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Hugely improved weapon selector
also added missed splash screen image
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958d0da03e
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4 changed files with 17 additions and 18 deletions
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@ -447,7 +447,6 @@ typedef struct {
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int itemSelectorType; // 0 - weapons, 1 - gadgets, 2 - fighting-style, 3 - force powers
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int itemSelectorType; // 0 - weapons, 1 - gadgets, 2 - fighting-style, 3 - force powers
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int itemSelectorSelection;
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int itemSelectorSelection;
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int itemSelectorTime;
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int itemSelectorTime;
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vec3_t itemSelectorAngles;
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vec3_t itemSelectorOrigin;
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vec3_t itemSelectorOrigin;
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vec3_t itemSelectorOffset;
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vec3_t itemSelectorOffset;
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@ -2753,13 +2753,11 @@ void CG_DrawItemSelector( void )
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if (vr->item_selector == 2)
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if (vr->item_selector == 2)
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{
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{
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cg.itemSelectorType = 3;
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cg.itemSelectorType = 3;
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VectorCopy(vr->offhandangles, cg.itemSelectorAngles);
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VectorCopy(vr->offhandposition, cg.itemSelectorOrigin);
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VectorCopy(vr->offhandposition, cg.itemSelectorOrigin);
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VectorCopy(vr->offhandoffset, cg.itemSelectorOffset);
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VectorCopy(vr->offhandoffset, cg.itemSelectorOffset);
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}
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}
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else {
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else {
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cg.itemSelectorType = 0;
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cg.itemSelectorType = 0;
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VectorCopy(vr->weaponangles, cg.itemSelectorAngles);
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VectorCopy(vr->weaponposition, cg.itemSelectorOrigin);
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VectorCopy(vr->weaponposition, cg.itemSelectorOrigin);
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VectorCopy(vr->weaponoffset, cg.itemSelectorOffset);
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VectorCopy(vr->weaponoffset, cg.itemSelectorOffset);
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}
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}
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@ -2789,8 +2787,10 @@ void CG_DrawItemSelector( void )
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}
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}
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vec3_t wheelAngles, wheelOrigin, beamOrigin, wheelForward, wheelRight, wheelUp;
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vec3_t wheelAngles, wheelOrigin, beamOrigin, wheelForward, wheelRight, wheelUp;
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cg.itemSelectorAngles[YAW] = vr->hmdorientation[YAW];
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vec3_t angles;
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BG_CalculateVRPositionInWorld(cg.itemSelectorOrigin, cg.itemSelectorOffset, cg.itemSelectorAngles, wheelOrigin, wheelAngles);
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VectorClear(angles);
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angles[YAW] = vr->hmdorientation[YAW];
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BG_CalculateVRPositionInWorld(cg.itemSelectorOrigin, cg.itemSelectorOffset, angles, wheelOrigin, wheelAngles);
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AngleVectors(wheelAngles, wheelForward, wheelRight, wheelUp);
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AngleVectors(wheelAngles, wheelForward, wheelRight, wheelUp);
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VectorCopy(controllerOrigin, wheelOrigin);
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VectorCopy(controllerOrigin, wheelOrigin);
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@ -2818,12 +2818,15 @@ void CG_DrawItemSelector( void )
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{
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{
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vec3_t color = { 0, 0, 255 };
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vec3_t color = { 0, 0, 255 };
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FX_AddLine( beamOrigin, selectorOrigin, 0.1f, 1.0f, 0.0f,
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refEntity_t beam;
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1.0f, 0.0f, 0.0f,
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VectorCopy(beamOrigin, beam.oldorigin);
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color, color, 0.0f,
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VectorCopy(selectorOrigin, beam.origin );
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60, cgi_R_RegisterShader( "gfx/misc/nav_line" ),
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beam.shaderRGBA[0] = beam.shaderRGBA[1] = beam.shaderRGBA[2] = beam.shaderRGBA[3] = 0xff;
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FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
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beam.customShader = cgs.media.blueSaberCoreShader;
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beam.reType = RT_LINE;
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beam.radius = 0.4f;
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cgi_R_AddRefEntityToScene( &beam );
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}
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}
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centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
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centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
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@ -2901,10 +2904,8 @@ void CG_DrawItemSelector( void )
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memset(&sprite, 0, sizeof(sprite));
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memset(&sprite, 0, sizeof(sprite));
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vec3_t right;
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vec3_t right;
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AngleVectors(wheelAngles, NULL, right, NULL);
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AngleVectors(wheelAngles, NULL, right, NULL);
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float offset = ((float) s * 2.0f) + (((float) s * 0.3f) * sinf(DEG2RAD(
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float offset = ((float) s * 2.0f) + (((float) s * 0.3f) *
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AngleNormalize360(
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sinf(DEG2RAD(AngleNormalize360(cg.time - cg.itemSelectorTime))));
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cg.time -
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cg.itemSelectorTime))));
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VectorMA(wheelOrigin, offset, right, sprite.origin);
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VectorMA(wheelOrigin, offset, right, sprite.origin);
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sprite.reType = RT_SPRITE;
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sprite.reType = RT_SPRITE;
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sprite.customShader = cgs.media.binocularArrow;
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sprite.customShader = cgs.media.binocularArrow;
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@ -5726,7 +5726,7 @@ void ForceThrow( gentity_t *self, qboolean pull )
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G_Sound( self, soundIndex );
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G_Sound( self, soundIndex );
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vec3_t origin, angles;
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vec3_t origin, angles;
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if (self->client->ps.clientNum == 0)
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if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
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{
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{
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BG_CalculateVROffHandPosition(origin, fwdangles);
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BG_CalculateVROffHandPosition(origin, fwdangles);
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@ -6776,7 +6776,7 @@ void ForceTelepathy( gentity_t *self )
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}
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}
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vec3_t origin, angles;
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vec3_t origin, angles;
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if (self->client->ps.clientNum == 0)
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if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
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{
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{
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BG_CalculateVROffHandPosition(origin, angles);
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BG_CalculateVROffHandPosition(origin, angles);
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AngleVectors(angles, forward, NULL, NULL);
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AngleVectors(angles, forward, NULL, NULL);
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@ -7013,14 +7013,13 @@ void ForceGrip( gentity_t *self )
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}
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}
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vec3_t origin, angles;
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vec3_t origin, angles;
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if (self->client->ps.clientNum == 0)
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if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
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{
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{
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BG_CalculateVROffHandPosition(origin, angles);
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BG_CalculateVROffHandPosition(origin, angles);
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AngleVectors(angles, forward, NULL, NULL);
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AngleVectors(angles, forward, NULL, NULL);
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if (cg_showForcePowerDirection.integer)
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if (cg_showForcePowerDirection.integer)
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{
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{
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vec3_t origin, angles;
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vec3_t color = { 0, 255, 0 };
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vec3_t color = { 0, 255, 0 };
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AngleVectors( angles, forward, NULL, NULL );
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AngleVectors( angles, forward, NULL, NULL );
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VectorMA( origin, FORCE_GRIP_DIST, forward, end );
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VectorMA( origin, FORCE_GRIP_DIST, forward, end );
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