Started on JKA

- First person view working
- Merged a lot of other changes from JKO
This commit is contained in:
Simon 2023-02-01 21:11:04 +00:00
parent 89fb6f6887
commit 773593c8bd
27 changed files with 4533 additions and 58 deletions

View File

@ -27,6 +27,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
#include "cg_headers.h"
#include "cg_media.h" //just for cgs....
#include <JKVR/VrClientInfo.h>
void CG_TargetCommand_f( void );
extern qboolean player_locked;
@ -216,6 +217,13 @@ int cmdcmp( const void *a, const void *b ) {
return Q_stricmp( (const char *)a, ((consoleCommand_t*)b)->cmd );
}
void CG_ItemSelectorSelect_f( void );
void CG_ItemSelectorNext_f( void );
void CG_ItemSelectorPrev_f( void );
void CG_ToggleSaber_f( void );
void CG_ExitScope_f( void );
void CG_EnterScope_f( void );
/* This array MUST be sorted correctly by alphabetical name field */
static consoleCommand_t commands[] = {
{ "cam_disable", CMD_CGCam_Disable }, //gets out of camera mode for debuggin
@ -252,6 +260,12 @@ static consoleCommand_t commands[] = {
{ "weapprev", CG_PrevWeapon_f },
{ "writecam", CG_WriteCam_f },
{ "zoom", CG_ToggleBinoculars },
{ "itemselectorselect", CG_ItemSelectorSelect_f },
{ "itemselectornext", CG_ItemSelectorNext_f },
{ "itemselectorprev", CG_ItemSelectorPrev_f },
{ "togglesaber", CG_ToggleSaber_f },
{ "exitscope", CG_ExitScope_f },
{ "enterscope", CG_EnterScope_f }
};
static const size_t numCommands = ARRAY_LEN( commands );

View File

@ -36,10 +36,11 @@ extern vmCvar_t cg_debugHealthBars;
extern Vehicle_t *G_IsRidingVehicle( gentity_t *ent );
void CG_DrawIconBackground(void);
void CG_DrawMissionInformation( void );
void CG_DrawMoveSpeedIcon(void);
void CG_DrawInventorySelect( void );
void CG_DrawForceSelect( void );
void CG_DrawIconBackground(void);
void CG_DrawMissionInformation( void );
qboolean CG_WorldCoordToScreenCoord(vec3_t worldCoord, int *x, int *y);
qboolean CG_WorldCoordToScreenCoordFloat(vec3_t worldCoord, float *x, float *y);
@ -1622,6 +1623,47 @@ static qboolean CG_DrawCustomHealthHud( centity_t *cent )
return qtrue;
}
/*
==============
CG_DrawWeapReticle
==============
*/
static void CG_DrawWeapReticle( void )
{
vec4_t light_color = {0.7, 0.7, 0.7, 1};
vec4_t black = {0.0, 0.0, 0.0, 1};
float indent = 0.16;
float X_WIDTH=640;
float Y_HEIGHT=480;
float x = (X_WIDTH * indent), y = (Y_HEIGHT * indent), w = (X_WIDTH * (1-(2*indent))) / 2.0f, h = (Y_HEIGHT * (1-(2*indent))) / 2;
// sides
CG_FillRect( 0, 0, (X_WIDTH * indent), Y_HEIGHT, black );
CG_FillRect( X_WIDTH * (1 - indent), 0, (X_WIDTH * indent), Y_HEIGHT, black );
// top/bottom
CG_FillRect( X_WIDTH * indent, 0, X_WIDTH * (1-indent), Y_HEIGHT * indent, black );
CG_FillRect( X_WIDTH * indent, Y_HEIGHT * (1-indent), X_WIDTH * (1-indent), Y_HEIGHT * indent, black );
{
// center
if ( cgs.media.reticleShader ) {
cgi_R_DrawStretchPic( x, y, w, h, 0, 0, 1, 1, cgs.media.reticleShader ); // tl
cgi_R_DrawStretchPic( x + w, y, w, h, 1, 0, 0, 1, cgs.media.reticleShader ); // tr
cgi_R_DrawStretchPic( x, y + h, w, h, 0, 1, 1, 0, cgs.media.reticleShader ); // bl
cgi_R_DrawStretchPic( x + w, y + h, w, h, 1, 1, 0, 0, cgs.media.reticleShader ); // br
}
// hairs
CG_FillRect( 84, 239, 177, 2, black ); // left
CG_FillRect( 320, 242, 1, 58, black ); // center top
CG_FillRect( 319, 300, 2, 178, black ); // center bot
CG_FillRect( 380, 239, 177, 2, black ); // right
}
}
//--------------------------------------
static void CG_DrawBatteryCharge( void )
{
@ -4001,6 +4043,25 @@ static void CG_Draw2DScreenTints( void )
CG_FillRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, hcolor );
}
}
/*
-------------------------
CG_DrawZoomBorders
-------------------------
*/
static void CG_DrawZoomBorders( void )
{
vec4_t modulate;
modulate[0] = modulate[1] = modulate[2] = 0.0f;
modulate[3] = 1.0f;
int bar_height = 80;
CG_FillRect( 0, 0, 640, bar_height, modulate );
CG_FillRect( 0, 480 - 80, 640, bar_height, modulate );
}
/*
=================
CG_Draw2D
@ -4047,7 +4108,15 @@ static void CG_Draw2D( void )
CGCam_DrawWideScreen();
}
//Everything below here needs to be fitted into the visible portion of the display
if (cg.zoomMode == 4)
{
CG_DrawWeapReticle();
}
else if (cg.zoomMode != 0)
{
CG_DrawZoomBorders();
}
cg.drawingHUD = CG_HUD_SCALED;
CG_DrawBatteryCharge();
@ -4060,13 +4129,16 @@ static void CG_Draw2D( void )
// Draw this before the text so that any text won't get clipped off
if ( !in_camera )
{
cg.drawingHUD = CG_HUD_NORMAL;
cg.drawingHUD = CG_HUD_ZOOM;
CG_DrawZoomMask();
cg.drawingHUD = CG_HUD_SCALED;
}
CG_DrawScrollText();
CG_DrawCaptionText();
if (!vr->immersive_cinematics) {
CG_DrawCaptionText();
}
if ( in_camera )
{//still draw the saber clash flare, but nothing else
@ -4106,6 +4178,8 @@ static void CG_Draw2D( void )
//CG_DrawIconBackground();
}
CG_DrawMoveSpeedIcon();
CG_DrawWeaponSelect();
if ( cg.zoomMode == 0 )
@ -4383,23 +4457,100 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
CG_Error( "CG_DrawActive: Undefined stereoView" );
}
in_misccamera = ( !Q_stricmp( "misc_camera", g_entities[cg.snap->ps.viewEntity].classname ));
//Only vehicle in JK2 is the AT-ST
vr->in_vehicle = (g_entities[0].client &&
g_entities[0].client->NPC_class == CLASS_ATST);
vr->remote_npc = !Q_stricmp( "NPC", g_entities[cg.snap->ps.viewEntity].classname );
vr->remote_droid = false;
vr->remote_turret = false;
vr->emplaced_gun = ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON );
in_misccamera = false;
if (cg.snap->ps.viewEntity) {
if (g_entities[cg.snap->ps.viewEntity].NPC_type) {
char modelName[256];
Q_strncpyz(modelName, g_entities[cg.snap->ps.viewEntity].NPC_type, sizeof modelName);
vr->remote_droid = vr->remote_npc &&
(!Q_stricmp("gonk", modelName) || !Q_stricmp("seeker", modelName) ||
!Q_stricmp("remote", modelName)
|| !Q_strncmp("r2d2", modelName, 4) ||
!Q_strncmp("r5d2", modelName, 4) || !Q_stricmp("mouse", modelName));
}
vr->remote_turret = (!Q_stricmp("misc_panel_turret",
g_entities[cg.snap->ps.viewEntity].classname));
in_misccamera = (!Q_stricmp("misc_camera", g_entities[cg.snap->ps.viewEntity].classname))
|| vr->remote_droid
|| vr->remote_turret;
}
cg.refdef.worldscale = cg_worldScale.value;
bool usingScope = (cg.zoomMode == 2 || cg.zoomMode == 4);
//Normal 1st person view angles
if (!in_camera &&
!in_misccamera) {
!in_misccamera &&
!vr->remote_droid &&
!vr->remote_npc &&
!usingScope &&
!cg.renderingThirdPerson)
{
VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW] +
SHORT2ANGLE(cg.snap->ps.delta_angles[YAW]);
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
}
//Controlling an NPC that isn't a droid
if (vr->remote_npc &&
!vr->remote_droid)
{
if (vr->remote_cooldown > cg.time)
{
VectorCopy(cg.refdefViewAngles, vr->remote_angles);
vr->take_snap = true;
}
VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
cg.refdef.viewangles[YAW] = vr->remote_angles[YAW] + (vr->hmdorientation[YAW] - vr->hmdorientation_snap[YAW]) + (vr->snapTurn - vr->remote_snapTurn);
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
}
//Sniper/E11 scope
if (usingScope)
{
cg.refdef.viewangles[ROLL] = vr->clientviewangles[ROLL];
cg.refdef.viewangles[PITCH] = vr->weaponangles[PITCH];
cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW]
+ vr->weaponangles[YAW] + SHORT2ANGLE(cg.snap->ps.delta_angles[YAW]);
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
}
//Normal 3rd person view angles
if (!in_camera &&
!in_misccamera &&
cg.renderingThirdPerson)
{
VectorCopy(vr->hmdorientation, cg.refdef.viewangles);
cg.refdef.viewangles[YAW] = vr->clientviewangles[YAW] +
(vr->hmdorientation[YAW] - vr->hmdorientation_first[YAW]) +
SHORT2ANGLE(cg.snap->ps.delta_angles[YAW]);
AnglesToAxis(cg.refdef.viewangles, cg.refdef.viewaxis);
}
//Immersive cinematic sequence 6DoF
if ((in_camera && vr->immersive_cinematics) || vr->emplaced_gun || cg.renderingThirdPerson)
{
BG_ConvertFromVR(vr->hmdposition_offset, cg.refdef.vieworg, cg.refdef.vieworg);
}
// clear around the rendered view if sized down
CG_TileClear();
// offset vieworg appropriately if we're doing stereo separation
VectorCopy( cg.refdef.vieworg, baseOrg );
if ( separation != 0 && (!in_camera || vr->immersive_cinematics) && !in_misccamera) {
if ( separation != 0 && (!in_camera || vr->immersive_cinematics) && !in_misccamera && !usingScope ) {
VectorMA( cg.refdef.vieworg, -separation, cg.refdef.viewaxis[1], cg.refdef.vieworg );
}
@ -4408,9 +4559,7 @@ void CG_DrawActive( stereoFrame_t stereoView ) {
cgi_R_LAGoggles();
}
bool in_turret = ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_LOCKED_TO_WEAPON );
if (!in_turret && (!in_camera || vr->immersive_cinematics)) {
if (!vr->emplaced_gun && !in_misccamera && !in_camera) {
//Vertical Positional Movement
cg.refdef.vieworg[2] -= DEFAULT_PLAYER_HEIGHT;
cg.refdef.vieworg[2] += (vr->hmdposition[1] + cg_heightAdjust.value) * cg_worldScale.value;

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@ -68,7 +68,9 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
#define MAX_STEP_CHANGE 32
#define MAX_VERTS_ON_POLY 10
#define MAX_MARK_POLYS 256
#define MAX_MARK_POLYS 2048
#define MARK_TOTAL_TIME 10000
#define MARK_FADE_TIME 1000
#define STAT_MINUS 10 // num frame for '-' stats digit
@ -100,8 +102,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
#define WAVE_AMPLITUDE 1
#define WAVE_FREQUENCY 0.4
#define DEFAULT_PLAYER_HEIGHT 64
#define DEFAULT_PLAYER_HEIGHT 58
//=================================================
// player entities need to track more information
@ -202,6 +203,7 @@ typedef centity_s centity_t;
typedef struct markPoly_s {
struct markPoly_s *prevMark, *nextMark;
int time;
int fadeTime; // custom fade time (to slow down fade of saber burn marks)
qhandle_t markShader;
qboolean alphaFade; // fade alpha instead of rgb
float color[4];
@ -453,6 +455,15 @@ typedef struct {
int weaponAnimation;
int weaponAnimationTime;
int itemSelectorType; // 0 - weapons, 1 - gadgets, 2 - fighting-style, 3 - force powers
int itemSelectorSelection;
int itemSelectorTime;
vec3_t itemSelectorOrigin;
vec3_t itemSelectorOffset;
int moveSpeedSelect;
int moveSpeedSelectTime;
int inventorySelect; // Current inventory item chosen
int inventorySelectTime;
@ -585,6 +596,7 @@ extern vmCvar_t cg_drawFPS;
extern vmCvar_t cg_drawSnapshot;
extern vmCvar_t cg_drawAmmoWarning;
extern vmCvar_t cg_drawCrosshair;
extern vmCvar_t cg_drawCrosshairForce;
extern vmCvar_t cg_dynamicCrosshair;
extern vmCvar_t cg_crosshairForceHint;
extern vmCvar_t cg_crosshairIdentifyTarget;
@ -635,6 +647,9 @@ 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_saberBurnMarkCoolDownTime;
extern vmCvar_t cg_autoUseBacta;
extern vmCvar_t cg_zProj;
extern vmCvar_t cg_stereoSeparation;
@ -873,6 +888,8 @@ void CG_FireWeapon( centity_t *cent, qboolean alt_fire );
void CG_AddViewWeapon (playerState_t *ps);
void CG_DrawWeaponSelect( void );
void CG_DrawItemSelector( void );
void CG_OutOfAmmoChange( void ); // should this be in pmove?
//
@ -975,6 +992,9 @@ void cgi_Cvar_Set( const char *var_name, const char *value );
char* cgi_Cvar_Get( const char *var_name );
//Haptics
int cgi_HapticEvent( char *description, int position, int channel, int intensity, float yaw, float height);
// ServerCommand and ConsoleCommand parameter access
int cgi_Argc( void );
void cgi_Argv( int n, char *buffer, int bufferLength );

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@ -307,6 +307,9 @@ vmCvar_t cg_thirdPersonCameraDamp;
vmCvar_t cg_thirdPersonTargetDamp;
vmCvar_t cg_saberAutoThird;
vmCvar_t cg_gunAutoFirst;
vmCvar_t cg_debugSaberCombat;
vmCvar_t cg_saberBurnMarkCoolDownTime;
vmCvar_t cg_autoUseBacta;
vmCvar_t cg_thirdPersonAlpha;
vmCvar_t cg_thirdPersonAutoAlpha;
@ -1426,6 +1429,11 @@ static void CG_RegisterGraphics( void ) {
cgs.media.cloakedShader = cgi_R_RegisterShader( "gfx/effects/cloakedShader" );
cgi_R_RegisterShader( "gfx/misc/ion_shield" );
//VR Hand models
cgs.media.handModel_relaxed = cgi_R_RegisterModel( "models/players/kyle/lhand_r.md3" );
cgs.media.handModel_force = cgi_R_RegisterModel( "models/players/kyle/lhand_f.md3" );
cgs.media.boltShader = cgi_R_RegisterShader( "gfx/misc/blueLine" );
// FIXME: do these conditionally
@ -3093,7 +3101,7 @@ INVENTORY SELECTION
CG_InventorySelectable
===============
*/
static inline qboolean CG_InventorySelectable( int index)
qboolean CG_InventorySelectable( int index)
{
if (cg.snap->ps.inventory[index]) // Is there any in the inventory?
{

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@ -125,6 +125,7 @@ typedef struct {
qhandle_t charsetShader;
qhandle_t whiteShader;
qhandle_t selectShader;
qhandle_t crosshairShader[NUM_CROSSHAIRS];
qhandle_t backTileShader;
// qhandle_t noammoShader;
@ -145,6 +146,8 @@ typedef struct {
qhandle_t turretComputerOverlayShader;
qhandle_t turretCrossHairShader;
qhandle_t iconMoveSpeed[3];
//Chunks
qhandle_t chunkModels[NUM_CHUNK_TYPES][4];
sfxHandle_t chunkSound;
@ -178,6 +181,10 @@ typedef struct {
qhandle_t explosionModel;
qhandle_t surfaceExplosionShader;
//Hand models
qhandle_t handModel_relaxed;
qhandle_t handModel_force;
qhandle_t halfShieldModel;
qhandle_t solidWhiteShader;
@ -186,6 +193,10 @@ typedef struct {
qhandle_t refractShader;
qhandle_t boltShader;
qhandle_t reticleShader;
qhandle_t vignetteShader;
// Disruptor zoom graphics
qhandle_t disruptorMask;
qhandle_t disruptorInsert;

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@ -364,6 +364,12 @@ static void CG_RegisterCustomSounds(clientInfo_t *ci, int iSoundEntryBase,
}
//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);
}
/*
================
@ -4624,12 +4630,18 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cen
}
}
bool player1stPersonSaber = CG_getPlayer1stPersonSaber(cent);
// 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 );
// }
if (player1stPersonSaber) {
ent->renderfx = RF_THIRD_PERSON;
}
//get the dude's color choice in
ent->shaderRGBA[0] = gent->client->renderInfo.customRGBA[0];
ent->shaderRGBA[1] = gent->client->renderInfo.customRGBA[1];
@ -5907,9 +5919,26 @@ static void CG_CreateSaberMarks( vec3_t start, vec3_t end, vec3_t normal )
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
// Allow to prolong saber mark cool down time
int glowFadeTime = MARK_FADE_TIME + (cg_saberBurnMarkCoolDownTime.value * MARK_TOTAL_TIME);
// If glow fade time is longer than mark time, prolong mark time
int glowExtraTime;
if (glowFadeTime > MARK_TOTAL_TIME - 8500) {
glowExtraTime = glowFadeTime - (MARK_TOTAL_TIME - 8500);
} else {
glowExtraTime = 0;
}
// Maker sure burn mark is always visible for some time after glow cool down
int burnExtraTime;
if (glowFadeTime > MARK_TOTAL_TIME - MARK_FADE_TIME) {
burnExtraTime = glowFadeTime - (MARK_TOTAL_TIME - MARK_FADE_TIME);
} else {
burnExtraTime = 0;
}
// Save it persistantly, do burn first
mark = CG_AllocMark();
mark->time = cg.time;
mark->time = cg.time + burnExtraTime;
mark->alphaFade = qtrue;
mark->markShader = cgs.media.rivetMarkShader;
mark->poly.numVerts = mf->numPoints;
@ -5917,9 +5946,9 @@ static void CG_CreateSaberMarks( vec3_t start, vec3_t end, vec3_t normal )
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->time = cg.time - 8500 + glowExtraTime;
mark->fadeTime = glowFadeTime;
mark->alphaFade = qfalse;
mark->markShader = cgi_R_RegisterShader("gfx/effects/saberDamageGlow" );
mark->poly.numVerts = mf->numPoints;
@ -5989,6 +6018,12 @@ static void CG_AddSaberBladeGo( centity_t *cent, centity_t *scent, refEntity_t *
{
return;
}
if (vr->item_selector && cent->gent->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
{
return;
}
/*
Ghoul2 Insert Start
*/
@ -6568,7 +6603,10 @@ Ghoul2 Insert End
*/
if ( !client->ps.saber[saberNum].blade[bladeNum].active && client->ps.saber[saberNum].blade[bladeNum].length <= 0 )
{
return;
if (vr->saberBlockDebounce > cg.time)
{
//saberColor = SABER_RED;
}
}
if ( (!WP_SaberBladeUseSecondBladeStyle( &client->ps.saber[saberNum], bladeNum ) && client->ps.saber[saberNum].trailStyle < 2 )
@ -6736,6 +6774,41 @@ Ghoul2 Insert End
client->ps.saber[saberNum].blade[bladeNum].radius,
client->ps.saber[saberNum].blade[bladeNum].color,
renderfx, (qboolean)!noDlight );
if (CG_getPlayer1stPersonSaber(cent) &&
cent->gent->client->ps.saberEventFlags & (SEF_BLOCKED|SEF_PARRIED) &&
vr->saberBlockDebounce < cg.time)
{
cvar_t *vr_saber_block_debounce_time = gi.cvar("vr_saber_block_debounce_time", "200", CVAR_ARCHIVE); // defined in VrCvars.h
vr->saberBlockDebounce = cg.time + vr_saber_block_debounce_time->integer;
cgi_HapticEvent("shotgun_fire", 0, 0, 100, 0, 0);
}
/* if (CG_getPlayer1stPersonSaber(cent) &&
cent->gent->client->ps.saberLockEnemy != ENTITYNUM_NONE)
{
refEntity_t hiltEnt;
memset( &hiltEnt, 0, sizeof(refEntity_t) );
hiltEnt.hModel = cgs.media.saberHilt;
VectorCopy(org_, hiltEnt.origin);
VectorCopy(hiltEnt.origin, hiltEnt.oldorigin);
vectoangles(axis_[0], hiltEnt.angles);
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]);
VectorMA(hiltEnt.origin, 1.0f, hiltEnt.axis[2], hiltEnt.origin);
VectorCopy(hiltEnt.origin, hiltEnt.oldorigin);
cgi_R_AddRefEntityToScene(&hiltEnt);
}
*/
}
void CG_AddSaberBlade( centity_t *cent, centity_t *scent, refEntity_t *saber, int renderfx, int modelIndex, vec3_t origin, vec3_t angles )
@ -6868,6 +6941,12 @@ void CG_Player( centity_t *cent ) {
return;
}
if (cent->gent->client->ps.clientNum == 0) {
vr->velocitytriggered = (!cg.renderingThirdPerson &&
(cg.snap->ps.weapon == WP_SABER || cg.snap->ps.weapon == WP_MELEE));
}
G_RagDoll(cent->gent, cent->lerpAngles);
if ( cent->currentState.weapon )
@ -6899,9 +6978,12 @@ Ghoul2 Insert Start
// add a water splash if partially in and out of water
CG_PlayerSplash( cent );
bool playerInATST = (g_entities[0].client &&
g_entities[0].client->NPC_class == CLASS_ATST);
// get the player model information
ent.renderfx = 0;
if ( !cg.renderingThirdPerson || cg.zoomMode )
if ( !playerInATST && (!cg.renderingThirdPerson || cg.zoomMode ))
{//in first person or zoomed in
if ( cg.snap->ps.viewEntity <= 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD)
{//no viewentity
@ -7267,6 +7349,13 @@ extern vmCvar_t cg_thirdPersonAlpha;
{
VectorCopy( ent.origin, cent->gent->client->renderInfo.muzzlePoint );
VectorCopy( ent.axis[0], cent->gent->client->renderInfo.muzzleDir );
if ( !cg.renderingThirdPerson && cent->gent->client->ps.clientNum == 0 && (cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE))
{
vec3_t angles;
BG_CalculateVRSaberPosition(cent->gent->client->renderInfo.muzzlePoint, angles);
AngleVectors( angles, cent->gent->client->renderInfo.muzzleDir, NULL, NULL );
}
}
}
//now try to get the right data
@ -7281,6 +7370,11 @@ extern vmCvar_t cg_thirdPersonAlpha;
&boltMatrix, G2Angles, ent.origin, cg.time,
cgs.model_draw, cent->currentState.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, cent->gent->client->renderInfo.handRPoint );
if (!cg.renderingThirdPerson && !cent->gent->client->ps.saberInFlight && cent->gent->client->ps.clientNum == 0)
{
vec3_t angles;
BG_CalculateVRSaberPosition(cent->gent->client->renderInfo.handRPoint, angles);
}
}
if ( cent->gent->handLBolt != -1 )
{
@ -7289,6 +7383,11 @@ extern vmCvar_t cg_thirdPersonAlpha;
&boltMatrix, G2Angles, ent.origin, cg.time,
cgs.model_draw, cent->currentState.modelScale );
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, cent->gent->client->renderInfo.handLPoint );
if (!cg.renderingThirdPerson && !cent->gent->client->ps.saberInFlight && cent->gent->client->ps.clientNum == 0)
{
vec3_t angles;
BG_CalculateVROffHandPosition(cent->gent->client->renderInfo.handLPoint, angles);
}
}
if ( cent->gent->footLBolt != -1 )
{
@ -7995,9 +8094,13 @@ Ghoul2 Insert End
// add a water splash if partially in and out of water
CG_PlayerSplash( cent );
// get the player model information
bool playerInATST = (g_entities[0].client &&
g_entities[0].client->NPC_class == CLASS_ATST);
// get the player model information
renderfx = 0;
if ( !cg.renderingThirdPerson || cg.zoomMode )
if ( !playerInATST && (!cg.renderingThirdPerson || cg.zoomMode ))
{
if ( cg.snap->ps.viewEntity <= 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD)
{//no viewentity
@ -8180,14 +8283,18 @@ Ghoul2 Insert End
//FIXME: allow it to be put anywhere and move this out of if(torso.hModel)
//Will have to call CG_PositionRotatedEntityOnTag
//CG_PositionEntityOnTag( &gun, &torso, torso.hModel, "tag_weapon");
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 );
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");
}
//--------------------- start saber hacks
/*
@ -8359,6 +8466,39 @@ Ghoul2 Insert End
}
if (CG_getPlayer1stPersonSaber(cent) && !cent->currentState.saberInFlight && !vr->item_selector &&
cent->gent->client->ps.saberLockEnemy == ENTITYNUM_NONE)
{
/* refEntity_t hiltEnt;
memset( &hiltEnt, 0, sizeof(refEntity_t) );
hiltEnt.hModel = cgs.media.saberHilt;
BG_CalculateVRSaberPosition(hiltEnt.origin, hiltEnt.angles);
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]);
VectorMA(hiltEnt.origin, 1.0f, hiltEnt.axis[2], hiltEnt.origin);
VectorCopy(hiltEnt.origin, hiltEnt.oldorigin);
for (auto & axi : hiltEnt.axis)
VectorScale(axi, 0.85f, axi);
cgi_R_AddRefEntityToScene(&hiltEnt);
*/
//Should be a much better place to do this...
static int playingSaberSwingSound = 0;
if (vr->primaryVelocityTriggeredAttack && ((cg.time - playingSaberSwingSound) > 800))
{
//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 ) ) ) );
playingSaberSwingSound = cg.time;
}
}
//FIXME: for debug, allow to draw a cone of the NPC's FOV...
if ( cent->currentState.number == 0 && cg.renderingThirdPerson )
{

View File

@ -457,6 +457,10 @@ void cgi_R_WorldEffectCommand( const char *command )
Q_syscall( CG_R_WORLD_EFFECT_COMMAND, command );
}
int cgi_HapticEvent( char *description, int position, int channel, int intensity, float yaw, float height) {
return Q_syscall( CG_HAPTICEVENT, description, position, channel, intensity, PASSFLOAT(yaw), PASSFLOAT(height));
}
// this returns a handle. arg0 is the name in the format "idlogo.roq", set arg1 to NULL, alteredstates to qfalse (do not alter gamestate)
int trap_CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits, const char *psAudioFile /* = NULL */) {
return Q_syscall(CG_CIN_PLAYCINEMATIC, arg0, xpos, ypos, width, height, bits, psAudioFile);

View File

@ -31,6 +31,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
#include "FxScheduler.h"
#include "../game/wp_saber.h"
#include "../game/g_vehicles.h"
#include "bg_local.h"
#include <JKVR/VrClientInfo.h>
#define MASK_CAMERACLIP (MASK_SOLID)
@ -1677,7 +1678,7 @@ static qboolean CG_CalcViewValues( void ) {
}
}
if ( (cg.renderingThirdPerson||cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE)
if ( (cg.renderingThirdPerson)//||cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE)
&& !cg.zoomMode
&& !viewEntIsCam )
{
@ -2114,10 +2115,10 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
cg_thirdPerson.integer
|| (cg.snap->ps.stats[STAT_HEALTH] <= 0)
|| (cg.snap->ps.eFlags&EF_HELD_BY_SAND_CREATURE)
|| (
(g_entities[0].client&&g_entities[0].client->NPC_class==CLASS_ATST)
// || (
// (g_entities[0].client&&g_entities[0].client->NPC_class==CLASS_ATST)
// || (cg.snap->ps.weapon == WP_SABER || cg.snap->ps.weapon == WP_MELEE)
)
/// )
);
vr->third_person = cg.renderingThirdPerson;
@ -2215,19 +2216,94 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
cgi_CM_SnapPVS( cg.refdef.vieworg, cg.snap->areamask );
}
// Don't draw the in-view weapon when in camera mode
if ( !in_camera
&& !cg_pano.integer
&& cg.snap->ps.weapon != WP_SABER
&& ( cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD ) )
if (cg.predicted_player_state.stats[STAT_HEALTH] > 0 &&
cg.predicted_player_state.stats[STAT_HEALTH] < 40)
{
CG_AddViewWeapon( &cg.predicted_player_state );
cgi_HapticEvent("heartbeat", 0, 0, cg.predicted_player_state.stats[STAT_HEALTH], 0, 0);
}
else if( cg.snap->ps.viewEntity != 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
if (vr->item_selector)
{
if( g_entities[cg.snap->ps.viewEntity].client && g_entities[cg.snap->ps.viewEntity].NPC )
CG_DrawItemSelector();
}
else
{
// Don't draw the in-view weapon when in camera mode
if ( !in_camera
&& !cg_pano.integer
&& cg.snap->ps.weapon != WP_SABER
&& ( cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD ) )
{
CG_AddViewWeapon( &g_entities[cg.snap->ps.viewEntity ].client->ps ); // HAX - because I wanted to --eez
CG_AddViewWeapon( &cg.predicted_player_state );
}
else if( cg.snap->ps.viewEntity != 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD )
{
if( g_entities[cg.snap->ps.viewEntity].client && g_entities[cg.snap->ps.viewEntity].NPC )
{
CG_AddViewWeapon( &g_entities[cg.snap->ps.viewEntity ].client->ps ); // HAX - because I wanted to --eez
}
}
//Render hand models when appropriate
if (!in_camera
&& !cg.renderingThirdPerson
&& cg.predicted_player_state.stats[STAT_HEALTH] > 0
&& cg.snap->ps.weapon != WP_MELEE
&& !vr->weapon_stabilised
&& !vr->in_vehicle
&& !cg_pano.integer
&& (cg.snap->ps.viewEntity == 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD))
{
vec3_t end, forward;
refEntity_t handEnt;
memset( &handEnt, 0, sizeof(refEntity_t) );
BG_CalculateVROffHandPosition(handEnt.origin, handEnt.angles);
//Move it back a bit?
AngleVectors(handEnt.angles, forward, NULL, NULL);
VectorMA( handEnt.origin, -3.0f, forward, handEnt.origin );
handEnt.renderfx = RF_DEPTHHACK | RF_VRVIEWMODEL;
if (cg.snap->ps.powerups[PW_FORCE_PUSH] > cg.time ||
(cg.snap->ps.forcePowersActive & (1<<FP_GRIP)) ||
(cg.snap->ps.forcePowersActive & (1<<FP_LIGHTNING)) ||
(cg.snap->ps.forcePowersActive & (1<<FP_ABSORB)) ||
(cg.snap->ps.forcePowersActive & (1<<FP_DRAIN)))
{
handEnt.hModel = cgs.media.handModel_force;
}
else
{
handEnt.hModel = cgs.media.handModel_relaxed;
}
VectorCopy(handEnt.origin, handEnt.oldorigin);
AnglesToAxis(handEnt.angles, handEnt.axis);
for ( int i = 0; i < 3; i++ ) {
VectorScale( handEnt.axis[i], (vr->right_handed || i != 1) ? 1.0f : -1.0f, handEnt.axis[i] );
}
cgi_R_AddRefEntityToScene(&handEnt);
if (cg.snap->ps.weapon == WP_NONE)
{
BG_CalculateVRWeaponPosition(handEnt.origin, handEnt.angles);
//Move it back a bit?
AngleVectors(handEnt.angles, forward, NULL, NULL);
VectorMA( handEnt.origin, -3.0f, forward, handEnt.origin );
VectorCopy(handEnt.origin, handEnt.oldorigin);
vec3_t axis[3];
AnglesToAxis(handEnt.angles, handEnt.axis);
for ( int i = 0; i < 3; i++ ) {
VectorScale( handEnt.axis[i], (!vr->right_handed || i != 1) ? 1.0f : -1.0f, handEnt.axis[i] );
}
cgi_R_AddRefEntityToScene(&handEnt);
}
}
}

View File

@ -1201,26 +1201,31 @@ void CG_AddViewWeapon( playerState_t *ps )
trace_t trace;
VectorMA(origin, 256, forward, endForward);
static vec3_t WHITE ={1.0f,1.0f,1.0f};
static vec3_t RED = {1.0f,0.0f,0.0f};
FX_AddLine( -1, origin, endForward, 0.1f, 4.0f, 0.0f,
1.0f, 0.0f, 0.0f,
WHITE, WHITE, 0.0f,
120, cgi_R_RegisterShader( "gfx/effects/redLine" ),
RED, RED, 0.0f,
120, cgi_R_RegisterShader( "gfx/effects/whiteline2" ),
0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
VectorMA(origin, 20, right, endRight);
vec3_t BLUE = {0.0f,0.0f,1.0f};
FX_AddLine( -1, origin, endRight, 0.1f, 4.0f, 0.0f,
1.0f, 0.0f, 0.0f,
WHITE, WHITE, 0.0f,
120, cgi_R_RegisterShader( "gfx/effects/blueLine" ),
BLUE, BLUE, 0.0f,
120, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
VectorMA(origin, 20, up, endUp);
vec3_t GREEN = {0.0f,1.0f,0.0f};
FX_AddLine( -1, origin, endUp, 0.1f, 4.0f, 0.0f,
1.0f, 0.0f, 0.0f,
WHITE, WHITE, 0.0f,
GREEN, GREEN, 0.0f,
120, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
CG_CenterPrint(vr->test_name, 240);
}
// set up gun position
@ -1236,9 +1241,15 @@ void CG_AddViewWeapon( playerState_t *ps )
extraOffset[2] = -6;
}
VectorMA( hand.origin, cg_gun_x.value+extraOffset[0], cg.refdef.viewaxis[0], hand.origin );
VectorMA( hand.origin, (cg_gun_y.value+leanOffset+extraOffset[1]), cg.refdef.viewaxis[1], hand.origin );
VectorMA( hand.origin, (cg_gun_z.value+fovOffset+extraOffset[2]), cg.refdef.viewaxis[2], hand.origin );
if (vr->in_vehicle)
{
//Shunt the origin up if we are in a vehicle to avoid blinding the player with a muzzle flash
VectorMA( hand.origin, 2.0f * cg_worldScale.value, cg.refdef.viewaxis[2], hand.origin );
}
//VectorMA( hand.origin, cg_gun_x.value+extraOffset[0], cg.refdef.viewaxis[0], hand.origin );
//VectorMA( hand.origin, (cg_gun_y.value+leanOffset+extraOffset[1]), cg.refdef.viewaxis[1], hand.origin );
//VectorMA( hand.origin, (cg_gun_z.value+fovOffset+extraOffset[2]), cg.refdef.viewaxis[2], hand.origin );
AnglesToAxis(angles, hand.axis);
@ -1536,6 +1547,31 @@ int CG_WeaponCheck( int weaponIndex )
return value;
}
/*
===================
CG_DrawMoveSpeedIcon
===================
*/
void CG_DrawMoveSpeedIcon(void) {
if ((cg.zoomMode != 0) || !(cg_drawHUD.integer)) {
return;
}
if ((cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD)) {
return;
}
if (cg.moveSpeedSelect != vr->move_speed)
{
cg.moveSpeedSelect = vr->move_speed;
cg.moveSpeedSelectTime = cg.time;
}
if (((cg.moveSpeedSelectTime+WEAPON_SELECT_TIME)>cg.time)) {
cgi_R_SetColor(colorTable[CT_WHITE]);
CG_DrawPic(96, 64, 48, 64, cgs.media.iconMoveSpeed[cg.moveSpeedSelect]);
}
}
int cgi_UI_GetItemText(char *menuFile,char *itemName, char *text);
const char *weaponDesc[13] =
@ -2783,6 +2819,502 @@ void CG_Weapon_f( void )
cg.weaponSelect = num;
}
void Cmd_UseInventory_f(gentity_t *ent);
extern float cg_zoomFov; //from cg_view.cpp
void CG_ExitScope_f( )
{
if ( cg.zoomMode )
{
G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/weapons/disruptor/zoomend.wav" );
// already zooming, so must be wanting to turn it off
cg.zoomMode = 0;
cg.zoomTime = cg.time;
cg.zoomLocked = qfalse;
}
}
void CG_EnterScope_f( )
{
if ( cg.zoomMode == 0 || cg.zoomMode == 3 )
{
G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/weapons/disruptor/zoomstart.wav" );
// not already zooming, so do it now
if (cg.weaponSelect == WP_DISRUPTOR) {
cg.zoomMode = 2;
cg_zoomFov = 80.0f;
cg.zoomLocked = qfalse;
} else {
//Our specially created E11 Blaster scope
cg.zoomMode = 4;
cg_zoomFov = 30.0f;
cg.zoomLocked = qtrue;
}
}
}
void CG_ToggleSaber_f( )
{
if (player->client->ps.saber->Active())
{
//G_SoundOnEnt( player, CHAN_WEAPON, "sound/weapons/saber/saberon.wav" );
player->client->ps.saber->Deactivate();
}
else
{
player->client->ps.saber->Activate();
//G_SoundOnEnt( player, CHAN_WEAPON, "sound/weapons/saber/saberoff.wav" );
}
}
//Selects the currently selected thing (if one _is_ selected)
void CG_ItemSelectorSelect_f( void )
{
cg.itemSelectorTime = 0;
cgi_Cvar_Set("timescale", "1.0");
if (cg.itemSelectorSelection == -1)
{
return;
}
if (cg.itemSelectorType == 0) // weapons
{
if (cg.weaponSelect == cg.itemSelectorSelection)
{
return;
}
cg.weaponSelectTime = cg.time;
cg.weaponSelect = cg.itemSelectorSelection;
}
else if (cg.itemSelectorType == 1) // gadgets
{
cg.inventorySelectTime = cg.time;
cg.inventorySelect = cg.itemSelectorSelection;
//Immediately use the selected inventory item
if (player)
{
Cmd_UseInventory_f(player);
}
}
else if (cg.itemSelectorType == 2) //fighting style
{
cgi_SendConsoleCommand(va( "setSaberLevel %i\n", cg.itemSelectorSelection + 1));
}
else // 3 - force powers
{
if (cg.forcepowerSelect == cg.itemSelectorSelection)
{
return;
}
cg.forcepowerSelectTime = cg.time;
cg.forcepowerSelect = cg.itemSelectorSelection;
}
//reset ready for next time
cg.itemSelectorSelection = -1;
}
void CG_ItemSelectorNext_f( void )
{
if (cg.itemSelectorType == 3)
{
return;
}
centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
//Only show the stance selection if using saber and in third person
int selectors = ((cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) &&
cent->currentState.weapon == WP_SABER && cg_thirdPerson.integer) ? 3 : 2;
cg.itemSelectorType = (cg.itemSelectorType+1) % selectors;
cg.itemSelectorTime = cg.time;
}
void CG_ItemSelectorPrev_f( void )
{
if (cg.itemSelectorType == 3)
{
return;
}
centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
//Only show the stance selection if using saber and in third person
int selectors = ((cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) &&
cent->currentState.weapon == WP_SABER && cg_thirdPerson.integer) ? 3 : 2;
if (--cg.itemSelectorType < 0)
cg.itemSelectorType = selectors-1;
cg.itemSelectorTime = cg.time;
}
extern int force_icons[NUM_FORCE_POWERS];
extern int inv_icons[INV_MAX];
qboolean CG_InventorySelectable( int index);
qboolean ForcePower_Valid(int index);
void CG_DrawItemSelector( void )
{
if (cg.predicted_player_state.stats[STAT_HEALTH] <= 0)
{
return;
}
if (cg.itemSelectorTime == 0)
{
cg.itemSelectorTime = cg.time;
if (vr->item_selector == 2)
{
cg.itemSelectorType = 3;
VectorCopy(vr->offhandposition[0], cg.itemSelectorOrigin);
VectorCopy(vr->offhandoffset, cg.itemSelectorOffset);
}
else {
cg.itemSelectorType = 0;
VectorCopy(vr->weaponposition, cg.itemSelectorOrigin);
VectorCopy(vr->weaponoffset, cg.itemSelectorOffset);
}
}
float dist = 10.0f;
float radius = 4.4f;
float scale = 0.05f;
float frac = (cg.time - cg.itemSelectorTime) / 20.0f;
if (frac > 1.0f)
{
frac = 1.0f;
}
cgi_Cvar_Set("timescale", "0.22");
vec3_t controllerOrigin, controllerAngles, controllerOffset, selectorOrigin;
if (cg.itemSelectorType == 3)
{
BG_CalculateVROffHandPosition(controllerOrigin, controllerAngles);
VectorSubtract(vr->offhandposition[0], cg.itemSelectorOrigin, controllerOffset);
}
else
{
BG_CalculateVRWeaponPosition(controllerOrigin, controllerAngles);
VectorSubtract(vr->weaponposition, cg.itemSelectorOrigin, controllerOffset);
}
vec3_t wheelAngles, wheelOrigin, beamOrigin, wheelForward, wheelRight, wheelUp;
vec3_t angles;
VectorClear(angles);
angles[YAW] = vr->hmdorientation[YAW];
BG_CalculateVRPositionInWorld(cg.itemSelectorOrigin, cg.itemSelectorOffset, angles, wheelOrigin, wheelAngles);
AngleVectors(wheelAngles, wheelForward, wheelRight, wheelUp);
VectorCopy(controllerOrigin, wheelOrigin);
VectorCopy(wheelOrigin, beamOrigin);
VectorMA(wheelOrigin, (dist * frac), wheelForward, wheelOrigin);
VectorCopy(wheelOrigin, selectorOrigin);
vec3_t pos;
memset(&pos, 0, sizeof pos);
{
pos[0] = (sinf(DEG2RAD(wheelAngles[YAW] - controllerAngles[YAW])) / sinf(DEG2RAD(22.5f)));
pos[1] = ((wheelAngles[PITCH] - controllerAngles[PITCH]) / 22.5f);
float len = VectorLength(pos);
if (len > 1.0f)
{
pos[0] *= (1.0f / len);
pos[1] *= (1.0f / len);
}
}
VectorMA(selectorOrigin, radius * pos[0], wheelRight, selectorOrigin);
VectorMA(selectorOrigin, radius * pos[1], wheelUp, selectorOrigin);
centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
refEntity_t beam;
beam.shaderRGBA[3] = 0xff;
int count;
switch (cg.itemSelectorType)
{
case 0: //weapons
if (vr->in_vehicle)
count = 2;
else
count = WP_MELEE;
beam.shaderRGBA[0] = 0xff;
beam.shaderRGBA[1] = 0xae;
beam.shaderRGBA[2] = 0x40;
break;
case 1: //gadgets
count = INV_GOODIE_KEY;
beam.shaderRGBA[0] = 0x00;
beam.shaderRGBA[1] = 0xff;
beam.shaderRGBA[2] = 0x00;
break;
case 2: //fighting style
count = 3;
beam.shaderRGBA[0] = 0xff;
beam.shaderRGBA[1] = 0xff;
beam.shaderRGBA[2] = 0xff;
break;
case 3: // force powers
count = MAX_SHOWPOWERS;
beam.shaderRGBA[0] = 0x00;
beam.shaderRGBA[1] = 0x00;
beam.shaderRGBA[2] = 0xff;
break;
}
VectorCopy(beamOrigin, beam.oldorigin);
VectorCopy(selectorOrigin, beam.origin );
beam.customShader = cgi_R_RegisterShader( "gfx/misc/whiteline2" );
beam.reType = RT_LINE;
beam.radius = 0.3f;
cgi_R_AddRefEntityToScene( &beam );
if (cg.itemSelectorType == 0) // weapons
{
if (cg.weaponSelect != WP_NONE &&
cg.weaponSelect != WP_MELEE) {
refEntity_t sprite;
memset(&sprite, 0, sizeof(sprite));
VectorCopy(wheelOrigin, sprite.origin);
sprite.reType = RT_SPRITE;
sprite.customShader = cg_weapons[cg.weaponSelect].weaponIcon;
sprite.radius = 1.8f;
memset(sprite.shaderRGBA, 0xff, 4);
cgi_R_AddRefEntityToScene(&sprite);
}
}
/* else if (cg.itemSelectorType == 2) // fighting style
{
//For the fighting style show the active one in the middle
int level = cent->gent->client->ps.saberAnimLevel;
if (cent->gent->client->ps.forcePowersKnown & (1 << FP_SABER_OFFENSE) &&
level > FORCE_LEVEL_0) {
refEntity_t sprite;
memset(&sprite, 0, sizeof(sprite));
VectorCopy(wheelOrigin, sprite.origin);
sprite.reType = RT_SPRITE;
switch (level) {
case FORCE_LEVEL_1:
sprite.customShader = cgs.media.HUDSaberStyleFast;
break;
case FORCE_LEVEL_2:
sprite.customShader = cgs.media.HUDSaberStyleMed;
break;
case FORCE_LEVEL_3:
sprite.customShader = cgs.media.HUDSaberStyleStrong;
break;
}
sprite.radius = 1.8f;
memset(sprite.shaderRGBA, 0xff, 4);
cgi_R_AddRefEntityToScene(&sprite);
}
}*/
else if (cg.itemSelectorType == 3) // force powers
{
if (cent->gent->client->ps.forcePowersKnown != 0) {
refEntity_t sprite;
memset(&sprite, 0, sizeof(sprite));
VectorCopy(wheelOrigin, sprite.origin);
sprite.reType = RT_SPRITE;
sprite.customShader = force_icons[showPowers[cg.forcepowerSelect]];
sprite.radius = 1.8f;
memset(sprite.shaderRGBA, 0xff, 4);
cgi_R_AddRefEntityToScene(&sprite);
}
}
if (cg.itemSelectorType != 3) {
for (int s = -1; s < 2; s += 2) {
refEntity_t sprite;
memset(&sprite, 0, sizeof(sprite));
vec3_t right;
AngleVectors(wheelAngles, NULL, right, NULL);
float offset = ((float) s * 6.0f) + (((float) s * 0.3f) *
sinf(DEG2RAD(AngleNormalize360(cg.time - cg.itemSelectorTime))));
VectorMA(wheelOrigin, offset, right, sprite.origin);
sprite.reType = RT_SPRITE;
sprite.customShader = cgs.media.binocularArrow;
sprite.radius = 0.6f;
sprite.rotation = 180.0f * ((s - 1.0f) / 2.0f);
memset(sprite.shaderRGBA, 0xff, 4);
cgi_R_AddRefEntityToScene(&sprite);
}
}
qboolean selected = qfalse;
for (int index = 0; index < count; ++index)
{
int itemId = index;
if (cg.itemSelectorType == 0) {
if (vr->in_vehicle)
{
itemId = WP_ATST_MAIN + index;
}
else
{
itemId = index + 1; // We need to ignore WP_NONE for weapons
if (itemId == count)
{
break;
}
#ifdef _DEMO
if (itemId == WP_SABER ||
itemId == WP_BRYAR_PISTOL ||
itemId == WP_BLASTER ||
itemId == WP_FLECHETTE ||
itemId == WP_REPEATER ||
itemId == WP_THERMAL) {
CG_RegisterWeapon(itemId);
} else {
continue;
}
#else
CG_RegisterWeapon(itemId);
#endif
}
}
{
bool selectable;
switch (cg.itemSelectorType)
{
case 0: //weapons
selectable = vr->in_vehicle || // both ATST weapons are always selectable
(CG_WeaponSelectable(itemId, cg.weaponSelect, qfalse) && cg.snap->ps.ammo[weaponData[itemId].ammoIndex]);
break;
case 1: //gadgets
selectable = CG_InventorySelectable(itemId) && inv_icons[itemId];
break;
case 2: //fighting style
{
if (cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) {
selectable = itemId < cent->gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE];
} else {
selectable = false;
}
}
break;
case 3: // force powers
selectable = ForcePower_Valid(itemId);
break;
}
if (selectable) {
//first calculate wheel slot position
vec3_t angles, iconOrigin, iconBackground, iconForeground;
VectorClear(angles);
angles[YAW] = wheelAngles[YAW];
angles[PITCH] = wheelAngles[PITCH];
angles[ROLL] =
(float)(360 / (count - ((cg.itemSelectorType == 0 && !vr->in_vehicle) ? 1 : 0))) * index;
vec3_t forward, up;
AngleVectors(angles, forward, NULL, up);
VectorMA(wheelOrigin, (radius * frac), up, iconOrigin);
VectorMA(iconOrigin, 0.2f, forward, iconBackground);
VectorMA(iconOrigin, -0.2f, forward, iconForeground);
{
vec3_t diff;
VectorSubtract(selectorOrigin, iconOrigin, diff);
float length = VectorLength(diff);
if (length <= 1.0f &&
frac == 1.0f &&
selectable) {
if (cg.itemSelectorSelection != itemId) {
cg.itemSelectorSelection = itemId;
cgi_HapticEvent("selector_icon", 0, vr->right_handed ?
((cg.itemSelectorType == 3) ? 2 : 1) : ((cg.itemSelectorType == 3) ? 1 : 2), 100, 0, 0);
}
selected = qtrue;
}
}
if (cg.itemSelectorSelection == itemId) {
refEntity_t sprite;
memset(&sprite, 0, sizeof(sprite));
VectorCopy(iconOrigin, sprite.origin);
sprite.origin[2] += 2.5f + (0.5f * sinf(DEG2RAD(
AngleNormalize360(cg.time - cg.itemSelectorTime))));
sprite.reType = RT_SPRITE;
sprite.customShader = cgs.media.binocularArrow;
sprite.radius = 0.6f;
sprite.rotation = -90.0f;
sprite.shaderRGBA[0] = 255;
sprite.shaderRGBA[1] = 255;
sprite.shaderRGBA[2] = 255;
sprite.shaderRGBA[3] = 255;
cgi_R_AddRefEntityToScene(&sprite);
}
{
refEntity_t sprite;
memset(&sprite, 0, sizeof(sprite));
float sRadius = 1.3f;
VectorCopy(iconOrigin, sprite.origin);
sprite.reType = RT_SPRITE;
switch (cg.itemSelectorType)
{
case 0: //weapons
sprite.customShader = cg_weapons[itemId].weaponIcon;
break;
case 1: //gadgets
sprite.customShader = inv_icons[itemId];
break;
/* case 2: //fighting style
switch ( itemId )
{
case 0://FORCE_LEVEL_1:
sprite.customShader = cgs.media.HUDSaberStyleFast;
break;
case 1://FORCE_LEVEL_2:
sprite.customShader = cgs.media.HUDSaberStyleMed;
break;
case 2://FORCE_LEVEL_3:
sprite.customShader = cgs.media.HUDSaberStyleStrong;
break;
}
break;
*/ case 3: // force powers
sprite.customShader = force_icons[showPowers[itemId]];
break;
}
sprite.radius =
sRadius * (cg.itemSelectorSelection == itemId ? 1.3f : 0.6f);
sprite.shaderRGBA[0] = 255;
sprite.shaderRGBA[1] = 255;
sprite.shaderRGBA[2] = 255;
sprite.shaderRGBA[3] = 255;
cgi_R_AddRefEntityToScene(&sprite);
}
}
}
}
if (!selected)
{
cg.itemSelectorSelection = -1;
}
}
/*
===================
CG_OutOfAmmoChange

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@ -29,6 +29,7 @@ along with this program; if not, see <http://www.gnu.org/licenses/>.
#include "g_vehicles.h"
#include "../qcommon/tri_coll_test.h"
#include "../cgame/cg_local.h"
#include <JKVR/VrClientInfo.h>
#define JK2_RAGDOLL_GRIPNOHEALTH
@ -9059,6 +9060,11 @@ void ForceThrow( gentity_t *self, qboolean pull, qboolean fake )
parts = SETANIM_BOTH;
}
}
//Handle this here so it is refreshed on every frame, not just when the lightning gun is first fired
cgi_HapticEvent("RTCWQuest:fire_tesla", 0, (vr->right_handed ? 2 : 1), 100, 0, 0);
NPC_SetAnim( self, parts, anim, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART );
self->client->ps.saberMove = self->client->ps.saberBounceMove = LS_READY;//don't finish whatever saber anim you may have been in
self->client->ps.saberBlocked = BLOCKED_NONE;
@ -11168,9 +11174,23 @@ void ForceShootLightning( gentity_t *self )
return;
}
AngleVectors( self->client->ps.viewangles, forward, NULL, NULL );
if (self->client->ps.clientNum == 0 && !cg.renderingThirdPerson)
{
vec3_t origin, angles;
BG_CalculateVROffHandPosition(origin, angles);
AngleVectors(angles, forward, NULL, NULL);
}
else
{
AngleVectors(self->client->ps.viewangles, forward, NULL, NULL);
}
VectorNormalize( forward );
//Handle this here so it is refreshed on every frame, not just when the lightning gun is first fired
cgi_HapticEvent("RTCWQuest:fire_tesla", 0, (vr->right_handed ? 2 : 1), 100, 0, 0);
//FIXME: if lightning hits water, do water-only-flagged radius damage from that point
if ( self->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_2 )
{//arc

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@ -252,7 +252,7 @@ static consoleCommand_t commands[] = {
{ "itemselectorprev", CG_ItemSelectorPrev_f },
{ "togglesaber", CG_ToggleSaber_f },
{ "exitscope", CG_ExitScope_f },
{ "enterscope", CG_EnterScope_f },
{ "enterscope", CG_EnterScope_f }
};
static const size_t numCommands = ARRAY_LEN( commands );

View File

@ -5731,9 +5731,13 @@ Ghoul2 Insert End
// add a water splash if partially in and out of water
CG_PlayerSplash( cent );
// get the player model information
bool playerInATST = (g_entities[0].client &&
g_entities[0].client->NPC_class == CLASS_ATST);
// get the player model information
renderfx = 0;
if ( !cg.renderingThirdPerson || cg.zoomMode )
if ( !playerInATST && (!cg.renderingThirdPerson || cg.zoomMode ))
{
if ( cg.snap->ps.viewEntity <= 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD)
{//no viewentity

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assets/z_vr_assets_jka.pk3 Normal file

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@ -209,6 +209,7 @@ import java.util.Vector;
//Our assets
copy_asset("/sdcard/JKQuest/JK2/base", "z_vr_assets.pk3", true);
copy_asset("/sdcard/JKQuest/JK3/base", "z_vr_assets_jka.pk3", true);
//Bummser's default configuration
String model = android.os.Build.MODEL;

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@ -4,3 +4,12 @@ cd ..
powershell Compress-Archive z_vr_assets/* z_vr_assets.zip
rename z_vr_assets.zip z_vr_assets.pk3
move z_vr_assets.pk3 assets/
cd assets
del z_vr_assets_jka.pk3
cd ..
powershell Compress-Archive z_vr_assets_jka/* z_vr_assets_jka.zip
rename z_vr_assets_jka.zip z_vr_assets_jka.pk3
move z_vr_assets_jka.pk3 assets/
pause

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