Added debug saber combat (not yet working)

and updated crawl TGA
This commit is contained in:
Simon 2022-11-06 08:10:25 +00:00
parent d3cd3ee71b
commit 56ac3c1830
7 changed files with 34 additions and 5 deletions

View file

@ -1,8 +1,8 @@
<?xml version="1.0" encoding="utf-8"?>
<manifest xmlns:android="http://schemas.android.com/apk/res/android"
package="com.drbeef.jk2quest"
android:versionCode="22"
android:versionName="0.3.3" android:installLocation="auto" >
android:versionCode="23"
android:versionName="0.3.4" android:installLocation="auto" >
<!-- Tell the system this app requires OpenGL ES 3.1. -->
<uses-feature android:glEsVersion="0x00030002" android:required="true"/>

View file

@ -2059,7 +2059,7 @@ void SCR_AddCreditTextCrawl()
VectorScaleM( verts[2].modulate, 0.1f, verts[2].modulate ); // darken at the top??
VectorScaleM( verts[3].modulate, 0.1f, verts[3].modulate );
float timeoffset = (cls.realtime-startTime)*0.00003f -1;
float timeoffset = (cls.realtime-startTime)*0.000022f -1;
VectorSet( verts[0].xyz, TC_PLANE_NEAR, -TC_PLANE_WIDTH, TC_PLANE_TOP );
verts[0].st[0] = 1;
verts[0].st[1] = 1 +timeoffset;

View file

@ -619,6 +619,7 @@ extern vmCvar_t cg_thirdPersonCameraDamp;
extern vmCvar_t cg_thirdPersonTargetDamp;
extern vmCvar_t cg_saberAutoThird;
extern vmCvar_t cg_gunAutoFirst;
extern vmCvar_t cg_debugSaberCombat;
extern vmCvar_t cg_zProj;
extern vmCvar_t cg_stereoSeparation;

View file

@ -298,6 +298,7 @@ vmCvar_t cg_thirdPersonCameraDamp;
vmCvar_t cg_thirdPersonTargetDamp;
vmCvar_t cg_saberAutoThird;
vmCvar_t cg_gunAutoFirst;
vmCvar_t cg_debugSaberCombat;
vmCvar_t cg_thirdPersonAlpha;
vmCvar_t cg_thirdPersonAutoAlpha;
@ -441,6 +442,7 @@ static cvarTable_t cvarTable[] = {
{ &cg_saberAutoThird, "cg_saberAutoThird", "0", CVAR_ARCHIVE },
{ &cg_gunAutoFirst, "cg_gunAutoFirst", "1", CVAR_ARCHIVE },
{ &cg_debugSaberCombat, "cg_debugSaberCombat", "0", CVAR_ARCHIVE },
{ &cg_pano, "pano", "0", 0 },
{ &cg_panoNumShots, "panoNumShots", "10", 0 },

View file

@ -4676,6 +4676,32 @@ Ghoul2 Insert End
saberTrail_t *saberTrail = &client->saberTrail;
//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;
}
}
#define SABER_TRAIL_TIME 60.0f
// if we happen to be timescaled or running in a high framerate situation, we don't want to flood
@ -4694,7 +4720,7 @@ Ghoul2 Insert End
{
vec3_t rgb1={255,255,255};
switch( client->ps.saberColor )
switch( saberColor )
{
case SABER_RED:
VectorSet( rgb1, 255.0f, 0.0f, 0.0f );
@ -4784,7 +4810,7 @@ Ghoul2 Insert End
// 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??
CG_DoSaber( org_, axis_[0], length, client->ps.saberLengthMax, client->ps.saberColor, renderfx );
CG_DoSaber( org_, axis_[0], length, client->ps.saberLengthMax, saberColor, renderfx );
}
//--------------- END SABER STUFF --------

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