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Implement stance switching in 3rd person JKA
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parent
374e2f956c
commit
7faa7755dd
2 changed files with 54 additions and 33 deletions
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@ -2942,8 +2942,8 @@ void CG_ItemSelectorNext_f( void )
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centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
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//Only show the stance selection if using saber and in third person
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int selectors = ((cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) &&
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//Only show the stance selection if using saber and in third person and not using dual/staff saber
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int selectors = (cent->gent->client->ps.saberStylesKnown != SS_NONE &&
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cent->currentState.weapon == WP_SABER && cg_thirdPerson.integer) ? 3 : 2;
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cg.itemSelectorType = (cg.itemSelectorType+1) % selectors;
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cg.itemSelectorTime = cg.time;
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@ -2959,8 +2959,8 @@ void CG_ItemSelectorPrev_f( void )
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centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
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//Only show the stance selection if using saber and in third person
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int selectors = ((cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) &&
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//Only show the stance selection if using saber and in third person and not using dual/staff saber
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int selectors = (cent->gent->client->ps.saberStylesKnown != SS_NONE &&
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cent->currentState.weapon == WP_SABER && cg_thirdPerson.integer) ? 3 : 2;
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if (--cg.itemSelectorType < 0)
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cg.itemSelectorType = selectors-1;
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@ -3114,25 +3114,25 @@ void CG_DrawItemSelector( void )
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cgi_R_AddRefEntityToScene(&sprite);
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}
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}
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/* else if (cg.itemSelectorType == 2) // fighting style
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else if (cg.itemSelectorType == 2) // fighting style
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{
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//For the fighting style show the active one in the middle
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int level = cent->gent->client->ps.saberAnimLevel;
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if (cent->gent->client->ps.forcePowersKnown & (1 << FP_SABER_OFFENSE) &&
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level > FORCE_LEVEL_0) {
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if (cent->gent->client->ps.saberStylesKnown != SS_NONE) {
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refEntity_t sprite;
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memset(&sprite, 0, sizeof(sprite));
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VectorCopy(wheelOrigin, sprite.origin);
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sprite.reType = RT_SPRITE;
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switch (level) {
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case FORCE_LEVEL_1:
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sprite.customShader = cgs.media.HUDSaberStyleFast;
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switch (cent->gent->client->ps.saberAnimLevel) {
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case SS_FAST:
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sprite.customShader = otherHUDBits[OHB_SABERSTYLE_FAST].background;
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break;
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case FORCE_LEVEL_2:
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sprite.customShader = cgs.media.HUDSaberStyleMed;
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case SS_MEDIUM:
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case SS_DUAL:
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case SS_STAFF:
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sprite.customShader = otherHUDBits[OHB_SABERSTYLE_MEDIUM].background;
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break;
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case FORCE_LEVEL_3:
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sprite.customShader = cgs.media.HUDSaberStyleStrong;
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default:
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sprite.customShader = otherHUDBits[OHB_SABERSTYLE_STRONG].background;
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break;
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}
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@ -3140,7 +3140,7 @@ void CG_DrawItemSelector( void )
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memset(sprite.shaderRGBA, 0xff, 4);
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cgi_R_AddRefEntityToScene(&sprite);
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}
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}*/
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}
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else if (cg.itemSelectorType == ST_FORCE_POWER) // force powers
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{
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if (cent->gent->client->ps.forcePowersKnown != 0) {
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@ -3204,13 +3204,8 @@ void CG_DrawItemSelector( void )
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selectable = CG_InventorySelectable(itemId) && inv_icons[itemId];
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break;
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case ST_FIGHTING_STYLE: //fighting style
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{
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if (cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) {
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selectable = itemId < cent->gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE];
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} else {
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selectable = false;
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}
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}
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selectable = cent->gent->client->ps.saberAnimLevel <= SS_STRONG &&
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cent->gent->client->ps.saberStylesKnown & (1<<(itemId+1));
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break;
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case ST_FORCE_POWER: // force powers
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selectable = ForcePower_Valid(itemId);
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@ -3286,21 +3281,21 @@ void CG_DrawItemSelector( void )
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case ST_GADGET: //gadgets
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sprite.customShader = inv_icons[itemId];
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break;
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/* case 2: //fighting style
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switch ( itemId )
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case ST_FIGHTING_STYLE: //fighting style
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switch ( itemId+1 )
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{
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case 0://FORCE_LEVEL_1:
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sprite.customShader = cgs.media.HUDSaberStyleFast;
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case SS_FAST:
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sprite.customShader = otherHUDBits[OHB_SABERSTYLE_FAST].background;
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break;
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case 1://FORCE_LEVEL_2:
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sprite.customShader = cgs.media.HUDSaberStyleMed;
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case SS_MEDIUM:
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sprite.customShader = otherHUDBits[OHB_SABERSTYLE_MEDIUM].background;
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break;
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case 2://FORCE_LEVEL_3:
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sprite.customShader = cgs.media.HUDSaberStyleStrong;
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case SS_STRONG:
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sprite.customShader = otherHUDBits[OHB_SABERSTYLE_STRONG].background;
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break;
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}
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break;
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*/ case ST_FORCE_POWER: // force powers
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case ST_FORCE_POWER: // force powers
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sprite.customShader = force_icons[showPowers[itemId]];
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break;
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case ST_QUICK_SAVE:
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@ -644,6 +644,31 @@ static void Svcmd_SetForceAll_f(void)
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}
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}
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void Svcmd_SaberSetLevel_f( void )
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{
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if ( !&g_entities[0] || !g_entities[0].client )
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{
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return;
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}
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gentity_t *self = G_GetSelfForPlayerCmd();
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if ( self->s.weapon != WP_SABER )
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{
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return;
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}
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const char *newVal = gi.argv(1);
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int saberAnimLevel = atoi(newVal);
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if ( !self->s.number )
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{
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cg.saberAnimLevelPending = saberAnimLevel;
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}
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else
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{
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self->client->ps.saberAnimLevel = saberAnimLevel;
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}
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}
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static void Svcmd_SetSaberAll_f(void)
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{
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Svcmd_ForceSetLevel_f( FP_SABERTHROW );
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@ -926,6 +951,7 @@ static svcmd_t svcmds[] = {
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{ "setForceSight", Svcmd_ForceSetLevel_f<FP_SEE>, CMD_CHEAT },
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{ "setForceAll", Svcmd_SetForceAll_f, CMD_CHEAT },
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{ "setSaberAll", Svcmd_SetSaberAll_f, CMD_CHEAT },
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{ "setSaberLevel", Svcmd_SaberSetLevel_f, CMD_NONE },
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{ "saberAttackCycle", Svcmd_SaberAttackCycle_f, CMD_NONE },
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