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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/>.
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
# include "cg_local.h"
# include "../game/g_local.h"
# include "../game/b_local.h"
# define CG_PLAYERS_CPP
# include "cg_media.h"
# include "FxScheduler.h"
# include "../game/ghoul2_shared.h"
# include "../game/anims.h"
# include "../game/wp_saber.h"
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# include "bg_local.h"
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# include <JKVR/VrClientInfo.h>
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# define LOOK_SWING_SCALE 0.5
# include "animtable.h"
/*
player entities generate a great deal of information from implicit ques
taken from the entityState_t
*/
qboolean CG_RegisterClientModelname ( clientInfo_t * ci , const char * headModelName , const char * headSkinName ,
const char * torsoModelName , const char * torsoSkinName ,
const char * legsModelName , const char * legsSkinName ) ;
void CG_PlayerAnimSounds ( int animFileIndex , qboolean torso , int oldFrame , int frame , int entNum ) ;
extern void BG_G2SetBoneAngles ( centity_t * cent , gentity_t * gent , int boneIndex , const vec3_t angles , const int flags ,
const Eorientations up , const Eorientations left , const Eorientations forward , qhandle_t * modelList ) ;
extern void FX_BorgDeathSparkParticles ( vec3_t origin , vec3_t angles , vec3_t vel , vec3_t user ) ;
extern int PM_GetTurnAnim ( gentity_t * gent , int anim ) ;
extern int PM_AnimLength ( int index , animNumber_t anim ) ;
extern qboolean PM_InRoll ( playerState_t * ps ) ;
//Basic set of custom sounds that everyone needs
// (keep numbers in ascending order in order for variant-capping to work)
const char * cg_customBasicSoundNames [ MAX_CUSTOM_BASIC_SOUNDS ] =
{
" *death1.wav " ,
" *death2.wav " ,
" *death3.wav " ,
" *jump1.wav " ,
" *pain25.wav " ,
" *pain50.wav " ,
" *pain75.wav " ,
" *pain100.wav " ,
" *gurp1.wav " ,
" *gurp2.wav " ,
" *drown.wav " ,
" *gasp.wav " ,
" *land1.wav " ,
" *falling1.wav " ,
} ;
//Used as a supplement to the basic set for enemies and hazard team
// (keep numbers in ascending order in order for variant-capping to work)
const char * cg_customCombatSoundNames [ MAX_CUSTOM_COMBAT_SOUNDS ] =
{
" *anger1.wav " , //Say when acquire an enemy when didn't have one before
" *anger2.wav " ,
" *anger3.wav " ,
" *victory1.wav " , //Say when killed an enemy
" *victory2.wav " ,
" *victory3.wav " ,
" *confuse1.wav " , //Say when confused
" *confuse2.wav " ,
" *confuse3.wav " ,
" *pushed1.wav " , //Say when force-pushed
" *pushed2.wav " ,
" *pushed3.wav " ,
" *choke1.wav " ,
" *choke2.wav " ,
" *choke3.wav " ,
" *ffwarn.wav " ,
" *ffturn.wav " ,
} ;
//Used as a supplement to the basic set for stormtroopers
// (keep numbers in ascending order in order for variant-capping to work)
const char * cg_customExtraSoundNames [ MAX_CUSTOM_EXTRA_SOUNDS ] =
{
" *chase1.wav " ,
" *chase2.wav " ,
" *chase3.wav " ,
" *cover1.wav " ,
" *cover2.wav " ,
" *cover3.wav " ,
" *cover4.wav " ,
" *cover5.wav " ,
" *detected1.wav " ,
" *detected2.wav " ,
" *detected3.wav " ,
" *detected4.wav " ,
" *detected5.wav " ,
" *lost1.wav " ,
" *outflank1.wav " ,
" *outflank2.wav " ,
" *escaping1.wav " ,
" *escaping2.wav " ,
" *escaping3.wav " ,
" *giveup1.wav " ,
" *giveup2.wav " ,
" *giveup3.wav " ,
" *giveup4.wav " ,
" *look1.wav " ,
" *look2.wav " ,
" *sight1.wav " ,
" *sight2.wav " ,
" *sight3.wav " ,
" *sound1.wav " ,
" *sound2.wav " ,
" *sound3.wav " ,
" *suspicious1.wav " ,
" *suspicious2.wav " ,
" *suspicious3.wav " ,
" *suspicious4.wav " ,
" *suspicious5.wav " ,
} ;
//Used as a supplement to the basic set for jedi
// (keep numbers in ascending order in order for variant-capping to work)
const char * cg_customJediSoundNames [ MAX_CUSTOM_JEDI_SOUNDS ] =
{
" *combat1.wav " ,
" *combat2.wav " ,
" *combat3.wav " ,
" *jdetected1.wav " ,
" *jdetected2.wav " ,
" *jdetected3.wav " ,
" *taunt1.wav " ,
" *taunt2.wav " ,
" *taunt3.wav " ,
" *jchase1.wav " ,
" *jchase2.wav " ,
" *jchase3.wav " ,
" *jlost1.wav " ,
" *jlost2.wav " ,
" *jlost3.wav " ,
" *deflect1.wav " ,
" *deflect2.wav " ,
" *deflect3.wav " ,
" *gloat1.wav " ,
" *gloat2.wav " ,
" *gloat3.wav " ,
" *pushfail.wav " ,
} ;
// done at registration time only...
//
// cuts down on sound-variant registration for low end machines,
// eg *gloat1.wav (plus...2,...3) can be capped to all be just *gloat1.wav
//
static const char * GetCustomSound_VariantCapped ( const char * ppsTable [ ] , int iEntryNum , qboolean bForceVariant1 )
{
extern vmCvar_t cg_VariantSoundCap ;
// const int iVariantCap = 2; // test
const int & iVariantCap = cg_VariantSoundCap . integer ;
if ( iVariantCap | | bForceVariant1 )
{
char * p = ( char * ) strchr ( ppsTable [ iEntryNum ] , ' . ' ) ;
if ( p & & p - 2 > ppsTable [ iEntryNum ] & & isdigit ( p [ - 1 ] ) & & ! isdigit ( p [ - 2 ] ) )
{
int iThisVariant = p [ - 1 ] - ' 0 ' ;
if ( iThisVariant > iVariantCap | | bForceVariant1 )
{
// ok, let's not load this variant, so pick a random one below the cap value...
//
for ( int i = 0 ; i < 2 ; i + + ) // 1st pass, choose random, 2nd pass (if random not in list), choose xxx1, else fall through...
{
char sName [ MAX_QPATH ] ;
Q_strncpyz ( sName , ppsTable [ iEntryNum ] , sizeof ( sName ) ) ;
p = strchr ( sName , ' . ' ) ;
if ( p )
{
* p = ' \0 ' ;
sName [ strlen ( sName ) - 1 ] = ' \0 ' ; // strip the digit
int iRandom = bForceVariant1 ? 1 : ( ! i ? Q_irand ( 1 , iVariantCap ) : 1 ) ;
strcat ( sName , va ( " %d.wav " , iRandom ) ) ;
// does this exist in the entries before the original one?...
//
for ( int iScanNum = 0 ; iScanNum < iEntryNum ; iScanNum + + )
{
if ( ! Q_stricmp ( ppsTable [ iScanNum ] , sName ) )
{
// yeah, this entry is also present in the table, so ok to return it
//
return ppsTable [ iScanNum ] ;
}
}
}
}
// didn't find an entry corresponding to either the random name, or the xxxx1 version,
// so give up and drop through to return the original...
//
}
}
}
return ppsTable [ iEntryNum ] ;
}
static void CG_RegisterCustomSounds ( clientInfo_t * ci , int iSoundEntryBase ,
int iTableEntries , const char * ppsTable [ ] , const char * psDir
)
{
for ( int i = 0 ; i < iTableEntries ; i + + )
{
const char * s = GetCustomSound_VariantCapped ( ppsTable , i , qfalse ) ;
if ( ! s )
{
break ; // fairly pointless code in original, since there are no NULL's in the table, but wtf...
}
sfxHandle_t hSFX = cgi_S_RegisterSound ( va ( " sound/chars/%s/misc/%s " , psDir , s + 1 ) ) ;
if ( hSFX = = 0 )
{
// hmmm... variant in table was missing, so forcibly-retry with %1 version (which we may have just tried, but wtf?)...
//
s = GetCustomSound_VariantCapped ( ppsTable , i , qtrue ) ;
hSFX = cgi_S_RegisterSound ( va ( " sound/chars/%s/misc/%s " , psDir , s + 1 ) ) ;
//
// and fall through regardless...
//
}
ci - > sounds [ i + iSoundEntryBase ] = hSFX ;
}
}
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//SB: Never render any player model if 1st person and using the saber
bool CG_getPlayer1stPersonSaber ( const centity_t * cent ) {
return ( ! cent - > gent - > NPC & & ! cg . renderingThirdPerson & &
cent - > gent - > client - > ps . weapon = = WP_SABER ) ;
}
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/*
= = = = = = = = = = = = = = = =
CG_CustomSound
NOTE : when you call this , check the value . If zero , do not try to play the sound .
Either that or when a sound that doesn ' t exist is played , don ' t play the null
sound honk and don ' t display the error message
= = = = = = = = = = = = = = = =
*/
static sfxHandle_t CG_CustomSound ( int entityNum , const char * soundName , int customSoundSet )
{
clientInfo_t * ci ;
int i ;
if ( soundName [ 0 ] ! = ' * ' )
{
return cgi_S_RegisterSound ( soundName ) ;
}
if ( ! g_entities [ entityNum ] . client )
{
// No client, this should never happen, so just use kyle's sounds
//ci = &g_entities[0].client->clientInfo;
ci = & cgs . clientinfo [ entityNum ] ;
}
else
{
ci = & g_entities [ entityNum ] . client - > clientInfo ;
}
//FIXME: if the sound you want to play could not be found, pick another from the same
//general grouping? ie: if you want ff_2c and there is none, try ff_2b or ff_2a...
switch ( customSoundSet )
{
case CS_BASIC :
// There should always be a clientInfo structure if there is a client, but just make sure...
if ( ci )
{
for ( i = 0 ; i < MAX_CUSTOM_BASIC_SOUNDS & & cg_customBasicSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customBasicSoundNames [ i ] ) )
{
return ci - > sounds [ i ] ;
}
}
}
break ;
case CS_COMBAT :
// There should always be a clientInfo structure if there is a client, but just make sure...
if ( ci )
{
for ( i = 0 ; i < MAX_CUSTOM_COMBAT_SOUNDS & & cg_customCombatSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customCombatSoundNames [ i ] ) )
{
return ci - > sounds [ i + MAX_CUSTOM_BASIC_SOUNDS ] ;
}
}
}
break ;
case CS_EXTRA :
// There should always be a clientInfo structure if there is a client, but just make sure...
if ( ci )
{
for ( i = 0 ; i < MAX_CUSTOM_EXTRA_SOUNDS & & cg_customExtraSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customExtraSoundNames [ i ] ) )
{
return ci - > sounds [ i + MAX_CUSTOM_BASIC_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS ] ;
}
}
}
break ;
case CS_JEDI :
// There should always be a clientInfo structure if there is a client, but just make sure...
if ( ci )
{
for ( i = 0 ; i < MAX_CUSTOM_JEDI_SOUNDS & & cg_customJediSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customJediSoundNames [ i ] ) )
{
return ci - > sounds [ i + MAX_CUSTOM_BASIC_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS + MAX_CUSTOM_EXTRA_SOUNDS ] ;
}
}
}
break ;
default :
//no set specified, search all
if ( ci )
{
for ( i = 0 ; i < MAX_CUSTOM_BASIC_SOUNDS & & cg_customBasicSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customBasicSoundNames [ i ] ) )
{
return ci - > sounds [ i ] ;
}
}
for ( i = 0 ; i < MAX_CUSTOM_COMBAT_SOUNDS & & cg_customCombatSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customCombatSoundNames [ i ] ) )
{
return ci - > sounds [ i + MAX_CUSTOM_BASIC_SOUNDS ] ;
}
}
for ( i = 0 ; i < MAX_CUSTOM_EXTRA_SOUNDS & & cg_customExtraSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customExtraSoundNames [ i ] ) )
{
return ci - > sounds [ i + MAX_CUSTOM_BASIC_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS ] ;
}
}
for ( i = 0 ; i < MAX_CUSTOM_JEDI_SOUNDS & & cg_customJediSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customJediSoundNames [ i ] ) )
{
return ci - > sounds [ i + MAX_CUSTOM_BASIC_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS + MAX_CUSTOM_EXTRA_SOUNDS ] ;
}
}
}
break ;
}
CG_Error ( " Unknown custom sound: %s " , soundName ) ;
return 0 ;
}
void CG_TryPlayCustomSound ( vec3_t origin , int entityNum , soundChannel_t channel , const char * soundName , int customSoundSet )
{
sfxHandle_t soundIndex = CG_CustomSound ( entityNum , soundName , customSoundSet ) ;
if ( ! soundIndex )
{
return ;
}
cgi_S_StartSound ( origin , entityNum , channel , soundIndex ) ;
}
/*
= = = = = = = = = = = = = = = = = = = = = =
CG_NewClientinfo
For player only , NPCs get them through NPC_stats and G_ModelIndex
= = = = = = = = = = = = = = = = = = = = = =
*/
void CG_NewClientinfo ( int clientNum )
{
clientInfo_t * ci ;
const char * configstring ;
const char * v ;
// const char *s;
// int i;
configstring = CG_ConfigString ( clientNum + CS_PLAYERS ) ;
if ( ! configstring [ 0 ] )
{
return ; // player just left
}
//ci = &cgs.clientinfo[clientNum];
if ( ! ( g_entities [ clientNum ] . client ) )
{
return ;
}
ci = & g_entities [ clientNum ] . client - > clientInfo ;
// isolate the player's name
v = Info_ValueForKey ( configstring , " n " ) ;
Q_strncpyz ( ci - > name , v , sizeof ( ci - > name ) ) ;
// handicap
v = Info_ValueForKey ( configstring , " hc " ) ;
ci - > handicap = atoi ( v ) ;
// team
v = Info_ValueForKey ( configstring , " t " ) ;
ci - > team = ( team_t ) atoi ( v ) ;
// legsModel
v = Info_ValueForKey ( configstring , " legsModel " ) ;
Q_strncpyz ( g_entities [ clientNum ] . client - > renderInfo . legsModelName , v ,
sizeof ( g_entities [ clientNum ] . client - > renderInfo . legsModelName ) ) ;
// torsoModel
v = Info_ValueForKey ( configstring , " torsoModel " ) ;
Q_strncpyz ( g_entities [ clientNum ] . client - > renderInfo . torsoModelName , v ,
sizeof ( g_entities [ clientNum ] . client - > renderInfo . torsoModelName ) ) ;
// headModel
v = Info_ValueForKey ( configstring , " headModel " ) ;
Q_strncpyz ( g_entities [ clientNum ] . client - > renderInfo . headModelName , v ,
sizeof ( g_entities [ clientNum ] . client - > renderInfo . headModelName ) ) ;
// sounds
cvar_t * sex = gi . cvar ( " sex " , " male " , 0 ) ;
if ( Q_stricmp ( " female " , sex - > string ) = = 0 )
{
ci - > customBasicSoundDir = " kyla " ;
}
else
{
ci - > customBasicSoundDir = " kyle " ;
}
//player uses only the basic custom sound set, not the combat or extra
CG_RegisterCustomSounds ( ci ,
0 , // int iSoundEntryBase,
MAX_CUSTOM_BASIC_SOUNDS , // int iTableEntries,
cg_customBasicSoundNames , // const char *ppsTable[],
ci - > customBasicSoundDir // const char *psDir
) ;
ci - > infoValid = qfalse ;
}
/*
CG_RegisterNPCCustomSounds
*/
void CG_RegisterNPCCustomSounds ( clientInfo_t * ci )
{
// const char *s;
// int i;
// sounds
if ( ci - > customBasicSoundDir & & ci - > customBasicSoundDir [ 0 ] )
{
CG_RegisterCustomSounds ( ci ,
0 , // int iSoundEntryBase,
MAX_CUSTOM_BASIC_SOUNDS , // int iTableEntries,
cg_customBasicSoundNames , // const char *ppsTable[],
ci - > customBasicSoundDir // const char *psDir
) ;
}
if ( ci - > customCombatSoundDir & & ci - > customCombatSoundDir [ 0 ] )
{
CG_RegisterCustomSounds ( ci ,
MAX_CUSTOM_BASIC_SOUNDS , // int iSoundEntryBase,
MAX_CUSTOM_COMBAT_SOUNDS , // int iTableEntries,
cg_customCombatSoundNames , // const char *ppsTable[],
ci - > customCombatSoundDir // const char *psDir
) ;
}
if ( ci - > customExtraSoundDir & & ci - > customExtraSoundDir [ 0 ] )
{
CG_RegisterCustomSounds ( ci ,
MAX_CUSTOM_BASIC_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS , // int iSoundEntryBase,
MAX_CUSTOM_EXTRA_SOUNDS , // int iTableEntries,
cg_customExtraSoundNames , // const char *ppsTable[],
ci - > customExtraSoundDir // const char *psDir
) ;
}
if ( ci - > customJediSoundDir & & ci - > customJediSoundDir [ 0 ] )
{
CG_RegisterCustomSounds ( ci ,
MAX_CUSTOM_BASIC_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS + MAX_CUSTOM_EXTRA_SOUNDS , // int iSoundEntryBase,
MAX_CUSTOM_JEDI_SOUNDS , // int iTableEntries,
cg_customJediSoundNames , // const char *ppsTable[],
ci - > customJediSoundDir // const char *psDir
) ;
}
}
//=============================================================================
/*
void CG_RegisterNPCEffects ( team_t team )
This should register all the shaders , models and sounds used by a specific type
of NPC ' s spawn , death and other miscellaneous effects . NOT WEAPON EFFECTS , as those
are taken care of in CG_RegisterWeapon
*/
void CG_RegisterNPCEffects ( team_t team )
{
switch ( team )
{
case TEAM_ENEMY :
break ;
case TEAM_NEUTRAL :
break ;
case TEAM_PLAYER :
break ;
default :
break ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
PLAYER ANIMATION
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
qboolean ValidAnimFileIndex ( int index )
{
if ( index < 0 | | index > = level . numKnownAnimFileSets )
{
Com_Printf ( S_COLOR_RED " Bad animFileIndex: %d \n " , index ) ;
return qfalse ;
}
return qtrue ;
}
void ParseAnimationSndBlock ( const char * asb_filename , animsounds_t * animSounds , animation_t * animations , int * i , const char * * text_p )
{
const char * token ;
char soundString [ MAX_QPATH ] ;
int lowestVal , highestVal ;
int animNum , num , n ;
// get past starting bracket
while ( 1 )
{
token = COM_Parse ( text_p ) ;
if ( ! Q_stricmp ( token , " { " ) )
{
break ;
}
}
animSounds + = * i ;
// read information for each frame
while ( 1 )
{
if ( * i > = MAX_ANIM_SOUNDS )
{
CG_Error ( " ParseAnimationSndBlock: animation number >= MAX_ANIM_SOUNDS(%i) " , MAX_ANIM_SOUNDS ) ;
}
// Get base frame of sequence
token = COM_Parse ( text_p ) ;
if ( ! token | | ! token [ 0 ] )
{
break ;
}
if ( ! Q_stricmp ( token , " } " ) ) // At end of block
{
break ;
}
//Compare to same table as animations used
// so we don't have to use actual numbers for animation first frames,
// just need offsets.
//This way when animation numbers change, this table won't have to be updated,
// at least not much.
animNum = GetIDForString ( animTable , token ) ;
if ( animNum = = - 1 )
{ //Unrecognized ANIM ENUM name, or we're skipping this line, keep going till you get a good one
Com_Printf ( S_COLOR_YELLOW " WARNING: Unknown token %s in animSound file %s \n " , token , asb_filename ) ;
continue ;
}
if ( animations [ animNum ] . numFrames = = 0 )
{ //we don't use this anim
//Com_Printf(S_COLOR_YELLOW"WARNING: %s animsounds.cfg: anim %s not used by this model\n", filename, token);
// Get offset to frame within sequence
token = COM_Parse ( text_p ) ;
//get soundstring
token = COM_Parse ( text_p ) ;
//get lowest value
token = COM_Parse ( text_p ) ;
//get highest value
token = COM_Parse ( text_p ) ;
//get probability
token = COM_Parse ( text_p ) ;
continue ;
}
animSounds - > keyFrame = animations [ animNum ] . firstFrame ;
// Get offset to frame within sequence
token = COM_Parse ( text_p ) ;
if ( ! token )
{
break ;
}
animSounds - > keyFrame + = atoi ( token ) ;
//get soundstring
token = COM_Parse ( text_p ) ;
if ( ! token )
{
break ;
}
Q_strncpyz ( soundString , token , sizeof ( soundString ) ) ;
//get lowest value
token = COM_Parse ( text_p ) ;
if ( ! token )
{ //WARNING! BAD TABLE!
break ;
}
lowestVal = atoi ( token ) ;
//get highest value
token = COM_Parse ( text_p ) ;
if ( ! token )
{ //WARNING! BAD TABLE!
break ;
}
highestVal = atoi ( token ) ;
//Now precache all the sounds
//NOTE: If we can be assured sequential handles, we can store sound indices
// instead of strings, unfortunately, if these sounds were previously
// registered, we cannot be guaranteed sequential indices. Thus an array
if ( lowestVal & & highestVal )
{
for ( n = lowestVal , num = 0 ; n < = highestVal & & num < MAX_RANDOM_ANIMSOUNDS ; n + + , num + + )
{
animSounds - > soundIndex [ num ] = G_SoundIndex ( va ( soundString , n ) ) ; //cgi_S_RegisterSound
}
animSounds - > numRandomAnimSounds = num - 1 ;
}
else
{
animSounds - > soundIndex [ 0 ] = G_SoundIndex ( va ( soundString ) ) ; //cgi_S_RegisterSound
# ifndef FINAL_BUILD
if ( ! animSounds - > soundIndex [ 0 ] )
{ //couldn't register it - file not found
Com_Printf ( S_COLOR_RED " ParseAnimationSndBlock: sound %s does not exist (animsound.cfg %s)! \n " , soundString , asb_filename ) ;
}
# endif
animSounds - > numRandomAnimSounds = 0 ;
}
//get probability
token = COM_Parse ( text_p ) ;
if ( ! token )
{ //WARNING! BAD TABLE!
break ;
}
animSounds - > probability = atoi ( token ) ;
+ + animSounds ;
+ + * i ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = = =
CG_ClearAnimSndCache
resets all the soundcache so that a vid restart will recache them
= = = = = = = = = = = = = = = = = = = = = =
*/
void CG_ClearAnimSndCache ( void )
{
int i ;
for ( i = 0 ; i < level . numKnownAnimFileSets ; i + + ) {
level . knownAnimFileSets [ i ] . soundsCached = qfalse ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = = =
CG_ParseAnimationSndFile
Read a configuration file containing animation sounds
models / players / kyle / animsounds . cfg , etc
This file ' s presence is not required
= = = = = = = = = = = = = = = = = = = = = =
*/
void CG_ParseAnimationSndFile ( const char * as_filename , int animFileIndex )
{
const char * text_p ;
int len ;
const char * token ;
char text [ 20000 ] ;
char sfilename [ MAX_QPATH ] ;
fileHandle_t f ;
int i , j , upper_i , lower_i ;
assert ( animFileIndex < MAX_ANIM_FILES ) ;
animsounds_t * legsAnimSnds = level . knownAnimFileSets [ animFileIndex ] . legsAnimSnds ;
animsounds_t * torsoAnimSnds = level . knownAnimFileSets [ animFileIndex ] . torsoAnimSnds ;
animation_t * animations = level . knownAnimFileSets [ animFileIndex ] . animations ;
if ( level . knownAnimFileSets [ animFileIndex ] . soundsCached )
{ //already cached this one
return ;
}
//Mark this anim set so that we know we tried to load he sounds, don't care if the load failed
level . knownAnimFileSets [ animFileIndex ] . soundsCached = qtrue ;
// Load and parse animSounds.cfg file
Com_sprintf ( sfilename , sizeof ( sfilename ) , " models/players/%s/animsounds.cfg " , as_filename ) ;
//initialize anim sound array
for ( i = 0 ; i < MAX_ANIM_SOUNDS ; i + + )
{
torsoAnimSnds [ i ] . numRandomAnimSounds = 0 ;
legsAnimSnds [ i ] . numRandomAnimSounds = 0 ;
for ( j = 0 ; j < MAX_RANDOM_ANIMSOUNDS ; j + + )
{
torsoAnimSnds [ i ] . soundIndex [ j ] = - 1 ;
legsAnimSnds [ i ] . soundIndex [ j ] = - 1 ;
}
}
// load the file
len = cgi_FS_FOpenFile ( sfilename , & f , FS_READ ) ;
if ( len < = 0 )
{ //no file
return ;
}
if ( len > = ( int ) sizeof ( text ) - 1 )
{
cgi_FS_FCloseFile ( f ) ;
CG_Printf ( " File %s too long \n " , sfilename ) ;
return ;
}
cgi_FS_Read ( text , len , f ) ;
text [ len ] = 0 ;
cgi_FS_FCloseFile ( f ) ;
// parse the text
text_p = text ;
upper_i = 0 ;
lower_i = 0 ;
// read information for batches of sounds (UPPER or LOWER)
COM_BeginParseSession ( ) ;
while ( 1 )
{
// Get base frame of sequence
token = COM_Parse ( & text_p ) ;
if ( ! token | | ! token [ 0 ] )
{
break ;
}
if ( ! Q_stricmp ( token , " UPPERSOUNDS " ) ) // A batch of upper sounds
{
ParseAnimationSndBlock ( as_filename , torsoAnimSnds , animations , & upper_i , & text_p ) ;
}
else if ( ! Q_stricmp ( token , " LOWERSOUNDS " ) ) // A batch of lower sounds
{
ParseAnimationSndBlock ( as_filename , legsAnimSnds , animations , & lower_i , & text_p ) ;
}
}
COM_EndParseSession ( ) ;
}
/*
= = = = = = = = = = = = = = =
CG_SetLerpFrameAnimation
= = = = = = = = = = = = = = =
*/
void CG_SetLerpFrameAnimation ( clientInfo_t * ci , lerpFrame_t * lf , int newAnimation )
{
animation_t * anim ;
if ( newAnimation < 0 | | newAnimation > = MAX_ANIMATIONS )
{
# ifdef FINAL_BUILD
newAnimation = 0 ;
# else
CG_Error ( " Bad animation number: %i " , newAnimation ) ;
# endif
}
lf - > animationNumber = newAnimation ;
if ( ! ValidAnimFileIndex ( ci - > animFileIndex ) )
{
# ifdef FINAL_BUILD
ci - > animFileIndex = 0 ;
# else
CG_Error ( " Bad animFileIndex: %i " , ci - > animFileIndex ) ;
# endif
}
anim = & level . knownAnimFileSets [ ci - > animFileIndex ] . animations [ newAnimation ] ;
lf - > animation = anim ;
lf - > animationTime = lf - > frameTime + anim - > initialLerp ;
}
/*
= = = = = = = = = = = = = = =
CG_RunLerpFrame
Sets cg . snap , cg . oldFrame , and cg . backlerp
cg . time should be between oldFrameTime and frameTime after exit
= = = = = = = = = = = = = = =
*/
qboolean CG_RunLerpFrame ( clientInfo_t * ci , lerpFrame_t * lf , int newAnimation , float fpsMod , int entNum ) {
int f , animFrameTime ;
animation_t * anim ;
qboolean newFrame = qfalse ;
if ( fpsMod > 2 | | fpsMod < 0.5 )
{ //should have been set right
fpsMod = 1.0f ;
}
// debugging tool to get no animations
if ( cg_animSpeed . integer = = 0 )
{
lf - > oldFrame = lf - > frame = lf - > backlerp = 0 ;
return qfalse ;
}
// see if the animation sequence is switching
//FIXME: allow multiple-frame overlapped lerping between sequences? - Possibly last 3 of last seq and first 3 of next seq?
if ( newAnimation ! = lf - > animationNumber | | ! lf - > animation )
{
CG_SetLerpFrameAnimation ( ci , lf , newAnimation ) ;
}
// if we have passed the current frame, move it to
// oldFrame and calculate a new frame
if ( cg . time > = lf - > frameTime )
{
lf - > oldFrame = lf - > frame ;
lf - > oldFrameTime = lf - > frameTime ;
// get the next frame based on the animation
anim = lf - > animation ;
//Do we need to speed up or slow down the anim?
/*if(fpsMod != 1.0)
{ //Note! despite it's name, a higher fpsMod slows down the anim, a lower one speeds it up
animFrameTime = ceil ( lf - > frameTime * fpsMod ) ;
}
else */
{
animFrameTime = fabs ( ( double ) anim - > frameLerp ) ;
//special hack for player to ensure quick weapon change
if ( entNum = = 0 )
{
if ( lf - > animationNumber = = TORSO_DROPWEAP1 | | lf - > animationNumber = = TORSO_RAISEWEAP1 )
{
animFrameTime = 50 ;
}
}
}
if ( cg . time < lf - > animationTime )
{
lf - > frameTime = lf - > animationTime ; // initial lerp
}
else
{
lf - > frameTime = lf - > oldFrameTime + animFrameTime ;
}
f = ( lf - > frameTime - lf - > animationTime ) / animFrameTime ;
if ( f > = anim - > numFrames )
{ //Reached the end of the anim
//FIXME: Need to set a flag here to TASK_COMPLETE
f - = anim - > numFrames ;
if ( anim - > loopFrames ! = - 1 ) //Before 0 meant no loop
{
if ( anim - > numFrames - anim - > loopFrames = = 0 )
{
f % = anim - > numFrames ;
}
else
{
f % = ( anim - > numFrames - anim - > loopFrames ) ;
}
f + = anim - > loopFrames ;
}
else
{
f = anim - > numFrames - 1 ;
// the animation is stuck at the end, so it
// can immediately transition to another sequence
lf - > frameTime = cg . time ;
}
}
if ( anim - > frameLerp < 0 )
{
lf - > frame = anim - > firstFrame + anim - > numFrames - 1 - f ;
}
else
{
lf - > frame = anim - > firstFrame + f ;
}
if ( cg . time > lf - > frameTime )
{
lf - > frameTime = cg . time ;
}
newFrame = qtrue ;
}
if ( lf - > frameTime > cg . time + 200 )
{
lf - > frameTime = cg . time ;
}
if ( lf - > oldFrameTime > cg . time )
{
lf - > oldFrameTime = cg . time ;
}
// calculate current lerp value
if ( lf - > frameTime = = lf - > oldFrameTime )
{
lf - > backlerp = 0 ;
}
else
{
lf - > backlerp = 1.0 - ( float ) ( cg . time - lf - > oldFrameTime ) / ( lf - > frameTime - lf - > oldFrameTime ) ;
}
return newFrame ;
}
/*
= = = = = = = = = = = = = = =
CG_ClearLerpFrame
= = = = = = = = = = = = = = =
*/
void CG_ClearLerpFrame ( clientInfo_t * ci , lerpFrame_t * lf , int animationNumber )
{
lf - > frameTime = lf - > oldFrameTime = cg . time ;
CG_SetLerpFrameAnimation ( ci , lf , animationNumber ) ;
if ( lf - > animation - > frameLerp < 0 )
{ //Plays backwards
lf - > oldFrame = lf - > frame = ( lf - > animation - > firstFrame + lf - > animation - > numFrames ) ;
}
else
{
lf - > oldFrame = lf - > frame = lf - > animation - > firstFrame ;
}
}
/*
= = = = = = = = = = = = = = =
CG_PlayerAnimation
= = = = = = = = = = = = = = =
*/
void CG_PlayerAnimation ( centity_t * cent , int * legsOld , int * legs , float * legsBackLerp ,
int * torsoOld , int * torso , float * torsoBackLerp ) {
clientInfo_t * ci ;
int legsAnim ;
int legsTurnAnim = - 1 ;
qboolean newLegsFrame = qfalse ;
qboolean newTorsoFrame = qfalse ;
if ( cg_noPlayerAnims . integer ) {
* legsOld = * legs = * torsoOld = * torso = 0 ;
return ;
}
ci = & cent - > gent - > client - > clientInfo ;
//Changed this from cent->currentState.legsAnim to cent->gent->client->ps.legsAnim because it was screwing up our timers when we've just changed anims while turning
legsAnim = cent - > gent - > client - > ps . legsAnim ;
// do the shuffle turn frames locally (MAN this is an Fugly-ass hack!)
if ( cent - > pe . legs . yawing )
{
legsTurnAnim = PM_GetTurnAnim ( cent - > gent , legsAnim ) ;
}
if ( legsTurnAnim ! = - 1 )
{
newLegsFrame = CG_RunLerpFrame ( ci , & cent - > pe . legs , legsTurnAnim , cent - > gent - > client - > renderInfo . legsFpsMod , cent - > gent - > s . number ) ;
//This line doesn't seem to serve any useful purpose, rather it
//breaks things since any task waiting for a lower anim to complete
//never will finish if this happens!!!
//cent->gent->client->ps.legsAnimTimer = 0;
}
else
{
newLegsFrame = CG_RunLerpFrame ( ci , & cent - > pe . legs , legsAnim , cent - > gent - > client - > renderInfo . legsFpsMod , cent - > gent - > s . number ) ;
}
* legsOld = cent - > pe . legs . oldFrame ;
* legs = cent - > pe . legs . frame ;
* legsBackLerp = cent - > pe . legs . backlerp ;
if ( newLegsFrame )
{
if ( ValidAnimFileIndex ( ci - > animFileIndex ) )
{
CG_PlayerAnimSounds ( ci - > animFileIndex , qfalse , cent - > pe . legs . frame , cent - > pe . legs . frame , cent - > currentState . number ) ;
}
}
newTorsoFrame = CG_RunLerpFrame ( ci , & cent - > pe . torso , cent - > gent - > client - > ps . torsoAnim , cent - > gent - > client - > renderInfo . torsoFpsMod , cent - > gent - > s . number ) ;
* torsoOld = cent - > pe . torso . oldFrame ;
* torso = cent - > pe . torso . frame ;
* torsoBackLerp = cent - > pe . torso . backlerp ;
if ( newTorsoFrame )
{
if ( ValidAnimFileIndex ( ci - > animFileIndex ) )
{
CG_PlayerAnimSounds ( ci - > animFileIndex , qtrue , cent - > pe . torso . frame , cent - > pe . torso . frame , cent - > currentState . number ) ;
}
}
}
/*
void CG_PlayerAnimSounds ( int animFileIndex , qboolean torso , int oldFrame , int frame , const vec3_t org , int entNum )
play any keyframed sounds - only when start a new frame
This func is called once for legs and once for torso
*/
extern int PM_LegsAnimForFrame ( gentity_t * ent , int legsFrame ) ;
extern int PM_TorsoAnimForFrame ( gentity_t * ent , int torsoFrame ) ;
void CG_PlayerAnimSounds ( int animFileIndex , qboolean torso , int oldFrame , int frame , int entNum )
{
int i ;
int holdSnd = - 1 ;
int firstFrame = 0 , lastFrame = 0 ;
qboolean playSound = qfalse , inSameAnim = qfalse , loopAnim = qfalse , match = qfalse , animBackward = qfalse ;
animsounds_t * animSounds = NULL ;
if ( torso )
{
animSounds = level . knownAnimFileSets [ animFileIndex ] . torsoAnimSnds ;
}
else
{
animSounds = level . knownAnimFileSets [ animFileIndex ] . legsAnimSnds ;
}
if ( fabs ( ( double ) oldFrame - frame ) > 1 & & cg_reliableAnimSounds . integer )
{ //given a range, see if keyFrame falls in that range
int oldAnim , anim ;
if ( torso )
{
if ( cg_reliableAnimSounds . integer > 1 )
{ //more precise, slower
oldAnim = PM_TorsoAnimForFrame ( & g_entities [ entNum ] , oldFrame ) ;
anim = PM_TorsoAnimForFrame ( & g_entities [ entNum ] , frame ) ;
}
else
{ //less precise, but faster
oldAnim = cg_entities [ entNum ] . currentState . torsoAnim ;
anim = cg_entities [ entNum ] . nextState . torsoAnim ;
}
}
else
{
if ( cg_reliableAnimSounds . integer > 1 )
{ //more precise, slower
oldAnim = PM_LegsAnimForFrame ( & g_entities [ entNum ] , oldFrame ) ;
anim = PM_LegsAnimForFrame ( & g_entities [ entNum ] , frame ) ;
}
else
{ //less precise, but faster
oldAnim = cg_entities [ entNum ] . currentState . legsAnim ;
anim = cg_entities [ entNum ] . nextState . legsAnim ;
}
}
if ( anim ! = oldAnim )
{ //not in same anim
inSameAnim = qfalse ;
//FIXME: we *could* see if the oldFrame was *just about* to play the keyframed sound...
}
else
{ //still in same anim, check for looping anim
inSameAnim = qtrue ;
animation_t * animation = & level . knownAnimFileSets [ animFileIndex ] . animations [ anim ] ;
animBackward = ( qboolean ) ( animation - > frameLerp < 0 ) ;
if ( animation - > loopFrames ! = - 1 )
{ //a looping anim!
loopAnim = qtrue ;
firstFrame = animation - > firstFrame ;
lastFrame = animation - > firstFrame + animation - > numFrames ;
}
}
}
if ( entNum = = 0 & & ! cg . renderingThirdPerson ) //!cg_thirdPerson.integer )
{ //player in first person view does not play any keyframed sounds
return ;
}
// Check for anim sound
for ( i = 0 ; i < MAX_ANIM_SOUNDS ; + + i )
{
if ( animSounds [ i ] . soundIndex [ 0 ] = = - 1 ) // No sounds in array
{
break ;
}
match = qfalse ;
if ( animSounds [ i ] . keyFrame = = frame )
{ //exact match
match = qtrue ;
}
else if ( fabs ( ( double ) oldFrame - frame ) > 1 & & cg_reliableAnimSounds . integer )
{ //given a range, see if keyFrame falls in that range
if ( inSameAnim )
{ //if changed anims altogether, sorry, the sound is lost
if ( fabs ( ( double ) oldFrame - animSounds [ i ] . keyFrame ) < = 3
| | fabs ( ( double ) frame - animSounds [ i ] . keyFrame ) < = 3 )
{ //must be at least close to the keyframe
if ( animBackward )
{ //animation plays backwards
if ( oldFrame > animSounds [ i ] . keyFrame & & frame < animSounds [ i ] . keyFrame )
{ //old to new passed through keyframe
match = qtrue ;
}
else if ( loopAnim )
{ //hmm, didn't pass through it linearally, see if we looped
if ( animSounds [ i ] . keyFrame > = firstFrame & & animSounds [ i ] . keyFrame < lastFrame )
{ //keyframe is in this anim
if ( oldFrame > animSounds [ i ] . keyFrame
& & frame > oldFrame )
{ //old to new passed through keyframe
match = qtrue ;
}
}
}
}
else
{ //anim plays forwards
if ( oldFrame < animSounds [ i ] . keyFrame & & frame > animSounds [ i ] . keyFrame )
{ //old to new passed through keyframe
match = qtrue ;
}
else if ( loopAnim )
{ //hmm, didn't pass through it linearally, see if we looped
if ( animSounds [ i ] . keyFrame > = firstFrame & & animSounds [ i ] . keyFrame < lastFrame )
{ //keyframe is in this anim
if ( oldFrame < animSounds [ i ] . keyFrame
& & frame < oldFrame )
{ //old to new passed through keyframe
match = qtrue ;
}
}
}
}
}
}
}
if ( match )
{
// are there variations on the sound?
holdSnd = animSounds [ i ] . soundIndex [ Q_irand ( 0 , animSounds [ i ] . numRandomAnimSounds ) ] ;
// Determine probability of playing sound
if ( ! animSounds [ i ] . probability ) // 100%
{
playSound = qtrue ;
}
else if ( animSounds [ i ] . probability > Q_irand ( 0 , 99 ) )
{
playSound = qtrue ;
}
break ;
}
}
// Play sound
if ( holdSnd ! = - 1 & & playSound )
{
if ( holdSnd ! = 0 ) // 0 = default sound, ie file was missing
{
//FIXME: allow customSounds in here *...
if ( cgs . sound_precache [ holdSnd ] )
{
cgi_S_StartSound ( NULL , entNum , CHAN_AUTO , cgs . sound_precache [ holdSnd ] ) ;
}
else
{
holdSnd = 0 ;
}
}
}
}
void CGG2_AnimSounds ( centity_t * cent )
{
if ( ! cent | | ! cent - > gent | | ! cent - > gent - > client )
{
return ;
}
assert ( cent - > gent - > playerModel > = 0 & & cent - > gent - > playerModel < cent - > gent - > ghoul2 . size ( ) ) ;
if ( ValidAnimFileIndex ( cent - > gent - > client - > clientInfo . animFileIndex ) )
{
int junk , curFrame = 0 ;
float currentFrame = 0 , animSpeed ;
if ( cent - > gent - > rootBone > = 0 & & gi . G2API_GetBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > rootBone , cg . time , & currentFrame , & junk , & junk , & junk , & animSpeed , cgs . model_draw ) )
{
// the above may have failed, not sure what to do about it, current frame will be zero in that case
curFrame = floor ( currentFrame ) ;
}
if ( curFrame ! = cent - > gent - > client - > renderInfo . legsFrame )
{
CG_PlayerAnimSounds ( cent - > gent - > client - > clientInfo . animFileIndex , qfalse , cent - > gent - > client - > renderInfo . legsFrame , curFrame , cent - > currentState . clientNum ) ;
}
cent - > gent - > client - > renderInfo . legsFrame = curFrame ;
cent - > pe . legs . frame = curFrame ;
if ( cent - > gent - > lowerLumbarBone > = 0 & & gi . G2API_GetBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > lowerLumbarBone , cg . time , & currentFrame , & junk , & junk , & junk , & animSpeed , cgs . model_draw ) )
{
curFrame = floor ( currentFrame ) ;
}
if ( curFrame ! = cent - > gent - > client - > renderInfo . torsoFrame )
{
CG_PlayerAnimSounds ( cent - > gent - > client - > clientInfo . animFileIndex , qtrue , cent - > gent - > client - > renderInfo . torsoFrame , curFrame , cent - > currentState . clientNum ) ;
}
cent - > gent - > client - > renderInfo . torsoFrame = curFrame ;
cent - > pe . torso . frame = curFrame ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
PLAYER ANGLES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = = = = = = =
CG_UpdateAngleClamp
Turn curAngle toward destAngle at angleSpeed , but stay within clampMin and Max
= = = = = = = = = = = = = = = = = =
*/
void CG_UpdateAngleClamp ( float destAngle , float clampMin , float clampMax , float angleSpeed , float * curAngle , float normalAngle )
{
float swing ;
float move ;
float scale ;
float actualSpeed ;
swing = AngleSubtract ( destAngle , * curAngle ) ;
if ( swing = = 0 )
{ //Don't have to turn
return ;
}
// modify the angleSpeed depending on the delta
// so it doesn't seem so linear
scale = fabs ( swing ) ;
if ( swing > 0 )
{
if ( swing < clampMax * 0.25 )
{ //Pretty small way to go
scale = 0.25 ;
}
else if ( swing > clampMax * 2.0 )
{ //Way out of our range
scale = 2.0 ;
}
else
{ //Scale it smoothly
scale = swing / clampMax ;
}
}
else // if (swing < 0)
{
if ( swing > clampMin * 0.25 )
{ //Pretty small way to go
scale = 0.5 ;
}
else if ( swing < clampMin * 2.0 )
{ //Way out of our range
scale = 2.0 ;
}
else
{ //Scale it smoothly
scale = swing / clampMin ;
}
}
actualSpeed = scale * angleSpeed ;
// swing towards the destination angle
if ( swing > = 0 )
{
move = cg . frametime * actualSpeed ;
if ( move > = swing )
{ //our turnspeed is so fast, no need to swing, just match
* curAngle = destAngle ;
}
else
{
* curAngle = AngleNormalize360 ( * curAngle + move ) ;
}
}
else if ( swing < 0 )
{
move = cg . frametime * - actualSpeed ;
if ( move < = swing )
{ //our turnspeed is so fast, no need to swing, just match
* curAngle = destAngle ;
}
else
{
* curAngle = AngleNormalize180 ( * curAngle + move ) ;
}
}
swing = AngleSubtract ( * curAngle , normalAngle ) ;
// clamp to no more than normalAngle + tolerance
if ( swing > clampMax )
{
* curAngle = AngleNormalize180 ( normalAngle + clampMax ) ;
}
else if ( swing < clampMin )
{
* curAngle = AngleNormalize180 ( normalAngle + clampMin ) ;
}
}
/*
= = = = = = = = = = = = = = = = = =
CG_SwingAngles
If the body is not locked OR if the upper part is trying to swing beyond it ' s
range , turn the lower body part to catch up .
Parms : desired angle , ( Our eventual goal angle
min swing tolerance , ( Lower angle value threshold at which to start turning )
max swing tolerance , ( Upper angle value threshold at which to start turning )
min clamp tolerance , ( Lower angle value threshold to clamp output angle to )
max clamp tolerance , ( Upper angle value threshold to clamp output angle to )
angle speed , ( How fast to turn )
current angle , ( Current angle to modify )
locked mode ( Don ' t turn unless you exceed the swing / clamp tolerance )
= = = = = = = = = = = = = = = = = =
*/
void CG_SwingAngles ( float destAngle ,
float swingTolMin , float swingTolMax ,
float clampMin , float clampMax ,
float angleSpeed , float * curAngle ,
qboolean * turning )
{
float swing ;
float move ;
float scale ;
swing = AngleSubtract ( destAngle , * curAngle ) ;
if ( swing = = 0 )
{ //Don't have to turn
* turning = qfalse ;
}
else
{
* turning = qtrue ;
}
//If we're not turning, then we're done
if ( * turning = = qfalse )
return ;
// modify the angleSpeed depending on the delta
// so it doesn't seem so linear
scale = fabs ( swing ) ;
if ( swing > 0 )
{
if ( clampMax < = 0 )
{
* curAngle = destAngle ;
return ;
}
if ( swing < swingTolMax * 0.5 )
{ //Pretty small way to go
scale = 0.5 ;
}
else if ( scale < swingTolMax )
{ //More than halfway to go
scale = 1.0 ;
}
else
{ //Way out of our range
scale = 2.0 ;
}
}
else // if (swing < 0)
{
if ( clampMin > = 0 )
{
* curAngle = destAngle ;
return ;
}
if ( swing > swingTolMin * 0.5 )
{ //Pretty small way to go
scale = 0.5 ;
}
else if ( scale > swingTolMin )
{ //More than halfway to go
scale = 1.0 ;
}
else
{ //Way out of our range
scale = 2.0 ;
}
}
// swing towards the destination angle
if ( swing > = 0 )
{
move = cg . frametime * scale * angleSpeed ;
if ( move > = swing )
{ //our turnspeed is so fast, no need to swing, just match
move = swing ;
}
* curAngle = AngleNormalize360 ( * curAngle + move ) ;
}
else if ( swing < 0 )
{
move = cg . frametime * scale * - angleSpeed ;
if ( move < = swing )
{ //our turnspeed is so fast, no need to swing, just match
move = swing ;
}
* curAngle = AngleNormalize360 ( * curAngle + move ) ;
}
// clamp to no more than tolerance
if ( swing > clampMax )
{
* curAngle = AngleNormalize360 ( destAngle - ( clampMax - 1 ) ) ;
}
else if ( swing < clampMin )
{
* curAngle = AngleNormalize360 ( destAngle + ( - clampMin - 1 ) ) ;
}
}
/*
= = = = = = = = = = = = = = = = =
CG_AddPainTwitch
= = = = = = = = = = = = = = = = =
*/
/*
static void CG_AddPainTwitch ( centity_t * cent , vec3_t torsoAngles ) {
int t ;
float f ;
t = cg . time - cent - > pe . painTime ;
if ( t > = PAIN_TWITCH_TIME ) {
return ;
}
f = 1.0 - ( float ) t / PAIN_TWITCH_TIME ;
if ( cent - > pe . painDirection ) {
torsoAngles [ ROLL ] + = 20 * f ;
} else {
torsoAngles [ ROLL ] - = 20 * f ;
}
}
*/
//FIXME: Don't do this, use tag_eye instead?
//--------------------------------------------------------------
/*
float CG_EyePointOfsForRace [ RACE_HOLOGRAM + 1 ] [ 2 ] =
{
0 , 0 , //RACE_NONE = 0,
4 , 8 , //RACE_HUMAN,
4 , 8 , //RACE_BORG,
4 , 8 , //RACE_KLINGON,
4 , 8 , //RACE_HIROGEN,
4 , 8 , //RACE_MALON,
0 , 0 , //RACE_STASIS,
0 , 0 , //RACE_8472,
0 , 0 , //RACE_BOT,
8 , 0 , //RACE_HARVESTER,
6 , - 6 , //RACE_REAVER,
4 , 0 , //RACE_AVATAR,
4 , 0 , //RACE_PARASITE,
4 , 8 , //RACE_VULCAN,
4 , 8 , //RACE_BETAZOID,
4 , 8 , //RACE_BOLIAN,
4 , 8 , //RACE_TALAXIAN,
4 , 8 , //RACE_BAJORAN,
4 , 8 //RACE_HOLOGRAM
} ;
*/
# define LOOK_DEFAULT_SPEED 0.15f
# define LOOK_TALKING_SPEED 0.15f
static qboolean CG_CheckLookTarget ( centity_t * cent , vec3_t lookAngles , float * lookingSpeed )
{
if ( ! cent - > gent - > ghoul2 . size ( ) )
{
if ( ! cent - > gent - > client - > clientInfo . torsoModel | | ! cent - > gent - > client - > clientInfo . headModel )
{
return qfalse ;
}
}
//FIXME: also clamp the lookAngles based on the clamp + the existing difference between
// headAngles and torsoAngles? But often the tag_torso is straight but the torso itself
// is deformed to not face straight... sigh...
//Now calc head angle to lookTarget, if any
if ( cent - > gent - > client - > renderInfo . lookTarget > = 0 & & cent - > gent - > client - > renderInfo . lookTarget < ENTITYNUM_WORLD )
{
vec3_t lookDir , lookOrg = { 0.0f } , eyeOrg ;
if ( cent - > gent - > client - > renderInfo . lookMode = = LM_ENT )
{
centity_t * lookCent = & cg_entities [ cent - > gent - > client - > renderInfo . lookTarget ] ;
if ( lookCent & & lookCent - > gent )
{
if ( lookCent - > gent ! = cent - > gent - > enemy )
{ //We turn heads faster than headbob speed, but not as fast as if watching an enemy
* lookingSpeed = LOOK_DEFAULT_SPEED ;
}
//FIXME: Ignore small deltas from current angles so we don't bob our head in synch with theirs?
if ( cent - > gent - > client - > renderInfo . lookTarget = = 0 & & ! cg . renderingThirdPerson ) //!cg_thirdPerson.integer )
{ //Special case- use cg.refdef.vieworg if looking at player and not in third person view
VectorCopy ( cg . refdef . vieworg , lookOrg ) ;
}
else if ( lookCent - > gent - > client )
{
VectorCopy ( lookCent - > gent - > client - > renderInfo . eyePoint , lookOrg ) ;
}
else if ( lookCent - > gent - > s . pos . trType = = TR_INTERPOLATE )
{
VectorCopy ( lookCent - > lerpOrigin , lookOrg ) ;
}
else if ( lookCent - > gent - > inuse & & ! VectorCompare ( lookCent - > gent - > currentOrigin , vec3_origin ) )
{
VectorCopy ( lookCent - > gent - > currentOrigin , lookOrg ) ;
}
else
{ //at origin of world
return qfalse ;
}
//Look in dir of lookTarget
}
}
else if ( cent - > gent - > client - > renderInfo . lookMode = = LM_INTEREST & & cent - > gent - > client - > renderInfo . lookTarget > - 1 & & cent - > gent - > client - > renderInfo . lookTarget < MAX_INTEREST_POINTS )
{
VectorCopy ( level . interestPoints [ cent - > gent - > client - > renderInfo . lookTarget ] . origin , lookOrg ) ;
}
else
{
return qfalse ;
}
VectorCopy ( cent - > gent - > client - > renderInfo . eyePoint , eyeOrg ) ;
VectorSubtract ( lookOrg , eyeOrg , lookDir ) ;
# if 1
vectoangles ( lookDir , lookAngles ) ;
# else
//FIXME: get the angle of the head tag and account for that when finding the lookAngles-
// so if they're lying on their back we get an accurate lookAngle...
vec3_t headDirs [ 3 ] ;
vec3_t finalDir ;
AnglesToAxis ( cent - > gent - > client - > renderInfo . headAngles , headDirs ) ;
VectorRotate ( lookDir , headDirs , finalDir ) ;
vectoangles ( finalDir , lookAngles ) ;
# endif
for ( int i = 0 ; i < 3 ; i + + )
{
lookAngles [ i ] = AngleNormalize180 ( lookAngles [ i ] ) ;
cent - > gent - > client - > renderInfo . eyeAngles [ i ] = AngleNormalize180 ( cent - > gent - > client - > renderInfo . eyeAngles [ i ] ) ;
}
AnglesSubtract ( lookAngles , cent - > gent - > client - > renderInfo . eyeAngles , lookAngles ) ;
return qtrue ;
}
return qfalse ;
}
/*
= = = = = = = = = = = = = = = = =
CG_AddHeadBob
= = = = = = = = = = = = = = = = =
*/
static qboolean CG_AddHeadBob ( centity_t * cent , vec3_t addTo )
{
renderInfo_t * renderInfo = & cent - > gent - > client - > renderInfo ;
const int volume = gi . VoiceVolume [ cent - > gent - > s . clientNum ] ;
const int volChange = volume - renderInfo - > lastVoiceVolume ; //was *3 because voice fromLA was too low
int i ;
renderInfo - > lastVoiceVolume = volume ;
if ( ! volume )
{
// Not talking, set our target to be the normal head position
VectorClear ( renderInfo - > targetHeadBobAngles ) ;
if ( VectorLengthSquared ( renderInfo - > headBobAngles ) < 1.0f )
{
// We are close enough to being back to our normal head position, so we are done for now
return qfalse ;
}
}
else if ( volChange > 2 )
{
// a big positive change in volume
for ( i = 0 ; i < 3 ; i + + )
{
// Move our head angle target a bit
renderInfo - > targetHeadBobAngles [ i ] + = Q_flrand ( - 1.0 * volChange , 1.0 * volChange ) ;
// Clamp so we don't get too out of hand
if ( renderInfo - > targetHeadBobAngles [ i ] > 7.0f )
renderInfo - > targetHeadBobAngles [ i ] = 7.0f ;
if ( renderInfo - > targetHeadBobAngles [ i ] < - 7.0f )
renderInfo - > targetHeadBobAngles [ i ] = - 7.0f ;
}
}
for ( i = 0 ; i < 3 ; i + + )
{
// Always try to move head angles towards our target
renderInfo - > headBobAngles [ i ] + = ( renderInfo - > targetHeadBobAngles [ i ] - renderInfo - > headBobAngles [ i ] ) * ( cg . frametime / 150.0f ) ;
if ( addTo )
{
addTo [ i ] = AngleNormalize180 ( addTo [ i ] + AngleNormalize180 ( renderInfo - > headBobAngles [ i ] ) ) ;
}
}
// We aren't back to our normal position yet, so we still have to apply headBobAngles
return qtrue ;
}
extern float vectoyaw ( const vec3_t vec ) ;
qboolean CG_PlayerLegsYawFromMovement ( centity_t * cent , const vec3_t velocity , float * yaw , float fwdAngle , float swingTolMin , float swingTolMax , qboolean alwaysFace )
{
float newAddAngle , angleDiff , turnRate = 10 , addAngle = 0 ;
//figure out what the offset, if any, should be
if ( velocity [ 0 ] | | velocity [ 1 ] )
{
float moveYaw ;
moveYaw = vectoyaw ( velocity ) ;
addAngle = AngleDelta ( cent - > lerpAngles [ YAW ] , moveYaw ) * - 1 ;
if ( addAngle > 150 | | addAngle < - 150 )
{
addAngle = 0 ;
}
else
{
//FIXME: use actual swing/clamp tolerances
if ( addAngle > swingTolMax )
{
addAngle = swingTolMax ;
}
else if ( addAngle < swingTolMin )
{
addAngle = swingTolMin ;
}
if ( cent - > gent - > client - > ps . pm_flags & PMF_BACKWARDS_RUN )
{
addAngle * = - 1 ;
}
turnRate = 5 ;
}
}
else if ( ! alwaysFace )
{
return qfalse ;
}
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_SPEED ) )
{ //using force speed
//scale up the turning speed
turnRate / = cg_timescale . value ;
}
//lerp the legs angle to the new angle
angleDiff = AngleDelta ( cent - > pe . legs . yawAngle , ( * yaw + addAngle ) ) ;
newAddAngle = angleDiff * cg . frameInterpolation * - 1 ;
if ( fabs ( newAddAngle ) > fabs ( angleDiff ) )
{
newAddAngle = angleDiff * - 1 ;
}
if ( newAddAngle > turnRate )
{
newAddAngle = turnRate ;
}
else if ( newAddAngle < - turnRate )
{
newAddAngle = - turnRate ;
}
* yaw = cent - > pe . legs . yawAngle + newAddAngle ;
//Now clamp
angleDiff = AngleDelta ( fwdAngle , * yaw ) ;
if ( angleDiff > swingTolMax )
{
* yaw = fwdAngle - swingTolMax ;
}
else if ( angleDiff < swingTolMin )
{
* yaw = fwdAngle - swingTolMin ;
}
return qtrue ;
}
void CG_ATSTLegsYaw ( centity_t * cent , vec3_t trailingLegsAngles )
{
float ATSTLegsYaw = cent - > lerpAngles [ YAW ] ;
CG_PlayerLegsYawFromMovement ( cent , cent - > gent - > client - > ps . velocity , & ATSTLegsYaw , cent - > lerpAngles [ YAW ] , - 60 , 60 , qtrue ) ;
float legAngleDiff = AngleNormalize180 ( ATSTLegsYaw ) - AngleNormalize180 ( cent - > pe . legs . yawAngle ) ;
int legsAnim = cent - > currentState . legsAnim ;
qboolean moving = ( qboolean ) ( ! VectorCompare ( cent - > gent - > client - > ps . velocity , vec3_origin ) ) ;
if ( moving | | legsAnim = = BOTH_TURN_LEFT1 | | legsAnim = = BOTH_TURN_RIGHT1 | | fabs ( legAngleDiff ) > 45 )
{ //moving or turning or beyond the turn allowance
if ( legsAnim = = BOTH_STAND1 & & ! moving )
{ //standing
if ( legAngleDiff > 0 )
{
NPC_SetAnim ( cent - > gent , SETANIM_LEGS , BOTH_TURN_LEFT1 , SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ) ;
}
else
{
NPC_SetAnim ( cent - > gent , SETANIM_LEGS , BOTH_TURN_RIGHT1 , SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ) ;
}
VectorSet ( trailingLegsAngles , 0 , cent - > pe . legs . yawAngle , 0 ) ;
cent - > gent - > client - > renderInfo . legsYaw = trailingLegsAngles [ YAW ] ;
}
else if ( legsAnim = = BOTH_TURN_LEFT1 | | legsAnim = = BOTH_TURN_RIGHT1 )
{ //turning
legAngleDiff = AngleSubtract ( ATSTLegsYaw , cent - > gent - > client - > renderInfo . legsYaw ) ;
float add = 0 ;
if ( legAngleDiff > 50 )
{
cent - > pe . legs . yawAngle + = legAngleDiff - 50 ;
}
else if ( legAngleDiff < - 50 )
{
cent - > pe . legs . yawAngle + = legAngleDiff + 50 ;
}
float animLength = PM_AnimLength ( cent - > gent - > client - > clientInfo . animFileIndex , ( animNumber_t ) legsAnim ) ;
legAngleDiff * = ( animLength - cent - > gent - > client - > ps . legsAnimTimer ) / animLength ;
VectorSet ( trailingLegsAngles , 0 , cent - > pe . legs . yawAngle + legAngleDiff + add , 0 ) ;
if ( ! cent - > gent - > client - > ps . legsAnimTimer )
{ //FIXME: if start turning in the middle of this, our legs pop back to the old cent->pe.legs.yawAngle...
cent - > gent - > client - > renderInfo . legsYaw = trailingLegsAngles [ YAW ] ;
}
}
else
{ //moving
legAngleDiff = AngleSubtract ( ATSTLegsYaw , cent - > pe . legs . yawAngle ) ;
//FIXME: framerate dependant!!!
if ( legAngleDiff > 50 )
{
legAngleDiff - = 50 ;
}
else if ( legAngleDiff > 5 )
{
legAngleDiff = 5 ;
}
else if ( legAngleDiff < - 50 )
{
legAngleDiff + = 50 ;
}
else if ( legAngleDiff < - 5 )
{
legAngleDiff = - 5 ;
}
legAngleDiff * = cg . frameInterpolation ;
VectorSet ( trailingLegsAngles , 0 , AngleNormalize180 ( cent - > pe . legs . yawAngle + legAngleDiff ) , 0 ) ;
cent - > gent - > client - > renderInfo . legsYaw = trailingLegsAngles [ YAW ] ;
}
cent - > gent - > client - > renderInfo . legsYaw = cent - > pe . legs . yawAngle = trailingLegsAngles [ YAW ] ;
cent - > pe . legs . yawing = qtrue ;
}
else
{
VectorSet ( trailingLegsAngles , 0 , cent - > pe . legs . yawAngle , 0 ) ;
cent - > gent - > client - > renderInfo . legsYaw = cent - > pe . legs . yawAngle = trailingLegsAngles [ YAW ] ;
cent - > pe . legs . yawing = qfalse ;
}
return ;
}
extern qboolean PM_FlippingAnim ( int anim ) ;
extern qboolean PM_SpinningSaberAnim ( int anim ) ;
void CG_G2ClientSpineAngles ( centity_t * cent , vec3_t viewAngles , const vec3_t angles , vec3_t thoracicAngles , vec3_t ulAngles , vec3_t llAngles )
{
cent - > pe . torso . pitchAngle = viewAngles [ PITCH ] ;
viewAngles [ YAW ] = AngleDelta ( cent - > lerpAngles [ YAW ] , angles [ YAW ] ) ;
cent - > pe . torso . yawAngle = viewAngles [ YAW ] ;
if ( cg_motionBoneComp . integer
& & ! PM_FlippingAnim ( cent - > currentState . legsAnim )
& & ! PM_SpinningSaberAnim ( cent - > currentState . legsAnim )
& & ! PM_SpinningSaberAnim ( cent - > currentState . torsoAnim )
& & cent - > currentState . legsAnim ! = cent - > currentState . torsoAnim ) //NOTE: presumes your legs & torso are on the same frame, though they *should* be because PM_SetAnimFinal tries to keep them in synch
{ //FIXME: no need to do this if legs and torso on are same frame
//adjust for motion offset
mdxaBone_t boltMatrix ;
vec3_t motionFwd , motionAngles ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > motionBolt , & boltMatrix , vec3_origin , cent - > lerpOrigin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , motionFwd ) ;
vectoangles ( motionFwd , motionAngles ) ;
if ( cg_motionBoneComp . integer > 1 )
{ //do roll, too
vec3_t motionRt , tempAng ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_X , motionRt ) ;
vectoangles ( motionRt , tempAng ) ;
motionAngles [ ROLL ] = - tempAng [ PITCH ] ;
}
for ( int ang = 0 ; ang < 3 ; ang + + )
{
viewAngles [ ang ] = AngleNormalize180 ( viewAngles [ ang ] - AngleNormalize180 ( motionAngles [ ang ] ) ) ;
}
}
//distribute the angles differently up the spine
//NOTE: each of these distributions must add up to 1.0f
thoracicAngles [ PITCH ] = viewAngles [ PITCH ] * 0.20f ;
llAngles [ PITCH ] = viewAngles [ PITCH ] * 0.40f ;
ulAngles [ PITCH ] = viewAngles [ PITCH ] * 0.40f ;
thoracicAngles [ YAW ] = viewAngles [ YAW ] * 0.20f ;
ulAngles [ YAW ] = viewAngles [ YAW ] * 0.35f ;
llAngles [ YAW ] = viewAngles [ YAW ] * 0.45f ;
thoracicAngles [ ROLL ] = viewAngles [ ROLL ] * 0.20f ;
ulAngles [ ROLL ] = viewAngles [ ROLL ] * 0.35f ;
llAngles [ ROLL ] = viewAngles [ ROLL ] * 0.45f ;
//thoracic is added modified again by neckAngle calculations, so don't set it until then
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > upperLumbarBone , ulAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > lowerLumbarBone , llAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
}
void CG_G2ClientNeckAngles ( centity_t * cent , const vec3_t lookAngles , vec3_t headAngles , vec3_t neckAngles , vec3_t thoracicAngles , vec3_t headClampMinAngles , vec3_t headClampMaxAngles )
{
vec3_t lA ;
VectorCopy ( lookAngles , lA ) ;
//clamp the headangles (which should now be relative to the cervical (neck) angles
if ( lA [ PITCH ] < headClampMinAngles [ PITCH ] )
{
lA [ PITCH ] = headClampMinAngles [ PITCH ] ;
}
else if ( lA [ PITCH ] > headClampMaxAngles [ PITCH ] )
{
lA [ PITCH ] = headClampMaxAngles [ PITCH ] ;
}
if ( lA [ YAW ] < headClampMinAngles [ YAW ] )
{
lA [ YAW ] = headClampMinAngles [ YAW ] ;
}
else if ( lA [ YAW ] > headClampMaxAngles [ YAW ] )
{
lA [ YAW ] = headClampMaxAngles [ YAW ] ;
}
if ( lA [ ROLL ] < headClampMinAngles [ ROLL ] )
{
lA [ ROLL ] = headClampMinAngles [ ROLL ] ;
}
else if ( lA [ ROLL ] > headClampMaxAngles [ ROLL ] )
{
lA [ ROLL ] = headClampMaxAngles [ ROLL ] ;
}
//split it up between the neck and cranium
if ( thoracicAngles [ PITCH ] )
{ //already been set above, blend them
thoracicAngles [ PITCH ] = ( thoracicAngles [ PITCH ] + ( lA [ PITCH ] * 0.4 ) ) * 0.5f ;
}
else
{
thoracicAngles [ PITCH ] = lA [ PITCH ] * 0.4 ;
}
if ( thoracicAngles [ YAW ] )
{ //already been set above, blend them
thoracicAngles [ YAW ] = ( thoracicAngles [ YAW ] + ( lA [ YAW ] * 0.1 ) ) * 0.5f ;
}
else
{
thoracicAngles [ YAW ] = lA [ YAW ] * 0.1 ;
}
if ( thoracicAngles [ ROLL ] )
{ //already been set above, blend them
thoracicAngles [ ROLL ] = ( thoracicAngles [ ROLL ] + ( lA [ ROLL ] * 0.1 ) ) * 0.5f ;
}
else
{
thoracicAngles [ ROLL ] = lA [ ROLL ] * 0.1 ;
}
neckAngles [ PITCH ] = lA [ PITCH ] * 0.2f ;
neckAngles [ YAW ] = lA [ YAW ] * 0.3f ;
neckAngles [ ROLL ] = lA [ ROLL ] * 0.3f ;
headAngles [ PITCH ] = lA [ PITCH ] * 0.4 ;
headAngles [ YAW ] = lA [ YAW ] * 0.6 ;
headAngles [ ROLL ] = lA [ ROLL ] * 0.6 ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > craniumBone , headAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > cervicalBone , neckAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > thoracicBone , thoracicAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
}
void CG_UpdateLookAngles ( centity_t * cent , vec3_t lookAngles , float lookSpeed , float minPitch , float maxPitch , float minYaw , float maxYaw , float minRoll , float maxRoll )
{
if ( ! cent | | ! cent - > gent | | ! cent - > gent - > client )
{
return ;
}
if ( cent - > gent - > client - > renderInfo . lookingDebounceTime > cg . time )
{
//clamp so don't get "Exorcist" effect
if ( lookAngles [ PITCH ] > maxPitch )
{
lookAngles [ PITCH ] = maxPitch ;
}
else if ( lookAngles [ PITCH ] < minPitch )
{
lookAngles [ PITCH ] = minPitch ;
}
if ( lookAngles [ YAW ] > maxYaw )
{
lookAngles [ YAW ] = maxYaw ;
}
else if ( lookAngles [ YAW ] < minYaw )
{
lookAngles [ YAW ] = minYaw ;
}
if ( lookAngles [ ROLL ] > maxRoll )
{
lookAngles [ ROLL ] = maxRoll ;
}
else if ( lookAngles [ ROLL ] < minRoll )
{
lookAngles [ ROLL ] = minRoll ;
}
//slowly lerp to this new value
//Remember last headAngles
vec3_t oldLookAngles ;
VectorCopy ( cent - > gent - > client - > renderInfo . lastHeadAngles , oldLookAngles ) ;
vec3_t lookAnglesDiff ;
VectorSubtract ( lookAngles , oldLookAngles , lookAnglesDiff ) ;
for ( int ang = 0 ; ang < 3 ; ang + + )
{
lookAnglesDiff [ ang ] = AngleNormalize180 ( lookAnglesDiff [ ang ] ) ;
}
if ( VectorLengthSquared ( lookAnglesDiff ) )
{
lookAngles [ PITCH ] = AngleNormalize180 ( oldLookAngles [ PITCH ] + ( lookAnglesDiff [ PITCH ] * cg . frameInterpolation * lookSpeed ) ) ;
lookAngles [ YAW ] = AngleNormalize180 ( oldLookAngles [ YAW ] + ( lookAnglesDiff [ YAW ] * cg . frameInterpolation * lookSpeed ) ) ;
lookAngles [ ROLL ] = AngleNormalize180 ( oldLookAngles [ ROLL ] + ( lookAnglesDiff [ ROLL ] * cg . frameInterpolation * lookSpeed ) ) ;
}
}
//Remember current lookAngles next time
VectorCopy ( lookAngles , cent - > gent - > client - > renderInfo . lastHeadAngles ) ;
}
/*
= = = = = = = = = = = = = = =
CG_PlayerAngles
Handles seperate torso motion
legs pivot based on direction of movement
head always looks exactly at cent - > lerpAngles
if motion < 20 degrees , show in head only
if < 45 degrees , also show in torso
= = = = = = = = = = = = = = =
*/
extern int PM_TurnAnimForLegsAnim ( gentity_t * gent , int anim ) ;
extern float PM_GetTimeScaleMod ( gentity_t * gent ) ;
void CG_G2PlayerAngles ( centity_t * cent , vec3_t legs [ 3 ] , vec3_t angles )
{
vec3_t headAngles , neckAngles , chestAngles , thoracicAngles = { 0 , 0 , 0 } ; //legsAngles, torsoAngles,
vec3_t ulAngles , llAngles ;
//float speed;
//vec3_t velocity;
vec3_t lookAngles , viewAngles ;
/*
float headYawClampMin , headYawClampMax ;
float headPitchClampMin , headPitchClampMax ;
float torsoYawSwingTolMin , torsoYawSwingTolMax ;
float torsoYawClampMin , torsoYawClampMax ;
float torsoPitchSwingTolMin , torsoPitchSwingTolMax ;
float torsoPitchClampMin , torsoPitchClampMax ;
float legsYawSwingTolMin , legsYawSwingTolMax ;
float yawSpeed , maxYawSpeed , lookingSpeed ;
*/
float lookAngleSpeed = LOOK_TALKING_SPEED ; //shut up the compiler
//float swing, scale;
//int i;
qboolean looking = qfalse , talking = qfalse ;
// Dead entity
if ( cent - > gent & & cent - > gent - > health < = 0 )
{
if ( cent - > gent - > hipsBone ! = - 1 )
{
gi . G2API_StopBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > hipsBone ) ;
}
VectorCopy ( cent - > lerpAngles , angles ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > craniumBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > cervicalBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > thoracicBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
cent - > pe . torso . pitchAngle = 0 ;
cent - > pe . torso . yawAngle = 0 ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > upperLumbarBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > lowerLumbarBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
cent - > pe . legs . pitchAngle = angles [ 0 ] ;
cent - > pe . legs . yawAngle = angles [ 1 ] ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = angles [ 1 ] ;
}
AnglesToAxis ( angles , legs ) ;
return ;
}
if ( cent - > gent & & cent - > gent - > client
& & ( cent - > gent - > client - > NPC_class ! = CLASS_GONK )
& & ( cent - > gent - > client - > NPC_class ! = CLASS_INTERROGATOR )
& & ( cent - > gent - > client - > NPC_class ! = CLASS_SENTRY )
& & ( cent - > gent - > client - > NPC_class ! = CLASS_PROBE )
& & ( cent - > gent - > client - > NPC_class ! = CLASS_R2D2 )
& & ( cent - > gent - > client - > NPC_class ! = CLASS_R5D2 )
& & ( cent - > gent - > client - > NPC_class ! = CLASS_ATST | | ! cent - > gent - > s . number ) )
{ // If we are rendering third person, we should just force the player body to always fully face
// whatever way they are looking, otherwise, you can end up with gun shots coming off of the
// gun at angles that just look really wrong.
//NOTENOTE: shots are coming out of the gun at ridiculous angles. The head & torso
//should pitch *some* when looking up and down...
VectorCopy ( cent - > lerpAngles , angles ) ;
angles [ PITCH ] = 0 ;
if ( cent - > gent - > client )
{
if ( cent - > gent - > client - > NPC_class ! = CLASS_ATST )
{
//FIXME: use actual swing/clamp tolerances?
if ( cent - > gent - > client - > ps . groundEntityNum ! = ENTITYNUM_NONE & & ! PM_InRoll ( & cent - > gent - > client - > ps ) )
{ //on the ground
CG_PlayerLegsYawFromMovement ( cent , cent - > gent - > client - > ps . velocity , & angles [ YAW ] , cent - > lerpAngles [ YAW ] , - 60 , 60 , qtrue ) ;
}
else
{ //face legs to front
CG_PlayerLegsYawFromMovement ( cent , vec3_origin , & angles [ YAW ] , cent - > lerpAngles [ YAW ] , - 60 , 60 , qtrue ) ;
}
}
}
//VectorClear( viewAngles );
VectorCopy ( cent - > lerpAngles , viewAngles ) ;
viewAngles [ YAW ] = viewAngles [ ROLL ] = 0 ;
viewAngles [ PITCH ] * = 0.5 ;
VectorCopy ( viewAngles , lookAngles ) ;
// if ( cent->gent && !Q_stricmp( "atst", cent->gent->NPC_type ) )
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_ATST )
{
lookAngles [ YAW ] = 0 ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > craniumBone , lookAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
VectorCopy ( viewAngles , lookAngles ) ;
}
else
{
if ( cg_turnAnims . integer & & ! in_camera & & cent - > gent - > hipsBone > = 0 )
{
//override the hips bone with a turn anim when turning
//and clear it when we're not... does blend from and to parent actually work?
int startFrame , endFrame ;
const qboolean animatingHips = gi . G2API_GetAnimRangeIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > hipsBone , & startFrame , & endFrame ) ;
//FIXME: make legs lag behind when turning in place, only play turn anim when legs have to catch up
if ( angles [ YAW ] = = cent - > pe . legs . yawAngle )
{
gi . G2API_StopBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > hipsBone ) ;
}
else if ( VectorCompare ( vec3_origin , cent - > gent - > client - > ps . velocity ) )
{ //FIXME: because of LegsYawFromMovement, we play the turnAnims when we stop running, which looks really bad.
int turnAnim = PM_TurnAnimForLegsAnim ( cent - > gent , cent - > gent - > client - > ps . legsAnim ) ;
if ( turnAnim ! = - 1 & & cent - > gent - > health > 0 )
{
animation_t * animations = level . knownAnimFileSets [ cent - > gent - > client - > clientInfo . animFileIndex ] . animations ;
if ( ! animatingHips | | ( animations [ turnAnim ] . firstFrame ! = startFrame ) ) // only set the anim if we aren't going to do the same animation again
{
float animSpeed = 50.0f / animations [ turnAnim ] . frameLerp * PM_GetTimeScaleMod ( cent - > gent ) ;
gi . G2API_SetBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > hipsBone ,
animations [ turnAnim ] . firstFrame , animations [ turnAnim ] . firstFrame + animations [ turnAnim ] . numFrames ,
BONE_ANIM_OVERRIDE_LOOP /*|BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND*/ , animSpeed , cg . time , - 1 , 100 ) ;
}
}
else
{
gi . G2API_StopBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > hipsBone ) ;
}
}
else
{
gi . G2API_StopBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > hipsBone ) ;
}
}
CG_G2ClientSpineAngles ( cent , viewAngles , angles , thoracicAngles , ulAngles , llAngles ) ;
}
vec3_t trailingLegsAngles ;
if ( cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_ATST )
{
CG_ATSTLegsYaw ( cent , trailingLegsAngles ) ;
AnglesToAxis ( trailingLegsAngles , legs ) ;
angles [ YAW ] = trailingLegsAngles [ YAW ] ;
}
else
{
//set the legs.yawing field so we play the turning anim when turning in place
if ( angles [ YAW ] = = cent - > pe . legs . yawAngle )
{
cent - > pe . legs . yawing = qfalse ;
}
else
{
cent - > pe . legs . yawing = qtrue ;
}
cent - > pe . legs . yawAngle = angles [ YAW ] ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = angles [ YAW ] ;
}
if ( cent - > gent - > client - > ps . eFlags & EF_FORCE_GRIPPED & & cent - > gent - > client - > ps . groundEntityNum = = ENTITYNUM_NONE )
{
vec3_t centFwd , centRt ;
AngleVectors ( cent - > lerpAngles , centFwd , centRt , NULL ) ;
angles [ PITCH ] = AngleNormalize180 ( DotProduct ( cent - > gent - > client - > ps . velocity , centFwd ) / 2 ) ;
if ( angles [ PITCH ] > 90 )
{
angles [ PITCH ] = 90 ;
}
else if ( angles [ PITCH ] < - 90 )
{
angles [ PITCH ] = - 90 ;
}
angles [ ROLL ] = AngleNormalize180 ( DotProduct ( cent - > gent - > client - > ps . velocity , centRt ) / 10 ) ;
if ( angles [ ROLL ] > 90 )
{
angles [ ROLL ] = 90 ;
}
else if ( angles [ ROLL ] < - 90 )
{
angles [ ROLL ] = - 90 ;
}
}
AnglesToAxis ( angles , legs ) ;
}
//clamp relative to forward of cervical bone!
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_ATST )
{
looking = qfalse ;
VectorCopy ( vec3_origin , chestAngles ) ;
}
else
{
//look at lookTarget!
float lookingSpeed = 0.3f ;
looking = CG_CheckLookTarget ( cent , lookAngles , & lookingSpeed ) ;
//Now add head bob when talking
talking = CG_AddHeadBob ( cent , lookAngles ) ;
//NOTE: previously, lookAngleSpeed was always 0.25f for the player
//Figure out how fast head should be turning
if ( cent - > pe . torso . yawing | | cent - > pe . torso . pitching )
{ //If torso is turning, we want to turn head just as fast
if ( cent - > gent - > NPC )
{
lookAngleSpeed = cent - > gent - > NPC - > stats . yawSpeed / 150 ; //about 0.33 normally
}
else
{
lookAngleSpeed = cg_swingSpeed . value ;
}
}
else if ( talking )
{ //Slow for head bobbing
lookAngleSpeed = LOOK_TALKING_SPEED ;
}
else if ( looking )
{ //Not talking, set it up for looking at enemy, CheckLookTarget will scale it down if neccessary
lookAngleSpeed = lookingSpeed ;
}
else if ( cent - > gent - > client - > renderInfo . lookingDebounceTime > cg . time )
{ //Not looking, not talking, head is returning from a talking head bob, use talking speed
lookAngleSpeed = LOOK_TALKING_SPEED ;
}
if ( looking | | talking )
{ //want to keep doing this lerp behavior for a full second after stopped looking (so don't snap)
//we should have a relative look angle, normalized to 180
cent - > gent - > client - > renderInfo . lookingDebounceTime = cg . time + 1000 ;
}
else
{
//still have a relative look angle from above
}
CG_UpdateLookAngles ( cent , lookAngles , lookAngleSpeed , - 50.0f , 50.0f , - 70.0f , 70.0f , - 30.0f , 30.0f ) ;
}
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_ATST )
{
VectorCopy ( cent - > lerpAngles , lookAngles ) ;
lookAngles [ 0 ] = lookAngles [ 2 ] = 0 ;
lookAngles [ YAW ] - = trailingLegsAngles [ YAW ] ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > thoracicBone , lookAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
}
else
{
vec3_t headClampMinAngles = { - 25 , - 55 , - 10 } , headClampMaxAngles = { 50 , 50 , 10 } ;
CG_G2ClientNeckAngles ( cent , lookAngles , headAngles , neckAngles , thoracicAngles , headClampMinAngles , headClampMaxAngles ) ;
}
return ;
}
// All other entities
else if ( cent - > gent & & cent - > gent - > client )
{
if ( ( cent - > gent - > client - > NPC_class = = CLASS_PROBE )
| | ( cent - > gent - > client - > NPC_class = = CLASS_R2D2 )
| | ( cent - > gent - > client - > NPC_class = = CLASS_R5D2 )
| | ( cent - > gent - > client - > NPC_class = = CLASS_ATST ) )
{
VectorCopy ( cent - > lerpAngles , angles ) ;
angles [ PITCH ] = 0 ;
//FIXME: use actual swing/clamp tolerances?
if ( cent - > gent - > client - > ps . groundEntityNum ! = ENTITYNUM_NONE )
{ //on the ground
CG_PlayerLegsYawFromMovement ( cent , cent - > gent - > client - > ps . velocity , & angles [ YAW ] , cent - > lerpAngles [ YAW ] , - 60 , 60 , qtrue ) ;
}
else
{ //face legs to front
CG_PlayerLegsYawFromMovement ( cent , vec3_origin , & angles [ YAW ] , cent - > lerpAngles [ YAW ] , - 60 , 60 , qtrue ) ;
}
VectorCopy ( cent - > lerpAngles , viewAngles ) ;
// viewAngles[YAW] = viewAngles[ROLL] = 0;
viewAngles [ PITCH ] * = 0.5 ;
VectorCopy ( viewAngles , lookAngles ) ;
lookAngles [ 1 ] = 0 ;
if ( cent - > gent - > client - > NPC_class = = CLASS_ATST )
{ //body pitch
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > thoracicBone , lookAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
}
VectorCopy ( viewAngles , lookAngles ) ;
vec3_t trailingLegsAngles ;
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_ATST )
{
CG_ATSTLegsYaw ( cent , trailingLegsAngles ) ;
AnglesToAxis ( trailingLegsAngles , legs ) ;
}
else
{
//FIXME: this needs to properly set the legs.yawing field so we don't erroneously play the turning anim, but we do play it when turning in place
if ( angles [ YAW ] = = cent - > pe . legs . yawAngle )
{
cent - > pe . legs . yawing = qfalse ;
}
else
{
cent - > pe . legs . yawing = qtrue ;
}
cent - > pe . legs . yawAngle = angles [ YAW ] ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = angles [ YAW ] ;
}
AnglesToAxis ( angles , legs ) ;
}
// if ( cent->gent && cent->gent->client && cent->gent->client->NPC_class == CLASS_ATST )
// {
// looking = qfalse;
// }
// else
{ //look at lookTarget!
//FIXME: snaps to side when lets go of lookTarget... ?
float lookingSpeed = 0.3f ;
looking = CG_CheckLookTarget ( cent , lookAngles , & lookingSpeed ) ;
lookAngles [ PITCH ] = lookAngles [ ROLL ] = 0 ; //droids can't pitch or roll their heads
if ( looking )
{ //want to keep doing this lerp behavior for a full second after stopped looking (so don't snap)
cent - > gent - > client - > renderInfo . lookingDebounceTime = cg . time + 1000 ;
}
}
if ( cent - > gent - > client - > renderInfo . lookingDebounceTime > cg . time )
{ //adjust for current body orientation
lookAngles [ YAW ] - = cent - > pe . torso . yawAngle ;
lookAngles [ YAW ] - = cent - > pe . legs . yawAngle ;
//normalize
lookAngles [ YAW ] = AngleNormalize180 ( lookAngles [ YAW ] ) ;
//slowly lerp to this new value
//Remember last headAngles
vec3_t oldLookAngles ;
VectorCopy ( cent - > gent - > client - > renderInfo . lastHeadAngles , oldLookAngles ) ;
if ( VectorCompare ( oldLookAngles , lookAngles ) = = qfalse )
{
//FIXME: This clamp goes off viewAngles,
//but really should go off the tag_torso's axis[0] angles, no?
lookAngles [ YAW ] = oldLookAngles [ YAW ] + ( lookAngles [ YAW ] - oldLookAngles [ YAW ] ) * cg . frameInterpolation * 0.25 ;
}
//Remember current lookAngles next time
VectorCopy ( lookAngles , cent - > gent - > client - > renderInfo . lastHeadAngles ) ;
}
else
{ //Remember current lookAngles next time
VectorCopy ( lookAngles , cent - > gent - > client - > renderInfo . lastHeadAngles ) ;
}
if ( cent - > gent - > client - > NPC_class = = CLASS_ATST )
{
VectorCopy ( cent - > lerpAngles , lookAngles ) ;
lookAngles [ 0 ] = lookAngles [ 2 ] = 0 ;
lookAngles [ YAW ] - = trailingLegsAngles [ YAW ] ;
}
else
{
lookAngles [ PITCH ] = lookAngles [ ROLL ] = 0 ;
lookAngles [ YAW ] - = cent - > pe . legs . yawAngle ;
}
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > craniumBone , lookAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
//return;
}
else //if ( (cent->gent->client->NPC_class == CLASS_GONK ) || (cent->gent->client->NPC_class == CLASS_INTERROGATOR) || (cent->gent->client->NPC_class == CLASS_SENTRY) )
{
VectorCopy ( cent - > lerpAngles , angles ) ;
cent - > pe . torso . pitchAngle = 0 ;
cent - > pe . torso . yawAngle = 0 ;
cent - > pe . legs . pitchAngle = angles [ 0 ] ;
cent - > gent - > client - > renderInfo . legsYaw = cent - > pe . legs . yawAngle = angles [ 1 ] ;
AnglesToAxis ( angles , legs ) ;
//return;
}
}
}
void CG_PlayerAngles ( centity_t * cent , vec3_t legs [ 3 ] , vec3_t torso [ 3 ] , vec3_t head [ 3 ] )
{
vec3_t legsAngles , torsoAngles , headAngles ;
vec3_t lookAngles , viewAngles ;
float headYawClampMin , headYawClampMax ;
float headPitchClampMin , headPitchClampMax ;
float torsoYawSwingTolMin , torsoYawSwingTolMax ;
float torsoYawClampMin , torsoYawClampMax ;
float torsoPitchSwingTolMin , torsoPitchSwingTolMax ;
float torsoPitchClampMin , torsoPitchClampMax ;
float legsYawSwingTolMin , legsYawSwingTolMax ;
float maxYawSpeed , yawSpeed , lookingSpeed ;
float lookAngleSpeed = LOOK_TALKING_SPEED ; //shut up the compiler
float swing , scale ;
int i ;
qboolean looking = qfalse , talking = qfalse ;
if ( cg . renderingThirdPerson & & cent - > gent & & cent - > gent - > s . number = = 0 )
{
// If we are rendering third person, we should just force the player body to always fully face
// whatever way they are looking, otherwise, you can end up with gun shots coming off of the
// gun at angles that just look really wrong.
//NOTENOTE: shots are coming out of the gun at ridiculous angles. The head & torso
//should pitch *some* when looking up and down...
//VectorClear( viewAngles );
VectorCopy ( cent - > lerpAngles , viewAngles ) ;
viewAngles [ YAW ] = viewAngles [ ROLL ] = 0 ;
viewAngles [ PITCH ] * = 0.5 ;
AnglesToAxis ( viewAngles , head ) ;
viewAngles [ PITCH ] * = 0.75 ;
cent - > pe . torso . pitchAngle = viewAngles [ PITCH ] ;
cent - > pe . torso . yawAngle = viewAngles [ YAW ] ;
AnglesToAxis ( viewAngles , torso ) ;
VectorCopy ( cent - > lerpAngles , lookAngles ) ;
lookAngles [ PITCH ] = 0 ;
//FIXME: this needs to properly set the legs.yawing field so we don't erroneously play the turning anim, but we do play it when turning in place
if ( lookAngles [ YAW ] = = cent - > pe . legs . yawAngle )
{
cent - > pe . legs . yawing = qfalse ;
}
else
{
cent - > pe . legs . yawing = qtrue ;
}
if ( cent - > gent - > client - > ps . velocity [ 0 ] | | cent - > gent - > client - > ps . velocity [ 1 ] )
{
float moveYaw ;
moveYaw = vectoyaw ( cent - > gent - > client - > ps . velocity ) ;
lookAngles [ YAW ] = cent - > lerpAngles [ YAW ] + AngleDelta ( cent - > lerpAngles [ YAW ] , moveYaw ) ;
}
cent - > pe . legs . yawAngle = lookAngles [ YAW ] ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = lookAngles [ YAW ] ;
}
AnglesToAxis ( lookAngles , legs ) ;
return ;
}
if ( cent - > currentState . eFlags & EF_NPC )
{
headYawClampMin = - cent - > gent - > client - > renderInfo . headYawRangeLeft ;
headYawClampMax = cent - > gent - > client - > renderInfo . headYawRangeRight ;
//These next two are only used for a calc below- this clamp is done in PM_UpdateViewAngles
headPitchClampMin = - cent - > gent - > client - > renderInfo . headPitchRangeUp ;
headPitchClampMax = cent - > gent - > client - > renderInfo . headPitchRangeDown ;
torsoYawSwingTolMin = headYawClampMin * 0.3 ;
torsoYawSwingTolMax = headYawClampMax * 0.3 ;
torsoPitchSwingTolMin = headPitchClampMin * 0.5 ;
torsoPitchSwingTolMax = headPitchClampMax * 0.5 ;
torsoYawClampMin = - cent - > gent - > client - > renderInfo . torsoYawRangeLeft ;
torsoYawClampMax = cent - > gent - > client - > renderInfo . torsoYawRangeRight ;
torsoPitchClampMin = - cent - > gent - > client - > renderInfo . torsoPitchRangeUp ;
torsoPitchClampMax = cent - > gent - > client - > renderInfo . torsoPitchRangeDown ;
legsYawSwingTolMin = torsoYawClampMin * 0.5 ;
legsYawSwingTolMax = torsoYawClampMax * 0.5 ;
if ( cent - > gent & & cent - > gent - > next_roff_time & & cent - > gent - > next_roff_time > = cg . time )
{ //Following a roff, body must keep up with head, yaw-wise
headYawClampMin =
headYawClampMax =
torsoYawSwingTolMin =
torsoYawSwingTolMax =
torsoYawClampMin =
torsoYawClampMax =
legsYawSwingTolMin =
legsYawSwingTolMax = 0 ;
}
yawSpeed = maxYawSpeed = cent - > gent - > NPC - > stats . yawSpeed / 150 ; //about 0.33 normally
}
else
{
headYawClampMin = - 70 ;
headYawClampMax = 70 ;
//These next two are only used for a calc below- this clamp is done in PM_UpdateViewAngles
headPitchClampMin = - 90 ;
headPitchClampMax = 90 ;
torsoYawSwingTolMin = - 90 ;
torsoYawSwingTolMax = 90 ;
torsoPitchSwingTolMin = - 90 ;
torsoPitchSwingTolMax = 90 ;
torsoYawClampMin = - 90 ;
torsoYawClampMax = 90 ;
torsoPitchClampMin = - 90 ;
torsoPitchClampMax = 90 ;
legsYawSwingTolMin = - 90 ;
legsYawSwingTolMax = 90 ;
yawSpeed = maxYawSpeed = cg_swingSpeed . value ;
}
if ( yawSpeed < = 0 )
{ //Just in case
yawSpeed = 0.5f ; //was 0.33
}
lookingSpeed = yawSpeed ;
VectorCopy ( cent - > lerpAngles , headAngles ) ;
headAngles [ YAW ] = AngleNormalize360 ( headAngles [ YAW ] ) ;
VectorClear ( legsAngles ) ;
VectorClear ( torsoAngles ) ;
// --------- yaw -------------
//Clamp and swing the legs
legsAngles [ YAW ] = headAngles [ YAW ] ;
if ( cent - > gent - > client - > renderInfo . renderFlags & RF_LOCKEDANGLE )
{
cent - > gent - > client - > renderInfo . legsYaw = cent - > pe . legs . yawAngle = cent - > gent - > client - > renderInfo . lockYaw ;
cent - > pe . legs . yawing = qfalse ;
legsAngles [ YAW ] = cent - > pe . legs . yawAngle ;
}
else
{
qboolean alwaysFace = qfalse ;
if ( cent - > gent & & cent - > gent - > health > 0 )
{
if ( cent - > gent - > enemy )
{
alwaysFace = qtrue ;
}
if ( CG_PlayerLegsYawFromMovement ( cent , cent - > gent - > client - > ps . velocity , & legsAngles [ YAW ] , headAngles [ YAW ] , torsoYawClampMin , torsoYawClampMax , alwaysFace ) )
{
if ( legsAngles [ YAW ] = = cent - > pe . legs . yawAngle )
{
cent - > pe . legs . yawing = qfalse ;
}
else
{
cent - > pe . legs . yawing = qtrue ;
}
cent - > pe . legs . yawAngle = legsAngles [ YAW ] ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = legsAngles [ YAW ] ;
}
}
else
{
CG_SwingAngles ( legsAngles [ YAW ] , legsYawSwingTolMin , legsYawSwingTolMax , torsoYawClampMin , torsoYawClampMax , maxYawSpeed , & cent - > pe . legs . yawAngle , & cent - > pe . legs . yawing ) ;
legsAngles [ YAW ] = cent - > pe . legs . yawAngle ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = legsAngles [ YAW ] ;
}
}
}
else
{
CG_SwingAngles ( legsAngles [ YAW ] , legsYawSwingTolMin , legsYawSwingTolMax , torsoYawClampMin , torsoYawClampMax , maxYawSpeed , & cent - > pe . legs . yawAngle , & cent - > pe . legs . yawing ) ;
legsAngles [ YAW ] = cent - > pe . legs . yawAngle ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = legsAngles [ YAW ] ;
}
}
}
/*
legsAngles [ YAW ] = cent - > pe . legs . yawAngle ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = legsAngles [ YAW ] ;
}
*/
// torso
// If applicable, swing the lower parts to catch up with the head
CG_SwingAngles ( headAngles [ YAW ] , torsoYawSwingTolMin , torsoYawSwingTolMax , headYawClampMin , headYawClampMax , yawSpeed , & cent - > pe . torso . yawAngle , & cent - > pe . torso . yawing ) ;
torsoAngles [ YAW ] = cent - > pe . torso . yawAngle ;
// ---------- pitch -----------
//As the body twists to its extents, the back tends to arch backwards
float dest ;
// only show a fraction of the pitch angle in the torso
if ( headAngles [ PITCH ] > 180 )
{
dest = ( - 360 + headAngles [ PITCH ] ) * 0.75 ;
}
else
{
dest = headAngles [ PITCH ] * 0.75 ;
}
CG_SwingAngles ( dest , torsoPitchSwingTolMin , torsoPitchSwingTolMax , torsoPitchClampMin , torsoPitchClampMax , 0.1f , & cent - > pe . torso . pitchAngle , & cent - > pe . torso . pitching ) ;
torsoAngles [ PITCH ] = cent - > pe . torso . pitchAngle ;
// --------- roll -------------
// pain twitch - FIXME: don't do this if you have no head (like droids?)
// Maybe need to have clamp angles for roll as well as pitch and yaw?
//CG_AddPainTwitch( cent, torsoAngles );
//----------- Special head looking ---------------
//FIXME: to clamp the head angles, figure out tag_head's offset from tag_torso and add
// that to whatever offset we're getting here... so turning the head in an
// anim that also turns the head doesn't allow the head to turn out of range.
//Start with straight ahead
VectorCopy ( headAngles , viewAngles ) ;
VectorCopy ( headAngles , lookAngles ) ;
//Remember last headAngles
VectorCopy ( cent - > gent - > client - > renderInfo . lastHeadAngles , headAngles ) ;
//See if we're looking at someone/thing
looking = CG_CheckLookTarget ( cent , lookAngles , & lookingSpeed ) ;
//Now add head bob when talking
if ( cent - > gent - > client - > clientInfo . extensions )
{
talking = CG_AddHeadBob ( cent , lookAngles ) ;
}
//Figure out how fast head should be turning
if ( cent - > pe . torso . yawing | | cent - > pe . torso . pitching )
{ //If torso is turning, we want to turn head just as fast
lookAngleSpeed = yawSpeed ;
}
else if ( talking )
{ //Slow for head bobbing
lookAngleSpeed = LOOK_TALKING_SPEED ;
}
else if ( looking )
{ //Not talking, set it up for looking at enemy, CheckLookTarget will scale it down if neccessary
lookAngleSpeed = lookingSpeed ;
}
else if ( cent - > gent - > client - > renderInfo . lookingDebounceTime > cg . time )
{ //Not looking, not talking, head is returning from a talking head bob, use talking speed
lookAngleSpeed = LOOK_TALKING_SPEED ;
}
if ( looking | | talking )
{ //Keep this type of looking for a second after stopped looking
cent - > gent - > client - > renderInfo . lookingDebounceTime = cg . time + 1000 ;
}
if ( cent - > gent - > client - > renderInfo . lookingDebounceTime > cg . time )
{
//Calc our actual desired head angles
for ( i = 0 ; i < 3 ; i + + )
{
lookAngles [ i ] = AngleNormalize360 ( cent - > gent - > client - > renderInfo . headBobAngles [ i ] + lookAngles [ i ] ) ;
}
if ( VectorCompare ( headAngles , lookAngles ) = = qfalse )
{
//FIXME: This clamp goes off viewAngles,
//but really should go off the tag_torso's axis[0] angles, no?
CG_UpdateAngleClamp ( lookAngles [ PITCH ] , headPitchClampMin / 1.25 , headPitchClampMax / 1.25 , lookAngleSpeed , & headAngles [ PITCH ] , viewAngles [ PITCH ] ) ;
CG_UpdateAngleClamp ( lookAngles [ YAW ] , headYawClampMin / 1.25 , headYawClampMax / 1.25 , lookAngleSpeed , & headAngles [ YAW ] , viewAngles [ YAW ] ) ;
CG_UpdateAngleClamp ( lookAngles [ ROLL ] , - 10 , 10 , lookAngleSpeed , & headAngles [ ROLL ] , viewAngles [ ROLL ] ) ;
}
if ( ! cent - > gent - > enemy | | cent - > gent - > enemy - > s . number ! = cent - > gent - > client - > renderInfo . lookTarget )
{
//NOTE: Hacky, yes, I know, but necc.
//We want to turn the body to follow the lookTarget
//ONLY IF WE DON'T HAVE AN ENEMY OR OUR ENEMY IS NOT OUR LOOKTARGET
//This is the piece of code that was making the enemies not face where
//they were actually aiming.
//Yaw change
swing = AngleSubtract ( legsAngles [ YAW ] , headAngles [ YAW ] ) ;
scale = fabs ( swing ) / ( torsoYawClampMax + 0.01 ) ; //NOTENOTE: Some ents have a clamp of 0, which is bad for division
scale * = LOOK_SWING_SCALE ;
torsoAngles [ YAW ] = legsAngles [ YAW ] - ( swing * scale ) ;
//Pitch change
swing = AngleSubtract ( legsAngles [ PITCH ] , headAngles [ PITCH ] ) ;
scale = fabs ( swing ) / ( torsoPitchClampMax + 0.01 ) ; //NOTENOTE: Some ents have a clamp of 0, which is bad for division
scale * = LOOK_SWING_SCALE ;
torsoAngles [ PITCH ] = legsAngles [ PITCH ] - ( swing * scale ) ;
}
}
else
{ //Look straight ahead
VectorCopy ( viewAngles , headAngles ) ;
}
//Remember current headAngles next time
VectorCopy ( headAngles , cent - > gent - > client - > renderInfo . lastHeadAngles ) ;
//-------------------------------------------------------------
// pull the angles back out of the hierarchial chain
AnglesSubtract ( headAngles , torsoAngles , headAngles ) ;
AnglesSubtract ( torsoAngles , legsAngles , torsoAngles ) ;
AnglesToAxis ( legsAngles , legs ) ;
AnglesToAxis ( torsoAngles , torso ) ;
AnglesToAxis ( headAngles , head ) ;
}
//==========================================================================
/*
= = = = = = = = = = = = = = =
CG_TrailItem
= = = = = = = = = = = = = = =
*/
void CG_TrailItem ( centity_t * cent , qhandle_t hModel ) {
refEntity_t ent ;
vec3_t angles ;
vec3_t axis [ 3 ] ;
VectorCopy ( cent - > lerpAngles , angles ) ;
angles [ PITCH ] = 0 ;
angles [ ROLL ] = 0 ;
AnglesToAxis ( angles , axis ) ;
memset ( & ent , 0 , sizeof ( ent ) ) ;
VectorMA ( cent - > lerpOrigin , - 24 , axis [ 0 ] , ent . origin ) ;
ent . origin [ 2 ] + = 20 ;
VectorScale ( cg . autoAxis [ 0 ] , 0.75 , ent . axis [ 0 ] ) ;
VectorScale ( cg . autoAxis [ 1 ] , 0.75 , ent . axis [ 1 ] ) ;
VectorScale ( cg . autoAxis [ 2 ] , 0.75 , ent . axis [ 2 ] ) ;
ent . hModel = hModel ;
cgi_R_AddRefEntityToScene ( & ent ) ;
}
/*
= = = = = = = = = = = = = = =
CG_PlayerPowerups
= = = = = = = = = = = = = = =
*/
extern void CG_Seeker ( centity_t * cent ) ;
void CG_PlayerPowerups ( centity_t * cent )
{
if ( ! cent - > currentState . powerups ) {
return ;
}
/*
// quad gives a dlight
if ( cent - > currentState . powerups & ( 1 < < PW_QUAD ) ) {
cgi_R_AddLightToScene ( cent - > lerpOrigin , 200 + ( rand ( ) & 31 ) , 0.2 , 0.2 , 1 ) ;
}
// redflag
if ( cent - > currentState . powerups & ( 1 < < PW_REDFLAG ) ) {
CG_TrailItem ( cent , cgs . media . redFlagModel ) ;
cgi_R_AddLightToScene ( cent - > lerpOrigin , 200 + ( rand ( ) & 31 ) , 1 , 0.2 , 0.2 ) ;
}
// blueflag
if ( cent - > currentState . powerups & ( 1 < < PW_BLUEFLAG ) ) {
CG_TrailItem ( cent , cgs . media . blueFlagModel ) ;
cgi_R_AddLightToScene ( cent - > lerpOrigin , 200 + ( rand ( ) & 31 ) , 0.2 , 0.2 , 1 ) ;
}
*/
// invul gives a dlight
// if ( cent->currentState.powerups & ( 1 << PW_BATTLESUIT ) )
// {
// cgi_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.8f, 0.8f, 0.2f );
// }
// seeker coolness
/* if ( cent->currentState.powerups & ( 1 << PW_SEEKER ) )
{
// CG_Seeker(cent);
} */
}
# define SHADOW_DISTANCE 128
static qboolean _PlayerShadow ( const vec3_t origin , const float orientation , float * const shadowPlane , const float radius ) {
vec3_t end , mins = { - 7 , - 7 , 0 } , maxs = { 7 , 7 , 2 } ;
trace_t trace ;
float alpha ;
// send a trace down from the player to the ground
VectorCopy ( origin , end ) ;
end [ 2 ] - = SHADOW_DISTANCE ;
cgi_CM_BoxTrace ( & trace , origin , end , mins , maxs , 0 , MASK_PLAYERSOLID ) ;
// no shadow if too high
if ( trace . fraction = = 1.0 | | ( trace . startsolid & & trace . allsolid ) ) {
return qfalse ;
}
* shadowPlane = trace . endpos [ 2 ] + 1 ;
if ( cg_shadows . integer ! = 1 ) { // no mark for stencil or projection shadows
return qtrue ;
}
// fade the shadow out with height
alpha = 1.0 - trace . fraction ;
// add the mark as a temporary, so it goes directly to the renderer
// without taking a spot in the cg_marks array
CG_ImpactMark ( cgs . media . shadowMarkShader , trace . endpos , trace . plane . normal ,
orientation , 1 , 1 , 1 , alpha , qfalse , radius , qtrue ) ;
return qtrue ;
}
/*
= = = = = = = = = = = = = = =
CG_PlayerShadow
Returns the Z component of the surface being shadowed
should it return a full plane instead of a Z ?
= = = = = = = = = = = = = = =
*/
static qboolean CG_PlayerShadow ( centity_t * const cent , float * const shadowPlane ) {
* shadowPlane = 0 ;
if ( cg_shadows . integer = = 0 ) {
return qfalse ;
}
// no shadows when cloaked
if ( cent - > currentState . powerups & ( 1 < < PW_CLOAKED ) )
{
return qfalse ;
}
if ( cent - > gent - > client - > NPC_class = = CLASS_ATST )
{
qboolean bShadowed ;
mdxaBone_t boltMatrix ;
vec3_t tempAngles , sideOrigin ;
tempAngles [ PITCH ] = 0 ;
tempAngles [ YAW ] = cent - > pe . legs . yawAngle ;
tempAngles [ ROLL ] = 0 ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > footLBolt ,
& boltMatrix , tempAngles , cent - > lerpOrigin ,
cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , sideOrigin ) ;
sideOrigin [ 2 ] + = 30 ; //fudge up a bit for coplaner
bShadowed = _PlayerShadow ( sideOrigin , 0 , shadowPlane , 28 ) ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > footRBolt ,
& boltMatrix , tempAngles , cent - > lerpOrigin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , sideOrigin ) ;
sideOrigin [ 2 ] + = 30 ; //fudge up a bit for coplaner
bShadowed = ( qboolean ) ( _PlayerShadow ( sideOrigin , 0 , shadowPlane , 28 ) | | bShadowed ) ;
bShadowed = ( qboolean ) ( _PlayerShadow ( cent - > lerpOrigin , cent - > pe . legs . yawAngle , shadowPlane , 64 ) | | bShadowed ) ;
return bShadowed ;
}
else
{
return _PlayerShadow ( cent - > lerpOrigin , cent - > pe . legs . yawAngle , shadowPlane , 16 ) ;
}
}
void _PlayerSplash ( const vec3_t origin , const vec3_t velocity , const float radius , const int maxUp )
{
static vec3_t WHITE = { 1 , 1 , 1 } ;
vec3_t start , end ;
trace_t trace ;
int contents ;
VectorCopy ( origin , end ) ;
end [ 2 ] - = 24 ;
// if the feet aren't in liquid, don't make a mark
// this won't handle moving water brushes, but they wouldn't draw right anyway...
contents = cgi_CM_PointContents ( end , 0 ) ;
if ( ! ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) )
{
return ;
}
VectorCopy ( origin , start ) ;
if ( maxUp < 32 )
{ //our head may actually be lower than 32 above our origin
start [ 2 ] + = maxUp ;
}
else
{
start [ 2 ] + = 32 ;
}
// if the head isn't out of liquid, don't make a mark
contents = cgi_CM_PointContents ( start , 0 ) ;
if ( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) )
{
return ;
}
// trace down to find the surface
cgi_CM_BoxTrace ( & trace , start , end , NULL , NULL , 0 , ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ;
if ( trace . fraction = = 1.0 )
{
return ;
}
VectorCopy ( trace . endpos , end ) ;
end [ 0 ] + = Q_flrand ( - 1.0f , 1.0f ) * 3.0f ;
end [ 1 ] + = Q_flrand ( - 1.0f , 1.0f ) * 3.0f ;
end [ 2 ] + = 1.0f ; //fudge up
int t = VectorLengthSquared ( velocity ) ;
if ( t > 8192 ) // oh, magic number
{
t = 8192 ;
}
float alpha = ( t / 8192.0f ) * 0.6f + 0.2f ;
FX_AddOrientedParticle ( end , trace . plane . normal , NULL , NULL ,
6.0f , radius + Q_flrand ( 0.0f , 1.0f ) * 48.0f , 0 ,
alpha , 0.0f , 0.0f ,
WHITE , WHITE , 0.0f ,
Q_flrand ( 0.0f , 1.0f ) * 360 , Q_flrand ( - 1.0f , 1.0f ) * 6.0f , NULL , NULL , 0.0f , 0 , 0 , 1200 ,
cgs . media . wakeMarkShader , FX_ALPHA_LINEAR | FX_SIZE_LINEAR ) ;
}
/*
= = = = = = = = = = = = = = =
CG_PlayerSplash
Draw a mark at the water surface
= = = = = = = = = = = = = = =
*/
void CG_PlayerSplash ( centity_t * cent )
{
if ( ! cg_shadows . integer )
{
return ;
}
if ( cent - > gent & & cent - > gent - > client )
{
gclient_t * cl = cent - > gent - > client ;
if ( cent - > gent - > disconnectDebounceTime < cg . time ) // can't do these expanding ripples all the time
{
if ( cl - > NPC_class = = CLASS_ATST )
{
mdxaBone_t boltMatrix ;
vec3_t tempAngles , sideOrigin ;
tempAngles [ PITCH ] = 0 ;
tempAngles [ YAW ] = cent - > pe . legs . yawAngle ;
tempAngles [ ROLL ] = 0 ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > footLBolt ,
& boltMatrix , tempAngles , cent - > lerpOrigin ,
cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , sideOrigin ) ;
sideOrigin [ 2 ] + = 22 ; //fudge up a bit for coplaner
_PlayerSplash ( sideOrigin , cl - > ps . velocity , 42 , cent - > gent - > maxs [ 2 ] ) ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > footRBolt ,
& boltMatrix , tempAngles , cent - > lerpOrigin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , sideOrigin ) ;
sideOrigin [ 2 ] + = 22 ; //fudge up a bit for coplaner
_PlayerSplash ( sideOrigin , cl - > ps . velocity , 42 , cent - > gent - > maxs [ 2 ] ) ;
}
else
{
// player splash mark
_PlayerSplash ( cent - > lerpOrigin , cl - > ps . velocity , 36 , cl - > renderInfo . eyePoint [ 2 ] - cent - > lerpOrigin [ 2 ] + 5 ) ;
}
cent - > gent - > disconnectDebounceTime = cg . time + 125 + Q_flrand ( 0.0f , 1.0f ) * 50.0f ;
}
}
}
/*
= = = = = = = = = = = = = = =
CG_LightningBolt
= = = = = = = = = = = = = = =
*/
void CG_LightningBolt ( centity_t * cent , vec3_t origin )
{
// FIXME: This sound also plays when the weapon first fires which causes little sputtering sounds..not exactly cool
// Must be currently firing
if ( ! ( cent - > currentState . eFlags & EF_FIRING ) )
return ;
//Must be a durational weapon
// if ( cent->currentState.weapon == WP_DEMP2 && cent->currentState.eFlags & EF_ALT_FIRING )
// { /*nothing*/ }
// else
{
return ;
}
/* trace_t trace;
gentity_t * traceEnt ;
vec3_t end , forward , org , angs ;
qboolean spark = qfalse , impact = qtrue ; //, weak = qfalse;
// for lightning weapons coming from the player, it had better hit the crosshairs or else..
if ( cent - > gent - > s . number )
{
VectorCopy ( origin , org ) ;
}
else
{
VectorCopy ( cg . refdef . vieworg , org ) ;
}
// Find the impact point of the beam
VectorCopy ( cent - > lerpAngles , angs ) ;
AngleVectors ( angs , forward , NULL , NULL ) ;
VectorMA ( org , weaponData [ cent - > currentState . weapon ] . range , forward , end ) ;
CG_Trace ( & trace , org , vec3_origin , vec3_origin , end , cent - > currentState . number , MASK_SHOT ) ;
traceEnt = & g_entities [ trace . entityNum ] ;
// Make sparking be a bit less frame-rate dependent..also never add sparking when we hit a surface with a NOIMPACT flag
if ( cent - > gent - > fx_time < cg . time & & ! ( trace . surfaceFlags & SURF_NOIMPACT ) )
{
spark = qtrue ;
cent - > gent - > fx_time = cg . time + Q_flrand ( 0.0f , 1.0f ) * 100 + 100 ;
}
// Don't draw certain kinds of impacts when it hits a player and such..or when we hit a surface with a NOIMPACT flag
if ( ( traceEnt - > takedamage & & traceEnt - > client ) | | ( trace . surfaceFlags & SURF_NOIMPACT ) )
{
impact = qfalse ;
}
// Add in the effect
switch ( cent - > currentState . weapon )
{
case WP_DEMP2 :
// vec3_t org;
extern void FX_DEMP2_AltBeam ( vec3_t start , vec3_t end , vec3_t normal , //qboolean spark,
vec3_t targ1 , vec3_t targ2 ) ;
// Move the beam back a bit to help cover up the poly edges on the fire beam
// VectorMA( origin, -4, forward, org );
// FIXME: Looks and works like ASS, so don't let people see it until it improves
FX_DEMP2_AltBeam ( origin , trace . endpos , trace . plane . normal , cent - > gent - > pos1 , cent - > gent - > pos2 ) ;
break ;
}
*/
}
//-------------------------------------------
void CG_ForcePushBlur ( const vec3_t org )
{
localEntity_t * ex ;
ex = CG_AllocLocalEntity ( ) ;
ex - > leType = LE_PUFF ;
ex - > refEntity . reType = RT_SPRITE ;
ex - > radius = 2.0f ;
ex - > startTime = cg . time ;
ex - > endTime = ex - > startTime + 120 ;
VectorCopy ( org , ex - > pos . trBase ) ;
ex - > pos . trTime = cg . time ;
ex - > pos . trType = TR_LINEAR ;
VectorScale ( cg . refdef . viewaxis [ 1 ] , 55 , ex - > pos . trDelta ) ;
ex - > color [ 0 ] = 24 ;
ex - > color [ 1 ] = 32 ;
ex - > color [ 2 ] = 40 ;
ex - > refEntity . customShader = cgi_R_RegisterShader ( " gfx/effects/forcePush " ) ;
ex = CG_AllocLocalEntity ( ) ;
ex - > leType = LE_PUFF ;
ex - > refEntity . reType = RT_SPRITE ;
ex - > refEntity . rotation = 180.0f ;
ex - > radius = 2.0f ;
ex - > startTime = cg . time ;
ex - > endTime = ex - > startTime + 120 ;
VectorCopy ( org , ex - > pos . trBase ) ;
ex - > pos . trTime = cg . time ;
ex - > pos . trType = TR_LINEAR ;
VectorScale ( cg . refdef . viewaxis [ 1 ] , - 55 , ex - > pos . trDelta ) ;
ex - > color [ 0 ] = 24 ;
ex - > color [ 1 ] = 32 ;
ex - > color [ 2 ] = 40 ;
ex - > refEntity . customShader = cgi_R_RegisterShader ( " gfx/effects/forcePush " ) ;
}
static void CG_ForcePushBodyBlur ( centity_t * cent , const vec3_t origin , vec3_t tempAngles )
{
vec3_t fxOrg ;
mdxaBone_t boltMatrix ;
// Head blur
CG_ForcePushBlur ( cent - > gent - > client - > renderInfo . eyePoint ) ;
// Do a torso based blur
if ( cent - > gent - > torsoBolt > = 0 )
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > torsoBolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
CG_ForcePushBlur ( fxOrg ) ;
}
if ( cent - > gent - > handRBolt > = 0 )
{
// Do a right-hand based blur
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > handRBolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
CG_ForcePushBlur ( fxOrg ) ;
}
if ( cent - > gent - > handLBolt > = 0 )
{
// Do a left-hand based blur
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > handLBolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
CG_ForcePushBlur ( fxOrg ) ;
}
// Do the knees
if ( cent - > gent - > kneeLBolt > = 0 )
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > kneeLBolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
CG_ForcePushBlur ( fxOrg ) ;
}
if ( cent - > gent - > kneeRBolt > = 0 )
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > kneeRBolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
CG_ForcePushBlur ( fxOrg ) ;
}
if ( cent - > gent - > elbowLBolt > = 0 )
{
// Do the elbows
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > elbowLBolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
CG_ForcePushBlur ( fxOrg ) ;
}
if ( cent - > gent - > elbowRBolt > = 0 )
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > elbowRBolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
CG_ForcePushBlur ( fxOrg ) ;
}
}
static void CG_ForceElectrocution ( centity_t * cent , const vec3_t origin , vec3_t tempAngles )
{
// Undoing for now, at least this code should compile if I ( or anyone else ) decides to work on this effect
qboolean found = qfalse ;
vec3_t fxOrg , fxOrg2 , dir ;
vec3_t rgb = { 1.0f , 1.0f , 1.0f } ;
mdxaBone_t boltMatrix ;
int bolt = - 1 ;
int iter = 0 ;
// Pick a random start point
while ( bolt < 0 )
{
int test ;
if ( iter > 5 )
{
test = iter - 5 ;
}
else
{
test = Q_irand ( 0 , 6 ) ;
}
switch ( test )
{
case 0 :
// Right Elbow
bolt = cent - > gent - > elbowRBolt ;
break ;
case 1 :
// Left Hand
bolt = cent - > gent - > handLBolt ;
break ;
case 2 :
// Right hand
bolt = cent - > gent - > handRBolt ;
break ;
case 3 :
// Left Foot
bolt = cent - > gent - > footLBolt ;
break ;
case 4 :
// Right foot
bolt = cent - > gent - > footRBolt ;
break ;
case 5 :
// Torso
bolt = cent - > gent - > torsoBolt ;
break ;
case 6 :
default :
// Left Elbow
bolt = cent - > gent - > elbowLBolt ;
break ;
}
if ( + + iter = = 20 )
break ;
}
if ( bolt > = 0 )
{
found = gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , bolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
}
// Make sure that it's safe to even try and get these values out of the Matrix, otherwise the values could be garbage
if ( found )
{
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
if ( Q_flrand ( 0.0f , 1.0f ) > 0.5f )
{
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_X , dir ) ;
}
else
{
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , dir ) ;
}
// Add some fudge, makes us not normalized, but that isn't really important
dir [ 0 ] + = Q_flrand ( - 1.0f , 1.0f ) * 0.4f ;
dir [ 1 ] + = Q_flrand ( - 1.0f , 1.0f ) * 0.4f ;
dir [ 2 ] + = Q_flrand ( - 1.0f , 1.0f ) * 0.4f ;
}
else
{
// Just use the lerp Origin and a random direction
VectorCopy ( cent - > lerpOrigin , fxOrg ) ;
VectorSet ( dir , Q_flrand ( - 1.0f , 1.0f ) , Q_flrand ( - 1.0f , 1.0f ) , Q_flrand ( - 1.0f , 1.0f ) ) ; // Not normalized, but who cares.
if ( cent - > gent & & cent - > gent - > client )
{
switch ( cent - > gent - > client - > NPC_class )
{
case CLASS_PROBE :
fxOrg [ 2 ] + = 50 ;
break ;
case CLASS_MARK1 :
fxOrg [ 2 ] + = 50 ;
break ;
case CLASS_ATST :
fxOrg [ 2 ] + = 120 ;
break ;
default :
break ;
}
}
}
VectorMA ( fxOrg , Q_flrand ( 0.0f , 1.0f ) * 40 + 40 , dir , fxOrg2 ) ;
trace_t tr ;
CG_Trace ( & tr , fxOrg , NULL , NULL , fxOrg2 , - 1 , CONTENTS_SOLID ) ;
if ( tr . fraction < 1.0f | | Q_flrand ( 0.0f , 1.0f ) > 0.94f )
{
FX_AddElectricity ( fxOrg , tr . endpos ,
1.5f , 4.0f , 0.0f ,
1.0f , 0.5f , 0.0f ,
rgb , rgb , 0.0f ,
5.5f , Q_flrand ( 0.0f , 1.0f ) * 50 + 100 , cgs . media . boltShader , FX_ALPHA_LINEAR | FX_SIZE_LINEAR | FX_BRANCH | FX_GROW | FX_TAPER ) ;
}
}
/*
= = = = = = = = = = = = = = =
CG_AddRefEntityWithPowerups
Adds a piece with modifications or duplications for powerups
= = = = = = = = = = = = = = =
*/
void CG_AddRefEntityWithPowerups ( refEntity_t * ent , int powerups , centity_t * cent )
{
2022-10-03 21:19:00 +00:00
refEntity_t hiltEnt ;
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if ( ! cent )
{
cgi_R_AddRefEntityToScene ( ent ) ;
return ;
}
gentity_t * gent = cent - > gent ;
if ( ! gent )
{
cgi_R_AddRefEntityToScene ( ent ) ;
return ;
}
if ( gent - > client - > ps . powerups [ PW_DISRUPTION ] < cg . time )
{ //disruptor
if ( ( powerups & ( 1 < < PW_DISRUPTION ) ) )
{
//stop drawing him after this effect
gent - > client - > ps . eFlags | = EF_NODRAW ;
return ;
}
}
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bool player1stPersonSaber = CG_getPlayer1stPersonSaber ( cent ) ;
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// if ( gent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 )
// {
// centity_t *cent = &cg_entities[gent->s.number];
// cgi_S_AddLoopingSound( 0, cent->lerpOrigin, vec3_origin, cgs.media.overchargeLoopSound );
// }
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if ( player1stPersonSaber ) {
ent - > renderfx = RF_THIRD_PERSON ;
}
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// If certain states are active, we don't want to add in the regular body
if ( ! gent - > client - > ps . powerups [ PW_CLOAKED ] & &
! gent - > client - > ps . powerups [ PW_UNCLOAKING ] & &
! gent - > client - > ps . powerups [ PW_DISRUPTION ] )
{
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cgi_R_AddRefEntityToScene ( ent ) ;
}
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if ( player1stPersonSaber & & ! cent - > currentState . saberInFlight & & ! vr - > item_selector )
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{
memset ( & hiltEnt , 0 , sizeof ( refEntity_t ) ) ;
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//hiltEnt.renderfx = RF_DEPTHHACK;
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hiltEnt . hModel = cgi_R_RegisterModel ( " models/weapons2/saber/saber_w.md3 " ) ;
vec3_t angles ;
BG_CalculateVRSaberPosition ( hiltEnt . origin , hiltEnt . angles ) ;
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//hiltEnt.angles[ROLL] += 180;
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vec3_t axis [ 3 ] ;
AnglesToAxis ( hiltEnt . angles , axis ) ;
VectorSubtract ( vec3_origin , axis [ 2 ] , hiltEnt . axis [ 0 ] ) ;
VectorCopy ( axis [ 1 ] , hiltEnt . axis [ 1 ] ) ;
VectorCopy ( axis [ 0 ] , hiltEnt . axis [ 2 ] ) ;
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VectorMA ( hiltEnt . origin , 1.0f , hiltEnt . axis [ 2 ] , hiltEnt . origin ) ;
VectorCopy ( hiltEnt . origin , hiltEnt . oldorigin ) ;
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for ( int i = 0 ; i < 3 ; + + i )
VectorScale ( hiltEnt . axis [ i ] , 0.85f , hiltEnt . axis [ i ] ) ;
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cgi_R_AddRefEntityToScene ( & hiltEnt ) ;
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static int playingSaberSwingSound = 0 ;
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if ( vr - > primaryVelocityTriggeredAttack & & ( ( cg . time - playingSaberSwingSound ) > 800 ) )
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{
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cgi_S_StartSound ( hiltEnt . origin , cent - > gent - > s . number , CHAN_AUTO , cgi_S_RegisterSound ( va ( " sound/weapons/saber/saberhup%d.wav " , Q_irand ( 1 , 9 ) ) ) ) ;
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playingSaberSwingSound = cg . time ;
}
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}
// Disruptor Gun Alt-fire
if ( gent - > client - > ps . powerups [ PW_DISRUPTION ] )
{
// I guess when something dies, it looks like pos1 gets set to the impact point on death, we can do fun stuff with this
vec3_t tempAng ;
VectorSubtract ( gent - > pos1 , ent - > origin , ent - > oldorigin ) ;
//er, adjust this to get the proper position in model space... account for yaw
float tempLength = VectorNormalize ( ent - > oldorigin ) ;
vectoangles ( ent - > oldorigin , tempAng ) ;
tempAng [ YAW ] - = gent - > client - > ps . viewangles [ YAW ] ;
AngleVectors ( tempAng , ent - > oldorigin , NULL , NULL ) ;
VectorScale ( ent - > oldorigin , tempLength , ent - > oldorigin ) ;
ent - > endTime = gent - > fx_time ;
ent - > renderfx | = ( RF_DISINTEGRATE2 ) ;
ent - > customShader = cgi_R_RegisterShader ( " gfx/effects/burn " ) ;
cgi_R_AddRefEntityToScene ( ent ) ;
ent - > renderfx & = ~ ( RF_DISINTEGRATE2 ) ;
ent - > renderfx | = ( RF_DISINTEGRATE1 ) ;
ent - > customShader = 0 ;
cgi_R_AddRefEntityToScene ( ent ) ;
if ( cg . time - ent - > endTime < 1000 & & ( cg_timescale . value * cg_timescale . value * Q_flrand ( 0.0f , 1.0f ) ) > 0.05f )
{
vec3_t fxOrg ;
mdxaBone_t boltMatrix ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , gent - > playerModel , gent - > torsoBolt ,
& boltMatrix , gent - > currentAngles , ent - > origin , cg . time ,
cgs . model_draw , gent - > s . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
VectorMA ( fxOrg , - 18 , cg . refdef . viewaxis [ 0 ] , fxOrg ) ;
fxOrg [ 2 ] + = Q_flrand ( - 1.0f , 1.0f ) * 20 ;
theFxScheduler . PlayEffect ( " disruptor/death_smoke " , fxOrg ) ;
if ( Q_flrand ( 0.0f , 1.0f ) > 0.5f )
{
theFxScheduler . PlayEffect ( " disruptor/death_smoke " , fxOrg ) ;
}
}
}
// Cloaking & Uncloaking Technology
//----------------------------------------
if ( ( powerups & ( 1 < < PW_UNCLOAKING ) ) )
{ //in the middle of cloaking
float perc = ( float ) ( gent - > client - > ps . powerups [ PW_UNCLOAKING ] - cg . time ) / 2000.0f ;
if ( ( powerups & ( 1 < < PW_CLOAKED ) ) )
{ //actually cloaking, so reverse it
perc = 1.0f - perc ;
}
if ( perc > = 0.0f & & perc < = 1.0f )
{
ent - > renderfx & = ~ RF_ALPHA_FADE ;
ent - > renderfx | = RF_RGB_TINT ;
ent - > shaderRGBA [ 0 ] = ent - > shaderRGBA [ 1 ] = ent - > shaderRGBA [ 2 ] = 255.0f * perc ;
ent - > shaderRGBA [ 3 ] = 0 ;
ent - > customShader = cgs . media . cloakedShader ;
cgi_R_AddRefEntityToScene ( ent ) ;
ent - > shaderRGBA [ 0 ] = ent - > shaderRGBA [ 1 ] = ent - > shaderRGBA [ 2 ] = 255 ;
ent - > shaderRGBA [ 3 ] = 255 * ( 1.0f - perc ) ; // let model alpha in
ent - > customShader = 0 ; // use regular skin
ent - > renderfx & = ~ RF_RGB_TINT ;
ent - > renderfx | = RF_ALPHA_FADE ;
cgi_R_AddRefEntityToScene ( ent ) ;
}
}
else if ( ( powerups & ( 1 < < PW_CLOAKED ) ) )
{ //fully cloaked
ent - > renderfx = 0 ; //&= ~(RF_RGB_TINT|RF_ALPHA_FADE);
ent - > shaderRGBA [ 0 ] = ent - > shaderRGBA [ 1 ] = ent - > shaderRGBA [ 2 ] = ent - > shaderRGBA [ 3 ] = 255 ;
ent - > customShader = cgs . media . cloakedShader ;
cgi_R_AddRefEntityToScene ( ent ) ;
}
// Electricity
//------------------------------------------------
if ( ( powerups & ( 1 < < PW_SHOCKED ) ) )
{
int dif = gent - > client - > ps . powerups [ PW_SHOCKED ] - cg . time ;
if ( dif > 0 & & Q_flrand ( 0.0f , 1.0f ) > 0.4f )
{
// fade out over the last 500 ms
int brightness = 255 ;
if ( dif < 500 )
{
brightness = floor ( ( dif - 500.0f ) / 500.0f * 255.0f ) ;
}
ent - > renderfx | = RF_RGB_TINT ;
ent - > shaderRGBA [ 0 ] = ent - > shaderRGBA [ 1 ] = ent - > shaderRGBA [ 2 ] = brightness ;
ent - > shaderRGBA [ 3 ] = 255 ;
if ( rand ( ) & 1 )
{
ent - > customShader = cgs . media . electricBodyShader ;
}
else
{
ent - > customShader = cgs . media . electricBody2Shader ;
}
cgi_R_AddRefEntityToScene ( ent ) ;
if ( Q_flrand ( 0.0f , 1.0f ) > 0.9f )
cgi_S_StartSound ( ent - > origin , gent - > s . number , CHAN_AUTO , cgi_S_RegisterSound ( " sound/effects/energy_crackle.wav " ) ) ;
}
}
// FORCE speed does blur trails
//------------------------------------------------------
if ( gent - > client - > ps . forcePowersActive & ( 1 < < FP_SPEED )
& & ( gent - > s . number | | cg . renderingThirdPerson ) ) // looks dumb doing this with first peron mode on
{
localEntity_t * ex ;
ex = CG_AllocLocalEntity ( ) ;
ex - > leType = LE_FADE_MODEL ;
memcpy ( & ex - > refEntity , ent , sizeof ( refEntity_t ) ) ;
ex - > refEntity . renderfx | = RF_ALPHA_FADE ;
ex - > startTime = cg . time ;
ex - > endTime = ex - > startTime + 75 ;
VectorCopy ( ex - > refEntity . origin , ex - > pos . trBase ) ;
VectorClear ( ex - > pos . trDelta ) ;
ex - > color [ 0 ] = ex - > color [ 1 ] = ex - > color [ 2 ] = 255.0f ;
ex - > color [ 3 ] = 50.0f ;
}
// Personal Shields
//------------------------
if ( powerups & ( 1 < < PW_BATTLESUIT ) )
{
float diff = gent - > client - > ps . powerups [ PW_BATTLESUIT ] - cg . time ;
float t ;
if ( diff > 0 )
{
t = 1.0f - ( diff / ( ARMOR_EFFECT_TIME * 2.0f ) ) ;
// Only display when we have damage
if ( t < 0.0f | | t > 1.0f )
{
}
else
{
ent - > shaderRGBA [ 0 ] = ent - > shaderRGBA [ 1 ] = ent - > shaderRGBA [ 2 ] = 255.0f * t ;
ent - > shaderRGBA [ 3 ] = 255 ;
ent - > renderfx & = ~ RF_ALPHA_FADE ;
ent - > renderfx | = RF_RGB_TINT ;
ent - > customShader = cgs . media . personalShieldShader ;
cgi_R_AddRefEntityToScene ( ent ) ;
}
}
}
// Galak Mech shield bubble
//------------------------------------------------------
if ( powerups & ( 1 < < PW_GALAK_SHIELD ) )
{
refEntity_t tent ;
memset ( & tent , 0 , sizeof ( refEntity_t ) ) ;
tent . reType = RT_LATHE ;
// Setting up the 2d control points, these get swept around to make a 3D lathed model
VectorSet2 ( tent . axis [ 0 ] , 0.5 , 0 ) ; // start point of curve
VectorSet2 ( tent . axis [ 1 ] , 50 , 85 ) ; // control point 1
VectorSet2 ( tent . axis [ 2 ] , 135 , - 100 ) ; // control point 2
VectorSet2 ( tent . oldorigin , 0 , - 90 ) ; // end point of curve
if ( gent - > client - > poisonTime & & gent - > client - > poisonTime + 1000 > cg . time )
{
VectorCopy ( gent - > pos4 , tent . lightingOrigin ) ;
tent . frame = gent - > client - > poisonTime ;
}
mdxaBone_t boltMatrix ;
vec3_t angles = { 0 , gent - > client - > ps . legsYaw , 0 } ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , gent - > playerModel , gent - > genericBolt1 , & boltMatrix , angles , cent - > lerpOrigin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , tent . origin ) ; // pass in the emitter origin here
tent . endTime = gent - > fx_time + 1000 ; // if you want the shell to build around the guy, pass in a time that is 1000ms after the start of the turn-on-effect
tent . customShader = cgi_R_RegisterShader ( " gfx/effects/irid_shield " ) ;
cgi_R_AddRefEntityToScene ( & tent ) ;
}
// Invincibility -- effect needs work
//------------------------------------------------------
if ( powerups & ( 1 < < PW_INVINCIBLE ) )
{
theFxScheduler . PlayEffect ( cgs . effects . forceInvincibility , cent - > lerpOrigin ) ;
}
// Healing -- could use some work....maybe also make it NOT be framerate dependant
//------------------------------------------------------
/* if ( powerups & ( 1 << PW_HEALING ))
{
vec3_t axis [ 3 ] ;
AngleVectors ( cent - > gent - > client - > renderInfo . eyeAngles , axis [ 0 ] , axis [ 1 ] , axis [ 2 ] ) ;
theFxScheduler . PlayEffect ( cgs . effects . forceHeal , cent - > gent - > client - > renderInfo . eyePoint , axis ) ;
}
*/
// Push Blur
if ( gent - > forcePushTime > cg . time & & gi . G2API_HaveWeGhoul2Models ( cent - > gent - > ghoul2 ) )
{
CG_ForcePushBlur ( ent - > origin ) ;
}
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
CG_G2SetHeadBlink
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
static void CG_G2SetHeadBlink ( centity_t * cent , qboolean bStart )
{
if ( ! cent )
{
return ;
}
gentity_t * gent = cent - > gent ;
//FIXME: get these boneIndices game-side and pass it down?
//FIXME: need a version of this that *doesn't* need the mFileName in the ghoul2
const int hLeye = gi . G2API_GetBoneIndex ( & gent - > ghoul2 [ 0 ] , " leye " , qtrue ) ;
if ( hLeye = = - 1 )
{
return ;
}
vec3_t desiredAngles = { 0 } ;
int blendTime = 80 ;
qboolean bWink = qfalse ;
if ( bStart )
{
desiredAngles [ YAW ] = - 50 ;
if ( ! in_camera & & Q_flrand ( 0.0f , 1.0f ) > 0.95f )
{
bWink = qtrue ;
blendTime / = 3 ;
}
}
gi . G2API_SetBoneAnglesIndex ( & gent - > ghoul2 [ gent - > playerModel ] , hLeye , desiredAngles ,
BONE_ANGLES_POSTMULT , POSITIVE_Y , POSITIVE_Z , POSITIVE_X , NULL , blendTime , cg . time ) ;
const int hReye = gi . G2API_GetBoneIndex ( & gent - > ghoul2 [ 0 ] , " reye " , qtrue ) ;
if ( hReye = = - 1 )
{
return ;
}
if ( ! bWink )
gi . G2API_SetBoneAnglesIndex ( & gent - > ghoul2 [ gent - > playerModel ] , hReye , desiredAngles ,
BONE_ANGLES_POSTMULT , POSITIVE_Y , POSITIVE_Z , POSITIVE_X , NULL , blendTime , cg . time ) ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
CG_G2SetHeadAnims
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
static void CG_G2SetHeadAnim ( centity_t * cent , int anim )
{
gentity_t * gent = cent - > gent ;
const int blendTime = 50 ;
const animation_t * animations = level . knownAnimFileSets [ gent - > client - > clientInfo . animFileIndex ] . animations ;
int animFlags = BONE_ANIM_OVERRIDE ; //| BONE_ANIM_BLEND;
// animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps).
// float timeScaleMod = (cg_timescale.value&&gent&&gent->s.clientNum==0&&!player_locked&&!MatrixMode&&gent->client->ps.forcePowersActive&(1<<FP_SPEED))?(1.0/cg_timescale.value):1.0;
const float timeScaleMod = ( cg_timescale . value ) ? ( 1.0 / cg_timescale . value ) : 1.0 ;
float animSpeed = 50.0f / animations [ anim ] . frameLerp * timeScaleMod ;
if ( animations [ anim ] . numFrames < = 0 )
{
return ;
}
if ( anim = = FACE_DEAD )
{
animFlags | = BONE_ANIM_OVERRIDE_FREEZE ;
}
// animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps).
int firstFrame ;
int lastFrame ;
if ( animSpeed < 0 )
{ //play anim backwards
lastFrame = animations [ anim ] . firstFrame - 1 ;
firstFrame = ( animations [ anim ] . numFrames - 1 ) + animations [ anim ] . firstFrame ;
}
else
{
firstFrame = animations [ anim ] . firstFrame ;
lastFrame = ( animations [ anim ] . numFrames ) + animations [ anim ] . firstFrame ;
}
// first decide if we are doing an animation on the head already
// int startFrame, endFrame;
// const qboolean animatingHead = gi.G2API_GetAnimRangeIndex(&gent->ghoul2[gent->playerModel], cent->gent->faceBone, &startFrame, &endFrame);
// if (!animatingHead || ( animations[anim].firstFrame != startFrame ) )// only set the anim if we aren't going to do the same animation again
{
gi . G2API_SetBoneAnimIndex ( & gent - > ghoul2 [ gent - > playerModel ] , cent - > gent - > faceBone ,
firstFrame , lastFrame , animFlags , animSpeed , cg . time , - 1 , blendTime ) ;
}
}
qboolean CG_G2PlayerHeadAnims ( centity_t * cent )
{
if ( ! ValidAnimFileIndex ( cent - > gent - > client - > clientInfo . animFileIndex ) )
{
return qfalse ;
}
if ( cent - > gent - > faceBone = = BONE_INDEX_INVALID )
{ // i don't have a face
return qfalse ;
}
int anim = - 1 ;
if ( cent - > gent - > health < = 0 )
{ //Dead people close their eyes and don't make faces!
anim = FACE_DEAD ;
}
else
{
if ( ! cent - > gent - > client - > facial_blink )
{ // set the timers
cent - > gent - > client - > facial_blink = cg . time + Q_flrand ( 4000.0 , 8000.0 ) ;
cent - > gent - > client - > facial_frown = cg . time + Q_flrand ( 6000.0 , 10000.0 ) ;
cent - > gent - > client - > facial_aux = cg . time + Q_flrand ( 6000.0 , 10000.0 ) ;
}
//are we blinking?
if ( cent - > gent - > client - > facial_blink < 0 )
{ // yes, check if we are we done blinking ?
if ( - ( cent - > gent - > client - > facial_blink ) < cg . time )
{ // yes, so reset blink timer
cent - > gent - > client - > facial_blink = cg . time + Q_flrand ( 4000.0 , 8000.0 ) ;
CG_G2SetHeadBlink ( cent , qfalse ) ; //stop the blink
}
}
else // no we aren't blinking
{
if ( cent - > gent - > client - > facial_blink < cg . time ) // but should we start ?
{
CG_G2SetHeadBlink ( cent , qtrue ) ;
if ( cent - > gent - > client - > facial_blink = = 1 )
{ //requested to stay shut by SET_FACEEYESCLOSED
cent - > gent - > client - > facial_blink = - ( cg . time + 99999999.0f ) ; // set blink timer
}
else
{
cent - > gent - > client - > facial_blink = - ( cg . time + 300.0f ) ; // set blink timer
}
}
}
if ( gi . VoiceVolume [ cent - > gent - > s . clientNum ] > 0 ) // if we aren't talking, then it will be 0, -1 for talking but paused
{
anim = FACE_TALK1 + gi . VoiceVolume [ cent - > gent - > s . clientNum ] - 1 ;
}
else if ( gi . VoiceVolume [ cent - > gent - > s . clientNum ] = = 0 ) //don't do aux if in a slient part of speech
{ //not talking
if ( cent - > gent - > client - > facial_aux < 0 ) // are we auxing ?
{ //yes
if ( - ( cent - > gent - > client - > facial_aux ) < cg . time ) // are we done auxing ?
{ // yes, reset aux timer
cent - > gent - > client - > facial_aux = cg . time + Q_flrand ( 7000.0 , 10000.0 ) ;
}
else
{ // not yet, so choose aux
anim = FACE_ALERT ;
}
}
else // no we aren't auxing
{ // but should we start ?
if ( cent - > gent - > client - > facial_aux < cg . time )
{ //yes
anim = FACE_ALERT ;
// set aux timer
cent - > gent - > client - > facial_aux = - ( cg . time + 2000.0 ) ;
}
}
if ( anim ! = - 1 ) //we we are auxing, see if we should override with a frown
{
if ( cent - > gent - > client - > facial_frown < 0 ) // are we frowning ?
{ // yes,
if ( - ( cent - > gent - > client - > facial_frown ) < cg . time ) //are we done frowning ?
{ // yes, reset frown timer
cent - > gent - > client - > facial_frown = cg . time + Q_flrand ( 7000.0 , 10000.0 ) ;
}
else
{ // not yet, so choose frown
anim = FACE_FROWN ;
}
}
else // no we aren't frowning
{ // but should we start ?
if ( cent - > gent - > client - > facial_frown < cg . time )
{
anim = FACE_FROWN ;
// set frown timer
cent - > gent - > client - > facial_frown = - ( cg . time + 2000.0 ) ;
}
}
}
} //talking
} //dead
if ( anim ! = - 1 )
{
CG_G2SetHeadAnim ( cent , anim ) ;
return qtrue ;
}
return qfalse ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
CG_PlayerHeadExtension
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
int CG_PlayerHeadExtension ( centity_t * cent , refEntity_t * head )
{
clientInfo_t * ci = & cent - > gent - > client - > clientInfo ; ;
// if we have facial texture extensions, go get the sound override and add it to the face skin
// if we aren't talking, then it will be 0
if ( ci - > extensions & & ( gi . VoiceVolume [ cent - > gent - > s . clientNum ] > 0 ) )
{ //FIXME: When talking, look at talkTarget, if any
//ALSO: When talking, add a head bob/movement on syllables - when gi.VoiceVolume[] changes drastically
if ( cent - > gent - > health < = 0 )
{ //Dead people close their eyes and don't make faces! They also tell no tales... BUM BUM BAHHHHHHH!
//Make them always blink and frown
head - > customSkin = ci - > headSkin + 3 ;
return qtrue ;
}
head - > customSkin = ci - > headSkin + 4 + gi . VoiceVolume [ cent - > gent - > s . clientNum ] ;
//reset the frown and blink timers
}
else
// ok, we have facial extensions, but we aren't speaking. Lets decide if we need to frown or blink
if ( ci - > extensions )
{
int add_in = 0 ;
// deal with blink first
//Dead people close their eyes and don't make faces! They also tell no tales... BUM BUM BAHHHHHHH!
if ( cent - > gent - > health < = 0 )
{
//Make them always blink and frown
head - > customSkin = ci - > headSkin + 3 ;
return qtrue ;
}
if ( ! cent - > gent - > client - > facial_blink )
{ // reset blink timer
cent - > gent - > client - > facial_blink = cg . time + Q_flrand ( 3000.0 , 5000.0 ) ;
cent - > gent - > client - > facial_frown = cg . time + Q_flrand ( 6000.0 , 10000.0 ) ;
cent - > gent - > client - > facial_aux = cg . time + Q_flrand ( 6000.0 , 10000.0 ) ;
}
// now deal with auxing
// are we frowning ?
if ( cent - > gent - > client - > facial_aux < 0 )
{
// are we done frowning ?
if ( - ( cent - > gent - > client - > facial_aux ) < cg . time )
{
// reset frown timer
cent - > gent - > client - > facial_aux = cg . time + Q_flrand ( 6000.0 , 10000.0 ) ;
}
else
{
// yes so set offset to frown
add_in = 4 ;
}
}
// no we aren't frowning
else
{
// but should we start ?
if ( cent - > gent - > client - > facial_aux < cg . time )
{
add_in = 4 ;
// set blink timer
cent - > gent - > client - > facial_aux = - ( cg . time + 3000.0 ) ;
}
}
// now, if we aren't auxing - lets see if we should be blinking or frowning
if ( ! add_in )
{
if ( gi . VoiceVolume [ cent - > gent - > s . clientNum ] = = - 1 )
{ //then we're talking and don't want to use blinking normal frames, force open eyes.
add_in = 0 ;
// reset blink timer
cent - > gent - > client - > facial_blink = cg . time + Q_flrand ( 3000.0 , 5000.0 ) ;
}
// are we blinking ?
else if ( cent - > gent - > client - > facial_blink < 0 )
{
// yes so set offset to blink
add_in = 1 ;
// are we done blinking ?
if ( - ( cent - > gent - > client - > facial_blink ) < cg . time )
{
add_in = 0 ;
// reset blink timer
cent - > gent - > client - > facial_blink = cg . time + Q_flrand ( 3000.0 , 5000.0 ) ;
}
}
// no we aren't blinking
else
{
// but should we start ?
if ( cent - > gent - > client - > facial_blink < cg . time )
{
add_in = 1 ;
// set blink timer
cent - > gent - > client - > facial_blink = - ( cg . time + 200.0 ) ;
}
}
// now deal with frowning
// are we frowning ?
if ( cent - > gent - > client - > facial_frown < 0 )
{
// yes so set offset to frown
add_in + = 2 ;
// are we done frowning ?
if ( - ( cent - > gent - > client - > facial_frown ) < cg . time )
{
add_in - = 2 ;
// reset frown timer
cent - > gent - > client - > facial_frown = cg . time + Q_flrand ( 6000.0 , 10000.0 ) ;
}
}
// no we aren't frowning
else
{
// but should we start ?
if ( cent - > gent - > client - > facial_frown < cg . time )
{
add_in + = 2 ;
// set blink timer
cent - > gent - > client - > facial_frown = - ( cg . time + 3000.0 ) ;
}
}
}
// add in whatever we should
head - > customSkin = ci - > headSkin + add_in ;
}
// at this point, we don't have any facial extensions, so who cares ?
else
{
head - > customSkin = ci - > headSkin ;
}
return qtrue ;
}
//--------------------------------------------------------------
// CG_GetTagWorldPosition
//
// Can pass in NULL for the axis
//--------------------------------------------------------------
void CG_GetTagWorldPosition ( refEntity_t * model , char * tag , vec3_t pos , vec3_t axis [ 3 ] )
{
orientation_t orientation ;
// Get the requested tag
cgi_R_LerpTag ( & orientation , model - > hModel , model - > oldframe , model - > frame ,
1.0f - model - > backlerp , tag ) ;
VectorCopy ( model - > origin , pos ) ;
for ( int i = 0 ; i < 3 ; i + + )
{
VectorMA ( pos , orientation . origin [ i ] , model - > axis [ i ] , pos ) ;
}
if ( axis )
{
MatrixMultiply ( orientation . axis , model - > axis , axis ) ;
}
}
static qboolean calcedMp = qfalse ;
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
CG_GetPlayerLightLevel
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
void CG_GetPlayerLightLevel ( centity_t * cent )
{
vec3_t ambient = { 0 } , directed , lightDir ;
//Poll the renderer for the light level
if ( cent - > currentState . clientNum = = cg . snap - > ps . clientNum )
{ //hAX0R
ambient [ 0 ] = 666 ;
}
cgi_R_GetLighting ( cent - > lerpOrigin , ambient , directed , lightDir ) ;
//Get the maximum value for the player
cent - > gent - > lightLevel = directed [ 0 ] ;
if ( directed [ 1 ] > cent - > gent - > lightLevel )
cent - > gent - > lightLevel = directed [ 1 ] ;
if ( directed [ 2 ] > cent - > gent - > lightLevel )
cent - > gent - > lightLevel = directed [ 2 ] ;
if ( cent - > gent - > client - > ps . weapon = = WP_SABER & & cent - > gent - > client - > ps . saberLength > 0 )
{
cent - > gent - > lightLevel + = ( cent - > gent - > client - > ps . saberLength / cent - > gent - > client - > ps . saberLengthMax ) * 200 ;
}
}
int CG_SaberHumSoundForEnt ( gentity_t * gent )
{
//now: based on saber type and npc, pick correct hum sound
int saberHumSound = cgi_S_RegisterSound ( " sound/weapons/saber/saberhum1.wav " ) ;
if ( gent & & gent - > client )
{
if ( gent - > client - > NPC_class = = CLASS_DESANN )
{ //desann
saberHumSound = cgi_S_RegisterSound ( " sound/weapons/saber/saberhum2.wav " ) ;
}
else if ( gent - > client - > NPC_class = = CLASS_LUKE )
{ //luke
saberHumSound = cgi_S_RegisterSound ( " sound/weapons/saber/saberhum5.wav " ) ;
}
else if ( gent - > client - > NPC_class = = CLASS_KYLE )
{ //Kyle NPC and player
saberHumSound = cgi_S_RegisterSound ( " sound/weapons/saber/saberhum4.wav " ) ;
}
else if ( gent - > client - > playerTeam = = TEAM_ENEMY ) //NPC_class == CLASS_TAVION )
{ //reborn, shadowtroopers, tavion
saberHumSound = cgi_S_RegisterSound ( " sound/weapons/saber/saberhum3.wav " ) ;
}
else
{ //allies
//use default
//saberHumSound = cgi_S_RegisterSound( "sound/weapons/saber/saberhum1.wav" );
}
}
return saberHumSound ;
}
/*
= = = = = = = = = = = = = = =
CG_StopWeaponSounds
Stops any weapon sounds as needed
= = = = = = = = = = = = = = =
*/
void CG_StopWeaponSounds ( centity_t * cent )
{
qboolean weak = qfalse ;
weaponInfo_t * weapon = & cg_weapons [ cent - > currentState . weapon ] ;
if ( cent - > currentState . weapon = = WP_SABER )
{
if ( cent - > gent & & cent - > gent - > client & & ( cent - > currentState . saberInFlight | | ! cent - > gent - > client - > ps . saberActive /*!cent->currentState.saberActive*/ ) )
{
return ;
}
cgi_S_AddLoopingSound ( cent - > currentState . number ,
cent - > lerpOrigin ,
vec3_origin ,
CG_SaberHumSoundForEnt ( & g_entities [ cent - > currentState . clientNum ] ) ) ;
return ;
}
if ( cent - > currentState . weapon = = WP_STUN_BATON )
{
cgi_S_AddLoopingSound ( cent - > currentState . number ,
cent - > lerpOrigin ,
vec3_origin ,
weapon - > firingSound ) ;
return ;
}
if ( ! ( cent - > currentState . eFlags & EF_FIRING ) )
{
if ( cent - > pe . lightningFiring )
{
if ( weapon - > stopSound )
{
cgi_S_StartSound ( cent - > lerpOrigin , cent - > currentState . number , CHAN_WEAPON , weapon - > stopSound ) ;
}
cent - > pe . lightningFiring = qfalse ;
}
return ;
}
if ( cent - > gent & & cent - > gent - > client )
{
if ( cent - > gent - > client - > ps . ammo [ AMMO_FORCE ] < 1 )
weak = qtrue ;
}
if ( cent - > currentState . eFlags & EF_ALT_FIRING & & ! weak )
{
if ( weapon - > altFiringSound )
{
cgi_S_AddLoopingSound ( cent - > currentState . number , cent - > lerpOrigin , vec3_origin , weapon - > altFiringSound ) ;
}
cent - > pe . lightningFiring = qtrue ;
}
else if ( cent - > currentState . eFlags & EF_FIRING )
{
cent - > pe . lightningFiring = qtrue ;
if ( weapon - > firingSound )
{
// Weak phaser sound should stutter
if ( weak & & ( rand ( ) & 1 ) )
return ;
cgi_S_AddLoopingSound ( cent - > currentState . number , cent - > lerpOrigin , vec3_origin , weapon - > firingSound ) ;
}
}
}
//--------------- SABER STUFF --------
extern void CG_Smoke ( vec3_t origin , vec3_t dir , float radius , float speed , qhandle_t shader , int flags ) ;
void CG_DoSaber ( vec3_t origin , vec3_t dir , float length , float lengthMax , saber_colors_t color , int rfx )
{
vec3_t mid , rgb = { 1 , 1 , 1 } ;
qhandle_t blade = 0 , glow = 0 ;
refEntity_t saber ;
float radiusmult ;
if ( length < 0.5f )
{
// if the thing is so short, just forget even adding me.
return ;
}
// Find the midpoint of the saber for lighting purposes
VectorMA ( origin , length * 0.5f , dir , mid ) ;
switch ( color )
{
case SABER_RED :
glow = cgs . media . redSaberGlowShader ;
blade = cgs . media . redSaberCoreShader ;
VectorSet ( rgb , 1.0f , 0.2f , 0.2f ) ;
break ;
case SABER_ORANGE :
glow = cgs . media . orangeSaberGlowShader ;
blade = cgs . media . orangeSaberCoreShader ;
VectorSet ( rgb , 1.0f , 0.5f , 0.1f ) ;
break ;
case SABER_YELLOW :
glow = cgs . media . yellowSaberGlowShader ;
blade = cgs . media . yellowSaberCoreShader ;
VectorSet ( rgb , 1.0f , 1.0f , 0.2f ) ;
break ;
case SABER_GREEN :
glow = cgs . media . greenSaberGlowShader ;
blade = cgs . media . greenSaberCoreShader ;
VectorSet ( rgb , 0.2f , 1.0f , 0.2f ) ;
break ;
case SABER_BLUE :
glow = cgs . media . blueSaberGlowShader ;
blade = cgs . media . blueSaberCoreShader ;
VectorSet ( rgb , 0.2f , 0.4f , 1.0f ) ;
break ;
case SABER_PURPLE :
glow = cgs . media . purpleSaberGlowShader ;
blade = cgs . media . purpleSaberCoreShader ;
VectorSet ( rgb , 0.9f , 0.2f , 1.0f ) ;
break ;
}
// always add a light because sabers cast a nice glow before they slice you in half!! or something...
cgi_R_AddLightToScene ( mid , ( length * 2.0f ) + ( Q_flrand ( 0.0f , 1.0f ) * 8.0f ) , rgb [ 0 ] , rgb [ 1 ] , rgb [ 2 ] ) ;
memset ( & saber , 0 , sizeof ( refEntity_t ) ) ;
// Saber glow is it's own ref type because it uses a ton of sprites, otherwise it would eat up too many
// refEnts to do each glow blob individually
saber . saberLength = length ;
// Jeff, I did this because I foolishly wished to have a bright halo as the saber is unleashed.
// It's not quite what I'd hoped tho. If you have any ideas, go for it! --Pat
if ( length < lengthMax )
{
radiusmult = 1.0 + ( 2.0 / length ) ; // Note this creates a curve, and length cannot be < 0.5.
}
else
{
radiusmult = 1.0 ;
}
saber . radius = ( 2.8 + Q_flrand ( - 1.0f , 1.0f ) * 0.2f ) * radiusmult ;
VectorCopy ( origin , saber . origin ) ;
VectorCopy ( dir , saber . axis [ 0 ] ) ;
saber . reType = RT_SABER_GLOW ;
saber . customShader = glow ;
saber . shaderRGBA [ 0 ] = saber . shaderRGBA [ 1 ] = saber . shaderRGBA [ 2 ] = saber . shaderRGBA [ 3 ] = 0xff ;
saber . renderfx = rfx ;
cgi_R_AddRefEntityToScene ( & saber ) ;
// Do the hot core
VectorMA ( origin , length , dir , saber . origin ) ;
VectorMA ( origin , - 1 , dir , saber . oldorigin ) ;
saber . customShader = blade ;
saber . reType = RT_LINE ;
saber . radius = ( 1.0 + Q_flrand ( - 1.0f , 1.0f ) * 0.2f ) * radiusmult ;
cgi_R_AddRefEntityToScene ( & saber ) ;
}
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# define MAX_MARK_FRAGMENTS 256
# define MAX_MARK_POINTS 768
2022-09-18 15:37:21 +00:00
extern markPoly_t * CG_AllocMark ( ) ;
void CG_CreateSaberMarks ( vec3_t start , vec3_t end , vec3_t normal )
{
// byte colors[4];
int i , j , numFragments ;
vec3_t axis [ 3 ] , originalPoints [ 4 ] , mid ;
vec3_t markPoints [ MAX_MARK_POINTS ] , projection ;
polyVert_t * v , verts [ MAX_VERTS_ON_POLY ] ;
markPoly_t * mark ;
markFragment_t markFragments [ MAX_MARK_FRAGMENTS ] , * mf ;
if ( ! cg_addMarks . integer ) {
return ;
}
float radius = 0.65f ;
VectorSubtract ( end , start , axis [ 1 ] ) ;
VectorNormalize ( axis [ 1 ] ) ;
// create the texture axis
VectorCopy ( normal , axis [ 0 ] ) ;
CrossProduct ( axis [ 1 ] , axis [ 0 ] , axis [ 2 ] ) ;
// create the full polygon that we'll project
for ( i = 0 ; i < 3 ; i + + )
{
originalPoints [ 0 ] [ i ] = start [ i ] - radius * axis [ 1 ] [ i ] - radius * axis [ 2 ] [ i ] ;
originalPoints [ 1 ] [ i ] = end [ i ] + radius * axis [ 1 ] [ i ] - radius * axis [ 2 ] [ i ] ;
originalPoints [ 2 ] [ i ] = end [ i ] + radius * axis [ 1 ] [ i ] + radius * axis [ 2 ] [ i ] ;
originalPoints [ 3 ] [ i ] = start [ i ] - radius * axis [ 1 ] [ i ] + radius * axis [ 2 ] [ i ] ;
}
VectorScale ( normal , - 1 , projection ) ;
// get the fragments
numFragments = cgi_CM_MarkFragments ( 4 , ( const float ( * ) [ 3 ] ) originalPoints ,
projection , MAX_MARK_POINTS , markPoints [ 0 ] , MAX_MARK_FRAGMENTS , markFragments ) ;
for ( i = 0 , mf = markFragments ; i < numFragments ; i + + , mf + + )
{
// we have an upper limit on the complexity of polygons that we store persistantly
if ( mf - > numPoints > MAX_VERTS_ON_POLY )
{
mf - > numPoints = MAX_VERTS_ON_POLY ;
}
for ( j = 0 , v = verts ; j < mf - > numPoints ; j + + , v + + )
{
vec3_t delta ;
// Set up our texture coords, this may need some work
VectorCopy ( markPoints [ mf - > firstPoint + j ] , v - > xyz ) ;
VectorAdd ( end , start , mid ) ;
VectorScale ( mid , 0.5f , mid ) ;
VectorSubtract ( v - > xyz , mid , delta ) ;
v - > st [ 0 ] = 0.5 + DotProduct ( delta , axis [ 1 ] ) * ( 0.05f + Q_flrand ( 0.0f , 1.0f ) * 0.03f ) ;
v - > st [ 1 ] = 0.5 + DotProduct ( delta , axis [ 2 ] ) * ( 0.15f + Q_flrand ( 0.0f , 1.0f ) * 0.05f ) ;
}
// save it persistantly, do burn first
mark = CG_AllocMark ( ) ;
mark - > time = cg . time ;
mark - > alphaFade = qtrue ;
mark - > markShader = cgs . media . rivetMarkShader ;
mark - > poly . numVerts = mf - > numPoints ;
mark - > color [ 0 ] = mark - > color [ 1 ] = mark - > color [ 2 ] = mark - > color [ 3 ] = 255 ;
memcpy ( mark - > verts , verts , mf - > numPoints * sizeof ( verts [ 0 ] ) ) ;
// And now do a glow pass
// by moving the start time back, we can hack it to fade out way before the burn does
mark = CG_AllocMark ( ) ;
mark - > time = cg . time - 8500 ;
mark - > alphaFade = qfalse ;
mark - > markShader = cgi_R_RegisterShader ( " gfx/effects/saberDamageGlow " ) ;
mark - > poly . numVerts = mf - > numPoints ;
mark - > color [ 0 ] = 215 + Q_flrand ( 0.0f , 1.0f ) * 40.0f ;
mark - > color [ 1 ] = 96 + Q_flrand ( 0.0f , 1.0f ) * 32.0f ;
mark - > color [ 2 ] = mark - > color [ 3 ] = Q_flrand ( 0.0f , 1.0f ) * 15.0f ;
memcpy ( mark - > verts , verts , mf - > numPoints * sizeof ( verts [ 0 ] ) ) ;
}
}
extern void FX_AddPrimitive ( CEffect * * effect , int killTime ) ;
//-------------------------------------------------------
void CG_CheckSaberInWater ( centity_t * cent , centity_t * scent , int modelIndex , vec3_t origin , vec3_t angles )
{
gclient_t * client = cent - > gent - > client ;
vec3_t saberOrg ;
if ( ! client )
{
return ;
}
if ( ! scent | |
modelIndex = = - 1 | |
scent - > gent - > ghoul2 . size ( ) < = modelIndex | |
scent - > gent - > ghoul2 [ modelIndex ] . mModelindex = = - 1 )
{
return ;
}
mdxaBone_t boltMatrix ;
// figure out where the actual model muzzle is
gi . G2API_GetBoltMatrix ( scent - > gent - > ghoul2 , modelIndex , 0 , & boltMatrix , angles , origin , cg . time , cgs . model_draw , scent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , saberOrg ) ;
int contents = gi . pointcontents ( saberOrg , cent - > currentState . clientNum ) ;
if ( ( contents & CONTENTS_WATER ) | | ( contents & CONTENTS_SLIME ) )
{ //still in water
client - > ps . saberEventFlags | = SEF_INWATER ;
return ;
}
//not in water
client - > ps . saberEventFlags & = ~ SEF_INWATER ;
}
void CG_AddSaberBlade ( centity_t * cent , centity_t * scent , refEntity_t * saber , int renderfx , int modelIndex , vec3_t origin , vec3_t angles )
{
vec3_t org_ , end , //org_future,
axis_ [ 3 ] = { { 0 , 0 , 0 } , { 0 , 0 , 0 } , { 0 , 0 , 0 } } ; //, axis_future[3]={{0,0,0}, {0,0,0}, {0,0,0}}; // shut the compiler up
trace_t trace ;
float length ;
gclient_t * client = cent - > gent - > client ;
if ( ! client )
{
return ;
}
2022-10-16 15:50:32 +00:00
if ( vr - > item_selector & & cent - > gent - > client - > ps . clientNum = = 0 & & ! cg . renderingThirdPerson )
2022-10-12 17:00:26 +00:00
{
return ;
}
2022-09-18 15:37:21 +00:00
/*
Ghoul2 Insert Start
*/
// if (scent->gent->ghoul2.size())
if ( 1 )
{
if ( ! scent | |
modelIndex = = - 1 | |
scent - > gent - > ghoul2 . size ( ) < = modelIndex | |
scent - > gent - > ghoul2 [ modelIndex ] . mModelindex = = - 1 )
{
return ;
}
mdxaBone_t boltMatrix ;
// figure out where the actual model muzzle is
gi . G2API_GetBoltMatrix ( scent - > gent - > ghoul2 , modelIndex , 0 , & boltMatrix , angles , origin , cg . time , cgs . model_draw , scent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , org_ ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_X , axis_ [ 0 ] ) ; //was NEGATIVE_Y, but the md3->glm exporter screws up this tag somethin' awful
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if ( ! cent - > gent - > client - > ps . saberInFlight & & CG_getPlayer1stPersonSaber ( cent ) )
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{
vec3_t angles ;
BG_CalculateVRSaberPosition ( org_ , angles ) ;
AnglesToAxis ( angles , axis_ ) ;
VectorMA ( org_ , 4.0f , axis_ [ 0 ] , org_ ) ;
}
2022-09-18 15:37:21 +00:00
//Now figure out where this info will be next frame
/*
{
vec3_t futureOrigin , futureAngles , orgDiff , angDiff ;
int futuretime ;
//futuretime = (int)((cg.time + 99)/50) * 50;
futuretime = cg . time + 100 ;
VectorCopy ( angles , futureAngles ) ;
VectorCopy ( origin , futureOrigin ) ;
//note: for a thrown saber, this does nothing, really
if ( cent - > gent )
{
VectorSubtract ( cent - > lerpOrigin , cent - > gent - > lastOrigin , orgDiff ) ;
VectorSubtract ( cent - > lerpAngles , cent - > gent - > lastAngles , angDiff ) ;
VectorAdd ( futureOrigin , orgDiff , futureOrigin ) ;
for ( int i = 0 ; i < 3 ; i + + )
{
futureAngles [ i ] = AngleNormalize360 ( futureAngles [ i ] + angDiff [ i ] ) ;
}
}
// figure out where the actual model muzzle will be after next server frame.
gi . G2API_GetBoltMatrix ( scent - > gent - > ghoul2 , modelIndex , 0 , & boltMatrix , futureAngles , futureOrigin , futuretime , cgs . model_draw , scent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , org_future ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_X , axis_future [ 0 ] ) ; //was NEGATIVE_Y, but the md3->glm exporter screws up this tag somethin' awful
}
*/
}
else
{
CG_GetTagWorldPosition ( saber , " tag_flash " , org_ , axis_ ) ;
}
/*
Ghoul2 Insert End
*/
//store where saber is this frame
VectorCopy ( org_ , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
VectorCopy ( axis_ [ 0 ] , cent - > gent - > client - > renderInfo . muzzleDir ) ;
cent - > gent - > client - > renderInfo . mPCalcTime = cg . time ;
//length for purposes of rendering and marks trace will be longer than blade so we don't damage past a wall's surface
if ( cent - > gent - > client - > ps . saberLength < cent - > gent - > client - > ps . saberLengthMax )
{
if ( cent - > gent - > client - > ps . saberLength < cent - > gent - > client - > ps . saberLengthMax - 8 )
{
length = cent - > gent - > client - > ps . saberLength + 8 ;
}
else
{
length = cent - > gent - > client - > ps . saberLengthMax ;
}
}
else
{
length = cent - > gent - > client - > ps . saberLength ;
}
VectorMA ( org_ , length , axis_ [ 0 ] , end ) ;
// Now store where the saber will be after next frame.
//VectorCopy(org_future, cent->gent->client->renderInfo.muzzlePointNext);
//VectorCopy(axis_future[0], cent->gent->client->renderInfo.muzzleDirNext);
VectorAdd ( end , axis_ [ 0 ] , end ) ;
// If the saber is in flight we shouldn't trace from the player to the muzzle point
if ( cent - > currentState . saberInFlight )
{
trace . fraction = 1.0f ;
}
else
{
gi . trace ( & trace , cent - > lerpOrigin , NULL , NULL , cent - > gent - > client - > renderInfo . muzzlePoint , cent - > currentState . number , CONTENTS_SOLID , G2_NOCOLLIDE , 0 ) ;
}
if ( trace . fraction < 1.0f )
{
// Saber is on the other side of a wall
cent - > gent - > client - > ps . saberLength = 0.1f ;
cent - > gent - > client - > ps . saberEventFlags & = ~ SEF_INWATER ;
}
else
{
for ( int i = 0 ; i < 1 ; i + + ) //was 2 because it would go through architecture and leave saber trails on either side of the brush - but still looks bad if we hit a corner, blade is still 8 longer than hit
{
if ( i )
{ //tracing from end to base
//cgi_CM_BoxTrace( &trace, end, org_, NULL, NULL, 0, MASK_SHOT );
gi . trace ( & trace , end , NULL , NULL , org_ , ENTITYNUM_NONE , MASK_SOLID , G2_NOCOLLIDE , 0 ) ;
}
else
{ //tracing from base to end
//cgi_CM_BoxTrace( &trace, end, org_, NULL, NULL, 0, MASK_SHOT );
gi . trace ( & trace , org_ , NULL , NULL , end , ENTITYNUM_NONE , MASK_SOLID | CONTENTS_WATER | CONTENTS_SLIME , G2_NOCOLLIDE , 0 ) ;
}
if ( trace . fraction < 1.0f )
{
if ( ( trace . contents & CONTENTS_WATER ) | | ( trace . contents & CONTENTS_SLIME ) )
{
/*
if ( ! ( cent - > gent - > client - > ps . saberEventFlags & SEF_INWATER ) )
{
}
*/
if ( ! Q_irand ( 0 , 10 ) )
{ //FIXME: don't do this this way.... :)
vec3_t spot ;
VectorCopy ( trace . endpos , spot ) ;
spot [ 2 ] + = 4 ;
G_PlayEffect ( " saber/boil " , spot ) ;
cgi_S_StartSound ( spot , - 1 , CHAN_AUTO , cgi_S_RegisterSound ( " sound/weapons/saber/hitwater.wav " ) ) ;
}
//cent->gent->client->ps.saberEventFlags |= SEF_INWATER;
//don't do other trace
i = 1 ;
}
else
{
theFxScheduler . PlayEffect ( " spark " , trace . endpos , trace . plane . normal ) ;
// All I need is a bool to mark whether I have a previous point to work with.
//....come up with something better..
if ( client - > saberTrail . haveOldPos [ i ] )
{
if ( trace . entityNum = = ENTITYNUM_WORLD )
{ //only put marks on architecture
// Let's do some cool burn/glowing mark bits!!!
CG_CreateSaberMarks ( client - > saberTrail . oldPos [ i ] , trace . endpos , trace . plane . normal ) ;
//make a sound
if ( cg . time - cent - > gent - > client - > ps . saberHitWallSoundDebounceTime > = 100 )
{ //ugh, need to have a real sound debouncer... or do this game-side
cent - > gent - > client - > ps . saberHitWallSoundDebounceTime = cg . time ;
cgi_S_StartSound ( cent - > lerpOrigin , cent - > currentState . clientNum , CHAN_ITEM , cgi_S_RegisterSound ( va ( " sound/weapons/saber/saberhitwall%d.wav " , Q_irand ( 1 , 3 ) ) ) ) ;
}
}
}
else
{
// if we impact next frame, we'll mark a slash mark
client - > saberTrail . haveOldPos [ i ] = qtrue ;
}
}
// stash point so we can connect-the-dots later
VectorCopy ( trace . endpos , client - > saberTrail . oldPos [ i ] ) ;
VectorCopy ( trace . plane . normal , client - > saberTrail . oldNormal [ i ] ) ;
if ( ! i )
{
//Now that we don't let the blade go through walls, we need to shorten the blade when it hits one
cent - > gent - > client - > ps . saberLength = cent - > gent - > client - > ps . saberLength * trace . fraction ; //this will stop damage from going through walls
if ( cent - > gent - > client - > ps . saberLength < = 0.1f )
{ //SIGH... hack so it doesn't play the saber turn-on sound that plays when you first turn the saber on (assumed when saber is active but length is zero)
cent - > gent - > client - > ps . saberLength = 0.1f ; //FIXME: may go through walls still??
}
//FIXME: should probably re-extend instantly, not use the "turning-on" growth rate
}
}
else
{
cent - > gent - > client - > ps . saberEventFlags & = ~ SEF_INWATER ;
if ( client - > saberTrail . haveOldPos [ i ] )
{
// Hmmm, no impact this frame, but we have an old point
// Let's put the mark there, we should use an endcap mark to close the line, but we
// can probably just get away with a round mark
//CG_ImpactMark( cgs.media.rivetMarkShader, client->saberTrail.oldPos[i], client->saberTrail.oldNormal[i],
// 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, qfalse, 1.1f, qfalse );
}
// we aren't impacting, so turn off our mark tracking mechanism
client - > saberTrail . haveOldPos [ i ] = qfalse ;
}
}
}
saberTrail_t * saberTrail = & client - > saberTrail ;
2022-11-06 08:10:25 +00:00
//Changing
saber_colors_t saberColor = client - > ps . saberColor ;
if ( cg_debugSaberCombat . integer )
{
if ( client - > ps . saberLockEnemy ! = ENTITYNUM_NONE )
{
saberColor = SABER_RED ;
}
else if ( client - > ps . saberBlocked )
{
saberColor = SABER_ORANGE ;
}
else if ( client - > ps . saberDamageDebounceTime > level . time )
{
saberColor = SABER_YELLOW ;
}
else if ( saberTrail - > inAction )
{
saberColor = SABER_GREEN ;
}
else
{
saberColor = SABER_BLUE ;
}
}
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# define SABER_TRAIL_TIME 60.0f
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// if we happen to be timescaled or running in a high framerate situation, we don't want to flood
// the system with very small trail slices...but perhaps doing it by distance would yield better results?
if ( saberTrail - > lastTime > cg . time )
{ //after a pause, cg.time jumps ahead in time for one frame
//and lastTime gets set to that and will freak out, so, since
//it's never valid for saberTrail->lastTime to be > cg.time,
//cap it to cg.time here
saberTrail - > lastTime = cg . time ;
}
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if ( cg . time > saberTrail - > lastTime + 2 & & saberTrail - > inAction ) // 2ms
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{
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//Swinging the saber quick enough to trigger a sound should also invoke trails
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if ( saberTrail - > inAction & & cg . time < saberTrail - > lastTime + 300 ) // if we have a stale segment, don't draw until we have a fresh one
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{
vec3_t rgb1 = { 255 , 255 , 255 } ;
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switch ( saberColor )
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{
case SABER_RED :
VectorSet ( rgb1 , 255.0f , 0.0f , 0.0f ) ;
break ;
case SABER_ORANGE :
VectorSet ( rgb1 , 255.0f , 64.0f , 0.0f ) ;
break ;
case SABER_YELLOW :
VectorSet ( rgb1 , 255.0f , 255.0f , 0.0f ) ;
break ;
case SABER_GREEN :
VectorSet ( rgb1 , 0.0f , 255.0f , 0.0f ) ;
break ;
case SABER_BLUE :
VectorSet ( rgb1 , 0.0f , 64.0f , 255.0f ) ;
break ;
case SABER_PURPLE :
VectorSet ( rgb1 , 220.0f , 0.0f , 255.0f ) ;
break ;
}
float diff = cg . time - saberTrail - > lastTime ;
// I'm not sure that clipping this is really the best idea
if ( diff < = SABER_TRAIL_TIME * 2 )
{
float oldAlpha = 1.0f - ( diff / SABER_TRAIL_TIME ) ;
// build a quad
CTrail * fx = new CTrail ;
// Go from new muzzle to new end...then to old end...back down to old muzzle...finally
// connect back to the new muzzle...this is our trail quad
VectorCopy ( org_ , fx - > mVerts [ 0 ] . origin ) ;
VectorMA ( end , 3.0f , axis_ [ 0 ] , fx - > mVerts [ 1 ] . origin ) ;
VectorCopy ( saberTrail - > tip , fx - > mVerts [ 2 ] . origin ) ;
VectorCopy ( saberTrail - > base , fx - > mVerts [ 3 ] . origin ) ;
// New muzzle
VectorCopy ( rgb1 , fx - > mVerts [ 0 ] . rgb ) ;
fx - > mVerts [ 0 ] . alpha = 255.0f ;
fx - > mVerts [ 0 ] . ST [ 0 ] = 0.0f ;
fx - > mVerts [ 0 ] . ST [ 1 ] = 0.99f ;
fx - > mVerts [ 0 ] . destST [ 0 ] = 0.99f ;
fx - > mVerts [ 0 ] . destST [ 1 ] = 0.99f ;
// new tip
VectorCopy ( rgb1 , fx - > mVerts [ 1 ] . rgb ) ;
fx - > mVerts [ 1 ] . alpha = 255.0f ;
fx - > mVerts [ 1 ] . ST [ 0 ] = 0.0f ;
fx - > mVerts [ 1 ] . ST [ 1 ] = 0.0f ;
fx - > mVerts [ 1 ] . destST [ 0 ] = 0.99f ;
fx - > mVerts [ 1 ] . destST [ 1 ] = 0.0f ;
// old tip
VectorCopy ( rgb1 , fx - > mVerts [ 2 ] . rgb ) ;
fx - > mVerts [ 2 ] . alpha = 255.0f ;
fx - > mVerts [ 2 ] . ST [ 0 ] = 0.99f - oldAlpha ; // NOTE: this just happens to contain the value I want
fx - > mVerts [ 2 ] . ST [ 1 ] = 0.0f ;
fx - > mVerts [ 2 ] . destST [ 0 ] = 0.99f + fx - > mVerts [ 2 ] . ST [ 0 ] ;
fx - > mVerts [ 2 ] . destST [ 1 ] = 0.0f ;
// old muzzle
VectorCopy ( rgb1 , fx - > mVerts [ 3 ] . rgb ) ;
fx - > mVerts [ 3 ] . alpha = 255.0f ;
fx - > mVerts [ 3 ] . ST [ 0 ] = 0.99f - oldAlpha ; // NOTE: this just happens to contain the value I want
fx - > mVerts [ 3 ] . ST [ 1 ] = 0.99f ;
fx - > mVerts [ 3 ] . destST [ 0 ] = 0.99f + fx - > mVerts [ 2 ] . ST [ 0 ] ;
fx - > mVerts [ 3 ] . destST [ 1 ] = 0.99f ;
fx - > mShader = cgs . media . saberBlurShader ;
// fx->SetFlags( FX_USE_ALPHA );
FX_AddPrimitive ( ( CEffect * * ) & fx , SABER_TRAIL_TIME ) ;
}
}
// we must always do this, even if we aren't active..otherwise we won't know where to pick up from
VectorCopy ( org_ , saberTrail - > base ) ;
VectorMA ( end , 3.0f , axis_ [ 0 ] , saberTrail - > tip ) ;
saberTrail - > lastTime = cg . time ;
}
// Pass in the renderfx flags attached to the saber weapon model...this is done so that saber glows
// will get rendered properly in a mirror...not sure if this is necessary??
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CG_DoSaber ( org_ , axis_ [ 0 ] , length , client - > ps . saberLengthMax , saberColor , renderfx ) ;
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}
//--------------- END SABER STUFF --------
/*
= = = = = = = = = = = = = = =
CG_Player
FIXME : Extend this to be a render func for all multiobject entities in the game such that :
You can have and stack multiple animated pieces ( not just legs and torso )
You can attach " bolt-ons " that either animate or don ' t ( weapons , heads , borg pieces )
You can attach any object to any tag on any object ( weapon on the head , etc . )
Basically , keep a list of objects :
Root object ( in this case , the legs ) with this info :
model
skin
effects
scale
if animated , frame or anim number
drawn at origin and angle of master entity
Animated objects , with this info :
model
skin
effects
scale
frame or anim number
object it ' s attached to
tag to attach it ' s tag_parent to
angle offset to attach it with
Non - animated objects , with this info :
model
skin
effects
scale
object it ' s attached to
tag to attach it ' s tag_parent to
angle offset to attach it with
ALSO :
Move the auto angle setting back up to the game
Implement 3 - axis scaling
Implement alpha
Implement tint
Implement other effects ( generic call effect at org and dir ( or tag ) , with parms ? )
= = = = = = = = = = = = = = =
*/
extern qboolean G_ControlledByPlayer ( gentity_t * self ) ;
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void CG_Player ( centity_t * cent ) {
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clientInfo_t * ci ;
qboolean shadow , staticScale = qfalse ;
float shadowPlane ;
const weaponData_t * wData = NULL ;
calcedMp = qfalse ;
if ( cent - > currentState . eFlags & EF_NODRAW )
{
return ;
}
//FIXME: make sure this thing has a gent and client
if ( ! cent - > gent )
{
return ;
}
if ( ! cent - > gent - > client )
{
return ;
}
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if ( cent - > gent - > client - > ps . clientNum = = 0 ) {
vr - > velocitytriggered = ( ! cg . renderingThirdPerson & &
( cg . snap - > ps . weapon = = WP_SABER | | cg . snap - > ps . weapon = = WP_MELEE ) ) ;
}
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//Get the player's light level for stealth calculations
CG_GetPlayerLightLevel ( cent ) ;
if ( ( in_camera ) & & ! ( cent - > currentState . eFlags & EF_NPC ) ) // If player in camera then no need for shadow
{
return ;
}
if ( cent - > currentState . number = = 0 & & ! cg . renderingThirdPerson ) //!cg_thirdPerson.integer )
{
calcedMp = qtrue ;
}
ci = & cent - > gent - > client - > clientInfo ;
if ( ! ci - > infoValid )
{
return ;
}
if ( cent - > currentState . vehicleModel ! = 0 )
{ //Using an alternate (md3 for now) model
refEntity_t ent ;
vec3_t tempAngles = { 0 , 0 , 0 } , velocity = { 0 , 0 , 0 } ;
float speed ;
memset ( & ent , 0 , sizeof ( ent ) ) ;
if ( ! cg . renderingThirdPerson )
{
gi . SendConsoleCommand ( " cg_thirdperson 1 \n " ) ;
return ;
}
ent . renderfx = 0 ;
if ( cent - > currentState . number = = cg . snap - > ps . clientNum )
{ //player
if ( ! cg . renderingThirdPerson )
{
ent . renderfx = RF_THIRD_PERSON ; // only draw in mirrors
}
}
// add the shadow
shadow = CG_PlayerShadow ( cent , & shadowPlane ) ;
if ( ( cg_shadows . integer = = 2 ) | | ( cg_shadows . integer = = 3 & & shadow ) )
{
ent . renderfx | = RF_SHADOW_PLANE ;
}
ent . renderfx | = RF_LIGHTING_ORIGIN ; // use the same origin for all
if ( cent - > gent - > NPC & & cent - > gent - > NPC - > scriptFlags & SCF_MORELIGHT )
{
ent . renderfx | = RF_MORELIGHT ; //bigger than normal min light
}
VectorCopy ( cent - > lerpOrigin , ent . origin ) ;
VectorCopy ( cent - > lerpOrigin , ent . oldorigin ) ;
VectorSet ( tempAngles , 0 , cent - > lerpAngles [ 1 ] , 0 ) ;
VectorCopy ( tempAngles , cg . refdefViewAngles ) ;
tempAngles [ 0 ] = cent - > lerpAngles [ 0 ] ;
if ( tempAngles [ 0 ] > 30 )
{
tempAngles [ 0 ] = 30 ;
}
else if ( tempAngles [ 0 ] < - 30 )
{
tempAngles [ 0 ] = - 30 ;
}
//FIXME: roll
VectorCopy ( cent - > gent - > client - > ps . velocity , velocity ) ;
speed = VectorNormalize ( velocity ) ;
if ( speed )
{
vec3_t rt ;
float side ;
// Magic number fun! Speed is used for banking, so modulate the speed by a sine wave
speed * = sin ( ( cg . frametime + 200 ) * 0.003 ) ;
// Clamp to prevent harsh rolling
if ( speed > 60 )
speed = 60 ;
AngleVectors ( tempAngles , NULL , rt , NULL ) ;
side = speed * DotProduct ( velocity , rt ) ;
tempAngles [ 2 ] - = side ;
}
/*
tempAngles [ 2 ] = cent - > lerpAngles [ 1 ] ;
if ( tempAngles [ 2 ] > 30 )
{
tempAngles [ 2 ] = 30 ;
}
else if ( tempAngles [ 2 ] < - 30 )
{
tempAngles [ 2 ] = - 30 ;
}
*/
AnglesToAxis ( tempAngles , ent . axis ) ;
ScaleModelAxis ( & ent ) ;
VectorCopy ( ent . origin , ent . lightingOrigin ) ;
//FIXME: what if it's a G2 model?
/*
if ghoul model
{
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , cent - > gent - > client - > renderInfo . muzzleDir ) ;
cent - > gent - > client - > renderInfo . mPCalcTime = cg . time ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > headBolt , & boltMatrix , tempAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
// update where we think the head is, and where the eyes point
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . eyePoint ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , tempAxis ) ; //was POSITIVE_X
vectoangles ( tempAxis , cent - > gent - > client - > renderInfo . eyeAngles ) ;
}
else
*/
{
//FIXME: properly generate muzzlePoint
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
AngleVectors ( cent - > lerpAngles , cent - > gent - > client - > renderInfo . muzzleDir , NULL , NULL ) ;
cent - > gent - > client - > renderInfo . mPCalcTime = cg . time ;
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . eyePoint ) ;
VectorCopy ( cent - > lerpAngles , cent - > gent - > client - > renderInfo . eyeAngles ) ;
ent . hModel = cgs . model_draw [ cent - > currentState . vehicleModel ] ;
}
cgi_R_AddRefEntityToScene ( & ent ) ;
return ;
}
if ( cent - > currentState . weapon )
{
wData = & weaponData [ cent - > currentState . weapon ] ;
}
/*
Ghoul2 Insert Start
*/
// do this if we are a ghoul2 model
if ( cent - > gent - > ghoul2 . size ( ) )
// if (1)
{
refEntity_t ent ;
vec3_t tempAngles ;
memset ( & ent , 0 , sizeof ( ent ) ) ;
//FIXME: if at all possible, do all our sets before our gets to do only *1* G2 skeleton transform per render frame
CG_SetGhoul2Info ( & ent , cent ) ;
// Weapon sounds may need to be stopped, so check now
CG_StopWeaponSounds ( cent ) ;
// add powerups floating behind the player
CG_PlayerPowerups ( cent ) ;
// add the shadow
shadow = CG_PlayerShadow ( cent , & shadowPlane ) ;
// add a water splash if partially in and out of water
CG_PlayerSplash ( cent ) ;
// get the player model information
ent . renderfx = 0 ;
if ( ! cg . renderingThirdPerson | | cg . zoomMode )
{ //in first person or zoomed in
if ( cg . snap - > ps . viewEntity < = 0 | | cg . snap - > ps . viewEntity > = ENTITYNUM_WORLD )
{ //no viewentity
if ( cent - > currentState . number = = cg . snap - > ps . clientNum )
{ //I am the player
if ( cg . snap - > ps . weapon ! = WP_SABER & & cg . snap - > ps . weapon ! = WP_MELEE )
{ //not using saber or fists
ent . renderfx = RF_THIRD_PERSON ; // only draw in mirrors
}
}
}
else if ( cent - > currentState . number = = cg . snap - > ps . viewEntity )
{ //I am the view entity
if ( cg . snap - > ps . weapon ! = WP_SABER & & cg . snap - > ps . weapon ! = WP_MELEE )
{ //not using first person saber test or, if so, not using saber
ent . renderfx = RF_THIRD_PERSON ; // only draw in mirrors
}
}
}
if ( cent - > gent - > client - > ps . powerups [ PW_DISINT_2 ] > cg . time )
{ //ghost!
ent . renderfx = RF_THIRD_PERSON ; // only draw in mirrors
}
if ( ( cg_shadows . integer = = 2 ) | | ( cg_shadows . integer = = 3 & & shadow ) )
{
ent . renderfx | = RF_SHADOW_PLANE ;
}
ent . shadowPlane = shadowPlane ;
ent . renderfx | = RF_LIGHTING_ORIGIN ; // use the same origin for all
if ( cent - > gent - > NPC & & cent - > gent - > NPC - > scriptFlags & SCF_MORELIGHT )
{
ent . renderfx | = RF_MORELIGHT ; //bigger than normal min light
}
CG_RegisterWeapon ( cent - > currentState . weapon ) ;
//---------------
if ( cent - > currentState . eFlags & EF_LOCKED_TO_WEAPON & & cent - > gent & & cent - > gent - > health > 0 & & cent - > gent - > owner )
{
centity_t * chair = & cg_entities [ cent - > gent - > owner - > s . number ] ;
if ( chair & & chair - > gent )
{
vec3_t temp ;
mdxaBone_t boltMatrix ;
// We'll set the turret yaw directly
VectorClear ( chair - > gent - > s . apos . trBase ) ;
VectorClear ( temp ) ;
chair - > gent - > s . apos . trBase [ YAW ] = cent - > lerpAngles [ YAW ] ;
temp [ PITCH ] = - cent - > lerpAngles [ PITCH ] ;
cent - > lerpAngles [ ROLL ] = 0 ;
//NOTE: call this so it updates on the server and client
BG_G2SetBoneAngles ( chair , chair - > gent , chair - > gent - > lowerLumbarBone , temp , BONE_ANGLES_POSTMULT , POSITIVE_Y , POSITIVE_Z , POSITIVE_X , cgs . model_draw ) ;
//gi.G2API_SetBoneAngles( &chair->gent->ghoul2[0], "swivel_bone", temp, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, cgs.model_draw );
VectorCopy ( temp , chair - > gent - > lastAngles ) ;
gi . G2API_StopBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > hipsBone ) ;
// Getting the seat bolt here
gi . G2API_GetBoltMatrix ( chair - > gent - > ghoul2 , chair - > gent - > playerModel , chair - > gent - > headBolt ,
& boltMatrix , chair - > gent - > s . apos . trBase , chair - > gent - > currentOrigin , cg . time ,
cgs . model_draw , chair - > currentState . modelScale ) ;
// Storing ent position, bolt position, and bolt axis
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , ent . origin ) ;
VectorCopy ( ent . origin , chair - > gent - > pos2 ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , POSITIVE_Y , chair - > gent - > pos3 ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Z , chair - > gent - > pos4 ) ;
VectorCopy ( ent . origin , ent . oldorigin ) ;
VectorCopy ( ent . origin , ent . lightingOrigin ) ;
// FIXME: Mike claims that hacking the eyepoint will make them shoot at me.......so,
// we move up from the seat bolt and store off that point.
// VectorMA( ent.origin, -20, chair->gent->pos3, cent->gent->client->renderInfo.eyePoint );
// VectorMA( cent->gent->client->renderInfo.eyePoint, 40, chair->gent->pos4, cent->gent->client->renderInfo.eyePoint );
AnglesToAxis ( cent - > lerpAngles , ent . axis ) ;
VectorCopy ( cent - > lerpAngles , tempAngles ) ; //tempAngles is needed a lot below
}
}
else
{
//---------------
CG_G2PlayerAngles ( cent , ent . axis , tempAngles ) ;
//Deal with facial expressions
CG_G2PlayerHeadAnims ( cent ) ;
VectorCopy ( cent - > lerpOrigin , ent . origin ) ;
if ( ent . modelScale [ 2 ] & & ent . modelScale [ 2 ] ! = 1.0f )
{
ent . origin [ 2 ] + = 24 * ( ent . modelScale [ 2 ] - 1 ) ;
}
VectorCopy ( ent . origin , ent . oldorigin ) ;
VectorCopy ( ent . origin , ent . lightingOrigin ) ;
}
if ( cent - > gent & & cent - > gent - > client )
{
cent - > gent - > client - > ps . legsYaw = tempAngles [ YAW ] ;
}
ScaleModelAxis ( & ent ) ;
extern vmCvar_t cg_thirdPersonAlpha ;
if ( ( cent - > gent - > s . number = = 0 | | G_ControlledByPlayer ( cent - > gent ) ) )
{
float alpha = 1.0f ;
if ( ( cg . overrides . active & CG_OVERRIDE_3RD_PERSON_APH ) )
{
alpha = cg . overrides . thirdPersonAlpha ;
}
else
{
alpha = cg_thirdPersonAlpha . value ;
}
if ( alpha < 1.0f )
{
ent . renderfx | = RF_ALPHA_FADE ;
ent . shaderRGBA [ 3 ] = ( unsigned char ) ( alpha * 255.0f ) ;
}
}
if ( ! cg . renderingThirdPerson
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& & ( /*cg.snap->ps.weapon == WP_SABER || */ cg . snap - > ps . weapon = = WP_MELEE )
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& & ! cent - > gent - > s . number )
{ // Yeah um, this needs to not do this quite this way
ent . customSkin = cgi_R_RegisterSkin ( " models/players/kyle/model_fpls2.skin " ) ; //precached in g_client.cpp
//turn on arm caps
gi . G2API_SetSurfaceOnOff ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , " r_arm_cap_torso_off " , 0 ) ;
gi . G2API_SetSurfaceOnOff ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , " l_arm_cap_torso_off " , 0 ) ;
}
else
{
ent . customSkin = 0 ;
//turn off arm caps
gi . G2API_SetSurfaceOnOff ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , " r_arm_cap_torso_off " , 0x00000002 ) ;
gi . G2API_SetSurfaceOnOff ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , " l_arm_cap_torso_off " , 0x00000002 ) ;
}
// We want to be able to do cool full-body type effects
CG_AddRefEntityWithPowerups ( & ent , cent - > currentState . powerups , cent ) ;
if ( cg_debugBB . integer )
{
CG_CreateBBRefEnts ( & cent - > currentState , ent . origin ) ;
}
//Initialize all these to *some* valid data
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . headPoint ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . handRPoint ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . handLPoint ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . footRPoint ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . footLPoint ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . torsoPoint ) ;
VectorCopy ( cent - > lerpAngles , cent - > gent - > client - > renderInfo . torsoAngles ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . crotchPoint ) ;
if ( cent - > currentState . number ! = 0
| | cg . renderingThirdPerson
| | cg . snap - > ps . stats [ STAT_HEALTH ] < = 0
| | ( ! cg . renderingThirdPerson & & ( cg . snap - > ps . weapon = = WP_SABER | | cg . snap - > ps . weapon = = WP_MELEE ) ) //First person saber
)
{ //in some third person mode or NPC
//we don't override thes in pure 1st person because they will be set before this func
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . eyePoint ) ;
VectorCopy ( cent - > lerpAngles , cent - > gent - > client - > renderInfo . eyeAngles ) ;
if ( ! cent - > gent - > client - > ps . saberInFlight )
{
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
VectorCopy ( ent . axis [ 0 ] , cent - > gent - > client - > renderInfo . muzzleDir ) ;
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if ( ! cg . renderingThirdPerson & & cent - > gent - > client - > ps . clientNum = = 0 & & ( cg . snap - > ps . weapon = = WP_SABER | | cg . snap - > ps . weapon = = WP_MELEE ) )
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{
vec3_t angles ;
BG_CalculateVRSaberPosition ( cent - > gent - > client - > renderInfo . muzzlePoint , angles ) ;
AngleVectors ( angles , cent - > gent - > client - > renderInfo . muzzleDir , NULL , NULL ) ;
}
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}
}
//now try to get the right data
mdxaBone_t boltMatrix ;
vec3_t tempAxis , G2Angles = { 0 , tempAngles [ YAW ] , 0 } ;
if ( cent - > gent - > handRBolt ! = - 1 )
{
//Get handRPoint
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > handRBolt ,
& boltMatrix , G2Angles , ent . origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . handRPoint ) ;
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if ( ! cg . renderingThirdPerson & & ! cent - > gent - > client - > ps . saberInFlight & & cent - > gent - > client - > ps . clientNum = = 0 )
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{
vec3_t angles ;
BG_CalculateVRSaberPosition ( cent - > gent - > client - > renderInfo . handRPoint , angles ) ;
}
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}
if ( cent - > gent - > handLBolt ! = - 1 )
{
//always get handLPoint too...?
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > handLBolt ,
& boltMatrix , G2Angles , ent . origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . handLPoint ) ;
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if ( ! cg . renderingThirdPerson & & ! cent - > gent - > client - > ps . saberInFlight & & cent - > gent - > client - > ps . clientNum = = 0 )
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{
vec3_t angles ;
BG_CalculateVROffHandPosition ( cent - > gent - > client - > renderInfo . handLPoint , angles ) ;
}
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}
if ( cent - > gent - > footLBolt ! = - 1 )
{
//get the feet
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > footLBolt ,
& boltMatrix , G2Angles , ent . origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . footLPoint ) ;
}
if ( cent - > gent - > footRBolt ! = - 1 )
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > footRBolt ,
& boltMatrix , G2Angles , ent . origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . footRPoint ) ;
}
//Handle saber
if ( cent - > gent & & cent - > gent - > client & & ( cent - > currentState . weapon = = WP_SABER | | cent - > currentState . saberInFlight ) & & cent - > gent - > client - > NPC_class ! = CLASS_ATST )
{ //FIXME: somehow saberactive is getting lost over the network
if ( cent - > gent - > client - > ps . saberEventFlags & SEF_INWATER )
{
cent - > gent - > client - > ps . saberActive = qfalse ;
}
if ( /*!cent->currentState.saberActive ||*/ ! cent - > gent - > client - > ps . saberActive | | cent - > gent - > client - > ps . saberLength > cent - > gent - > client - > ps . saberLengthMax ) //hack around network lag for now
{ //saber is off
if ( cent - > gent - > client - > ps . saberLength > 0 )
{
if ( cent - > gent - > client - > ps . stats [ STAT_HEALTH ] < = 0 )
{ //dead, didn't actively turn it off
cent - > gent - > client - > ps . saberLength - = cent - > gent - > client - > ps . saberLengthMax / 10 * cg . frametime / 100 ;
}
else
{ //actively turned it off, shrink faster
cent - > gent - > client - > ps . saberLength - = cent - > gent - > client - > ps . saberLengthMax / 10 * cg . frametime / 100 ;
}
}
}
else if ( cent - > gent - > client - > ps . saberLength < cent - > gent - > client - > ps . saberLengthMax )
{ //saber is on
if ( ! cent - > gent - > client - > ps . saberLength )
{
qhandle_t saberOnSound ;
if ( cent - > gent - > client - > playerTeam = = TEAM_PLAYER )
{
saberOnSound = cgi_S_RegisterSound ( " sound/weapons/saber/saberon.wav " ) ;
}
else
{
saberOnSound = cgi_S_RegisterSound ( " sound/weapons/saber/enemy_saber_on.wav " ) ;
}
if ( ! cent - > gent - > client - > ps . weaponTime )
{ //make us play the turn on anim
cent - > gent - > client - > ps . weaponstate = WEAPON_RAISING ;
cent - > gent - > client - > ps . weaponTime = 250 ;
}
if ( cent - > currentState . saberInFlight )
{ //play it on the saber
cgi_S_UpdateEntityPosition ( cent - > gent - > client - > ps . saberEntityNum , g_entities [ cent - > gent - > client - > ps . saberEntityNum ] . currentOrigin ) ;
cgi_S_StartSound ( NULL , cent - > gent - > client - > ps . saberEntityNum , CHAN_AUTO , saberOnSound ) ;
}
else
{
cgi_S_StartSound ( NULL , cent - > currentState . number , CHAN_AUTO , saberOnSound ) ;
}
}
if ( cg . frametime > 0 )
{
cent - > gent - > client - > ps . saberLength + = cent - > gent - > client - > ps . saberLengthMax / 10 * cg . frametime / 100 ; //= saberLengthMax;
}
if ( cent - > gent - > client - > ps . saberLength > cent - > gent - > client - > ps . saberLengthMax )
{
cent - > gent - > client - > ps . saberLength = cent - > gent - > client - > ps . saberLengthMax ;
}
}
if ( cent - > gent - > client - > ps . saberLength > 0 )
{
if ( ! cent - > currentState . saberInFlight ) //&& cent->currentState.saberActive)
{ //holding the saber in-hand
// CGhoul2Info *currentModel = ¢->gent->ghoul2[1];
// CGhoul2Info *nextModel = ¢->gent->ghoul2[1];
//FIXME: need a version of this that *doesn't* need the mFileName in the ghoul2
//FIXME: use an actual surfaceIndex?
if ( ! gi . G2API_GetSurfaceRenderStatus ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , " r_hand " ) ) //surf is still on
{
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CG_AddSaberBlade ( cent , cent , NULL , CG_getPlayer1stPersonSaber ( cent ) ? 0 : ent . renderfx , cent - > gent - > weaponModel , ent . origin , tempAngles ) ;
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} //else, the limb will draw the blade itself
} //in-flight saber draws it's own blade
}
else
{
if ( cent - > gent - > client - > ps . saberLength < 0 )
{
cent - > gent - > client - > ps . saberLength = 0 ;
}
//if ( cent->gent->client->ps.saberEventFlags&SEF_INWATER )
{
CG_CheckSaberInWater ( cent , cent , cent - > gent - > weaponModel , ent . origin , tempAngles ) ;
}
}
if ( cent - > currentState . weapon = = WP_SABER & & ( cent - > gent - > client - > ps . saberLength > 0 | | cent - > currentState . saberInFlight ) )
{
calcedMp = qtrue ;
}
}
if ( cent - > currentState . number ! = 0
| | cg . renderingThirdPerson
| | cg . snap - > ps . stats [ STAT_HEALTH ] < = 0
| | ( ! cg . renderingThirdPerson & & ( cg . snap - > ps . weapon = = WP_SABER | | cg . snap - > ps . weapon = = WP_MELEE ) ) //First person saber
)
{ //if NPC, third person, or dead, unless using saber
//Get eyePoint & eyeAngles
/*
if ( cg . snap - > ps . viewEntity > 0
& & cg . snap - > ps . viewEntity < ENTITYNUM_WORLD
& & cg . snap - > ps . viewEntity = = cent - > currentState . clientNum )
{ //player is in an entity camera view, ME
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . eyePoint ) ;
VectorCopy ( tempAngles , cent - > gent - > client - > renderInfo . eyeAngles ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . headPoint ) ;
}
else
*/ if ( cent - > gent - > headBolt = = - 1 )
{ //no headBolt
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . eyePoint ) ;
VectorCopy ( tempAngles , cent - > gent - > client - > renderInfo . eyeAngles ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . headPoint ) ;
}
else
{
//FIXME: if head is missing, we should let the dismembered head set our eyePoint...
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > headBolt , & boltMatrix , tempAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . eyePoint ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , tempAxis ) ;
vectoangles ( tempAxis , cent - > gent - > client - > renderInfo . eyeAngles ) ;
//estimate where the neck would be...
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Z , tempAxis ) ; //go down to find neck
VectorMA ( cent - > gent - > client - > renderInfo . eyePoint , 8 , tempAxis , cent - > gent - > client - > renderInfo . headPoint ) ;
}
//Get torsoPoint & torsoAngles
if ( cent - > gent - > chestBolt > = 0 )
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > chestBolt , & boltMatrix , tempAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . torsoPoint ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Z , tempAxis ) ;
vectoangles ( tempAxis , cent - > gent - > client - > renderInfo . torsoAngles ) ;
}
else
{
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . torsoPoint ) ;
VectorClear ( cent - > gent - > client - > renderInfo . torsoAngles ) ;
}
//get crotchPoint
if ( cent - > gent - > crotchBolt > = 0 )
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > crotchBolt , & boltMatrix , tempAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . crotchPoint ) ;
}
else
{
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . crotchPoint ) ;
}
if ( ! calcedMp )
{
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_ATST )
{ //FIXME: different for the three different weapon positions
mdxaBone_t boltMatrix ;
int bolt ;
entityState_t * es ;
es = & cent - > currentState ;
// figure out where the actual model muzzle is
if ( es - > weapon = = WP_ATST_MAIN )
{
if ( ! es - > number )
{ //player, just use left one, I guess
if ( cent - > gent - > alt_fire )
{
bolt = cent - > gent - > handRBolt ;
}
else
{
bolt = cent - > gent - > handLBolt ;
}
}
else if ( cent - > gent - > count > 0 )
{
cent - > gent - > count = 0 ;
bolt = cent - > gent - > handLBolt ;
}
else
{
cent - > gent - > count = 1 ;
bolt = cent - > gent - > handRBolt ;
}
}
else // ATST SIDE weapons
{
if ( cent - > gent - > alt_fire )
{
bolt = cent - > gent - > genericBolt2 ;
}
else
{
bolt = cent - > gent - > genericBolt1 ;
}
}
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , bolt , & boltMatrix , tempAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , cent - > gent - > client - > renderInfo . muzzleDir ) ;
}
else if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_GALAKMECH )
{
int bolt = - 1 ;
if ( cent - > gent - > lockCount )
{ //using the big laser beam
bolt = cent - > gent - > handLBolt ;
}
else //repeater
{
if ( cent - > gent - > alt_fire )
{ //fire from the lower barrel (not that anyone will ever notice this, but...)
bolt = cent - > gent - > genericBolt3 ;
}
else
{
bolt = cent - > gent - > handRBolt ;
}
}
if ( bolt = = - 1 )
{
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
AngleVectors ( tempAngles , cent - > gent - > client - > renderInfo . muzzleDir , NULL , NULL ) ;
}
else
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , bolt , & boltMatrix , tempAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , cent - > gent - > client - > renderInfo . muzzleDir ) ;
}
}
else if ( ( cent - > gent - > weaponModel ! = - 1 ) & &
( cent - > gent - > ghoul2 . size ( ) > cent - > gent - > weaponModel ) & &
( cent - > gent - > ghoul2 [ cent - > gent - > weaponModel ] . mModelindex ! = - 1 ) )
{
mdxaBone_t boltMatrix ;
// figure out where the actual model muzzle is
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > weaponModel , 0 , & boltMatrix , tempAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , cent - > gent - > client - > renderInfo . muzzleDir ) ;
}
else
{
VectorCopy ( cent - > gent - > client - > renderInfo . eyePoint , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
AngleVectors ( cent - > gent - > client - > renderInfo . eyeAngles , cent - > gent - > client - > renderInfo . muzzleDir , NULL , NULL ) ;
}
cent - > gent - > client - > renderInfo . mPCalcTime = cg . time ;
}
// Pick the right effect for the type of weapon we are, defaults to no effect unless explicitly specified
if ( cent - > muzzleFlashTime > 0 & & wData & & ! ( cent - > currentState . eFlags & EF_LOCKED_TO_WEAPON ) )
{
const char * effect = NULL ;
cent - > muzzleFlashTime = 0 ;
// Try and get a default muzzle so we have one to fall back on
if ( wData - > mMuzzleEffect [ 0 ] )
{
effect = & wData - > mMuzzleEffect [ 0 ] ;
}
if ( cent - > altFire )
{
// We're alt-firing, so see if we need to override with a custom alt-fire effect
if ( wData - > mAltMuzzleEffect [ 0 ] )
{
effect = & wData - > mAltMuzzleEffect [ 0 ] ;
}
}
if ( /*( cent->currentState.eFlags & EF_FIRING || cent->currentState.eFlags & EF_ALT_FIRING ) &&*/ effect )
{
if ( cent - > gent & & cent - > gent - > NPC )
{
theFxScheduler . PlayEffect ( effect , cent - > gent - > client - > renderInfo . muzzlePoint ,
cent - > gent - > client - > renderInfo . muzzleDir ) ;
}
else
{
// We got an effect and we're firing, so let 'er rip.
theFxScheduler . PlayEffect ( effect , cent - > currentState . clientNum ) ;
}
}
}
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}
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//play special force effects
if ( cent - > gent - > NPC & & ( cent - > gent - > NPC - > confusionTime > cg . time | | cent - > gent - > NPC - > charmedTime > cg . time | | cent - > gent - > NPC - > controlledTime > cg . time ) )
{ // we are currently confused, so play an effect at the headBolt position
theFxScheduler . PlayEffect ( cgs . effects . forceConfusion , cent - > gent - > client - > renderInfo . eyePoint ) ;
}
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if ( cent - > gent - > client & & cent - > gent - > forcePushTime > cg . time )
{ //being pushed
CG_ForcePushBodyBlur ( cent , ent . origin , tempAngles ) ;
}
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if ( cent - > gent - > client - > ps . powerups [ PW_FORCE_PUSH ] > cg . time | | ( cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_GRIP ) ) )
{ //doing the pushing/gripping
CG_ForcePushBlur ( cent - > gent - > client - > renderInfo . handLPoint ) ;
}
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if ( cent - > gent - > client - > ps . eFlags & EF_FORCE_GRIPPED )
{ //being gripped
CG_ForcePushBlur ( cent - > gent - > client - > renderInfo . headPoint ) ;
}
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if ( cent - > gent - > client & & cent - > gent - > client - > ps . powerups [ PW_SHOCKED ] > cg . time )
{ //being electrocuted
CG_ForceElectrocution ( cent , ent . origin , tempAngles ) ;
}
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if ( cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_LIGHTNING ) )
{ //doing the electrocuting
vec3_t tAng , fxDir ;
if ( cent - > gent - > client - > ps . clientNum = = 0 )
{
vec3_t origin , angles ;
BG_CalculateVROffHandPosition ( origin , tAng ) ;
}
else
{
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VectorCopy ( cent - > lerpAngles , tAng ) ;
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}
/*
if ( cent - > currentState . number )
{
VectorSet ( tAng , cent - > pe . torso . pitchAngle , cent - > pe . torso . yawAngle , 0 ) ;
}
else
{ //FIXME: this dir looks right on players, but not on NPCs, NPCs pe angles are absolute, not relative?
VectorSet ( tAng , tempAngles [ 0 ] + cent - > pe . torso . pitchAngle , tempAngles [ 1 ] + cent - > pe . torso . yawAngle , 0 ) ;
}
*/
if ( cent - > gent - > client - > ps . forcePowerLevel [ FP_LIGHTNING ] > FORCE_LEVEL_2 )
{ //arc
vec3_t fxAxis [ 3 ] ;
AnglesToAxis ( tAng , fxAxis ) ;
theFxScheduler . PlayEffect ( cgs . effects . forceLightningWide , cent - > gent - > client - > renderInfo . handLPoint , fxAxis ) ;
}
else
{ //line
AngleVectors ( tAng , fxDir , NULL , NULL ) ;
theFxScheduler . PlayEffect ( cgs . effects . forceLightning , cent - > gent - > client - > renderInfo . handLPoint , fxDir ) ;
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}
}
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//As good a place as any, I suppose, to do this keyframed sound thing
CGG2_AnimSounds ( cent ) ;
//setup old system for gun to look at
//CG_RunLerpFrame( ci, ¢->pe.torso, cent->gent->client->ps.torsoAnim, cent->gent->client->renderInfo.torsoFpsMod, cent->gent->s.number );
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > ps . weapon = = WP_SABER )
{
if ( cg_timescale . value < 1.0f & & ( cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_SPEED ) ) )
{
int wait = floor ( ( float ) FRAMETIME / 2.0f ) ;
//sanity check
if ( cent - > gent - > client - > ps . saberDamageDebounceTime - cg . time > wait )
{ //when you unpause the game with force speed on, the time gets *really* wiggy...
cent - > gent - > client - > ps . saberDamageDebounceTime = cg . time + wait ;
}
if ( cent - > gent - > client - > ps . saberDamageDebounceTime < = cg . time )
{
extern void WP_SaberDamageTrace ( gentity_t * ent ) ;
extern void WP_SaberUpdateOldBladeData ( gentity_t * ent ) ;
WP_SaberDamageTrace ( cent - > gent ) ;
WP_SaberUpdateOldBladeData ( cent - > gent ) ;
cent - > gent - > client - > ps . saberDamageDebounceTime = cg . time + floor ( ( float ) wait * cg_timescale . value ) ;
}
}
}
}
else
{
refEntity_t legs ;
refEntity_t torso ;
refEntity_t head ;
refEntity_t gun ;
refEntity_t flash ;
refEntity_t flashlight ;
int renderfx , i ;
const weaponInfo_t * weapon ;
/*
Ghoul2 Insert End
*/
memset ( & legs , 0 , sizeof ( legs ) ) ;
memset ( & torso , 0 , sizeof ( torso ) ) ;
memset ( & head , 0 , sizeof ( head ) ) ;
memset ( & gun , 0 , sizeof ( gun ) ) ;
memset ( & flash , 0 , sizeof ( flash ) ) ;
memset ( & flashlight , 0 , sizeof ( flashlight ) ) ;
// Weapon sounds may need to be stopped, so check now
CG_StopWeaponSounds ( cent ) ;
//FIXME: pass in the axis/angles offset between the tag_torso and the tag_head?
// get the rotation information
CG_PlayerAngles ( cent , legs . axis , torso . axis , head . axis ) ;
if ( cent - > gent & & cent - > gent - > client )
{
cent - > gent - > client - > ps . legsYaw = cent - > lerpAngles [ YAW ] ;
}
// get the animation state (after rotation, to allow feet shuffle)
// NB: Also plays keyframed animSounds (Bob- hope you dont mind, I was here late and at about 5:30 Am i needed to do something to keep me awake and i figured you wouldn't mind- you might want to check it, though, to make sure I wasn't smoking crack and missed something important, it is pretty late and I'm getting pretty close to being up for 24 hours here, so i wouldn't doubt if I might have messed something up, but i tested it and it looked right.... noticed in old code base i was doing it wrong too, whic h explains why I was getting so many damn sounds all the time! I had to lower the probabilities because it seemed like i was getting way too many sounds, and that was the problem! Well, should be fixed now I think...)
CG_PlayerAnimation ( cent , & legs . oldframe , & legs . frame , & legs . backlerp ,
& torso . oldframe , & torso . frame , & torso . backlerp ) ;
cent - > gent - > client - > renderInfo . legsFrame = cent - > pe . legs . frame ;
cent - > gent - > client - > renderInfo . torsoFrame = cent - > pe . torso . frame ;
// add powerups floating behind the player
CG_PlayerPowerups ( cent ) ;
// add the shadow
shadow = CG_PlayerShadow ( cent , & shadowPlane ) ;
// add a water splash if partially in and out of water
CG_PlayerSplash ( cent ) ;
// get the player model information
renderfx = 0 ;
if ( ! cg . renderingThirdPerson | | cg . zoomMode )
{
if ( cg . snap - > ps . viewEntity < = 0 | | cg . snap - > ps . viewEntity > = ENTITYNUM_WORLD )
{ //no viewentity
if ( cent - > currentState . number = = cg . snap - > ps . clientNum )
{ //I am the player
if ( cg . snap - > ps . weapon ! = WP_SABER & & cg . snap - > ps . weapon ! = WP_MELEE )
{ //not using saber or fists
renderfx = RF_THIRD_PERSON ; // only draw in mirrors
}
}
}
else if ( cent - > currentState . number = = cg . snap - > ps . viewEntity )
{ //I am the view entity
if ( cg . snap - > ps . weapon ! = WP_SABER & & cg . snap - > ps . weapon ! = WP_MELEE )
{ //not using saber or fists
renderfx = RF_THIRD_PERSON ; // only draw in mirrors
}
}
}
if ( ( cg_shadows . integer = = 2 ) | | ( cg_shadows . integer = = 3 & & shadow ) )
{
renderfx | = RF_SHADOW_PLANE ;
}
renderfx | = RF_LIGHTING_ORIGIN ; // use the same origin for all
if ( cent - > gent - > NPC & & cent - > gent - > NPC - > scriptFlags & SCF_MORELIGHT )
{
renderfx | = RF_MORELIGHT ; //bigger than normal min light
}
if ( cent - > gent & & cent - > gent - > client )
{
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . headPoint ) ;
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . handRPoint ) ;
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . handLPoint ) ;
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . footRPoint ) ;
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . footLPoint ) ;
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . torsoPoint ) ;
VectorCopy ( cent - > lerpAngles , cent - > gent - > client - > renderInfo . torsoAngles ) ;
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . crotchPoint ) ;
}
if ( cg . snap - > ps . viewEntity > 0 & & cg . snap - > ps . viewEntity < ENTITYNUM_WORLD & & cg . snap - > ps . viewEntity = = cent - > currentState . clientNum )
{ //player is in an entity camera view, ME
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . eyePoint ) ;
VectorCopy ( cent - > lerpAngles , cent - > gent - > client - > renderInfo . eyeAngles ) ;
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . headPoint ) ;
}
//
// add the legs
//
legs . hModel = ci - > legsModel ;
legs . customSkin = ci - > legsSkin ;
VectorCopy ( cent - > lerpOrigin , legs . origin ) ;
//Scale applied to a refEnt will apply to any models attached to it...
//This seems to copy the scale to every piece attached, kinda cool, but doesn't
//allow the body to be scaled up without scaling a bolt on or whatnot...
//Only apply scale if it's not 100% scale...
if ( cent - > currentState . modelScale [ 0 ] ! = 0.0f )
{
VectorScale ( legs . axis [ 0 ] , cent - > currentState . modelScale [ 0 ] , legs . axis [ 0 ] ) ;
legs . nonNormalizedAxes = qtrue ;
}
if ( cent - > currentState . modelScale [ 1 ] ! = 0.0f )
{
VectorScale ( legs . axis [ 1 ] , cent - > currentState . modelScale [ 1 ] , legs . axis [ 1 ] ) ;
legs . nonNormalizedAxes = qtrue ;
}
if ( cent - > currentState . modelScale [ 2 ] ! = 0.0f )
{
VectorScale ( legs . axis [ 2 ] , cent - > currentState . modelScale [ 2 ] , legs . axis [ 2 ] ) ;
legs . nonNormalizedAxes = qtrue ;
if ( ! staticScale )
{
//FIXME:? need to know actual height of leg model bottom to origin, not hardcoded
legs . origin [ 2 ] + = 24 * ( cent - > currentState . modelScale [ 2 ] - 1 ) ;
}
}
VectorCopy ( legs . origin , legs . lightingOrigin ) ;
legs . shadowPlane = shadowPlane ;
legs . renderfx = renderfx ;
VectorCopy ( legs . origin , legs . oldorigin ) ; // don't positionally lerp at all
CG_AddRefEntityWithPowerups ( & legs , cent - > currentState . powerups , cent ) ;
// if the model failed, allow the default nullmodel to be displayed
if ( ! legs . hModel )
{
return ;
}
//
// add the torso
//
torso . hModel = ci - > torsoModel ;
if ( torso . hModel )
{
orientation_t tag_torso ;
torso . customSkin = ci - > torsoSkin ;
VectorCopy ( cent - > lerpOrigin , torso . lightingOrigin ) ;
CG_PositionRotatedEntityOnTag ( & torso , & legs , legs . hModel , " tag_torso " , & tag_torso ) ;
VectorCopy ( torso . origin , cent - > gent - > client - > renderInfo . torsoPoint ) ;
vectoangles ( tag_torso . axis [ 0 ] , cent - > gent - > client - > renderInfo . torsoAngles ) ;
torso . shadowPlane = shadowPlane ;
torso . renderfx = renderfx ;
CG_AddRefEntityWithPowerups ( & torso , cent - > currentState . powerups , cent ) ;
//
// add the head
//
head . hModel = ci - > headModel ;
if ( head . hModel )
{
orientation_t tag_head ;
//Deal with facial expressions
CG_PlayerHeadExtension ( cent , & head ) ;
VectorCopy ( cent - > lerpOrigin , head . lightingOrigin ) ;
CG_PositionRotatedEntityOnTag ( & head , & torso , torso . hModel , " tag_head " , & tag_head ) ;
VectorCopy ( head . origin , cent - > gent - > client - > renderInfo . headPoint ) ;
vectoangles ( tag_head . axis [ 0 ] , cent - > gent - > client - > renderInfo . headAngles ) ;
head . shadowPlane = shadowPlane ;
head . renderfx = renderfx ;
CG_AddRefEntityWithPowerups ( & head , cent - > currentState . powerups , cent ) ;
if ( cent - > gent & & cent - > gent - > NPC & & ( cent - > gent - > NPC - > confusionTime > cg . time | | cent - > gent - > NPC - > charmedTime > cg . time | | cent - > gent - > NPC - > controlledTime > cg . time ) )
{
// we are currently confused, so play an effect
theFxScheduler . PlayEffect ( cgs . effects . forceConfusion , head . origin ) ;
}
if ( ! calcedMp )
{ //First person player's eyePoint and eyeAngles should be copies from cg.refdef...
//Calc this client's eyepoint
VectorCopy ( head . origin , cent - > gent - > client - > renderInfo . eyePoint ) ;
// race is gone, eyepoint should refer to the tag/bolt on the model... if this breaks something let me know - dmv
// VectorMA( cent->gent->client->renderInfo.eyePoint, CG_EyePointOfsForRace[cent->gent->client->race][1]*scaleFactor[2], head.axis[2], cent->gent->client->renderInfo.eyePoint );//up
// VectorMA( cent->gent->client->renderInfo.eyePoint, CG_EyePointOfsForRace[cent->gent->client->race][0]*scaleFactor[0], head.axis[0], cent->gent->client->renderInfo.eyePoint );//forward
//Calc this client's eyeAngles
vectoangles ( head . axis [ 0 ] , cent - > gent - > client - > renderInfo . eyeAngles ) ;
}
}
else
{
VectorCopy ( torso . origin , cent - > gent - > client - > renderInfo . eyePoint ) ;
cent - > gent - > client - > renderInfo . eyePoint [ 2 ] + = cent - > gent - > maxs [ 2 ] - 4 ;
vectoangles ( torso . axis [ 0 ] , cent - > gent - > client - > renderInfo . eyeAngles ) ;
}
//
// add the gun
//
CG_RegisterWeapon ( cent - > currentState . weapon ) ;
weapon = & cg_weapons [ cent - > currentState . weapon ] ;
gun . hModel = weapon - > weaponWorldModel ;
if ( gun . hModel )
{
qboolean drawGun = qtrue ;
//FIXME: allow scale, animation and angle offsets
VectorCopy ( cent - > lerpOrigin , gun . lightingOrigin ) ;
//FIXME: allow it to be put anywhere and move this out of if(torso.hModel)
//Will have to call CG_PositionRotatedEntityOnTag
2022-10-20 16:47:12 +00:00
if ( cent - > gent - > client - > ps . clientNum = = 0 )
{
vec3_t angs ;
BG_CalculateVRWeaponPosition ( gun . origin , angs ) ;
AnglesToAxis ( angs , gun . axis ) ;
//Gotta move this forward but test for now
VectorCopy ( gun . origin , gun . lightingOrigin ) ;
}
else
{
CG_PositionEntityOnTag ( & gun , & torso , torso . hModel , " tag_weapon " ) ;
}
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//--------------------- start saber hacks
if ( cent - > gent & & cent - > gent - > client & & ( cent - > currentState . weapon = = WP_SABER | | cent - > currentState . saberInFlight ) )
{
if ( ! cent - > gent - > client - > ps . saberActive ) //!cent->currentState.saberActive )
{ //saber is off
if ( cent - > gent - > client - > ps . saberLength > 0 )
{
if ( cent - > gent - > client - > ps . stats [ STAT_HEALTH ] < = 0 )
{ //dead, didn't actively turn it off
cent - > gent - > client - > ps . saberLength - = cent - > gent - > client - > ps . saberLengthMax / 10 * cg . frametime / 100 ;
}
else
{ //actively turned it off, shrink faster
cent - > gent - > client - > ps . saberLength - = cent - > gent - > client - > ps . saberLengthMax / 3 * cg . frametime / 100 ;
}
}
if ( cent - > gent - > client - > ps . saberLength < 0 )
{
cent - > gent - > client - > ps . saberLength = 0 ;
}
}
else if ( cent - > gent - > client - > ps . saberLength < cent - > gent - > client - > ps . saberLengthMax )
{ //saber is on
if ( ! cent - > gent - > client - > ps . saberLength )
{
if ( cent - > currentState . saberInFlight )
{ //play it on the saber
cgi_S_UpdateEntityPosition ( cent - > gent - > client - > ps . saberEntityNum , g_entities [ cent - > gent - > client - > ps . saberEntityNum ] . currentOrigin ) ;
cgi_S_StartSound ( NULL , cent - > gent - > client - > ps . saberEntityNum , CHAN_AUTO , cgi_S_RegisterSound ( " sound/weapons/saber/saberon.wav " ) ) ;
}
else
{
cgi_S_StartSound ( NULL , cent - > currentState . number , CHAN_AUTO , cgi_S_RegisterSound ( " sound/weapons/saber/saberon.wav " ) ) ;
}
}
cent - > gent - > client - > ps . saberLength + = cent - > gent - > client - > ps . saberLengthMax / 6 * cg . frametime / 100 ; //= saberLengthMax;
if ( cent - > gent - > client - > ps . saberLength > cent - > gent - > client - > ps . saberLengthMax )
{
cent - > gent - > client - > ps . saberLength = cent - > gent - > client - > ps . saberLengthMax ;
}
}
if ( cent - > currentState . saberInFlight )
{ //not holding the saber in-hand
drawGun = qfalse ;
}
if ( cent - > gent - > client - > ps . saberLength > 0 )
{
if ( ! cent - > currentState . saberInFlight )
{ //holding the saber in-hand
2022-10-03 21:19:00 +00:00
CG_AddSaberBlade ( cent , cent , & gun , CG_getPlayer1stPersonSaber ( cent ) ? 0 : renderfx , 0 , NULL , NULL ) ;
2022-09-18 15:37:21 +00:00
calcedMp = qtrue ;
}
}
else
{
//if ( cent->gent->client->ps.saberEventFlags&SEF_INWATER )
{
CG_CheckSaberInWater ( cent , cent , 0 , NULL , NULL ) ;
}
}
}
//--------------------- end saber hacks
gun . shadowPlane = shadowPlane ;
gun . renderfx = renderfx ;
if ( drawGun )
{
CG_AddRefEntityWithPowerups ( & gun ,
( cent - > currentState . powerups & ( ( 1 < < PW_CLOAKED ) | ( 1 < < PW_BATTLESUIT ) ) ) ,
cent ) ;
}
//
// add the flash (even if invisible)
//
// impulse flash
if ( cent - > muzzleFlashTime > 0 & & wData & & ! ( cent - > currentState . eFlags & EF_LOCKED_TO_WEAPON ) )
{
int effect = 0 ;
cent - > muzzleFlashTime = 0 ;
CG_PositionEntityOnTag ( & flash , & gun , gun . hModel , " tag_flash " ) ;
// Try and get a default muzzle so we have one to fall back on
if ( wData - > mMuzzleEffectID )
{
effect = wData - > mMuzzleEffectID ;
}
if ( cent - > currentState . eFlags & EF_ALT_FIRING )
{
// We're alt-firing, so see if we need to override with a custom alt-fire effect
if ( wData - > mAltMuzzleEffectID )
{
effect = wData - > mAltMuzzleEffectID ;
}
}
if ( ( cent - > currentState . eFlags & EF_FIRING | | cent - > currentState . eFlags & EF_ALT_FIRING ) & & effect )
{
vec3_t up = { 0 , 0 , 1 } , ax [ 3 ] ;
VectorCopy ( flash . axis [ 0 ] , ax [ 0 ] ) ;
CrossProduct ( up , ax [ 0 ] , ax [ 1 ] ) ;
CrossProduct ( ax [ 0 ] , ax [ 1 ] , ax [ 2 ] ) ;
if ( ( cent - > gent & & cent - > gent - > NPC ) | | cg . renderingThirdPerson )
{
theFxScheduler . PlayEffect ( effect , flash . origin , ax ) ;
}
else
{
// We got an effect and we're firing, so let 'er rip.
theFxScheduler . PlayEffect ( effect , flash . origin , ax ) ;
}
}
}
if ( ! calcedMp & & ! ( cent - > currentState . eFlags & EF_LOCKED_TO_WEAPON ) )
{ // Set the muzzle point
orientation_t orientation ;
cgi_R_LerpTag ( & orientation , weapon - > weaponModel , gun . oldframe , gun . frame ,
1.0f - gun . backlerp , " tag_flash " ) ;
// FIXME: allow origin offsets along tag?
VectorCopy ( gun . origin , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
for ( i = 0 ; i < 3 ; i + + )
{
VectorMA ( cent - > gent - > client - > renderInfo . muzzlePoint , orientation . origin [ i ] , gun . axis [ i ] , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
}
// VectorCopy( gun.axis[0], cent->gent->client->renderInfo.muzzleDir );
// VectorAdd( gun.axis[0], orientation.axis[0], cent->gent->client->renderInfo.muzzleDir );
// VectorNormalize( cent->gent->client->renderInfo.muzzleDir );
cent - > gent - > client - > renderInfo . mPCalcTime = cg . time ;
// Weapon wasn't firing anymore, so ditch any weapon associated looping sounds.
//cent->gent->s.loopSound = 0;
}
}
}
else
{
VectorCopy ( legs . origin , cent - > gent - > client - > renderInfo . eyePoint ) ;
cent - > gent - > client - > renderInfo . eyePoint [ 2 ] + = cent - > gent - > maxs [ 2 ] - 4 ;
vectoangles ( legs . axis [ 0 ] , cent - > gent - > client - > renderInfo . eyeAngles ) ;
}
}
//FIXME: for debug, allow to draw a cone of the NPC's FOV...
if ( cent - > currentState . number = = 0 & & cg . renderingThirdPerson )
{
playerState_t * ps = & cg . predicted_player_state ;
if ( ( ps - > weaponstate = = WEAPON_CHARGING_ALT & & ps - > weapon = = WP_BRYAR_PISTOL )
| | ( ps - > weapon = = WP_BOWCASTER & & ps - > weaponstate = = WEAPON_CHARGING )
| | ( ps - > weapon = = WP_DEMP2 & & ps - > weaponstate = = WEAPON_CHARGING_ALT ) )
{
int shader = 0 ;
float val = 0.0f , scale = 1.0f ;
vec3_t WHITE = { 1.0f , 1.0f , 1.0f } ;
if ( ps - > weapon = = WP_BRYAR_PISTOL )
{
// Hardcoded max charge time of 1 second
val = ( cg . time - ps - > weaponChargeTime ) * 0.001f ;
shader = cgi_R_RegisterShader ( " gfx/effects/bryarFrontFlash " ) ;
}
else if ( ps - > weapon = = WP_BOWCASTER )
{
// Hardcoded max charge time of 1 second
val = ( cg . time - ps - > weaponChargeTime ) * 0.001f ;
shader = cgi_R_RegisterShader ( " gfx/effects/greenFrontFlash " ) ;
}
else if ( ps - > weapon = = WP_DEMP2 )
{
// Hardcoded max charge time of 1 second
val = ( cg . time - ps - > weaponChargeTime ) * 0.001f ;
shader = cgi_R_RegisterShader ( " gfx/misc/lightningFlash " ) ;
scale = 1.75f ;
}
if ( val < 0.0f )
{
val = 0.0f ;
}
else if ( val > 1.0f )
{
val = 1.0f ;
CGCam_Shake ( 0.1f , 100 ) ;
}
else
{
CGCam_Shake ( val * val * 0.3f , 100 ) ;
}
val + = Q_flrand ( 0.0f , 1.0f ) * 0.5f ;
FX_AddSprite ( cent - > gent - > client - > renderInfo . muzzlePoint , NULL , NULL , 3.0f * val * scale , 0.0f , 0.7f , 0.7f , WHITE , WHITE , Q_flrand ( 0.0f , 1.0f ) * 360 , 0.0f , 1.0f , shader , FX_USE_ALPHA ) ;
}
}
}
//=====================================================================
/*
= = = = = = = = = = = = = = =
CG_ResetPlayerEntity
A player just came into view or teleported , so reset all animation info
FIXME : We do not need to do this , we can remember the last anim and frame they were
on and coontinue from there .
= = = = = = = = = = = = = = =
*/
void CG_ResetPlayerEntity ( centity_t * cent ) {
cent - > errorTime = - 99999 ; // guarantee no error decay added
cent - > extrapolated = qfalse ;
if ( cent - > gent & & cent - > gent - > ghoul2 . size ( ) )
{
if ( cent - > currentState . clientNum < MAX_CLIENTS )
{
CG_ClearLerpFrame ( & cgs . clientinfo [ cent - > currentState . clientNum ] , & cent - > pe . legs , cent - > currentState . legsAnim ) ;
CG_ClearLerpFrame ( & cgs . clientinfo [ cent - > currentState . clientNum ] , & cent - > pe . torso , cent - > currentState . torsoAnim ) ;
}
else if ( cent - > gent & & cent - > gent - > client )
{
CG_ClearLerpFrame ( & cent - > gent - > client - > clientInfo , & cent - > pe . legs , cent - > currentState . legsAnim ) ;
CG_ClearLerpFrame ( & cent - > gent - > client - > clientInfo , & cent - > pe . torso , cent - > currentState . torsoAnim ) ;
}
}
//else????
EvaluateTrajectory ( & cent - > currentState . pos , cg . time , cent - > lerpOrigin ) ;
EvaluateTrajectory ( & cent - > currentState . apos , cg . time , cent - > lerpAngles ) ;
VectorCopy ( cent - > lerpOrigin , cent - > rawOrigin ) ;
VectorCopy ( cent - > lerpAngles , cent - > rawAngles ) ;
memset ( & cent - > pe . legs , 0 , sizeof ( cent - > pe . legs ) ) ;
cent - > pe . legs . yawAngle = cent - > rawAngles [ YAW ] ;
cent - > pe . legs . yawing = qfalse ;
cent - > pe . legs . pitchAngle = 0 ;
cent - > pe . legs . pitching = qfalse ;
memset ( & cent - > pe . torso , 0 , sizeof ( cent - > pe . legs ) ) ;
cent - > pe . torso . yawAngle = cent - > rawAngles [ YAW ] ;
cent - > pe . torso . yawing = qfalse ;
cent - > pe . torso . pitchAngle = cent - > rawAngles [ PITCH ] ;
cent - > pe . torso . pitching = qfalse ;
if ( cg_debugPosition . integer ) {
CG_Printf ( " %i ResetPlayerEntity yaw=%i \n " , cent - > currentState . number , cent - > pe . torso . yawAngle ) ;
}
}