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Added debug saber combat (not yet working)
and updated crawl TGA
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parent
d3cd3ee71b
commit
56ac3c1830
7 changed files with 34 additions and 5 deletions
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="com.drbeef.jk2quest"
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android:versionCode="22"
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android:versionName="0.3.3" android:installLocation="auto" >
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android:versionCode="23"
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android:versionName="0.3.4" android:installLocation="auto" >
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<!-- Tell the system this app requires OpenGL ES 3.1. -->
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<uses-feature android:glEsVersion="0x00030002" android:required="true"/>
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@ -2059,7 +2059,7 @@ void SCR_AddCreditTextCrawl()
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VectorScaleM( verts[2].modulate, 0.1f, verts[2].modulate ); // darken at the top??
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VectorScaleM( verts[3].modulate, 0.1f, verts[3].modulate );
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float timeoffset = (cls.realtime-startTime)*0.00003f -1;
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float timeoffset = (cls.realtime-startTime)*0.000022f -1;
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VectorSet( verts[0].xyz, TC_PLANE_NEAR, -TC_PLANE_WIDTH, TC_PLANE_TOP );
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verts[0].st[0] = 1;
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verts[0].st[1] = 1 +timeoffset;
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@ -619,6 +619,7 @@ extern vmCvar_t cg_thirdPersonCameraDamp;
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extern vmCvar_t cg_thirdPersonTargetDamp;
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extern vmCvar_t cg_saberAutoThird;
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extern vmCvar_t cg_gunAutoFirst;
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extern vmCvar_t cg_debugSaberCombat;
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extern vmCvar_t cg_zProj;
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extern vmCvar_t cg_stereoSeparation;
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@ -298,6 +298,7 @@ vmCvar_t cg_thirdPersonCameraDamp;
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vmCvar_t cg_thirdPersonTargetDamp;
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vmCvar_t cg_saberAutoThird;
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vmCvar_t cg_gunAutoFirst;
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vmCvar_t cg_debugSaberCombat;
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vmCvar_t cg_thirdPersonAlpha;
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vmCvar_t cg_thirdPersonAutoAlpha;
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@ -441,6 +442,7 @@ static cvarTable_t cvarTable[] = {
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{ &cg_saberAutoThird, "cg_saberAutoThird", "0", CVAR_ARCHIVE },
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{ &cg_gunAutoFirst, "cg_gunAutoFirst", "1", CVAR_ARCHIVE },
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{ &cg_debugSaberCombat, "cg_debugSaberCombat", "0", CVAR_ARCHIVE },
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{ &cg_pano, "pano", "0", 0 },
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{ &cg_panoNumShots, "panoNumShots", "10", 0 },
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@ -4676,6 +4676,32 @@ Ghoul2 Insert End
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saberTrail_t *saberTrail = &client->saberTrail;
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//Changing
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saber_colors_t saberColor = client->ps.saberColor;
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if (cg_debugSaberCombat.integer)
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{
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if (client->ps.saberLockEnemy != ENTITYNUM_NONE)
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{
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saberColor = SABER_RED;
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}
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else if (client->ps.saberBlocked)
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{
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saberColor = SABER_ORANGE;
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}
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else if ( client->ps.saberDamageDebounceTime > level.time )
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{
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saberColor = SABER_YELLOW;
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}
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else if (saberTrail->inAction)
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{
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saberColor = SABER_GREEN;
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}
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else
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{
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saberColor = SABER_BLUE;
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}
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}
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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
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@ -4694,7 +4720,7 @@ Ghoul2 Insert End
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{
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vec3_t rgb1={255,255,255};
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switch( client->ps.saberColor )
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switch( saberColor )
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{
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case SABER_RED:
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VectorSet( rgb1, 255.0f, 0.0f, 0.0f );
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@ -4784,7 +4810,7 @@ Ghoul2 Insert End
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// Pass in the renderfx flags attached to the saber weapon model...this is done so that saber glows
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// 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, client->ps.saberColor, renderfx );
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CG_DoSaber( org_, axis_[0], length, client->ps.saberLengthMax, saberColor, renderfx );
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}
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//--------------- END SABER STUFF --------
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