draw center string if scoreboard is up
if ( !CG_DrawScoreboard() ) {
CG_DrawCenterString();
}
if (missionInfo_Updated)
{
if (cg.predicted_player_state.pm_type != PM_DEAD)
{
// Was a objective given?
/* if ((cg_updatedDataPadForcePower.integer) || (cg_updatedDataPadObjective.integer))
{
// How long has the game been running? If within 15 seconds of starting, throw up the datapad.
if (cg.dataPadLevelStartTime>cg.time)
{
// Make it pop up
if (!in_camera)
{
cgi_SendConsoleCommand( "datapad" );
cg.dataPadLevelStartTime=cg.time; //and don't do it again this level!
}
}
}
*/
if (!cg.missionInfoFlashTime)
{
cg.missionInfoFlashTime = cg.time + cg_missionInfoFlashTime.integer;
}
if (cg.missionInfoFlashTime < cg.time) // Time's up. They didn't read it.
{
cg.missionInfoFlashTime = 0;
missionInfo_Updated = qfalse;
CG_ClearDataPadCvars();
}
cgi_SP_GetStringTextString( "INGAME_DATAPAD_UPDATED", text, sizeof(text) );
int x_pos = 0;
int offset = 0;
y_pos = (SCREEN_HEIGHT/2)+80;
if ( cg_missionInfoCentered.integer )
{
w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontSmall, FONT_SCALE);
offset = w / 2;
x_pos = SCREEN_WIDTH / 2;
}
int tempX = x_pos;
int tempY = y_pos;
CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL );
cgi_R_Font_DrawString(tempX - offset, tempY, text, colorTable[CT_LTRED1], cgs.media.qhFontSmall, -1, FONT_SCALE);
if (cg_updatedDataPadForcePower1.integer)
{
y_pos += 25;
cgi_SP_GetStringTextString("INGAME_NEW_FORCE_POWER_INFO", text, sizeof(text) );
if ( cg_missionInfoCentered.integer )
{
w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontSmall, FONT_SCALE);
offset = w / 2;
x_pos = SCREEN_WIDTH / 2;
}
tempX = x_pos;
tempY = y_pos;
CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL );
cgi_R_Font_DrawString(tempX - offset, tempY, text, colorTable[CT_LTRED1], cgs.media.qhFontSmall, -1, FONT_SCALE);
}
if (cg_updatedDataPadObjective.integer)
{
y_pos += 25;
cgi_SP_GetStringTextString( "INGAME_NEW_OBJECTIVE_INFO", text, sizeof(text) );
if ( cg_missionInfoCentered.integer )
{
w = cgi_R_Font_StrLenPixels(text,cgs.media.qhFontSmall, FONT_SCALE);
offset = w / 2;
x_pos = SCREEN_WIDTH / 2;
}
tempX = x_pos;
tempY = y_pos;
CG_AdjustFrom640Int( &tempX, &tempY, NULL, NULL );
cgi_R_Font_DrawString(tempX - offset, tempY, text, colorTable[CT_LTRED1], cgs.media.qhFontSmall, -1, FONT_SCALE);
}
// if (cent->gent->client->sess.missionObjectivesShown<3)
// {
// CG_DrawProportionalString((SCREEN_WIDTH/2), (SCREEN_HEIGHT/2) + 20, ingame_text[IGT_MISSIONINFO_UPDATED2],
// CG_PULSE | CG_CENTER| CG_SMALLFONT, colorTable[CT_LTRED1] );
// }
}
}
cg.drawingHUD = CG_HUD_NORMAL;
}
/*
=====================
CG_DrawActive
Perform all drawing needed to completely fill the screen
=====================
*/
void CG_DrawActive( stereoFrame_t stereoView ) {
float separation;
vec3_t baseOrg;
// optionally draw the info screen instead
if ( !cg.snap ) {
CG_DrawInformation();
return;
}
if (!vr->item_selector) {
CG_DrawCrosshair3D(0);
CG_DrawCrosshair3D(1);
}
2022-10-08 16:28:59 +00:00
//FIXME: these globals done once at start of frame for various funcs
AngleVectors (cg.refdefViewAngles, vfwd, vright, vup);
VectorCopy( vfwd, vfwd_n );
VectorCopy( vright, vright_n );
VectorCopy( vup, vup_n );
VectorNormalize( vfwd_n );
VectorNormalize( vright_n );
VectorNormalize( vup_n );
vr->cgzoommode = cg.zoomMode;
switch ( stereoView ) {
case STEREO_CENTER:
separation = 0;
break;
case STEREO_LEFT:
separation = cg_worldScale.value * (-cg_stereoSeparation.value / 2);
break;
case STEREO_RIGHT:
separation = cg_worldScale.value * (cg_stereoSeparation.value / 2);
break;
default:
separation = 0;
CG_Error( "CG_DrawActive: Undefined stereoView" );
}
//Only vehicle in JK2 is the AT-ST
vr->in_vehicle = (g_entities[0].client &&
g_entities[0].client->NPC_class == CLASS_ATST);
2022-11-26 15:26:42 +00:00
vr->remote_npc = !Q_stricmp( "NPC", g_entities[cg.snap->ps.viewEntity].classname );
vr->remote_droid = false;
vr->remote_turret = false;
vr->emplaced_gun = ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON );
2022-11-26 15:26:42 +00:00
in_misccamera = false;
if (cg.snap->ps.viewEntity) {
if (g_entities[cg.snap->ps.viewEntity].NPC_type) {
char modelName[256];
Q_strncpyz(modelName, g_entities[cg.snap->ps.viewEntity].NPC_type, sizeof modelName);
vr->remote_droid = vr->remote_npc &&
(!Q_stricmp("gonk", modelName) || !Q_stricmp("seeker", modelName) ||
!Q_stricmp("remote", modelName)
|| !Q_strncmp("r2d2", modelName, 4) ||
!Q_strncmp("r5d2", modelName, 4) || !Q_stricmp("mouse", modelName));
}
vr->remote_turret = (!Q_stricmp("misc_panel_turret",
g_entities[cg.snap->ps.viewEntity].classname));
in_misccamera = (!Q_stricmp("misc_camera", g_entities[cg.snap->ps.viewEntity].classname))
|| vr->remote_droid
|| vr->remote_turret;
}
cg.refdef.worldscale = cg_worldScale.value;
bool usingScope = (cg.zoomMode == 2 || cg.zoomMode == 4);
//Normal 1st person view angles
if (!in_camera &&
!in_misccamera &&
!vr->remote_droid &&
!vr->remote_npc &&
!usingScope &&
!cg.renderingThirdPerson)
{
VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW] +
SHORT2ANGLE(cg.snap->ps.delta_angles[YAW]);
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
}
2023-04-16 21:14:25 +00:00
//If viewing a remote turret, take the overridden FOV
if (vr->remote_turret)
{
cg.refdef.override_fov = true;
}
//Controlling an NPC that isn't a droid
if (vr->remote_npc &&
!vr->remote_droid)
{
if (vr->remote_cooldown > cg.time)
{
VectorCopy(cg.refdefViewAngles, vr->remote_angles);
vr->take_snap = true;
}
VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
cg.refdef.viewangles[YAW] = vr->remote_angles[YAW] + (vr->hmdorientation[YAW] - vr->hmdorientation_snap[YAW]) + (vr->snapTurn - vr->remote_snapTurn);
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
}
//Sniper/E11 scope
if (usingScope)
{
cg.refdef.viewangles[ROLL] = vr->clientviewangles[ROLL];
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cg.refdef.viewangles[PITCH] = vr->weaponangles[ANGLES_ADJUSTED][PITCH];
cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW]
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+ vr->weaponangles[ANGLES_ADJUSTED][YAW] + SHORT2ANGLE(cg.snap->ps.delta_angles[YAW]);
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
}
//Normal 3rd person view angles
if (!in_camera &&
!in_misccamera &&
cg.renderingThirdPerson)
{
VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW] +
(vr->hmdorientation[YAW] - vr->hmdorientation_first[YAW]) +
SHORT2ANGLE(cg.snap->ps.delta_angles[YAW]);
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
}
//Immersive cinematic sequence 6DoF
if ((in_camera && vr->immersive_cinematics) || vr->emplaced_gun || cg.renderingThirdPerson)
{
BG_ConvertFromVR(vr->hmdposition_offset, cg.refdef.vieworg, cg.refdef.vieworg);
}
// clear around the rendered view if sized down
CG_TileClear();
// offset vieworg appropriately if we're doing stereo separation
VectorCopy( cg.refdef.vieworg, baseOrg );
if ( separation != 0 && (!in_camera || vr->immersive_cinematics) && !in_misccamera && !usingScope ) {
VectorMA( cg.refdef.vieworg, -separation, cg.refdef.viewaxis[1], cg.refdef.vieworg );
}
if ( cg.zoomMode == 3 && cg.snap->ps.batteryCharge ) // doing the Light amp goggles thing
{
cgi_R_LAGoggles();
}
if (!vr->emplaced_gun && !in_misccamera && !in_camera) {
//Vertical Positional Movement
cg.refdef.vieworg[2] -= DEFAULT_PLAYER_HEIGHT;
cg.refdef.vieworg[2] += (vr->hmdposition[1] + cg_heightAdjust.value) * cg_worldScale.value;
}
// draw 3D view
cgi_R_RenderScene( &cg.refdef );
// restore original viewpoint if running stereo
if ( separation != 0 ) {
VectorCopy( baseOrg, cg.refdef.vieworg );
}
// draw status bar and other floating elements
CG_Draw2D();
}