mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-12-11 13:11:58 +00:00
3a4909e424
- New Hand models for relaxed and force hands and textures (@baggyg) - Additional selector screen when using the saber to change stance - show current item in the selector - Allow player to restart game if they die holding the saber Co-Authored-By: Grant Bagwell <general@grantbagwell.co.uk>
6157 lines
186 KiB
C++
6157 lines
186 KiB
C++
/*
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===========================================================================
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Copyright (C) 1999 - 2005, Id Software, Inc.
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#include "cg_local.h"
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#include "../game/g_local.h"
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#include "../game/b_local.h"
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#define CG_PLAYERS_CPP
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#include "cg_media.h"
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#include "FxScheduler.h"
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#include "../game/ghoul2_shared.h"
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#include "../game/anims.h"
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#include "../game/wp_saber.h"
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#include "bg_local.h"
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#include <JKVR/VrClientInfo.h>
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#define LOOK_SWING_SCALE 0.5
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#include "animtable.h"
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/*
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player entities generate a great deal of information from implicit ques
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taken from the entityState_t
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*/
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qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *headModelName, const char *headSkinName,
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const char *torsoModelName, const char *torsoSkinName,
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const char *legsModelName, const char *legsSkinName );
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void CG_PlayerAnimSounds( int animFileIndex, qboolean torso, int oldFrame, int frame, int entNum );
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extern void BG_G2SetBoneAngles( centity_t *cent, gentity_t *gent, int boneIndex, const vec3_t angles, const int flags,
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const Eorientations up, const Eorientations left, const Eorientations forward, qhandle_t *modelList );
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extern void FX_BorgDeathSparkParticles( vec3_t origin, vec3_t angles, vec3_t vel, vec3_t user );
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extern int PM_GetTurnAnim( gentity_t *gent, int anim );
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extern int PM_AnimLength( int index, animNumber_t anim );
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extern qboolean PM_InRoll( playerState_t *ps );
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//Basic set of custom sounds that everyone needs
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// (keep numbers in ascending order in order for variant-capping to work)
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const char *cg_customBasicSoundNames[MAX_CUSTOM_BASIC_SOUNDS] =
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{
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"*death1.wav",
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"*death2.wav",
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"*death3.wav",
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"*jump1.wav",
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"*pain25.wav",
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"*pain50.wav",
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"*pain75.wav",
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"*pain100.wav",
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"*gurp1.wav",
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"*gurp2.wav",
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"*drown.wav",
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"*gasp.wav",
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"*land1.wav",
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"*falling1.wav",
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};
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//Used as a supplement to the basic set for enemies and hazard team
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// (keep numbers in ascending order in order for variant-capping to work)
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const char *cg_customCombatSoundNames[MAX_CUSTOM_COMBAT_SOUNDS] =
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{
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"*anger1.wav", //Say when acquire an enemy when didn't have one before
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"*anger2.wav",
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"*anger3.wav",
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"*victory1.wav", //Say when killed an enemy
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"*victory2.wav",
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"*victory3.wav",
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"*confuse1.wav", //Say when confused
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"*confuse2.wav",
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"*confuse3.wav",
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"*pushed1.wav", //Say when force-pushed
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"*pushed2.wav",
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"*pushed3.wav",
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"*choke1.wav",
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"*choke2.wav",
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"*choke3.wav",
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"*ffwarn.wav",
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"*ffturn.wav",
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};
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//Used as a supplement to the basic set for stormtroopers
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// (keep numbers in ascending order in order for variant-capping to work)
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const char *cg_customExtraSoundNames[MAX_CUSTOM_EXTRA_SOUNDS] =
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{
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"*chase1.wav",
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"*chase2.wav",
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"*chase3.wav",
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"*cover1.wav",
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"*cover2.wav",
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"*cover3.wav",
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"*cover4.wav",
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"*cover5.wav",
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"*detected1.wav",
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"*detected2.wav",
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"*detected3.wav",
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"*detected4.wav",
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"*detected5.wav",
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"*lost1.wav",
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"*outflank1.wav",
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"*outflank2.wav",
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"*escaping1.wav",
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"*escaping2.wav",
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"*escaping3.wav",
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"*giveup1.wav",
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"*giveup2.wav",
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"*giveup3.wav",
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"*giveup4.wav",
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"*look1.wav",
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"*look2.wav",
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"*sight1.wav",
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"*sight2.wav",
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"*sight3.wav",
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"*sound1.wav",
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"*sound2.wav",
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"*sound3.wav",
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"*suspicious1.wav",
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"*suspicious2.wav",
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"*suspicious3.wav",
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"*suspicious4.wav",
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"*suspicious5.wav",
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};
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//Used as a supplement to the basic set for jedi
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// (keep numbers in ascending order in order for variant-capping to work)
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const char *cg_customJediSoundNames[MAX_CUSTOM_JEDI_SOUNDS] =
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{
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"*combat1.wav",
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"*combat2.wav",
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"*combat3.wav",
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"*jdetected1.wav",
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"*jdetected2.wav",
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"*jdetected3.wav",
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"*taunt1.wav",
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"*taunt2.wav",
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"*taunt3.wav",
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"*jchase1.wav",
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"*jchase2.wav",
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"*jchase3.wav",
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"*jlost1.wav",
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"*jlost2.wav",
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"*jlost3.wav",
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"*deflect1.wav",
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"*deflect2.wav",
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"*deflect3.wav",
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"*gloat1.wav",
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"*gloat2.wav",
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"*gloat3.wav",
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"*pushfail.wav",
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};
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// done at registration time only...
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//
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// cuts down on sound-variant registration for low end machines,
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// eg *gloat1.wav (plus...2,...3) can be capped to all be just *gloat1.wav
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//
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static const char *GetCustomSound_VariantCapped(const char *ppsTable[], int iEntryNum, qboolean bForceVariant1)
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{
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extern vmCvar_t cg_VariantSoundCap;
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// const int iVariantCap = 2; // test
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const int &iVariantCap = cg_VariantSoundCap.integer;
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if (iVariantCap || bForceVariant1)
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{
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char *p = (char *)strchr(ppsTable[iEntryNum],'.');
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if (p && p-2 > ppsTable[iEntryNum] && isdigit(p[-1]) && !isdigit(p[-2]))
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{
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int iThisVariant = p[-1]-'0';
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if (iThisVariant > iVariantCap || bForceVariant1)
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{
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// ok, let's not load this variant, so pick a random one below the cap value...
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//
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for (int i=0; i<2; i++) // 1st pass, choose random, 2nd pass (if random not in list), choose xxx1, else fall through...
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{
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char sName[MAX_QPATH];
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Q_strncpyz(sName, ppsTable[iEntryNum], sizeof(sName));
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p = strchr(sName,'.');
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if (p)
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{
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*p = '\0';
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sName[strlen(sName)-1] = '\0'; // strip the digit
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int iRandom = bForceVariant1 ? 1 : (!i ? Q_irand(1,iVariantCap) : 1);
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strcat(sName,va("%d.wav",iRandom));
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// does this exist in the entries before the original one?...
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//
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for (int iScanNum=0; iScanNum<iEntryNum; iScanNum++)
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{
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if (!Q_stricmp(ppsTable[iScanNum], sName))
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{
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// yeah, this entry is also present in the table, so ok to return it
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//
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return ppsTable[iScanNum];
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}
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}
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}
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}
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// didn't find an entry corresponding to either the random name, or the xxxx1 version,
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// so give up and drop through to return the original...
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//
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}
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}
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}
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return ppsTable[iEntryNum];
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}
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static void CG_RegisterCustomSounds(clientInfo_t *ci, int iSoundEntryBase,
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int iTableEntries, const char *ppsTable[], const char *psDir
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)
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{
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for ( int i=0 ; i<iTableEntries; i++ )
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{
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const char *s = GetCustomSound_VariantCapped(ppsTable,i, qfalse);
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if ( !s )
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{
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break; // fairly pointless code in original, since there are no NULL's in the table, but wtf...
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}
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sfxHandle_t hSFX = cgi_S_RegisterSound( va("sound/chars/%s/misc/%s", psDir, s + 1) );
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if (hSFX == 0)
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{
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// hmmm... variant in table was missing, so forcibly-retry with %1 version (which we may have just tried, but wtf?)...
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//
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s = GetCustomSound_VariantCapped(ppsTable,i, qtrue);
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hSFX = cgi_S_RegisterSound( va("sound/chars/%s/misc/%s", psDir, s + 1) );
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//
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// and fall through regardless...
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//
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}
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ci->sounds[i + iSoundEntryBase] = hSFX;
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}
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}
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//SB: Never render any player model if 1st person and using the saber
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bool CG_getPlayer1stPersonSaber(const centity_t *cent) {
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return (!cent->gent->NPC && !cg.renderingThirdPerson &&
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cent->gent->client->ps.weapon == WP_SABER);
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}
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/*
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================
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CG_CustomSound
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NOTE: when you call this, check the value. If zero, do not try to play the sound.
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Either that or when a sound that doesn't exist is played, don't play the null
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sound honk and don't display the error message
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================
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*/
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static sfxHandle_t CG_CustomSound( int entityNum, const char *soundName, int customSoundSet )
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{
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clientInfo_t *ci;
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int i;
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if ( soundName[0] != '*' )
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{
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return cgi_S_RegisterSound( soundName );
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}
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if ( !g_entities[entityNum].client )
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{
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// No client, this should never happen, so just use kyle's sounds
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//ci = &g_entities[0].client->clientInfo;
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ci = &cgs.clientinfo[entityNum];
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}
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else
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{
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ci = &g_entities[entityNum].client->clientInfo;
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}
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//FIXME: if the sound you want to play could not be found, pick another from the same
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//general grouping? ie: if you want ff_2c and there is none, try ff_2b or ff_2a...
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switch ( customSoundSet )
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{
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case CS_BASIC:
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// There should always be a clientInfo structure if there is a client, but just make sure...
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if ( ci )
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{
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for ( i = 0 ; i < MAX_CUSTOM_BASIC_SOUNDS && cg_customBasicSoundNames[i] ; i++ )
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{
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if ( !Q_stricmp( soundName, cg_customBasicSoundNames[i] ) )
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{
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return ci->sounds[i];
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}
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}
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}
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break;
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case CS_COMBAT:
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// There should always be a clientInfo structure if there is a client, but just make sure...
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if ( ci )
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{
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for ( i = 0 ; i < MAX_CUSTOM_COMBAT_SOUNDS && cg_customCombatSoundNames[i] ; i++ )
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{
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if ( !Q_stricmp( soundName, cg_customCombatSoundNames[i] ) )
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{
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return ci->sounds[i+MAX_CUSTOM_BASIC_SOUNDS];
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}
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}
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}
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break;
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case CS_EXTRA:
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// There should always be a clientInfo structure if there is a client, but just make sure...
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if ( ci )
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{
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for ( i = 0 ; i < MAX_CUSTOM_EXTRA_SOUNDS && cg_customExtraSoundNames[i] ; i++ )
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{
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if ( !Q_stricmp( soundName, cg_customExtraSoundNames[i] ) )
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{
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return ci->sounds[i+MAX_CUSTOM_BASIC_SOUNDS+MAX_CUSTOM_COMBAT_SOUNDS];
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}
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}
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}
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break;
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case CS_JEDI:
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// There should always be a clientInfo structure if there is a client, but just make sure...
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if ( ci )
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{
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for ( i = 0 ; i < MAX_CUSTOM_JEDI_SOUNDS && cg_customJediSoundNames[i] ; i++ )
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{
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if ( !Q_stricmp( soundName, cg_customJediSoundNames[i] ) )
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{
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return ci->sounds[i+MAX_CUSTOM_BASIC_SOUNDS+MAX_CUSTOM_COMBAT_SOUNDS+MAX_CUSTOM_EXTRA_SOUNDS];
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}
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}
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}
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break;
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default:
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//no set specified, search all
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if ( ci )
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{
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for ( i = 0 ; i < MAX_CUSTOM_BASIC_SOUNDS && cg_customBasicSoundNames[i] ; i++ )
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{
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if ( !Q_stricmp( soundName, cg_customBasicSoundNames[i] ) )
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{
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return ci->sounds[i];
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}
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}
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for ( i = 0 ; i < MAX_CUSTOM_COMBAT_SOUNDS && cg_customCombatSoundNames[i] ; i++ )
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{
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if ( !Q_stricmp( soundName, cg_customCombatSoundNames[i] ) )
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{
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return ci->sounds[i+MAX_CUSTOM_BASIC_SOUNDS];
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}
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}
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for ( i = 0 ; i < MAX_CUSTOM_EXTRA_SOUNDS && cg_customExtraSoundNames[i] ; i++ )
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{
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if ( !Q_stricmp( soundName, cg_customExtraSoundNames[i] ) )
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{
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return ci->sounds[i+MAX_CUSTOM_BASIC_SOUNDS+MAX_CUSTOM_COMBAT_SOUNDS];
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}
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}
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for ( i = 0 ; i < MAX_CUSTOM_JEDI_SOUNDS && cg_customJediSoundNames[i] ; i++ )
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{
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if ( !Q_stricmp( soundName, cg_customJediSoundNames[i] ) )
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{
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return ci->sounds[i+MAX_CUSTOM_BASIC_SOUNDS+MAX_CUSTOM_COMBAT_SOUNDS+MAX_CUSTOM_EXTRA_SOUNDS];
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}
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}
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}
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break;
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}
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CG_Error( "Unknown custom sound: %s", soundName );
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return 0;
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}
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void CG_TryPlayCustomSound( vec3_t origin, int entityNum, soundChannel_t channel, const char *soundName, int customSoundSet )
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{
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sfxHandle_t soundIndex = CG_CustomSound( entityNum, soundName, customSoundSet );
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if ( !soundIndex )
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{
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return;
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}
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cgi_S_StartSound( origin, entityNum, channel, soundIndex );
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}
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/*
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======================
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CG_NewClientinfo
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For player only, NPCs get them through NPC_stats and G_ModelIndex
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======================
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*/
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void CG_NewClientinfo( int clientNum )
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{
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clientInfo_t *ci;
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const char *configstring;
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const char *v;
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// const char *s;
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// int i;
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configstring = CG_ConfigString( clientNum + CS_PLAYERS );
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if ( !configstring[0] )
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{
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return; // player just left
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}
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//ci = &cgs.clientinfo[clientNum];
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if ( !(g_entities[clientNum].client) )
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{
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return;
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}
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ci = &g_entities[clientNum].client->clientInfo;
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// isolate the player's name
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v = Info_ValueForKey(configstring, "n");
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Q_strncpyz( ci->name, v, sizeof( ci->name ) );
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// handicap
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v = Info_ValueForKey( configstring, "hc" );
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ci->handicap = atoi( v );
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// team
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v = Info_ValueForKey( configstring, "t" );
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ci->team = (team_t) atoi( v );
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// legsModel
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v = Info_ValueForKey( configstring, "legsModel" );
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Q_strncpyz(g_entities[clientNum].client->renderInfo.legsModelName, v,
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sizeof( g_entities[clientNum].client->renderInfo.legsModelName));
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// torsoModel
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v = Info_ValueForKey( configstring, "torsoModel" );
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Q_strncpyz(g_entities[clientNum].client->renderInfo.torsoModelName, v,
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sizeof( g_entities[clientNum].client->renderInfo.torsoModelName));
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// headModel
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v = Info_ValueForKey( configstring, "headModel" );
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Q_strncpyz(g_entities[clientNum].client->renderInfo.headModelName, v,
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sizeof( g_entities[clientNum].client->renderInfo.headModelName));
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// sounds
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cvar_t *sex = gi.cvar( "sex", "male", 0 );
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if ( Q_stricmp("female", sex->string ) == 0 )
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{
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ci->customBasicSoundDir = "kyla";
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}
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else
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{
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ci->customBasicSoundDir = "kyle";
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}
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|
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//player uses only the basic custom sound set, not the combat or extra
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CG_RegisterCustomSounds(ci,
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0, // int iSoundEntryBase,
|
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MAX_CUSTOM_BASIC_SOUNDS, // int iTableEntries,
|
|
cg_customBasicSoundNames, // const char *ppsTable[],
|
|
ci->customBasicSoundDir // const char *psDir
|
|
);
|
|
|
|
ci->infoValid = qfalse;
|
|
}
|
|
|
|
/*
|
|
CG_RegisterNPCCustomSounds
|
|
*/
|
|
void CG_RegisterNPCCustomSounds( clientInfo_t *ci )
|
|
{
|
|
// const char *s;
|
|
// int i;
|
|
|
|
// sounds
|
|
|
|
if ( ci->customBasicSoundDir && ci->customBasicSoundDir[0] )
|
|
{
|
|
CG_RegisterCustomSounds(ci,
|
|
0, // int iSoundEntryBase,
|
|
MAX_CUSTOM_BASIC_SOUNDS, // int iTableEntries,
|
|
cg_customBasicSoundNames, // const char *ppsTable[],
|
|
ci->customBasicSoundDir // const char *psDir
|
|
);
|
|
}
|
|
|
|
if ( ci->customCombatSoundDir && ci->customCombatSoundDir[0] )
|
|
{
|
|
CG_RegisterCustomSounds(ci,
|
|
MAX_CUSTOM_BASIC_SOUNDS, // int iSoundEntryBase,
|
|
MAX_CUSTOM_COMBAT_SOUNDS, // int iTableEntries,
|
|
cg_customCombatSoundNames, // const char *ppsTable[],
|
|
ci->customCombatSoundDir // const char *psDir
|
|
);
|
|
}
|
|
|
|
if ( ci->customExtraSoundDir && ci->customExtraSoundDir[0] )
|
|
{
|
|
CG_RegisterCustomSounds(ci,
|
|
MAX_CUSTOM_BASIC_SOUNDS+MAX_CUSTOM_COMBAT_SOUNDS, // int iSoundEntryBase,
|
|
MAX_CUSTOM_EXTRA_SOUNDS, // int iTableEntries,
|
|
cg_customExtraSoundNames, // const char *ppsTable[],
|
|
ci->customExtraSoundDir // const char *psDir
|
|
);
|
|
}
|
|
|
|
if ( ci->customJediSoundDir && ci->customJediSoundDir[0] )
|
|
{
|
|
CG_RegisterCustomSounds(ci,
|
|
MAX_CUSTOM_BASIC_SOUNDS+MAX_CUSTOM_COMBAT_SOUNDS+MAX_CUSTOM_EXTRA_SOUNDS, // int iSoundEntryBase,
|
|
MAX_CUSTOM_JEDI_SOUNDS, // int iTableEntries,
|
|
cg_customJediSoundNames, // const char *ppsTable[],
|
|
ci->customJediSoundDir // const char *psDir
|
|
);
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
|
|
/*
|
|
void CG_RegisterNPCEffects( team_t team )
|
|
|
|
This should register all the shaders, models and sounds used by a specific type
|
|
of NPC's spawn, death and other miscellaneous effects. NOT WEAPON EFFECTS, as those
|
|
are taken care of in CG_RegisterWeapon
|
|
*/
|
|
void CG_RegisterNPCEffects( team_t team )
|
|
{
|
|
switch( team )
|
|
{
|
|
|
|
case TEAM_ENEMY:
|
|
break;
|
|
|
|
case TEAM_NEUTRAL:
|
|
break;
|
|
|
|
case TEAM_PLAYER:
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
PLAYER ANIMATION
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
qboolean ValidAnimFileIndex ( int index )
|
|
{
|
|
if ( index < 0 || index >= level.numKnownAnimFileSets )
|
|
{
|
|
Com_Printf( S_COLOR_RED "Bad animFileIndex: %d\n", index );
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
|
|
void ParseAnimationSndBlock(const char *asb_filename, animsounds_t *animSounds, animation_t *animations, int *i,const char **text_p)
|
|
{
|
|
const char *token;
|
|
char soundString[MAX_QPATH];
|
|
int lowestVal, highestVal;
|
|
int animNum, num, n;
|
|
|
|
// get past starting bracket
|
|
while(1)
|
|
{
|
|
token = COM_Parse( text_p );
|
|
if ( !Q_stricmp( token, "{" ) )
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
animSounds += *i;
|
|
|
|
// read information for each frame
|
|
while ( 1 )
|
|
{
|
|
if (*i >= MAX_ANIM_SOUNDS)
|
|
{
|
|
CG_Error( "ParseAnimationSndBlock: animation number >= MAX_ANIM_SOUNDS(%i)", MAX_ANIM_SOUNDS );
|
|
}
|
|
// Get base frame of sequence
|
|
token = COM_Parse( text_p );
|
|
if ( !token || !token[0])
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( !Q_stricmp( token, "}" ) ) // At end of block
|
|
{
|
|
break;
|
|
}
|
|
|
|
//Compare to same table as animations used
|
|
// so we don't have to use actual numbers for animation first frames,
|
|
// just need offsets.
|
|
//This way when animation numbers change, this table won't have to be updated,
|
|
// at least not much.
|
|
animNum = GetIDForString(animTable, token);
|
|
if(animNum == -1)
|
|
{//Unrecognized ANIM ENUM name, or we're skipping this line, keep going till you get a good one
|
|
Com_Printf(S_COLOR_YELLOW"WARNING: Unknown token %s in animSound file %s\n", token, asb_filename );
|
|
continue;
|
|
}
|
|
|
|
if ( animations[animNum].numFrames == 0 )
|
|
{//we don't use this anim
|
|
//Com_Printf(S_COLOR_YELLOW"WARNING: %s animsounds.cfg: anim %s not used by this model\n", filename, token);
|
|
|
|
// Get offset to frame within sequence
|
|
token = COM_Parse( text_p );
|
|
//get soundstring
|
|
token = COM_Parse( text_p );
|
|
//get lowest value
|
|
token = COM_Parse( text_p );
|
|
//get highest value
|
|
token = COM_Parse( text_p );
|
|
//get probability
|
|
token = COM_Parse( text_p );
|
|
|
|
continue;
|
|
}
|
|
|
|
animSounds->keyFrame = animations[animNum].firstFrame;
|
|
|
|
// Get offset to frame within sequence
|
|
token = COM_Parse( text_p );
|
|
if ( !token )
|
|
{
|
|
break;
|
|
}
|
|
animSounds->keyFrame += atoi( token );
|
|
|
|
//get soundstring
|
|
token = COM_Parse( text_p );
|
|
if ( !token )
|
|
{
|
|
break;
|
|
}
|
|
Q_strncpyz(soundString, token, sizeof(soundString));
|
|
|
|
//get lowest value
|
|
token = COM_Parse( text_p );
|
|
if ( !token )
|
|
{//WARNING! BAD TABLE!
|
|
break;
|
|
}
|
|
lowestVal = atoi( token );
|
|
|
|
//get highest value
|
|
token = COM_Parse( text_p );
|
|
if ( !token )
|
|
{//WARNING! BAD TABLE!
|
|
break;
|
|
}
|
|
highestVal = atoi( token );
|
|
|
|
//Now precache all the sounds
|
|
//NOTE: If we can be assured sequential handles, we can store sound indices
|
|
// instead of strings, unfortunately, if these sounds were previously
|
|
// registered, we cannot be guaranteed sequential indices. Thus an array
|
|
if(lowestVal && highestVal)
|
|
{
|
|
for ( n = lowestVal, num = 0; n <= highestVal && num < MAX_RANDOM_ANIMSOUNDS; n++, num++ )
|
|
{
|
|
animSounds->soundIndex[num] = G_SoundIndex( va( soundString, n ) );//cgi_S_RegisterSound
|
|
}
|
|
animSounds->numRandomAnimSounds = num - 1;
|
|
}
|
|
else
|
|
{
|
|
animSounds->soundIndex[0] = G_SoundIndex( va( soundString ) );//cgi_S_RegisterSound
|
|
#ifndef FINAL_BUILD
|
|
if ( !animSounds->soundIndex[0] )
|
|
{//couldn't register it - file not found
|
|
Com_Printf( S_COLOR_RED "ParseAnimationSndBlock: sound %s does not exist (animsound.cfg %s)!\n", soundString, asb_filename );
|
|
}
|
|
#endif
|
|
animSounds->numRandomAnimSounds = 0;
|
|
}
|
|
|
|
|
|
//get probability
|
|
token = COM_Parse( text_p );
|
|
if ( !token )
|
|
{//WARNING! BAD TABLE!
|
|
break;
|
|
}
|
|
|
|
animSounds->probability = atoi( token );
|
|
++animSounds;
|
|
++*i;
|
|
}
|
|
}
|
|
|
|
/*
|
|
======================
|
|
CG_ClearAnimSndCache
|
|
|
|
resets all the soundcache so that a vid restart will recache them
|
|
======================
|
|
*/
|
|
void CG_ClearAnimSndCache( void )
|
|
{
|
|
int i;
|
|
for (i=0; i < level.numKnownAnimFileSets; i++) {
|
|
level.knownAnimFileSets[i].soundsCached = qfalse;
|
|
}
|
|
}
|
|
|
|
/*
|
|
======================
|
|
CG_ParseAnimationSndFile
|
|
|
|
Read a configuration file containing animation sounds
|
|
models/players/kyle/animsounds.cfg, etc
|
|
|
|
This file's presence is not required
|
|
|
|
======================
|
|
*/
|
|
void CG_ParseAnimationSndFile( const char *as_filename, int animFileIndex )
|
|
{
|
|
const char *text_p;
|
|
int len;
|
|
const char *token;
|
|
char text[20000];
|
|
char sfilename[MAX_QPATH];
|
|
fileHandle_t f;
|
|
int i, j, upper_i, lower_i;
|
|
|
|
assert(animFileIndex < MAX_ANIM_FILES);
|
|
animsounds_t *legsAnimSnds = level.knownAnimFileSets[animFileIndex].legsAnimSnds;
|
|
animsounds_t *torsoAnimSnds = level.knownAnimFileSets[animFileIndex].torsoAnimSnds;
|
|
animation_t *animations = level.knownAnimFileSets[animFileIndex].animations;
|
|
|
|
if ( level.knownAnimFileSets[animFileIndex].soundsCached )
|
|
{//already cached this one
|
|
return;
|
|
}
|
|
|
|
//Mark this anim set so that we know we tried to load he sounds, don't care if the load failed
|
|
level.knownAnimFileSets[animFileIndex].soundsCached = qtrue;
|
|
|
|
// Load and parse animSounds.cfg file
|
|
Com_sprintf( sfilename, sizeof( sfilename ), "models/players/%s/animsounds.cfg", as_filename );
|
|
|
|
//initialize anim sound array
|
|
for(i = 0; i < MAX_ANIM_SOUNDS; i++)
|
|
{
|
|
torsoAnimSnds[i].numRandomAnimSounds = 0;
|
|
legsAnimSnds[i].numRandomAnimSounds = 0;
|
|
for(j = 0; j < MAX_RANDOM_ANIMSOUNDS; j++)
|
|
{
|
|
torsoAnimSnds[i].soundIndex[j] = -1;
|
|
legsAnimSnds[i].soundIndex[j] = -1;
|
|
}
|
|
}
|
|
|
|
// load the file
|
|
len = cgi_FS_FOpenFile( sfilename, &f, FS_READ );
|
|
if ( len <= 0 )
|
|
{//no file
|
|
return;
|
|
}
|
|
if ( len >= (int)sizeof( text ) - 1 )
|
|
{
|
|
cgi_FS_FCloseFile( f );
|
|
CG_Printf( "File %s too long\n", sfilename );
|
|
return;
|
|
}
|
|
|
|
cgi_FS_Read( text, len, f );
|
|
text[len] = 0;
|
|
cgi_FS_FCloseFile( f );
|
|
|
|
// parse the text
|
|
text_p = text;
|
|
upper_i =0;
|
|
lower_i =0;
|
|
|
|
// read information for batches of sounds (UPPER or LOWER)
|
|
COM_BeginParseSession();
|
|
while ( 1 )
|
|
{
|
|
// Get base frame of sequence
|
|
token = COM_Parse( &text_p );
|
|
if ( !token || !token[0] )
|
|
{
|
|
break;
|
|
}
|
|
|
|
if ( !Q_stricmp(token,"UPPERSOUNDS") ) // A batch of upper sounds
|
|
{
|
|
ParseAnimationSndBlock( as_filename, torsoAnimSnds, animations, &upper_i, &text_p );
|
|
}
|
|
|
|
else if ( !Q_stricmp(token,"LOWERSOUNDS") ) // A batch of lower sounds
|
|
{
|
|
ParseAnimationSndBlock( as_filename, legsAnimSnds, animations, &lower_i, &text_p );
|
|
}
|
|
}
|
|
COM_EndParseSession( );
|
|
}
|
|
/*
|
|
===============
|
|
CG_SetLerpFrameAnimation
|
|
===============
|
|
*/
|
|
void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation )
|
|
{
|
|
animation_t *anim;
|
|
|
|
if ( newAnimation < 0 || newAnimation >= MAX_ANIMATIONS )
|
|
{
|
|
#ifdef FINAL_BUILD
|
|
newAnimation = 0;
|
|
#else
|
|
CG_Error( "Bad animation number: %i", newAnimation );
|
|
#endif
|
|
}
|
|
|
|
lf->animationNumber = newAnimation;
|
|
|
|
if ( !ValidAnimFileIndex( ci->animFileIndex ) )
|
|
{
|
|
#ifdef FINAL_BUILD
|
|
ci->animFileIndex = 0;
|
|
#else
|
|
CG_Error( "Bad animFileIndex: %i", ci->animFileIndex );
|
|
#endif
|
|
}
|
|
|
|
anim = &level.knownAnimFileSets[ci->animFileIndex].animations[ newAnimation ];
|
|
|
|
lf->animation = anim;
|
|
lf->animationTime = lf->frameTime + anim->initialLerp;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_RunLerpFrame
|
|
|
|
Sets cg.snap, cg.oldFrame, and cg.backlerp
|
|
cg.time should be between oldFrameTime and frameTime after exit
|
|
===============
|
|
*/
|
|
qboolean CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float fpsMod, int entNum ) {
|
|
int f, animFrameTime;
|
|
animation_t *anim;
|
|
qboolean newFrame = qfalse;
|
|
|
|
if(fpsMod > 2 || fpsMod < 0.5)
|
|
{//should have been set right
|
|
fpsMod = 1.0f;
|
|
}
|
|
|
|
// debugging tool to get no animations
|
|
if ( cg_animSpeed.integer == 0 )
|
|
{
|
|
lf->oldFrame = lf->frame = lf->backlerp = 0;
|
|
return qfalse;
|
|
}
|
|
|
|
// see if the animation sequence is switching
|
|
//FIXME: allow multiple-frame overlapped lerping between sequences? - Possibly last 3 of last seq and first 3 of next seq?
|
|
if ( newAnimation != lf->animationNumber || !lf->animation )
|
|
{
|
|
CG_SetLerpFrameAnimation( ci, lf, newAnimation );
|
|
}
|
|
|
|
// if we have passed the current frame, move it to
|
|
// oldFrame and calculate a new frame
|
|
if ( cg.time >= lf->frameTime )
|
|
{
|
|
lf->oldFrame = lf->frame;
|
|
lf->oldFrameTime = lf->frameTime;
|
|
|
|
// get the next frame based on the animation
|
|
anim = lf->animation;
|
|
//Do we need to speed up or slow down the anim?
|
|
/*if(fpsMod != 1.0)
|
|
{//Note! despite it's name, a higher fpsMod slows down the anim, a lower one speeds it up
|
|
animFrameTime = ceil(lf->frameTime * fpsMod);
|
|
}
|
|
else*/
|
|
{
|
|
animFrameTime = fabs((double)anim->frameLerp);
|
|
|
|
//special hack for player to ensure quick weapon change
|
|
if ( entNum == 0 )
|
|
{
|
|
if ( lf->animationNumber == TORSO_DROPWEAP1 || lf->animationNumber == TORSO_RAISEWEAP1 )
|
|
{
|
|
animFrameTime = 50;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( cg.time < lf->animationTime )
|
|
{
|
|
lf->frameTime = lf->animationTime; // initial lerp
|
|
}
|
|
else
|
|
{
|
|
lf->frameTime = lf->oldFrameTime + animFrameTime;
|
|
}
|
|
|
|
f = ( lf->frameTime - lf->animationTime ) / animFrameTime;
|
|
if ( f >= anim->numFrames )
|
|
{//Reached the end of the anim
|
|
//FIXME: Need to set a flag here to TASK_COMPLETE
|
|
f -= anim->numFrames;
|
|
if ( anim->loopFrames != -1 ) //Before 0 meant no loop
|
|
{
|
|
if(anim->numFrames - anim->loopFrames == 0)
|
|
{
|
|
f %= anim->numFrames;
|
|
}
|
|
else
|
|
{
|
|
f %= (anim->numFrames - anim->loopFrames);
|
|
}
|
|
f += anim->loopFrames;
|
|
}
|
|
else
|
|
{
|
|
f = anim->numFrames - 1;
|
|
// the animation is stuck at the end, so it
|
|
// can immediately transition to another sequence
|
|
lf->frameTime = cg.time;
|
|
}
|
|
}
|
|
|
|
if ( anim->frameLerp < 0 )
|
|
{
|
|
lf->frame = anim->firstFrame + anim->numFrames - 1 - f;
|
|
}
|
|
else
|
|
{
|
|
lf->frame = anim->firstFrame + f;
|
|
}
|
|
|
|
if ( cg.time > lf->frameTime )
|
|
{
|
|
lf->frameTime = cg.time;
|
|
}
|
|
|
|
newFrame = qtrue;
|
|
}
|
|
|
|
if ( lf->frameTime > cg.time + 200 )
|
|
{
|
|
lf->frameTime = cg.time;
|
|
}
|
|
|
|
if ( lf->oldFrameTime > cg.time )
|
|
{
|
|
lf->oldFrameTime = cg.time;
|
|
}
|
|
// calculate current lerp value
|
|
if ( lf->frameTime == lf->oldFrameTime )
|
|
{
|
|
lf->backlerp = 0;
|
|
}
|
|
else
|
|
{
|
|
lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
|
|
}
|
|
|
|
return newFrame;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_ClearLerpFrame
|
|
===============
|
|
*/
|
|
void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber )
|
|
{
|
|
lf->frameTime = lf->oldFrameTime = cg.time;
|
|
CG_SetLerpFrameAnimation( ci, lf, animationNumber );
|
|
if ( lf->animation->frameLerp < 0 )
|
|
{//Plays backwards
|
|
lf->oldFrame = lf->frame = (lf->animation->firstFrame + lf->animation->numFrames);
|
|
}
|
|
else
|
|
{
|
|
lf->oldFrame = lf->frame = lf->animation->firstFrame;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerAnimation
|
|
===============
|
|
*/
|
|
void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp,
|
|
int *torsoOld, int *torso, float *torsoBackLerp ) {
|
|
clientInfo_t *ci;
|
|
int legsAnim;
|
|
int legsTurnAnim = -1;
|
|
qboolean newLegsFrame = qfalse;
|
|
qboolean newTorsoFrame = qfalse;
|
|
|
|
if ( cg_noPlayerAnims.integer ) {
|
|
*legsOld = *legs = *torsoOld = *torso = 0;
|
|
return;
|
|
}
|
|
|
|
ci = ¢->gent->client->clientInfo;
|
|
//Changed this from cent->currentState.legsAnim to cent->gent->client->ps.legsAnim because it was screwing up our timers when we've just changed anims while turning
|
|
legsAnim = cent->gent->client->ps.legsAnim;
|
|
|
|
// do the shuffle turn frames locally (MAN this is an Fugly-ass hack!)
|
|
|
|
if ( cent->pe.legs.yawing )
|
|
{
|
|
legsTurnAnim = PM_GetTurnAnim( cent->gent, legsAnim );
|
|
}
|
|
|
|
if ( legsTurnAnim != -1 )
|
|
{
|
|
newLegsFrame = CG_RunLerpFrame( ci, ¢->pe.legs, legsTurnAnim, cent->gent->client->renderInfo.legsFpsMod, cent->gent->s.number );
|
|
//This line doesn't seem to serve any useful purpose, rather it
|
|
//breaks things since any task waiting for a lower anim to complete
|
|
//never will finish if this happens!!!
|
|
//cent->gent->client->ps.legsAnimTimer = 0;
|
|
}
|
|
else
|
|
{
|
|
newLegsFrame = CG_RunLerpFrame( ci, ¢->pe.legs, legsAnim, cent->gent->client->renderInfo.legsFpsMod, cent->gent->s.number);
|
|
}
|
|
|
|
*legsOld = cent->pe.legs.oldFrame;
|
|
*legs = cent->pe.legs.frame;
|
|
*legsBackLerp = cent->pe.legs.backlerp;
|
|
|
|
if( newLegsFrame )
|
|
{
|
|
if ( ValidAnimFileIndex( ci->animFileIndex ) )
|
|
{
|
|
CG_PlayerAnimSounds( ci->animFileIndex, qfalse, cent->pe.legs.frame, cent->pe.legs.frame, cent->currentState.number );
|
|
}
|
|
}
|
|
|
|
newTorsoFrame = CG_RunLerpFrame( ci, ¢->pe.torso, cent->gent->client->ps.torsoAnim, cent->gent->client->renderInfo.torsoFpsMod, cent->gent->s.number );
|
|
|
|
*torsoOld = cent->pe.torso.oldFrame;
|
|
*torso = cent->pe.torso.frame;
|
|
*torsoBackLerp = cent->pe.torso.backlerp;
|
|
|
|
if( newTorsoFrame )
|
|
{
|
|
if ( ValidAnimFileIndex( ci->animFileIndex ) )
|
|
{
|
|
CG_PlayerAnimSounds(ci->animFileIndex, qtrue, cent->pe.torso.frame, cent->pe.torso.frame, cent->currentState.number );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
void CG_PlayerAnimSounds( int animFileIndex, qboolean torso, int oldFrame, int frame, const vec3_t org, int entNum )
|
|
|
|
play any keyframed sounds - only when start a new frame
|
|
This func is called once for legs and once for torso
|
|
*/
|
|
extern int PM_LegsAnimForFrame( gentity_t *ent, int legsFrame );
|
|
extern int PM_TorsoAnimForFrame( gentity_t *ent, int torsoFrame );
|
|
void CG_PlayerAnimSounds( int animFileIndex, qboolean torso, int oldFrame, int frame, int entNum )
|
|
{
|
|
int i;
|
|
int holdSnd = -1;
|
|
int firstFrame = 0, lastFrame = 0;
|
|
qboolean playSound = qfalse, inSameAnim = qfalse, loopAnim = qfalse, match = qfalse, animBackward = qfalse;
|
|
animsounds_t *animSounds = NULL;
|
|
|
|
if ( torso )
|
|
{
|
|
animSounds = level.knownAnimFileSets[animFileIndex].torsoAnimSnds;
|
|
}
|
|
else
|
|
{
|
|
animSounds = level.knownAnimFileSets[animFileIndex].legsAnimSnds;
|
|
}
|
|
if ( fabs((double)oldFrame-frame) > 1 && cg_reliableAnimSounds.integer )
|
|
{//given a range, see if keyFrame falls in that range
|
|
int oldAnim, anim;
|
|
if ( torso )
|
|
{
|
|
if ( cg_reliableAnimSounds.integer > 1 )
|
|
{//more precise, slower
|
|
oldAnim = PM_TorsoAnimForFrame( &g_entities[entNum], oldFrame );
|
|
anim = PM_TorsoAnimForFrame( &g_entities[entNum], frame );
|
|
}
|
|
else
|
|
{//less precise, but faster
|
|
oldAnim = cg_entities[entNum].currentState.torsoAnim;
|
|
anim = cg_entities[entNum].nextState.torsoAnim;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( cg_reliableAnimSounds.integer > 1 )
|
|
{//more precise, slower
|
|
oldAnim = PM_LegsAnimForFrame( &g_entities[entNum], oldFrame );
|
|
anim = PM_LegsAnimForFrame( &g_entities[entNum], frame );
|
|
}
|
|
else
|
|
{//less precise, but faster
|
|
oldAnim = cg_entities[entNum].currentState.legsAnim;
|
|
anim = cg_entities[entNum].nextState.legsAnim;
|
|
}
|
|
}
|
|
if ( anim != oldAnim )
|
|
{//not in same anim
|
|
inSameAnim = qfalse;
|
|
//FIXME: we *could* see if the oldFrame was *just about* to play the keyframed sound...
|
|
}
|
|
else
|
|
{//still in same anim, check for looping anim
|
|
inSameAnim = qtrue;
|
|
animation_t *animation = &level.knownAnimFileSets[animFileIndex].animations[anim];
|
|
animBackward = (qboolean)(animation->frameLerp < 0);
|
|
if ( animation->loopFrames != -1 )
|
|
{//a looping anim!
|
|
loopAnim = qtrue;
|
|
firstFrame = animation->firstFrame;
|
|
lastFrame = animation->firstFrame+animation->numFrames;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( entNum == 0 && !cg.renderingThirdPerson )//!cg_thirdPerson.integer )
|
|
{//player in first person view does not play any keyframed sounds
|
|
return;
|
|
}
|
|
|
|
// Check for anim sound
|
|
for (i=0;i<MAX_ANIM_SOUNDS;++i)
|
|
{
|
|
if (animSounds[i].soundIndex[0] == -1) // No sounds in array
|
|
{
|
|
break;
|
|
}
|
|
|
|
match = qfalse;
|
|
if ( animSounds[i].keyFrame == frame )
|
|
{//exact match
|
|
match = qtrue;
|
|
}
|
|
else if ( fabs((double)oldFrame-frame) > 1 && cg_reliableAnimSounds.integer )
|
|
{//given a range, see if keyFrame falls in that range
|
|
if ( inSameAnim )
|
|
{//if changed anims altogether, sorry, the sound is lost
|
|
if ( fabs((double)oldFrame-animSounds[i].keyFrame) <= 3
|
|
|| fabs((double)frame-animSounds[i].keyFrame) <= 3 )
|
|
{//must be at least close to the keyframe
|
|
if ( animBackward )
|
|
{//animation plays backwards
|
|
if ( oldFrame > animSounds[i].keyFrame && frame < animSounds[i].keyFrame )
|
|
{//old to new passed through keyframe
|
|
match = qtrue;
|
|
}
|
|
else if ( loopAnim )
|
|
{//hmm, didn't pass through it linearally, see if we looped
|
|
if ( animSounds[i].keyFrame >= firstFrame && animSounds[i].keyFrame < lastFrame )
|
|
{//keyframe is in this anim
|
|
if ( oldFrame > animSounds[i].keyFrame
|
|
&& frame > oldFrame )
|
|
{//old to new passed through keyframe
|
|
match = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{//anim plays forwards
|
|
if ( oldFrame < animSounds[i].keyFrame && frame > animSounds[i].keyFrame )
|
|
{//old to new passed through keyframe
|
|
match = qtrue;
|
|
}
|
|
else if ( loopAnim )
|
|
{//hmm, didn't pass through it linearally, see if we looped
|
|
if ( animSounds[i].keyFrame >= firstFrame && animSounds[i].keyFrame < lastFrame )
|
|
{//keyframe is in this anim
|
|
if ( oldFrame < animSounds[i].keyFrame
|
|
&& frame < oldFrame )
|
|
{//old to new passed through keyframe
|
|
match = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if ( match )
|
|
{
|
|
// are there variations on the sound?
|
|
holdSnd = animSounds[i].soundIndex[ Q_irand( 0, animSounds[i].numRandomAnimSounds ) ];
|
|
|
|
// Determine probability of playing sound
|
|
if (!animSounds[i].probability) // 100%
|
|
{
|
|
playSound = qtrue;
|
|
}
|
|
else if (animSounds[i].probability > Q_irand(0, 99) )
|
|
{
|
|
playSound = qtrue;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Play sound
|
|
if (holdSnd != -1 && playSound)
|
|
{
|
|
if (holdSnd != 0) // 0 = default sound, ie file was missing
|
|
{
|
|
//FIXME: allow customSounds in here *...
|
|
if ( cgs.sound_precache[ holdSnd ] )
|
|
{
|
|
cgi_S_StartSound( NULL, entNum, CHAN_AUTO, cgs.sound_precache[holdSnd ] );
|
|
}
|
|
else
|
|
{
|
|
holdSnd = 0;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
void CGG2_AnimSounds( centity_t *cent )
|
|
{
|
|
if ( !cent || !cent->gent || !cent->gent->client)
|
|
{
|
|
return;
|
|
}
|
|
assert(cent->gent->playerModel>=0&¢->gent->playerModel<cent->gent->ghoul2.size());
|
|
if ( ValidAnimFileIndex( cent->gent->client->clientInfo.animFileIndex ) )
|
|
{
|
|
int junk, curFrame=0;
|
|
float currentFrame=0, animSpeed;
|
|
|
|
if (cent->gent->rootBone>=0&&gi.G2API_GetBoneAnimIndex( ¢->gent->ghoul2[cent->gent->playerModel], cent->gent->rootBone, cg.time, ¤tFrame, &junk, &junk, &junk, &animSpeed, cgs.model_draw ))
|
|
{
|
|
// the above may have failed, not sure what to do about it, current frame will be zero in that case
|
|
curFrame = floor( currentFrame );
|
|
}
|
|
if ( curFrame != cent->gent->client->renderInfo.legsFrame )
|
|
{
|
|
CG_PlayerAnimSounds( cent->gent->client->clientInfo.animFileIndex, qfalse, cent->gent->client->renderInfo.legsFrame, curFrame, cent->currentState.clientNum );
|
|
}
|
|
cent->gent->client->renderInfo.legsFrame = curFrame;
|
|
cent->pe.legs.frame = curFrame;
|
|
|
|
if (cent->gent->lowerLumbarBone>=0&& gi.G2API_GetBoneAnimIndex(¢->gent->ghoul2[cent->gent->playerModel], cent->gent->lowerLumbarBone, cg.time, ¤tFrame, &junk, &junk, &junk, &animSpeed, cgs.model_draw ) )
|
|
{
|
|
curFrame = floor( currentFrame );
|
|
}
|
|
if ( curFrame != cent->gent->client->renderInfo.torsoFrame )
|
|
{
|
|
CG_PlayerAnimSounds( cent->gent->client->clientInfo.animFileIndex, qtrue, cent->gent->client->renderInfo.torsoFrame, curFrame, cent->currentState.clientNum );
|
|
}
|
|
cent->gent->client->renderInfo.torsoFrame = curFrame;
|
|
cent->pe.torso.frame = curFrame;
|
|
}
|
|
}
|
|
/*
|
|
=============================================================================
|
|
|
|
PLAYER ANGLES
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
/*
|
|
==================
|
|
CG_UpdateAngleClamp
|
|
Turn curAngle toward destAngle at angleSpeed, but stay within clampMin and Max
|
|
==================
|
|
*/
|
|
void CG_UpdateAngleClamp( float destAngle, float clampMin, float clampMax, float angleSpeed, float *curAngle, float normalAngle)
|
|
{
|
|
float swing;
|
|
float move;
|
|
float scale;
|
|
float actualSpeed;
|
|
|
|
swing = AngleSubtract( destAngle, *curAngle );
|
|
|
|
if(swing == 0)
|
|
{//Don't have to turn
|
|
return;
|
|
}
|
|
|
|
// modify the angleSpeed depending on the delta
|
|
// so it doesn't seem so linear
|
|
scale = fabs( swing );
|
|
if (swing > 0)
|
|
{
|
|
if ( swing < clampMax * 0.25 )
|
|
{//Pretty small way to go
|
|
scale = 0.25;
|
|
}
|
|
else if ( swing > clampMax * 2.0 )
|
|
{//Way out of our range
|
|
scale = 2.0;
|
|
}
|
|
else
|
|
{//Scale it smoothly
|
|
scale = swing/clampMax;
|
|
}
|
|
}
|
|
else// if (swing < 0)
|
|
{
|
|
if ( swing > clampMin * 0.25 )
|
|
{//Pretty small way to go
|
|
scale = 0.5;
|
|
}
|
|
else if ( swing < clampMin * 2.0 )
|
|
{//Way out of our range
|
|
scale = 2.0;
|
|
}
|
|
else
|
|
{//Scale it smoothly
|
|
scale = swing/clampMin;
|
|
}
|
|
}
|
|
|
|
actualSpeed = scale * angleSpeed;
|
|
// swing towards the destination angle
|
|
if ( swing >= 0 )
|
|
{
|
|
move = cg.frametime * actualSpeed;
|
|
if ( move >= swing )
|
|
{//our turnspeed is so fast, no need to swing, just match
|
|
*curAngle = destAngle;
|
|
}
|
|
else
|
|
{
|
|
*curAngle = AngleNormalize360( *curAngle + move );
|
|
}
|
|
}
|
|
else if ( swing < 0 )
|
|
{
|
|
move = cg.frametime * -actualSpeed;
|
|
if ( move <= swing )
|
|
{//our turnspeed is so fast, no need to swing, just match
|
|
*curAngle = destAngle;
|
|
}
|
|
else
|
|
{
|
|
*curAngle = AngleNormalize180( *curAngle + move );
|
|
}
|
|
}
|
|
|
|
swing = AngleSubtract( *curAngle, normalAngle );
|
|
|
|
// clamp to no more than normalAngle + tolerance
|
|
if ( swing > clampMax )
|
|
{
|
|
*curAngle = AngleNormalize180( normalAngle + clampMax );
|
|
}
|
|
else if ( swing < clampMin )
|
|
{
|
|
*curAngle = AngleNormalize180( normalAngle + clampMin );
|
|
}
|
|
}
|
|
/*
|
|
==================
|
|
CG_SwingAngles
|
|
|
|
If the body is not locked OR if the upper part is trying to swing beyond it's
|
|
range, turn the lower body part to catch up.
|
|
|
|
Parms: desired angle, (Our eventual goal angle
|
|
min swing tolerance,(Lower angle value threshold at which to start turning)
|
|
max swing tolerance,(Upper angle value threshold at which to start turning)
|
|
min clamp tolerance,(Lower angle value threshold to clamp output angle to)
|
|
max clamp tolerance,(Upper angle value threshold to clamp output angle to)
|
|
angle speed, (How fast to turn)
|
|
current angle, (Current angle to modify)
|
|
locked mode (Don't turn unless you exceed the swing/clamp tolerance)
|
|
==================
|
|
*/
|
|
void CG_SwingAngles( float destAngle,
|
|
float swingTolMin, float swingTolMax,
|
|
float clampMin, float clampMax,
|
|
float angleSpeed, float *curAngle,
|
|
qboolean *turning )
|
|
{
|
|
float swing;
|
|
float move;
|
|
float scale;
|
|
|
|
swing = AngleSubtract( destAngle, *curAngle );
|
|
|
|
if(swing == 0)
|
|
{//Don't have to turn
|
|
*turning = qfalse;
|
|
}
|
|
else
|
|
{
|
|
*turning = qtrue;
|
|
}
|
|
|
|
//If we're not turning, then we're done
|
|
if ( *turning == qfalse)
|
|
return;
|
|
|
|
// modify the angleSpeed depending on the delta
|
|
// so it doesn't seem so linear
|
|
scale = fabs( swing );
|
|
|
|
if (swing > 0)
|
|
{
|
|
if ( clampMax <= 0 )
|
|
{
|
|
*curAngle = destAngle;
|
|
return;
|
|
}
|
|
|
|
if ( swing < swingTolMax * 0.5 )
|
|
{//Pretty small way to go
|
|
scale = 0.5;
|
|
}
|
|
else if ( scale < swingTolMax )
|
|
{//More than halfway to go
|
|
scale = 1.0;
|
|
}
|
|
else
|
|
{//Way out of our range
|
|
scale = 2.0;
|
|
}
|
|
}
|
|
else// if (swing < 0)
|
|
{
|
|
if ( clampMin >= 0 )
|
|
{
|
|
*curAngle = destAngle;
|
|
return;
|
|
}
|
|
|
|
if ( swing > swingTolMin * 0.5 )
|
|
{//Pretty small way to go
|
|
scale = 0.5;
|
|
}
|
|
else if ( scale > swingTolMin )
|
|
{//More than halfway to go
|
|
scale = 1.0;
|
|
}
|
|
else
|
|
{//Way out of our range
|
|
scale = 2.0;
|
|
}
|
|
}
|
|
|
|
// swing towards the destination angle
|
|
if ( swing >= 0 )
|
|
{
|
|
move = cg.frametime * scale * angleSpeed;
|
|
if ( move >= swing )
|
|
{//our turnspeed is so fast, no need to swing, just match
|
|
move = swing;
|
|
}
|
|
*curAngle = AngleNormalize360( *curAngle + move );
|
|
}
|
|
else if ( swing < 0 )
|
|
{
|
|
move = cg.frametime * scale * -angleSpeed;
|
|
if ( move <= swing )
|
|
{//our turnspeed is so fast, no need to swing, just match
|
|
move = swing;
|
|
}
|
|
*curAngle = AngleNormalize360( *curAngle + move );
|
|
}
|
|
|
|
|
|
// clamp to no more than tolerance
|
|
if ( swing > clampMax )
|
|
{
|
|
*curAngle = AngleNormalize360( destAngle - (clampMax - 1) );
|
|
}
|
|
else if ( swing < clampMin )
|
|
{
|
|
*curAngle = AngleNormalize360( destAngle + (-clampMin - 1) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_AddPainTwitch
|
|
=================
|
|
*/
|
|
/*
|
|
static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) {
|
|
int t;
|
|
float f;
|
|
|
|
t = cg.time - cent->pe.painTime;
|
|
if ( t >= PAIN_TWITCH_TIME ) {
|
|
return;
|
|
}
|
|
|
|
f = 1.0 - (float)t / PAIN_TWITCH_TIME;
|
|
|
|
if ( cent->pe.painDirection ) {
|
|
torsoAngles[ROLL] += 20 * f;
|
|
} else {
|
|
torsoAngles[ROLL] -= 20 * f;
|
|
}
|
|
}
|
|
*/
|
|
//FIXME: Don't do this, use tag_eye instead?
|
|
//--------------------------------------------------------------
|
|
/*
|
|
float CG_EyePointOfsForRace[RACE_HOLOGRAM+1][2] =
|
|
{
|
|
0, 0,//RACE_NONE = 0,
|
|
4, 8,//RACE_HUMAN,
|
|
4, 8,//RACE_BORG,
|
|
4, 8,//RACE_KLINGON,
|
|
4, 8,//RACE_HIROGEN,
|
|
4, 8,//RACE_MALON,
|
|
0, 0,//RACE_STASIS,
|
|
0, 0,//RACE_8472,
|
|
0, 0,//RACE_BOT,
|
|
8, 0,//RACE_HARVESTER,
|
|
6, -6,//RACE_REAVER,
|
|
4, 0,//RACE_AVATAR,
|
|
4, 0,//RACE_PARASITE,
|
|
4, 8,//RACE_VULCAN,
|
|
4, 8,//RACE_BETAZOID,
|
|
4, 8,//RACE_BOLIAN,
|
|
4, 8,//RACE_TALAXIAN,
|
|
4, 8,//RACE_BAJORAN,
|
|
4, 8//RACE_HOLOGRAM
|
|
};
|
|
*/
|
|
#define LOOK_DEFAULT_SPEED 0.15f
|
|
#define LOOK_TALKING_SPEED 0.15f
|
|
|
|
static qboolean CG_CheckLookTarget( centity_t *cent, vec3_t lookAngles, float *lookingSpeed )
|
|
{
|
|
if ( !cent->gent->ghoul2.size() )
|
|
{
|
|
if ( !cent->gent->client->clientInfo.torsoModel || !cent->gent->client->clientInfo.headModel )
|
|
{
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
//FIXME: also clamp the lookAngles based on the clamp + the existing difference between
|
|
// headAngles and torsoAngles? But often the tag_torso is straight but the torso itself
|
|
// is deformed to not face straight... sigh...
|
|
|
|
//Now calc head angle to lookTarget, if any
|
|
if ( cent->gent->client->renderInfo.lookTarget >= 0 && cent->gent->client->renderInfo.lookTarget < ENTITYNUM_WORLD )
|
|
{
|
|
vec3_t lookDir, lookOrg = { 0.0f }, eyeOrg;
|
|
if ( cent->gent->client->renderInfo.lookMode == LM_ENT )
|
|
{
|
|
centity_t *lookCent = &cg_entities[cent->gent->client->renderInfo.lookTarget];
|
|
if ( lookCent && lookCent->gent )
|
|
{
|
|
if ( lookCent->gent != cent->gent->enemy )
|
|
{//We turn heads faster than headbob speed, but not as fast as if watching an enemy
|
|
*lookingSpeed = LOOK_DEFAULT_SPEED;
|
|
}
|
|
|
|
//FIXME: Ignore small deltas from current angles so we don't bob our head in synch with theirs?
|
|
|
|
if ( cent->gent->client->renderInfo.lookTarget == 0 && !cg.renderingThirdPerson )//!cg_thirdPerson.integer )
|
|
{//Special case- use cg.refdef.vieworg if looking at player and not in third person view
|
|
VectorCopy( cg.refdef.vieworg, lookOrg );
|
|
}
|
|
else if ( lookCent->gent->client )
|
|
{
|
|
VectorCopy( lookCent->gent->client->renderInfo.eyePoint, lookOrg );
|
|
}
|
|
else if ( lookCent->gent->s.pos.trType == TR_INTERPOLATE )
|
|
{
|
|
VectorCopy( lookCent->lerpOrigin, lookOrg );
|
|
}
|
|
else if ( lookCent->gent->inuse && !VectorCompare( lookCent->gent->currentOrigin, vec3_origin ) )
|
|
{
|
|
VectorCopy( lookCent->gent->currentOrigin, lookOrg );
|
|
}
|
|
else
|
|
{//at origin of world
|
|
return qfalse;
|
|
}
|
|
//Look in dir of lookTarget
|
|
}
|
|
}
|
|
else if ( cent->gent->client->renderInfo.lookMode == LM_INTEREST && cent->gent->client->renderInfo.lookTarget > -1 && cent->gent->client->renderInfo.lookTarget < MAX_INTEREST_POINTS )
|
|
{
|
|
VectorCopy( level.interestPoints[cent->gent->client->renderInfo.lookTarget].origin, lookOrg );
|
|
}
|
|
else
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
VectorCopy( cent->gent->client->renderInfo.eyePoint, eyeOrg );
|
|
|
|
VectorSubtract( lookOrg, eyeOrg, lookDir );
|
|
#if 1
|
|
vectoangles( lookDir, lookAngles );
|
|
#else
|
|
//FIXME: get the angle of the head tag and account for that when finding the lookAngles-
|
|
// so if they're lying on their back we get an accurate lookAngle...
|
|
vec3_t headDirs[3];
|
|
vec3_t finalDir;
|
|
|
|
AnglesToAxis( cent->gent->client->renderInfo.headAngles, headDirs );
|
|
VectorRotate( lookDir, headDirs, finalDir );
|
|
vectoangles( finalDir, lookAngles );
|
|
#endif
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
lookAngles[i] = AngleNormalize180( lookAngles[i] );
|
|
cent->gent->client->renderInfo.eyeAngles[i] = AngleNormalize180( cent->gent->client->renderInfo.eyeAngles[i] );
|
|
}
|
|
AnglesSubtract( lookAngles, cent->gent->client->renderInfo.eyeAngles, lookAngles );
|
|
return qtrue;
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_AddHeadBob
|
|
=================
|
|
*/
|
|
static qboolean CG_AddHeadBob( centity_t *cent, vec3_t addTo )
|
|
{
|
|
renderInfo_t *renderInfo = ¢->gent->client->renderInfo;
|
|
const int volume = gi.VoiceVolume[cent->gent->s.clientNum];
|
|
const int volChange = volume - renderInfo->lastVoiceVolume;//was *3 because voice fromLA was too low
|
|
int i;
|
|
|
|
renderInfo->lastVoiceVolume = volume;
|
|
|
|
if ( !volume )
|
|
{
|
|
// Not talking, set our target to be the normal head position
|
|
VectorClear( renderInfo->targetHeadBobAngles );
|
|
|
|
if ( VectorLengthSquared( renderInfo->headBobAngles ) < 1.0f )
|
|
{
|
|
// We are close enough to being back to our normal head position, so we are done for now
|
|
return qfalse;
|
|
}
|
|
}
|
|
else if ( volChange > 2 )
|
|
{
|
|
// a big positive change in volume
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
// Move our head angle target a bit
|
|
renderInfo->targetHeadBobAngles[i] += Q_flrand( -1.0 * volChange, 1.0 * volChange );
|
|
|
|
// Clamp so we don't get too out of hand
|
|
if ( renderInfo->targetHeadBobAngles[i] > 7.0f )
|
|
renderInfo->targetHeadBobAngles[i] = 7.0f;
|
|
|
|
if ( renderInfo->targetHeadBobAngles[i] < -7.0f )
|
|
renderInfo->targetHeadBobAngles[i] = -7.0f;
|
|
}
|
|
}
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
// Always try to move head angles towards our target
|
|
renderInfo->headBobAngles[i] += ( renderInfo->targetHeadBobAngles[i] - renderInfo->headBobAngles[i] ) * ( cg.frametime / 150.0f );
|
|
if ( addTo )
|
|
{
|
|
addTo[i] = AngleNormalize180( addTo[i] + AngleNormalize180( renderInfo->headBobAngles[i] ) );
|
|
}
|
|
}
|
|
|
|
// We aren't back to our normal position yet, so we still have to apply headBobAngles
|
|
return qtrue;
|
|
}
|
|
|
|
extern float vectoyaw( const vec3_t vec );
|
|
qboolean CG_PlayerLegsYawFromMovement( centity_t *cent, const vec3_t velocity, float *yaw, float fwdAngle, float swingTolMin, float swingTolMax, qboolean alwaysFace )
|
|
{
|
|
float newAddAngle, angleDiff, turnRate = 10, addAngle = 0;
|
|
|
|
//figure out what the offset, if any, should be
|
|
if ( velocity[0] || velocity[1] )
|
|
{
|
|
float moveYaw;
|
|
moveYaw = vectoyaw( velocity );
|
|
addAngle = AngleDelta( cent->lerpAngles[YAW], moveYaw )*-1;
|
|
if ( addAngle > 150 || addAngle < -150 )
|
|
{
|
|
addAngle = 0;
|
|
}
|
|
else
|
|
{
|
|
//FIXME: use actual swing/clamp tolerances
|
|
if ( addAngle > swingTolMax )
|
|
{
|
|
addAngle = swingTolMax;
|
|
}
|
|
else if ( addAngle < swingTolMin )
|
|
{
|
|
addAngle = swingTolMin;
|
|
}
|
|
if ( cent->gent->client->ps.pm_flags&PMF_BACKWARDS_RUN )
|
|
{
|
|
addAngle *= -1;
|
|
}
|
|
turnRate = 5;
|
|
}
|
|
}
|
|
else if ( !alwaysFace )
|
|
{
|
|
return qfalse;
|
|
}
|
|
if ( cent->gent && cent->gent->client && cent->gent->client->ps.forcePowersActive & (1 << FP_SPEED) )
|
|
{//using force speed
|
|
//scale up the turning speed
|
|
turnRate /= cg_timescale.value;
|
|
}
|
|
//lerp the legs angle to the new angle
|
|
angleDiff = AngleDelta( cent->pe.legs.yawAngle, (*yaw+addAngle) );
|
|
newAddAngle = angleDiff*cg.frameInterpolation*-1;
|
|
if ( fabs(newAddAngle) > fabs(angleDiff) )
|
|
{
|
|
newAddAngle = angleDiff*-1;
|
|
}
|
|
if ( newAddAngle > turnRate )
|
|
{
|
|
newAddAngle = turnRate;
|
|
}
|
|
else if ( newAddAngle < -turnRate )
|
|
{
|
|
newAddAngle = -turnRate;
|
|
}
|
|
*yaw = cent->pe.legs.yawAngle + newAddAngle;
|
|
//Now clamp
|
|
angleDiff = AngleDelta( fwdAngle, *yaw );
|
|
if ( angleDiff > swingTolMax )
|
|
{
|
|
*yaw = fwdAngle - swingTolMax;
|
|
}
|
|
else if ( angleDiff < swingTolMin )
|
|
{
|
|
*yaw = fwdAngle - swingTolMin;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
void CG_ATSTLegsYaw( centity_t *cent, vec3_t trailingLegsAngles )
|
|
{
|
|
|
|
float ATSTLegsYaw = cent->lerpAngles[YAW];
|
|
|
|
CG_PlayerLegsYawFromMovement( cent, cent->gent->client->ps.velocity, &ATSTLegsYaw, cent->lerpAngles[YAW], -60, 60, qtrue );
|
|
|
|
float legAngleDiff = AngleNormalize180(ATSTLegsYaw) - AngleNormalize180(cent->pe.legs.yawAngle);
|
|
int legsAnim = cent->currentState.legsAnim;
|
|
qboolean moving = (qboolean)(!VectorCompare(cent->gent->client->ps.velocity, vec3_origin));
|
|
if ( moving || legsAnim == BOTH_TURN_LEFT1 || legsAnim == BOTH_TURN_RIGHT1 || fabs(legAngleDiff) > 45 )
|
|
{//moving or turning or beyond the turn allowance
|
|
if ( legsAnim == BOTH_STAND1 && !moving )
|
|
{//standing
|
|
if ( legAngleDiff > 0 )
|
|
{
|
|
NPC_SetAnim( cent->gent, SETANIM_LEGS, BOTH_TURN_LEFT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
else
|
|
{
|
|
NPC_SetAnim( cent->gent, SETANIM_LEGS, BOTH_TURN_RIGHT1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
|
|
}
|
|
VectorSet( trailingLegsAngles, 0, cent->pe.legs.yawAngle, 0 );
|
|
cent->gent->client->renderInfo.legsYaw = trailingLegsAngles[YAW];
|
|
}
|
|
else if ( legsAnim == BOTH_TURN_LEFT1 || legsAnim == BOTH_TURN_RIGHT1 )
|
|
{//turning
|
|
legAngleDiff = AngleSubtract( ATSTLegsYaw, cent->gent->client->renderInfo.legsYaw );
|
|
float add = 0;
|
|
if ( legAngleDiff > 50 )
|
|
{
|
|
cent->pe.legs.yawAngle += legAngleDiff - 50;
|
|
}
|
|
else if ( legAngleDiff < -50 )
|
|
{
|
|
cent->pe.legs.yawAngle += legAngleDiff + 50;
|
|
}
|
|
float animLength = PM_AnimLength( cent->gent->client->clientInfo.animFileIndex, (animNumber_t)legsAnim );
|
|
legAngleDiff *= ( animLength - cent->gent->client->ps.legsAnimTimer)/animLength;
|
|
VectorSet( trailingLegsAngles, 0, cent->pe.legs.yawAngle+legAngleDiff+add, 0 );
|
|
if ( !cent->gent->client->ps.legsAnimTimer )
|
|
{//FIXME: if start turning in the middle of this, our legs pop back to the old cent->pe.legs.yawAngle...
|
|
cent->gent->client->renderInfo.legsYaw = trailingLegsAngles[YAW];
|
|
}
|
|
}
|
|
else
|
|
{//moving
|
|
legAngleDiff = AngleSubtract( ATSTLegsYaw, cent->pe.legs.yawAngle );
|
|
//FIXME: framerate dependant!!!
|
|
if ( legAngleDiff > 50 )
|
|
{
|
|
legAngleDiff -= 50;
|
|
}
|
|
else if ( legAngleDiff > 5 )
|
|
{
|
|
legAngleDiff = 5;
|
|
}
|
|
else if ( legAngleDiff < -50 )
|
|
{
|
|
legAngleDiff += 50;
|
|
}
|
|
else if ( legAngleDiff < -5 )
|
|
{
|
|
legAngleDiff = -5;
|
|
}
|
|
legAngleDiff *= cg.frameInterpolation;
|
|
VectorSet( trailingLegsAngles, 0, AngleNormalize180(cent->pe.legs.yawAngle + legAngleDiff), 0 );
|
|
cent->gent->client->renderInfo.legsYaw = trailingLegsAngles[YAW];
|
|
}
|
|
cent->gent->client->renderInfo.legsYaw = cent->pe.legs.yawAngle = trailingLegsAngles[YAW];
|
|
cent->pe.legs.yawing = qtrue;
|
|
}
|
|
else
|
|
{
|
|
VectorSet( trailingLegsAngles, 0, cent->pe.legs.yawAngle, 0 );
|
|
cent->gent->client->renderInfo.legsYaw = cent->pe.legs.yawAngle = trailingLegsAngles[YAW];
|
|
cent->pe.legs.yawing = qfalse;
|
|
}
|
|
return;
|
|
}
|
|
|
|
extern qboolean PM_FlippingAnim( int anim );
|
|
extern qboolean PM_SpinningSaberAnim( int anim );
|
|
void CG_G2ClientSpineAngles( centity_t *cent, vec3_t viewAngles, const vec3_t angles, vec3_t thoracicAngles, vec3_t ulAngles, vec3_t llAngles )
|
|
{
|
|
cent->pe.torso.pitchAngle = viewAngles[PITCH];
|
|
viewAngles[YAW] = AngleDelta( cent->lerpAngles[YAW], angles[YAW] );
|
|
cent->pe.torso.yawAngle = viewAngles[YAW];
|
|
|
|
if ( cg_motionBoneComp.integer
|
|
&& !PM_FlippingAnim( cent->currentState.legsAnim )
|
|
&& !PM_SpinningSaberAnim( cent->currentState.legsAnim )
|
|
&& !PM_SpinningSaberAnim( cent->currentState.torsoAnim )
|
|
&& cent->currentState.legsAnim != cent->currentState.torsoAnim )//NOTE: presumes your legs & torso are on the same frame, though they *should* be because PM_SetAnimFinal tries to keep them in synch
|
|
{//FIXME: no need to do this if legs and torso on are same frame
|
|
//adjust for motion offset
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t motionFwd, motionAngles;
|
|
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->motionBolt, &boltMatrix, vec3_origin, cent->lerpOrigin, cg.time, cgs.model_draw, cent->currentState.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, motionFwd );
|
|
vectoangles( motionFwd, motionAngles );
|
|
if ( cg_motionBoneComp.integer > 1 )
|
|
{//do roll, too
|
|
vec3_t motionRt, tempAng;
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_X, motionRt );
|
|
vectoangles( motionRt, tempAng );
|
|
motionAngles[ROLL] = -tempAng[PITCH];
|
|
}
|
|
|
|
for ( int ang = 0; ang < 3; ang++ )
|
|
{
|
|
viewAngles[ang] = AngleNormalize180( viewAngles[ang] - AngleNormalize180( motionAngles[ang] ) );
|
|
}
|
|
}
|
|
//distribute the angles differently up the spine
|
|
//NOTE: each of these distributions must add up to 1.0f
|
|
thoracicAngles[PITCH] = viewAngles[PITCH]*0.20f;
|
|
llAngles[PITCH] = viewAngles[PITCH]*0.40f;
|
|
ulAngles[PITCH] = viewAngles[PITCH]*0.40f;
|
|
|
|
thoracicAngles[YAW] = viewAngles[YAW]*0.20f;
|
|
ulAngles[YAW] = viewAngles[YAW]*0.35f;
|
|
llAngles[YAW] = viewAngles[YAW]*0.45f;
|
|
|
|
thoracicAngles[ROLL] = viewAngles[ROLL]*0.20f;
|
|
ulAngles[ROLL] = viewAngles[ROLL]*0.35f;
|
|
llAngles[ROLL] = viewAngles[ROLL]*0.45f;
|
|
|
|
//thoracic is added modified again by neckAngle calculations, so don't set it until then
|
|
BG_G2SetBoneAngles( cent, cent->gent, cent->gent->upperLumbarBone, ulAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw);
|
|
BG_G2SetBoneAngles( cent, cent->gent, cent->gent->lowerLumbarBone, llAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw);
|
|
}
|
|
|
|
void CG_G2ClientNeckAngles( centity_t *cent, const vec3_t lookAngles, vec3_t headAngles, vec3_t neckAngles, vec3_t thoracicAngles, vec3_t headClampMinAngles, vec3_t headClampMaxAngles )
|
|
{
|
|
vec3_t lA;
|
|
VectorCopy( lookAngles, lA );
|
|
//clamp the headangles (which should now be relative to the cervical (neck) angles
|
|
if ( lA[PITCH] < headClampMinAngles[PITCH] )
|
|
{
|
|
lA[PITCH] = headClampMinAngles[PITCH];
|
|
}
|
|
else if ( lA[PITCH] > headClampMaxAngles[PITCH] )
|
|
{
|
|
lA[PITCH] = headClampMaxAngles[PITCH];
|
|
}
|
|
|
|
if ( lA[YAW] < headClampMinAngles[YAW] )
|
|
{
|
|
lA[YAW] = headClampMinAngles[YAW];
|
|
}
|
|
else if ( lA[YAW] > headClampMaxAngles[YAW] )
|
|
{
|
|
lA[YAW] = headClampMaxAngles[YAW];
|
|
}
|
|
|
|
if ( lA[ROLL] < headClampMinAngles[ROLL] )
|
|
{
|
|
lA[ROLL] = headClampMinAngles[ROLL];
|
|
}
|
|
else if ( lA[ROLL] > headClampMaxAngles[ROLL] )
|
|
{
|
|
lA[ROLL] = headClampMaxAngles[ROLL];
|
|
}
|
|
|
|
//split it up between the neck and cranium
|
|
if ( thoracicAngles[PITCH] )
|
|
{//already been set above, blend them
|
|
thoracicAngles[PITCH] = (thoracicAngles[PITCH] + (lA[PITCH] * 0.4)) * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
thoracicAngles[PITCH] = lA[PITCH] * 0.4;
|
|
}
|
|
if ( thoracicAngles[YAW] )
|
|
{//already been set above, blend them
|
|
thoracicAngles[YAW] = (thoracicAngles[YAW] + (lA[YAW] * 0.1)) * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
thoracicAngles[YAW] = lA[YAW] * 0.1;
|
|
}
|
|
if ( thoracicAngles[ROLL] )
|
|
{//already been set above, blend them
|
|
thoracicAngles[ROLL] = (thoracicAngles[ROLL] + (lA[ROLL] * 0.1)) * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
thoracicAngles[ROLL] = lA[ROLL] * 0.1;
|
|
}
|
|
|
|
neckAngles[PITCH] = lA[PITCH] * 0.2f;
|
|
neckAngles[YAW] = lA[YAW] * 0.3f;
|
|
neckAngles[ROLL] = lA[ROLL] * 0.3f;
|
|
|
|
headAngles[PITCH] = lA[PITCH] * 0.4;
|
|
headAngles[YAW] = lA[YAW] * 0.6;
|
|
headAngles[ROLL] = lA[ROLL] * 0.6;
|
|
|
|
BG_G2SetBoneAngles( cent, cent->gent, cent->gent->craniumBone, headAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw );
|
|
BG_G2SetBoneAngles( cent, cent->gent, cent->gent->cervicalBone, neckAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw);
|
|
BG_G2SetBoneAngles( cent, cent->gent, cent->gent->thoracicBone, thoracicAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw);
|
|
}
|
|
|
|
void CG_UpdateLookAngles( centity_t *cent, vec3_t lookAngles, float lookSpeed, float minPitch, float maxPitch, float minYaw, float maxYaw, float minRoll, float maxRoll )
|
|
{
|
|
if ( !cent || !cent->gent || !cent->gent->client )
|
|
{
|
|
return;
|
|
}
|
|
if ( cent->gent->client->renderInfo.lookingDebounceTime > cg.time )
|
|
{
|
|
//clamp so don't get "Exorcist" effect
|
|
if ( lookAngles[PITCH] > maxPitch )
|
|
{
|
|
lookAngles[PITCH] = maxPitch;
|
|
}
|
|
else if ( lookAngles[PITCH] < minPitch )
|
|
{
|
|
lookAngles[PITCH] = minPitch;
|
|
}
|
|
if ( lookAngles[YAW] > maxYaw )
|
|
{
|
|
lookAngles[YAW] = maxYaw;
|
|
}
|
|
else if ( lookAngles[YAW] < minYaw )
|
|
{
|
|
lookAngles[YAW] = minYaw;
|
|
}
|
|
if ( lookAngles[ROLL] > maxRoll )
|
|
{
|
|
lookAngles[ROLL] = maxRoll;
|
|
}
|
|
else if ( lookAngles[ROLL] < minRoll )
|
|
{
|
|
lookAngles[ROLL] = minRoll;
|
|
}
|
|
|
|
//slowly lerp to this new value
|
|
//Remember last headAngles
|
|
vec3_t oldLookAngles;
|
|
VectorCopy( cent->gent->client->renderInfo.lastHeadAngles, oldLookAngles );
|
|
vec3_t lookAnglesDiff;
|
|
VectorSubtract( lookAngles, oldLookAngles, lookAnglesDiff );
|
|
|
|
for ( int ang = 0; ang < 3; ang++ )
|
|
{
|
|
lookAnglesDiff[ang] = AngleNormalize180( lookAnglesDiff[ang] );
|
|
}
|
|
|
|
if( VectorLengthSquared( lookAnglesDiff ) )
|
|
{
|
|
lookAngles[PITCH] = AngleNormalize180( oldLookAngles[PITCH]+(lookAnglesDiff[PITCH]*cg.frameInterpolation*lookSpeed) );
|
|
lookAngles[YAW] = AngleNormalize180( oldLookAngles[YAW]+(lookAnglesDiff[YAW]*cg.frameInterpolation*lookSpeed) );
|
|
lookAngles[ROLL] = AngleNormalize180( oldLookAngles[ROLL]+(lookAnglesDiff[ROLL]*cg.frameInterpolation*lookSpeed) );
|
|
}
|
|
}
|
|
//Remember current lookAngles next time
|
|
VectorCopy( lookAngles, cent->gent->client->renderInfo.lastHeadAngles );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerAngles
|
|
|
|
Handles seperate torso motion
|
|
|
|
legs pivot based on direction of movement
|
|
|
|
head always looks exactly at cent->lerpAngles
|
|
|
|
if motion < 20 degrees, show in head only
|
|
if < 45 degrees, also show in torso
|
|
|
|
===============
|
|
*/
|
|
extern int PM_TurnAnimForLegsAnim( gentity_t *gent, int anim );
|
|
extern float PM_GetTimeScaleMod( gentity_t *gent );
|
|
void CG_G2PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t angles )
|
|
{
|
|
vec3_t headAngles, neckAngles, chestAngles, thoracicAngles = {0,0,0};//legsAngles, torsoAngles,
|
|
vec3_t ulAngles, llAngles;
|
|
//float speed;
|
|
//vec3_t velocity;
|
|
vec3_t lookAngles, viewAngles;
|
|
/*
|
|
float headYawClampMin, headYawClampMax;
|
|
float headPitchClampMin, headPitchClampMax;
|
|
float torsoYawSwingTolMin, torsoYawSwingTolMax;
|
|
float torsoYawClampMin, torsoYawClampMax;
|
|
float torsoPitchSwingTolMin, torsoPitchSwingTolMax;
|
|
float torsoPitchClampMin, torsoPitchClampMax;
|
|
float legsYawSwingTolMin, legsYawSwingTolMax;
|
|
float yawSpeed, maxYawSpeed, lookingSpeed;
|
|
*/
|
|
float lookAngleSpeed = LOOK_TALKING_SPEED;//shut up the compiler
|
|
//float swing, scale;
|
|
//int i;
|
|
qboolean looking = qfalse, talking = qfalse;
|
|
|
|
// Dead entity
|
|
if ( cent->gent && cent->gent->health <= 0 )
|
|
{
|
|
if ( cent->gent->hipsBone != -1 )
|
|
{
|
|
gi.G2API_StopBoneAnimIndex( ¢->gent->ghoul2[cent->gent->playerModel], cent->gent->hipsBone );
|
|
}
|
|
|
|
VectorCopy( cent->lerpAngles, angles );
|
|
|
|
BG_G2SetBoneAngles( cent, cent->gent, cent->gent->craniumBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw );
|
|
BG_G2SetBoneAngles( cent, cent->gent, cent->gent->cervicalBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw );
|
|
BG_G2SetBoneAngles( cent, cent->gent, cent->gent->thoracicBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw );
|
|
|
|
cent->pe.torso.pitchAngle = 0;
|
|
cent->pe.torso.yawAngle = 0;
|
|
BG_G2SetBoneAngles( cent, cent->gent, cent->gent->upperLumbarBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw );
|
|
BG_G2SetBoneAngles( cent, cent->gent, cent->gent->lowerLumbarBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw );
|
|
|
|
cent->pe.legs.pitchAngle = angles[0];
|
|
cent->pe.legs.yawAngle = angles[1];
|
|
if ( cent->gent->client )
|
|
{
|
|
cent->gent->client->renderInfo.legsYaw = angles[1];
|
|
}
|
|
AnglesToAxis( angles, legs );
|
|
return;
|
|
}
|
|
|
|
if ( cent->gent && cent->gent->client
|
|
&& (cent->gent->client->NPC_class != CLASS_GONK )
|
|
&& (cent->gent->client->NPC_class != CLASS_INTERROGATOR)
|
|
&& (cent->gent->client->NPC_class != CLASS_SENTRY)
|
|
&& (cent->gent->client->NPC_class != CLASS_PROBE )
|
|
&& (cent->gent->client->NPC_class != CLASS_R2D2 )
|
|
&& (cent->gent->client->NPC_class != CLASS_R5D2)
|
|
&& (cent->gent->client->NPC_class != CLASS_ATST||!cent->gent->s.number) )
|
|
{// If we are rendering third person, we should just force the player body to always fully face
|
|
// whatever way they are looking, otherwise, you can end up with gun shots coming off of the
|
|
// gun at angles that just look really wrong.
|
|
|
|
//NOTENOTE: shots are coming out of the gun at ridiculous angles. The head & torso
|
|
//should pitch *some* when looking up and down...
|
|
VectorCopy( cent->lerpAngles, angles );
|
|
angles[PITCH] = 0;
|
|
|
|
if ( cent->gent->client )
|
|
{
|
|
if ( cent->gent->client->NPC_class != CLASS_ATST )
|
|
{
|
|
//FIXME: use actual swing/clamp tolerances?
|
|
if ( cent->gent->client->ps.groundEntityNum != ENTITYNUM_NONE && !PM_InRoll( ¢->gent->client->ps ) )
|
|
{//on the ground
|
|
CG_PlayerLegsYawFromMovement( cent, cent->gent->client->ps.velocity, &angles[YAW], cent->lerpAngles[YAW], -60, 60, qtrue );
|
|
}
|
|
else
|
|
{//face legs to front
|
|
CG_PlayerLegsYawFromMovement( cent, vec3_origin, &angles[YAW], cent->lerpAngles[YAW], -60, 60, qtrue );
|
|
}
|
|
}
|
|
}
|
|
|
|
//VectorClear( viewAngles );
|
|
VectorCopy( cent->lerpAngles, viewAngles );
|
|
viewAngles[YAW] = viewAngles[ROLL] = 0;
|
|
viewAngles[PITCH] *= 0.5;
|
|
VectorCopy( viewAngles, lookAngles );
|
|
|
|
// if ( cent->gent && !Q_stricmp( "atst", cent->gent->NPC_type ) )
|
|
if ( cent->gent && cent->gent->client && cent->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
lookAngles[YAW] = 0;
|
|
BG_G2SetBoneAngles( cent, cent->gent, cent->gent->craniumBone, lookAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw);
|
|
VectorCopy( viewAngles, lookAngles );
|
|
}
|
|
else
|
|
{
|
|
if ( cg_turnAnims.integer && !in_camera && cent->gent->hipsBone >= 0 )
|
|
{
|
|
//override the hips bone with a turn anim when turning
|
|
//and clear it when we're not... does blend from and to parent actually work?
|
|
int startFrame, endFrame;
|
|
const qboolean animatingHips = gi.G2API_GetAnimRangeIndex( ¢->gent->ghoul2[cent->gent->playerModel], cent->gent->hipsBone, &startFrame, &endFrame );
|
|
|
|
//FIXME: make legs lag behind when turning in place, only play turn anim when legs have to catch up
|
|
if ( angles[YAW] == cent->pe.legs.yawAngle )
|
|
{
|
|
gi.G2API_StopBoneAnimIndex( ¢->gent->ghoul2[cent->gent->playerModel], cent->gent->hipsBone );
|
|
}
|
|
else if ( VectorCompare( vec3_origin, cent->gent->client->ps.velocity ) )
|
|
{//FIXME: because of LegsYawFromMovement, we play the turnAnims when we stop running, which looks really bad.
|
|
int turnAnim = PM_TurnAnimForLegsAnim( cent->gent, cent->gent->client->ps.legsAnim );
|
|
if ( turnAnim != -1 && cent->gent->health > 0 )
|
|
{
|
|
animation_t *animations = level.knownAnimFileSets[cent->gent->client->clientInfo.animFileIndex].animations;
|
|
|
|
if ( !animatingHips || ( animations[turnAnim].firstFrame != startFrame ) )// only set the anim if we aren't going to do the same animation again
|
|
{
|
|
float animSpeed = 50.0f / animations[turnAnim].frameLerp * PM_GetTimeScaleMod( cent->gent );
|
|
|
|
gi.G2API_SetBoneAnimIndex( ¢->gent->ghoul2[cent->gent->playerModel], cent->gent->hipsBone,
|
|
animations[turnAnim].firstFrame, animations[turnAnim].firstFrame+animations[turnAnim].numFrames,
|
|
BONE_ANIM_OVERRIDE_LOOP/*|BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND*/, animSpeed, cg.time, -1, 100 );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gi.G2API_StopBoneAnimIndex( ¢->gent->ghoul2[cent->gent->playerModel], cent->gent->hipsBone );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
gi.G2API_StopBoneAnimIndex( ¢->gent->ghoul2[cent->gent->playerModel], cent->gent->hipsBone );
|
|
}
|
|
}
|
|
|
|
CG_G2ClientSpineAngles( cent, viewAngles, angles, thoracicAngles, ulAngles, llAngles );
|
|
}
|
|
|
|
vec3_t trailingLegsAngles;
|
|
if ( cent->gent->client && cent->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
CG_ATSTLegsYaw( cent, trailingLegsAngles );
|
|
AnglesToAxis( trailingLegsAngles, legs );
|
|
angles[YAW] = trailingLegsAngles[YAW];
|
|
}
|
|
else
|
|
{
|
|
|
|
//set the legs.yawing field so we play the turning anim when turning in place
|
|
if ( angles[YAW] == cent->pe.legs.yawAngle )
|
|
{
|
|
cent->pe.legs.yawing = qfalse;
|
|
}
|
|
else
|
|
{
|
|
cent->pe.legs.yawing = qtrue;
|
|
}
|
|
cent->pe.legs.yawAngle = angles[YAW];
|
|
if ( cent->gent->client )
|
|
{
|
|
cent->gent->client->renderInfo.legsYaw = angles[YAW];
|
|
}
|
|
if ( cent->gent->client->ps.eFlags & EF_FORCE_GRIPPED && cent->gent->client->ps.groundEntityNum == ENTITYNUM_NONE )
|
|
{
|
|
vec3_t centFwd, centRt;
|
|
|
|
AngleVectors( cent->lerpAngles, centFwd, centRt, NULL );
|
|
angles[PITCH] = AngleNormalize180( DotProduct( cent->gent->client->ps.velocity, centFwd )/2 );
|
|
if ( angles[PITCH] > 90 )
|
|
{
|
|
angles[PITCH] = 90;
|
|
}
|
|
else if ( angles[PITCH] < -90 )
|
|
{
|
|
angles[PITCH] = -90;
|
|
}
|
|
angles[ROLL] = AngleNormalize180( DotProduct( cent->gent->client->ps.velocity, centRt )/10 );
|
|
if ( angles[ROLL] > 90 )
|
|
{
|
|
angles[ROLL] = 90;
|
|
}
|
|
else if ( angles[ROLL] < -90 )
|
|
{
|
|
angles[ROLL] = -90;
|
|
}
|
|
}
|
|
AnglesToAxis( angles, legs );
|
|
}
|
|
|
|
//clamp relative to forward of cervical bone!
|
|
if ( cent->gent && cent->gent->client && cent->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
looking = qfalse;
|
|
VectorCopy( vec3_origin, chestAngles );
|
|
}
|
|
else
|
|
{
|
|
//look at lookTarget!
|
|
float lookingSpeed = 0.3f;
|
|
looking = CG_CheckLookTarget( cent, lookAngles, &lookingSpeed );
|
|
//Now add head bob when talking
|
|
talking = CG_AddHeadBob( cent, lookAngles );
|
|
|
|
//NOTE: previously, lookAngleSpeed was always 0.25f for the player
|
|
//Figure out how fast head should be turning
|
|
if ( cent->pe.torso.yawing || cent->pe.torso.pitching )
|
|
{//If torso is turning, we want to turn head just as fast
|
|
if ( cent->gent->NPC )
|
|
{
|
|
lookAngleSpeed = cent->gent->NPC->stats.yawSpeed/150;//about 0.33 normally
|
|
}
|
|
else
|
|
{
|
|
lookAngleSpeed = cg_swingSpeed.value;
|
|
}
|
|
}
|
|
else if ( talking )
|
|
{//Slow for head bobbing
|
|
lookAngleSpeed = LOOK_TALKING_SPEED;
|
|
}
|
|
else if ( looking )
|
|
{//Not talking, set it up for looking at enemy, CheckLookTarget will scale it down if neccessary
|
|
lookAngleSpeed = lookingSpeed;
|
|
}
|
|
else if ( cent->gent->client->renderInfo.lookingDebounceTime > cg.time )
|
|
{//Not looking, not talking, head is returning from a talking head bob, use talking speed
|
|
lookAngleSpeed = LOOK_TALKING_SPEED;
|
|
}
|
|
|
|
if ( looking || talking )
|
|
{//want to keep doing this lerp behavior for a full second after stopped looking (so don't snap)
|
|
//we should have a relative look angle, normalized to 180
|
|
cent->gent->client->renderInfo.lookingDebounceTime = cg.time + 1000;
|
|
}
|
|
else
|
|
{
|
|
//still have a relative look angle from above
|
|
}
|
|
|
|
CG_UpdateLookAngles( cent, lookAngles, lookAngleSpeed, -50.0f, 50.0f, -70.0f, 70.0f, -30.0f, 30.0f );
|
|
}
|
|
|
|
if ( cent->gent && cent->gent->client && cent->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
VectorCopy( cent->lerpAngles, lookAngles );
|
|
lookAngles[0] = lookAngles[2] = 0;
|
|
lookAngles[YAW] -= trailingLegsAngles[YAW];
|
|
BG_G2SetBoneAngles( cent, cent->gent, cent->gent->thoracicBone, lookAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw);
|
|
}
|
|
else
|
|
{
|
|
vec3_t headClampMinAngles = {-25,-55,-10}, headClampMaxAngles = {50,50,10};
|
|
CG_G2ClientNeckAngles( cent, lookAngles, headAngles, neckAngles, thoracicAngles, headClampMinAngles, headClampMaxAngles );
|
|
}
|
|
return;
|
|
}
|
|
// All other entities
|
|
else if ( cent->gent && cent->gent->client )
|
|
{
|
|
if ( (cent->gent->client->NPC_class == CLASS_PROBE )
|
|
|| (cent->gent->client->NPC_class == CLASS_R2D2 )
|
|
|| (cent->gent->client->NPC_class == CLASS_R5D2)
|
|
|| (cent->gent->client->NPC_class == CLASS_ATST) )
|
|
{
|
|
VectorCopy( cent->lerpAngles, angles );
|
|
angles[PITCH] = 0;
|
|
|
|
//FIXME: use actual swing/clamp tolerances?
|
|
if ( cent->gent->client->ps.groundEntityNum != ENTITYNUM_NONE )
|
|
{//on the ground
|
|
CG_PlayerLegsYawFromMovement( cent, cent->gent->client->ps.velocity, &angles[YAW], cent->lerpAngles[YAW], -60, 60, qtrue );
|
|
}
|
|
else
|
|
{//face legs to front
|
|
CG_PlayerLegsYawFromMovement( cent, vec3_origin, &angles[YAW], cent->lerpAngles[YAW], -60, 60, qtrue );
|
|
}
|
|
|
|
VectorCopy( cent->lerpAngles, viewAngles );
|
|
// viewAngles[YAW] = viewAngles[ROLL] = 0;
|
|
viewAngles[PITCH] *= 0.5;
|
|
VectorCopy( viewAngles, lookAngles );
|
|
|
|
lookAngles[1] = 0;
|
|
|
|
if ( cent->gent->client->NPC_class == CLASS_ATST )
|
|
{//body pitch
|
|
BG_G2SetBoneAngles( cent, cent->gent, cent->gent->thoracicBone, lookAngles, BONE_ANGLES_POSTMULT,POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw);
|
|
}
|
|
|
|
VectorCopy( viewAngles, lookAngles );
|
|
|
|
vec3_t trailingLegsAngles;
|
|
if ( cent->gent && cent->gent->client && cent->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
CG_ATSTLegsYaw( cent, trailingLegsAngles );
|
|
AnglesToAxis( trailingLegsAngles, legs );
|
|
}
|
|
else
|
|
{
|
|
//FIXME: this needs to properly set the legs.yawing field so we don't erroneously play the turning anim, but we do play it when turning in place
|
|
if ( angles[YAW] == cent->pe.legs.yawAngle )
|
|
{
|
|
cent->pe.legs.yawing = qfalse;
|
|
}
|
|
else
|
|
{
|
|
cent->pe.legs.yawing = qtrue;
|
|
}
|
|
|
|
cent->pe.legs.yawAngle = angles[YAW];
|
|
if ( cent->gent->client )
|
|
{
|
|
cent->gent->client->renderInfo.legsYaw = angles[YAW];
|
|
}
|
|
AnglesToAxis( angles, legs );
|
|
}
|
|
|
|
// if ( cent->gent && cent->gent->client && cent->gent->client->NPC_class == CLASS_ATST )
|
|
// {
|
|
// looking = qfalse;
|
|
// }
|
|
// else
|
|
{ //look at lookTarget!
|
|
//FIXME: snaps to side when lets go of lookTarget... ?
|
|
float lookingSpeed = 0.3f;
|
|
looking = CG_CheckLookTarget( cent, lookAngles, &lookingSpeed );
|
|
lookAngles[PITCH] = lookAngles[ROLL] = 0;//droids can't pitch or roll their heads
|
|
if ( looking )
|
|
{//want to keep doing this lerp behavior for a full second after stopped looking (so don't snap)
|
|
cent->gent->client->renderInfo.lookingDebounceTime = cg.time + 1000;
|
|
}
|
|
}
|
|
if ( cent->gent->client->renderInfo.lookingDebounceTime > cg.time )
|
|
{ //adjust for current body orientation
|
|
lookAngles[YAW] -= cent->pe.torso.yawAngle;
|
|
lookAngles[YAW] -= cent->pe.legs.yawAngle;
|
|
|
|
//normalize
|
|
lookAngles[YAW] = AngleNormalize180( lookAngles[YAW] );
|
|
|
|
//slowly lerp to this new value
|
|
//Remember last headAngles
|
|
vec3_t oldLookAngles;
|
|
VectorCopy( cent->gent->client->renderInfo.lastHeadAngles, oldLookAngles );
|
|
if( VectorCompare( oldLookAngles, lookAngles ) == qfalse )
|
|
{
|
|
//FIXME: This clamp goes off viewAngles,
|
|
//but really should go off the tag_torso's axis[0] angles, no?
|
|
lookAngles[YAW] = oldLookAngles[YAW]+(lookAngles[YAW]-oldLookAngles[YAW])*cg.frameInterpolation*0.25;
|
|
}
|
|
//Remember current lookAngles next time
|
|
VectorCopy( lookAngles, cent->gent->client->renderInfo.lastHeadAngles );
|
|
}
|
|
else
|
|
{//Remember current lookAngles next time
|
|
VectorCopy( lookAngles, cent->gent->client->renderInfo.lastHeadAngles );
|
|
}
|
|
if ( cent->gent->client->NPC_class == CLASS_ATST )
|
|
{
|
|
VectorCopy( cent->lerpAngles, lookAngles );
|
|
lookAngles[0] = lookAngles[2] = 0;
|
|
lookAngles[YAW] -= trailingLegsAngles[YAW];
|
|
}
|
|
else
|
|
{
|
|
lookAngles[PITCH] = lookAngles[ROLL] = 0;
|
|
lookAngles[YAW] -= cent->pe.legs.yawAngle;
|
|
}
|
|
BG_G2SetBoneAngles( cent, cent->gent, cent->gent->craniumBone, lookAngles, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, cgs.model_draw);
|
|
//return;
|
|
}
|
|
else//if ( (cent->gent->client->NPC_class == CLASS_GONK ) || (cent->gent->client->NPC_class == CLASS_INTERROGATOR) || (cent->gent->client->NPC_class == CLASS_SENTRY) )
|
|
{
|
|
VectorCopy( cent->lerpAngles, angles );
|
|
cent->pe.torso.pitchAngle = 0;
|
|
cent->pe.torso.yawAngle = 0;
|
|
cent->pe.legs.pitchAngle = angles[0];
|
|
cent->gent->client->renderInfo.legsYaw = cent->pe.legs.yawAngle = angles[1];
|
|
AnglesToAxis( angles, legs );
|
|
//return;
|
|
}
|
|
}
|
|
}
|
|
|
|
void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] )
|
|
{
|
|
vec3_t legsAngles, torsoAngles, headAngles;
|
|
vec3_t lookAngles, viewAngles;
|
|
float headYawClampMin, headYawClampMax;
|
|
float headPitchClampMin, headPitchClampMax;
|
|
float torsoYawSwingTolMin, torsoYawSwingTolMax;
|
|
float torsoYawClampMin, torsoYawClampMax;
|
|
float torsoPitchSwingTolMin, torsoPitchSwingTolMax;
|
|
float torsoPitchClampMin, torsoPitchClampMax;
|
|
float legsYawSwingTolMin, legsYawSwingTolMax;
|
|
float maxYawSpeed, yawSpeed, lookingSpeed;
|
|
float lookAngleSpeed = LOOK_TALKING_SPEED;//shut up the compiler
|
|
float swing, scale;
|
|
int i;
|
|
qboolean looking = qfalse, talking = qfalse;
|
|
|
|
if ( cg.renderingThirdPerson && cent->gent && cent->gent->s.number == 0 )
|
|
{
|
|
// If we are rendering third person, we should just force the player body to always fully face
|
|
// whatever way they are looking, otherwise, you can end up with gun shots coming off of the
|
|
// gun at angles that just look really wrong.
|
|
|
|
//NOTENOTE: shots are coming out of the gun at ridiculous angles. The head & torso
|
|
//should pitch *some* when looking up and down...
|
|
|
|
//VectorClear( viewAngles );
|
|
VectorCopy( cent->lerpAngles, viewAngles );
|
|
|
|
viewAngles[YAW] = viewAngles[ROLL] = 0;
|
|
viewAngles[PITCH] *= 0.5;
|
|
AnglesToAxis( viewAngles, head );
|
|
|
|
viewAngles[PITCH] *= 0.75;
|
|
cent->pe.torso.pitchAngle = viewAngles[PITCH];
|
|
cent->pe.torso.yawAngle = viewAngles[YAW];
|
|
AnglesToAxis( viewAngles, torso );
|
|
|
|
VectorCopy( cent->lerpAngles, lookAngles );
|
|
lookAngles[PITCH] = 0;
|
|
|
|
//FIXME: this needs to properly set the legs.yawing field so we don't erroneously play the turning anim, but we do play it when turning in place
|
|
if ( lookAngles[YAW] == cent->pe.legs.yawAngle )
|
|
{
|
|
cent->pe.legs.yawing = qfalse;
|
|
}
|
|
else
|
|
{
|
|
cent->pe.legs.yawing = qtrue;
|
|
}
|
|
|
|
if ( cent->gent->client->ps.velocity[0] || cent->gent->client->ps.velocity[1] )
|
|
{
|
|
float moveYaw;
|
|
moveYaw = vectoyaw( cent->gent->client->ps.velocity );
|
|
lookAngles[YAW] = cent->lerpAngles[YAW] + AngleDelta( cent->lerpAngles[YAW], moveYaw );
|
|
}
|
|
|
|
cent->pe.legs.yawAngle = lookAngles[YAW];
|
|
if ( cent->gent->client )
|
|
{
|
|
cent->gent->client->renderInfo.legsYaw = lookAngles[YAW];
|
|
}
|
|
AnglesToAxis( lookAngles, legs );
|
|
|
|
return;
|
|
}
|
|
|
|
if(cent->currentState.eFlags & EF_NPC)
|
|
{
|
|
headYawClampMin = -cent->gent->client->renderInfo.headYawRangeLeft;
|
|
headYawClampMax = cent->gent->client->renderInfo.headYawRangeRight;
|
|
//These next two are only used for a calc below- this clamp is done in PM_UpdateViewAngles
|
|
headPitchClampMin = -cent->gent->client->renderInfo.headPitchRangeUp;
|
|
headPitchClampMax = cent->gent->client->renderInfo.headPitchRangeDown;
|
|
|
|
torsoYawSwingTolMin = headYawClampMin * 0.3;
|
|
torsoYawSwingTolMax = headYawClampMax * 0.3;
|
|
torsoPitchSwingTolMin = headPitchClampMin * 0.5;
|
|
torsoPitchSwingTolMax = headPitchClampMax * 0.5;
|
|
torsoYawClampMin = -cent->gent->client->renderInfo.torsoYawRangeLeft;
|
|
torsoYawClampMax = cent->gent->client->renderInfo.torsoYawRangeRight;
|
|
torsoPitchClampMin = -cent->gent->client->renderInfo.torsoPitchRangeUp;
|
|
torsoPitchClampMax = cent->gent->client->renderInfo.torsoPitchRangeDown;
|
|
|
|
legsYawSwingTolMin = torsoYawClampMin * 0.5;
|
|
legsYawSwingTolMax = torsoYawClampMax * 0.5;
|
|
|
|
if ( cent->gent && cent->gent->next_roff_time && cent->gent->next_roff_time >= cg.time )
|
|
{//Following a roff, body must keep up with head, yaw-wise
|
|
headYawClampMin =
|
|
headYawClampMax =
|
|
torsoYawSwingTolMin =
|
|
torsoYawSwingTolMax =
|
|
torsoYawClampMin =
|
|
torsoYawClampMax =
|
|
legsYawSwingTolMin =
|
|
legsYawSwingTolMax = 0;
|
|
}
|
|
|
|
yawSpeed = maxYawSpeed = cent->gent->NPC->stats.yawSpeed/150;//about 0.33 normally
|
|
}
|
|
else
|
|
{
|
|
headYawClampMin = -70;
|
|
headYawClampMax = 70;
|
|
|
|
//These next two are only used for a calc below- this clamp is done in PM_UpdateViewAngles
|
|
headPitchClampMin = -90;
|
|
headPitchClampMax = 90;
|
|
|
|
torsoYawSwingTolMin = -90;
|
|
torsoYawSwingTolMax = 90;
|
|
torsoPitchSwingTolMin = -90;
|
|
torsoPitchSwingTolMax = 90;
|
|
torsoYawClampMin = -90;
|
|
torsoYawClampMax = 90;
|
|
torsoPitchClampMin = -90;
|
|
torsoPitchClampMax = 90;
|
|
|
|
legsYawSwingTolMin = -90;
|
|
legsYawSwingTolMax = 90;
|
|
|
|
yawSpeed = maxYawSpeed = cg_swingSpeed.value;
|
|
}
|
|
|
|
if(yawSpeed <= 0)
|
|
{//Just in case
|
|
yawSpeed = 0.5f; //was 0.33
|
|
}
|
|
|
|
lookingSpeed = yawSpeed;
|
|
|
|
VectorCopy( cent->lerpAngles, headAngles );
|
|
headAngles[YAW] = AngleNormalize360( headAngles[YAW] );
|
|
VectorClear( legsAngles );
|
|
VectorClear( torsoAngles );
|
|
|
|
// --------- yaw -------------
|
|
|
|
//Clamp and swing the legs
|
|
legsAngles[YAW] = headAngles[YAW];
|
|
|
|
if(cent->gent->client->renderInfo.renderFlags & RF_LOCKEDANGLE)
|
|
{
|
|
cent->gent->client->renderInfo.legsYaw = cent->pe.legs.yawAngle = cent->gent->client->renderInfo.lockYaw;
|
|
cent->pe.legs.yawing = qfalse;
|
|
legsAngles[YAW] = cent->pe.legs.yawAngle;
|
|
}
|
|
else
|
|
{
|
|
qboolean alwaysFace = qfalse;
|
|
if ( cent->gent && cent->gent->health > 0 )
|
|
{
|
|
if ( cent->gent->enemy )
|
|
{
|
|
alwaysFace = qtrue;
|
|
}
|
|
if ( CG_PlayerLegsYawFromMovement( cent, cent->gent->client->ps.velocity, &legsAngles[YAW], headAngles[YAW], torsoYawClampMin, torsoYawClampMax, alwaysFace ) )
|
|
{
|
|
if ( legsAngles[YAW] == cent->pe.legs.yawAngle )
|
|
{
|
|
cent->pe.legs.yawing = qfalse;
|
|
}
|
|
else
|
|
{
|
|
cent->pe.legs.yawing = qtrue;
|
|
}
|
|
cent->pe.legs.yawAngle = legsAngles[YAW];
|
|
if ( cent->gent->client )
|
|
{
|
|
cent->gent->client->renderInfo.legsYaw = legsAngles[YAW];
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CG_SwingAngles( legsAngles[YAW], legsYawSwingTolMin, legsYawSwingTolMax, torsoYawClampMin, torsoYawClampMax, maxYawSpeed, ¢->pe.legs.yawAngle, ¢->pe.legs.yawing );
|
|
legsAngles[YAW] = cent->pe.legs.yawAngle;
|
|
if ( cent->gent->client )
|
|
{
|
|
cent->gent->client->renderInfo.legsYaw = legsAngles[YAW];
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
CG_SwingAngles( legsAngles[YAW], legsYawSwingTolMin, legsYawSwingTolMax, torsoYawClampMin, torsoYawClampMax, maxYawSpeed, ¢->pe.legs.yawAngle, ¢->pe.legs.yawing );
|
|
legsAngles[YAW] = cent->pe.legs.yawAngle;
|
|
if ( cent->gent->client )
|
|
{
|
|
cent->gent->client->renderInfo.legsYaw = legsAngles[YAW];
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
legsAngles[YAW] = cent->pe.legs.yawAngle;
|
|
if ( cent->gent->client )
|
|
{
|
|
cent->gent->client->renderInfo.legsYaw = legsAngles[YAW];
|
|
}
|
|
*/
|
|
|
|
// torso
|
|
// If applicable, swing the lower parts to catch up with the head
|
|
CG_SwingAngles( headAngles[YAW], torsoYawSwingTolMin, torsoYawSwingTolMax, headYawClampMin, headYawClampMax, yawSpeed, ¢->pe.torso.yawAngle, ¢->pe.torso.yawing);
|
|
torsoAngles[YAW] = cent->pe.torso.yawAngle;
|
|
|
|
// ---------- pitch -----------
|
|
|
|
//As the body twists to its extents, the back tends to arch backwards
|
|
|
|
|
|
float dest;
|
|
// only show a fraction of the pitch angle in the torso
|
|
if ( headAngles[PITCH] > 180 )
|
|
{
|
|
dest = (-360 + headAngles[PITCH]) * 0.75;
|
|
}
|
|
else
|
|
{
|
|
dest = headAngles[PITCH] * 0.75;
|
|
}
|
|
|
|
CG_SwingAngles( dest, torsoPitchSwingTolMin, torsoPitchSwingTolMax, torsoPitchClampMin, torsoPitchClampMax, 0.1f, ¢->pe.torso.pitchAngle, ¢->pe.torso.pitching );
|
|
torsoAngles[PITCH] = cent->pe.torso.pitchAngle;
|
|
// --------- roll -------------
|
|
|
|
// pain twitch - FIXME: don't do this if you have no head (like droids?)
|
|
// Maybe need to have clamp angles for roll as well as pitch and yaw?
|
|
//CG_AddPainTwitch( cent, torsoAngles );
|
|
|
|
//----------- Special head looking ---------------
|
|
|
|
//FIXME: to clamp the head angles, figure out tag_head's offset from tag_torso and add
|
|
// that to whatever offset we're getting here... so turning the head in an
|
|
// anim that also turns the head doesn't allow the head to turn out of range.
|
|
|
|
//Start with straight ahead
|
|
VectorCopy( headAngles, viewAngles );
|
|
VectorCopy( headAngles, lookAngles );
|
|
|
|
//Remember last headAngles
|
|
VectorCopy( cent->gent->client->renderInfo.lastHeadAngles, headAngles );
|
|
|
|
//See if we're looking at someone/thing
|
|
looking = CG_CheckLookTarget( cent, lookAngles, &lookingSpeed );
|
|
|
|
//Now add head bob when talking
|
|
if ( cent->gent->client->clientInfo.extensions )
|
|
{
|
|
talking = CG_AddHeadBob( cent, lookAngles );
|
|
}
|
|
|
|
//Figure out how fast head should be turning
|
|
if ( cent->pe.torso.yawing || cent->pe.torso.pitching )
|
|
{//If torso is turning, we want to turn head just as fast
|
|
lookAngleSpeed = yawSpeed;
|
|
}
|
|
else if ( talking )
|
|
{//Slow for head bobbing
|
|
lookAngleSpeed = LOOK_TALKING_SPEED;
|
|
}
|
|
else if ( looking )
|
|
{//Not talking, set it up for looking at enemy, CheckLookTarget will scale it down if neccessary
|
|
lookAngleSpeed = lookingSpeed;
|
|
}
|
|
else if ( cent->gent->client->renderInfo.lookingDebounceTime > cg.time )
|
|
{//Not looking, not talking, head is returning from a talking head bob, use talking speed
|
|
lookAngleSpeed = LOOK_TALKING_SPEED;
|
|
}
|
|
|
|
if ( looking || talking )
|
|
{//Keep this type of looking for a second after stopped looking
|
|
cent->gent->client->renderInfo.lookingDebounceTime = cg.time + 1000;
|
|
}
|
|
|
|
if ( cent->gent->client->renderInfo.lookingDebounceTime > cg.time )
|
|
{
|
|
//Calc our actual desired head angles
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
lookAngles[i] = AngleNormalize360( cent->gent->client->renderInfo.headBobAngles[i] + lookAngles[i] );
|
|
}
|
|
|
|
if( VectorCompare( headAngles, lookAngles ) == qfalse )
|
|
{
|
|
//FIXME: This clamp goes off viewAngles,
|
|
//but really should go off the tag_torso's axis[0] angles, no?
|
|
CG_UpdateAngleClamp( lookAngles[PITCH], headPitchClampMin/1.25, headPitchClampMax/1.25, lookAngleSpeed, &headAngles[PITCH], viewAngles[PITCH] );
|
|
CG_UpdateAngleClamp( lookAngles[YAW], headYawClampMin/1.25, headYawClampMax/1.25, lookAngleSpeed, &headAngles[YAW], viewAngles[YAW] );
|
|
CG_UpdateAngleClamp( lookAngles[ROLL], -10, 10, lookAngleSpeed, &headAngles[ROLL], viewAngles[ROLL] );
|
|
}
|
|
|
|
if ( !cent->gent->enemy || cent->gent->enemy->s.number != cent->gent->client->renderInfo.lookTarget )
|
|
{
|
|
//NOTE: Hacky, yes, I know, but necc.
|
|
//We want to turn the body to follow the lookTarget
|
|
//ONLY IF WE DON'T HAVE AN ENEMY OR OUR ENEMY IS NOT OUR LOOKTARGET
|
|
//This is the piece of code that was making the enemies not face where
|
|
//they were actually aiming.
|
|
|
|
//Yaw change
|
|
swing = AngleSubtract( legsAngles[YAW], headAngles[YAW] );
|
|
scale = fabs( swing ) / ( torsoYawClampMax + 0.01 ); //NOTENOTE: Some ents have a clamp of 0, which is bad for division
|
|
|
|
scale *= LOOK_SWING_SCALE;
|
|
torsoAngles[YAW] = legsAngles[YAW] - ( swing * scale );
|
|
|
|
//Pitch change
|
|
swing = AngleSubtract( legsAngles[PITCH], headAngles[PITCH] );
|
|
scale = fabs( swing ) / ( torsoPitchClampMax + 0.01 ); //NOTENOTE: Some ents have a clamp of 0, which is bad for division
|
|
|
|
scale *= LOOK_SWING_SCALE;
|
|
torsoAngles[PITCH] = legsAngles[PITCH] - ( swing * scale );
|
|
}
|
|
}
|
|
else
|
|
{//Look straight ahead
|
|
VectorCopy( viewAngles, headAngles );
|
|
}
|
|
|
|
//Remember current headAngles next time
|
|
VectorCopy( headAngles, cent->gent->client->renderInfo.lastHeadAngles );
|
|
|
|
//-------------------------------------------------------------
|
|
|
|
// pull the angles back out of the hierarchial chain
|
|
AnglesSubtract( headAngles, torsoAngles, headAngles );
|
|
AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
|
|
AnglesToAxis( legsAngles, legs );
|
|
AnglesToAxis( torsoAngles, torso );
|
|
AnglesToAxis( headAngles, head );
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_TrailItem
|
|
===============
|
|
*/
|
|
void CG_TrailItem( centity_t *cent, qhandle_t hModel ) {
|
|
refEntity_t ent;
|
|
vec3_t angles;
|
|
vec3_t axis[3];
|
|
|
|
VectorCopy( cent->lerpAngles, angles );
|
|
angles[PITCH] = 0;
|
|
angles[ROLL] = 0;
|
|
AnglesToAxis( angles, axis );
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
VectorMA( cent->lerpOrigin, -24, axis[0], ent.origin );
|
|
ent.origin[2] += 20;
|
|
VectorScale( cg.autoAxis[0], 0.75, ent.axis[0] );
|
|
VectorScale( cg.autoAxis[1], 0.75, ent.axis[1] );
|
|
VectorScale( cg.autoAxis[2], 0.75, ent.axis[2] );
|
|
ent.hModel = hModel;
|
|
cgi_R_AddRefEntityToScene( &ent );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerPowerups
|
|
===============
|
|
*/
|
|
extern void CG_Seeker( centity_t *cent );
|
|
void CG_PlayerPowerups( centity_t *cent )
|
|
{
|
|
if ( !cent->currentState.powerups ) {
|
|
return;
|
|
}
|
|
/*
|
|
|
|
// quad gives a dlight
|
|
if ( cent->currentState.powerups & ( 1 << PW_QUAD ) ) {
|
|
cgi_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2, 0.2, 1 );
|
|
}
|
|
|
|
// redflag
|
|
if ( cent->currentState.powerups & ( 1 << PW_REDFLAG ) ) {
|
|
CG_TrailItem( cent, cgs.media.redFlagModel );
|
|
cgi_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1, 0.2, 0.2 );
|
|
}
|
|
|
|
// blueflag
|
|
if ( cent->currentState.powerups & ( 1 << PW_BLUEFLAG ) ) {
|
|
CG_TrailItem( cent, cgs.media.blueFlagModel );
|
|
cgi_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2, 0.2, 1 );
|
|
}
|
|
*/
|
|
// invul gives a dlight
|
|
// if ( cent->currentState.powerups & ( 1 << PW_BATTLESUIT ) )
|
|
// {
|
|
// cgi_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.8f, 0.8f, 0.2f );
|
|
// }
|
|
|
|
// seeker coolness
|
|
/* if ( cent->currentState.powerups & ( 1 << PW_SEEKER ) )
|
|
{
|
|
// CG_Seeker(cent);
|
|
}*/
|
|
}
|
|
|
|
#define SHADOW_DISTANCE 128
|
|
static qboolean _PlayerShadow( const vec3_t origin, const float orientation, float *const shadowPlane, const float radius ) {
|
|
vec3_t end, mins = {-7, -7, 0}, maxs = {7, 7, 2};
|
|
trace_t trace;
|
|
float alpha;
|
|
|
|
// send a trace down from the player to the ground
|
|
VectorCopy( origin, end );
|
|
end[2] -= SHADOW_DISTANCE;
|
|
|
|
cgi_CM_BoxTrace( &trace, origin, end, mins, maxs, 0, MASK_PLAYERSOLID );
|
|
|
|
// no shadow if too high
|
|
if ( trace.fraction == 1.0 || (trace.startsolid && trace.allsolid) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
*shadowPlane = trace.endpos[2] + 1;
|
|
|
|
if ( cg_shadows.integer != 1 ) { // no mark for stencil or projection shadows
|
|
return qtrue;
|
|
}
|
|
|
|
// fade the shadow out with height
|
|
alpha = 1.0 - trace.fraction;
|
|
|
|
// add the mark as a temporary, so it goes directly to the renderer
|
|
// without taking a spot in the cg_marks array
|
|
CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
|
|
orientation, 1,1,1,alpha, qfalse, radius, qtrue );
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerShadow
|
|
|
|
Returns the Z component of the surface being shadowed
|
|
|
|
should it return a full plane instead of a Z?
|
|
===============
|
|
*/
|
|
static qboolean CG_PlayerShadow( centity_t *const cent, float *const shadowPlane ) {
|
|
*shadowPlane = 0;
|
|
|
|
if ( cg_shadows.integer == 0 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// no shadows when cloaked
|
|
if ( cent->currentState.powerups & ( 1 << PW_CLOAKED ))
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if (cent->gent->client->NPC_class == CLASS_ATST)
|
|
{
|
|
qboolean bShadowed;
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t tempAngles,sideOrigin;
|
|
tempAngles[PITCH] = 0;
|
|
tempAngles[YAW] = cent->pe.legs.yawAngle;
|
|
tempAngles[ROLL] = 0;
|
|
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->footLBolt,
|
|
&boltMatrix, tempAngles, cent->lerpOrigin,
|
|
cg.time, cgs.model_draw, cent->currentState.modelScale);
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, sideOrigin );
|
|
sideOrigin[2] += 30; //fudge up a bit for coplaner
|
|
bShadowed = _PlayerShadow(sideOrigin, 0, shadowPlane, 28);
|
|
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->footRBolt,
|
|
&boltMatrix, tempAngles, cent->lerpOrigin, cg.time,
|
|
cgs.model_draw, cent->currentState.modelScale);
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, sideOrigin );
|
|
sideOrigin[2] += 30; //fudge up a bit for coplaner
|
|
bShadowed = (qboolean)(_PlayerShadow(sideOrigin, 0, shadowPlane, 28) || bShadowed);
|
|
|
|
bShadowed = (qboolean)(_PlayerShadow(cent->lerpOrigin, cent->pe.legs.yawAngle, shadowPlane, 64) || bShadowed);
|
|
return bShadowed;
|
|
}
|
|
else
|
|
{
|
|
return _PlayerShadow(cent->lerpOrigin, cent->pe.legs.yawAngle, shadowPlane, 16);
|
|
}
|
|
|
|
}
|
|
|
|
void _PlayerSplash( const vec3_t origin, const vec3_t velocity, const float radius, const int maxUp )
|
|
{
|
|
static vec3_t WHITE={1,1,1};
|
|
vec3_t start, end;
|
|
trace_t trace;
|
|
int contents;
|
|
|
|
VectorCopy( origin, end );
|
|
end[2] -= 24;
|
|
|
|
// if the feet aren't in liquid, don't make a mark
|
|
// this won't handle moving water brushes, but they wouldn't draw right anyway...
|
|
contents = cgi_CM_PointContents( end, 0 );
|
|
if ( !( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
VectorCopy( origin, start );
|
|
if ( maxUp < 32 )
|
|
{//our head may actually be lower than 32 above our origin
|
|
start[2] += maxUp;
|
|
}
|
|
else
|
|
{
|
|
start[2] += 32;
|
|
}
|
|
|
|
// if the head isn't out of liquid, don't make a mark
|
|
contents = cgi_CM_PointContents( start, 0 );
|
|
if ( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// trace down to find the surface
|
|
cgi_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) );
|
|
|
|
if ( trace.fraction == 1.0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
VectorCopy( trace.endpos, end );
|
|
|
|
end[0] += Q_flrand(-1.0f, 1.0f) * 3.0f;
|
|
end[1] += Q_flrand(-1.0f, 1.0f) * 3.0f;
|
|
end[2] += 1.0f; //fudge up
|
|
|
|
int t = VectorLengthSquared( velocity );
|
|
|
|
if ( t > 8192 ) // oh, magic number
|
|
{
|
|
t = 8192;
|
|
}
|
|
|
|
float alpha = ( t / 8192.0f ) * 0.6f + 0.2f;
|
|
|
|
FX_AddOrientedParticle( end, trace.plane.normal, NULL, NULL,
|
|
6.0f, radius + Q_flrand(0.0f, 1.0f) * 48.0f, 0,
|
|
alpha, 0.0f, 0.0f,
|
|
WHITE, WHITE, 0.0f,
|
|
Q_flrand(0.0f, 1.0f) * 360, Q_flrand(-1.0f, 1.0f) * 6.0f, NULL, NULL, 0.0f, 0 ,0, 1200,
|
|
cgs.media.wakeMarkShader, FX_ALPHA_LINEAR | FX_SIZE_LINEAR );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerSplash
|
|
|
|
Draw a mark at the water surface
|
|
===============
|
|
*/
|
|
void CG_PlayerSplash( centity_t *cent )
|
|
{
|
|
if ( !cg_shadows.integer )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( cent->gent && cent->gent->client )
|
|
{
|
|
gclient_t *cl = cent->gent->client;
|
|
|
|
if ( cent->gent->disconnectDebounceTime < cg.time ) // can't do these expanding ripples all the time
|
|
{
|
|
if ( cl->NPC_class == CLASS_ATST )
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t tempAngles, sideOrigin;
|
|
|
|
tempAngles[PITCH] = 0;
|
|
tempAngles[YAW] = cent->pe.legs.yawAngle;
|
|
tempAngles[ROLL] = 0;
|
|
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->footLBolt,
|
|
&boltMatrix, tempAngles, cent->lerpOrigin,
|
|
cg.time, cgs.model_draw, cent->currentState.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, sideOrigin );
|
|
sideOrigin[2] += 22; //fudge up a bit for coplaner
|
|
_PlayerSplash( sideOrigin, cl->ps.velocity, 42, cent->gent->maxs[2] );
|
|
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->footRBolt,
|
|
&boltMatrix, tempAngles, cent->lerpOrigin, cg.time,
|
|
cgs.model_draw, cent->currentState.modelScale);
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, sideOrigin );
|
|
sideOrigin[2] += 22; //fudge up a bit for coplaner
|
|
|
|
_PlayerSplash( sideOrigin, cl->ps.velocity, 42, cent->gent->maxs[2] );
|
|
}
|
|
else
|
|
{
|
|
// player splash mark
|
|
_PlayerSplash( cent->lerpOrigin, cl->ps.velocity, 36, cl->renderInfo.eyePoint[2] - cent->lerpOrigin[2] + 5 );
|
|
}
|
|
|
|
cent->gent->disconnectDebounceTime = cg.time + 125 + Q_flrand(0.0f, 1.0f) * 50.0f;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_LightningBolt
|
|
===============
|
|
*/
|
|
|
|
void CG_LightningBolt( centity_t *cent, vec3_t origin )
|
|
{
|
|
// FIXME: This sound also plays when the weapon first fires which causes little sputtering sounds..not exactly cool
|
|
// Must be currently firing
|
|
if ( !( cent->currentState.eFlags & EF_FIRING ) )
|
|
return;
|
|
|
|
//Must be a durational weapon
|
|
// if ( cent->currentState.weapon == WP_DEMP2 && cent->currentState.eFlags & EF_ALT_FIRING )
|
|
// { /*nothing*/ }
|
|
// else
|
|
{
|
|
return;
|
|
}
|
|
|
|
/* trace_t trace;
|
|
gentity_t *traceEnt;
|
|
vec3_t end, forward, org, angs;
|
|
qboolean spark = qfalse, impact = qtrue;//, weak = qfalse;
|
|
|
|
// for lightning weapons coming from the player, it had better hit the crosshairs or else..
|
|
if ( cent->gent->s.number )
|
|
{
|
|
VectorCopy( origin, org );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( cg.refdef.vieworg, org );
|
|
}
|
|
|
|
// Find the impact point of the beam
|
|
VectorCopy( cent->lerpAngles, angs );
|
|
|
|
AngleVectors( angs, forward, NULL, NULL );
|
|
|
|
VectorMA( org, weaponData[cent->currentState.weapon].range, forward, end );
|
|
|
|
CG_Trace( &trace, org, vec3_origin, vec3_origin, end, cent->currentState.number, MASK_SHOT );
|
|
traceEnt = &g_entities[ trace.entityNum ];
|
|
|
|
// Make sparking be a bit less frame-rate dependent..also never add sparking when we hit a surface with a NOIMPACT flag
|
|
if ( cent->gent->fx_time < cg.time && !(trace.surfaceFlags & SURF_NOIMPACT ))
|
|
{
|
|
spark = qtrue;
|
|
cent->gent->fx_time = cg.time + Q_flrand(0.0f, 1.0f) * 100 + 100;
|
|
}
|
|
|
|
// Don't draw certain kinds of impacts when it hits a player and such..or when we hit a surface with a NOIMPACT flag
|
|
if ( (traceEnt->takedamage && traceEnt->client) || (trace.surfaceFlags & SURF_NOIMPACT) )
|
|
{
|
|
impact = qfalse;
|
|
}
|
|
|
|
// Add in the effect
|
|
switch ( cent->currentState.weapon )
|
|
{
|
|
case WP_DEMP2:
|
|
// vec3_t org;
|
|
|
|
extern void FX_DEMP2_AltBeam( vec3_t start, vec3_t end, vec3_t normal, //qboolean spark,
|
|
vec3_t targ1, vec3_t targ2 );
|
|
|
|
// Move the beam back a bit to help cover up the poly edges on the fire beam
|
|
// VectorMA( origin, -4, forward, org );
|
|
// FIXME: Looks and works like ASS, so don't let people see it until it improves
|
|
FX_DEMP2_AltBeam( origin, trace.endpos, trace.plane.normal, cent->gent->pos1, cent->gent->pos2 );
|
|
break;
|
|
|
|
}
|
|
*/
|
|
}
|
|
|
|
//-------------------------------------------
|
|
void CG_ForcePushBlur( const vec3_t org )
|
|
{
|
|
localEntity_t *ex;
|
|
|
|
ex = CG_AllocLocalEntity();
|
|
ex->leType = LE_PUFF;
|
|
ex->refEntity.reType = RT_SPRITE;
|
|
ex->radius = 2.0f;
|
|
ex->startTime = cg.time;
|
|
ex->endTime = ex->startTime + 120;
|
|
VectorCopy( org, ex->pos.trBase );
|
|
ex->pos.trTime = cg.time;
|
|
ex->pos.trType = TR_LINEAR;
|
|
VectorScale( cg.refdef.viewaxis[1], 55, ex->pos.trDelta );
|
|
|
|
ex->color[0] = 24;
|
|
ex->color[1] = 32;
|
|
ex->color[2] = 40;
|
|
ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/effects/forcePush" );
|
|
|
|
ex = CG_AllocLocalEntity();
|
|
ex->leType = LE_PUFF;
|
|
ex->refEntity.reType = RT_SPRITE;
|
|
ex->refEntity.rotation = 180.0f;
|
|
ex->radius = 2.0f;
|
|
ex->startTime = cg.time;
|
|
ex->endTime = ex->startTime + 120;
|
|
VectorCopy( org, ex->pos.trBase );
|
|
ex->pos.trTime = cg.time;
|
|
ex->pos.trType = TR_LINEAR;
|
|
VectorScale( cg.refdef.viewaxis[1], -55, ex->pos.trDelta );
|
|
|
|
ex->color[0] = 24;
|
|
ex->color[1] = 32;
|
|
ex->color[2] = 40;
|
|
ex->refEntity.customShader = cgi_R_RegisterShader( "gfx/effects/forcePush" );
|
|
}
|
|
|
|
static void CG_ForcePushBodyBlur( centity_t *cent, const vec3_t origin, vec3_t tempAngles )
|
|
{
|
|
vec3_t fxOrg;
|
|
mdxaBone_t boltMatrix;
|
|
|
|
// Head blur
|
|
CG_ForcePushBlur( cent->gent->client->renderInfo.eyePoint );
|
|
|
|
// Do a torso based blur
|
|
if (cent->gent->torsoBolt>=0)
|
|
{
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->torsoBolt,
|
|
&boltMatrix, tempAngles, origin, cg.time,
|
|
cgs.model_draw, cent->currentState.modelScale);
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, fxOrg );
|
|
CG_ForcePushBlur( fxOrg );
|
|
}
|
|
|
|
if (cent->gent->handRBolt>=0)
|
|
{
|
|
// Do a right-hand based blur
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->handRBolt,
|
|
&boltMatrix, tempAngles, origin, cg.time,
|
|
cgs.model_draw, cent->currentState.modelScale);
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, fxOrg );
|
|
CG_ForcePushBlur( fxOrg );
|
|
}
|
|
|
|
if (cent->gent->handLBolt>=0)
|
|
{
|
|
// Do a left-hand based blur
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->handLBolt,
|
|
&boltMatrix, tempAngles, origin, cg.time,
|
|
cgs.model_draw, cent->currentState.modelScale);
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, fxOrg );
|
|
CG_ForcePushBlur( fxOrg );
|
|
}
|
|
|
|
// Do the knees
|
|
if (cent->gent->kneeLBolt>=0)
|
|
{
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->kneeLBolt,
|
|
&boltMatrix, tempAngles, origin, cg.time,
|
|
cgs.model_draw, cent->currentState.modelScale);
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, fxOrg );
|
|
CG_ForcePushBlur( fxOrg );
|
|
}
|
|
|
|
if (cent->gent->kneeRBolt>=0)
|
|
{
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->kneeRBolt,
|
|
&boltMatrix, tempAngles, origin, cg.time,
|
|
cgs.model_draw, cent->currentState.modelScale);
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, fxOrg );
|
|
CG_ForcePushBlur( fxOrg );
|
|
}
|
|
|
|
if (cent->gent->elbowLBolt>=0)
|
|
{
|
|
// Do the elbows
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->elbowLBolt,
|
|
&boltMatrix, tempAngles, origin, cg.time,
|
|
cgs.model_draw, cent->currentState.modelScale);
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, fxOrg );
|
|
CG_ForcePushBlur( fxOrg );
|
|
}
|
|
if (cent->gent->elbowRBolt>=0)
|
|
{
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->elbowRBolt,
|
|
&boltMatrix, tempAngles, origin, cg.time,
|
|
cgs.model_draw, cent->currentState.modelScale);
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, fxOrg );
|
|
CG_ForcePushBlur( fxOrg );
|
|
}
|
|
}
|
|
|
|
static void CG_ForceElectrocution( centity_t *cent, const vec3_t origin, vec3_t tempAngles )
|
|
{
|
|
// Undoing for now, at least this code should compile if I ( or anyone else ) decides to work on this effect
|
|
qboolean found = qfalse;
|
|
vec3_t fxOrg, fxOrg2, dir;
|
|
vec3_t rgb = {1.0f,1.0f,1.0f};
|
|
mdxaBone_t boltMatrix;
|
|
|
|
int bolt=-1;
|
|
int iter=0;
|
|
// Pick a random start point
|
|
while (bolt<0)
|
|
{
|
|
int test;
|
|
if (iter>5)
|
|
{
|
|
test=iter-5;
|
|
}
|
|
else
|
|
{
|
|
test=Q_irand(0,6);
|
|
}
|
|
switch(test)
|
|
{
|
|
case 0:
|
|
// Right Elbow
|
|
bolt=cent->gent->elbowRBolt;
|
|
break;
|
|
case 1:
|
|
// Left Hand
|
|
bolt=cent->gent->handLBolt;
|
|
break;
|
|
case 2:
|
|
// Right hand
|
|
bolt=cent->gent->handRBolt;
|
|
break;
|
|
case 3:
|
|
// Left Foot
|
|
bolt=cent->gent->footLBolt;
|
|
break;
|
|
case 4:
|
|
// Right foot
|
|
bolt=cent->gent->footRBolt;
|
|
break;
|
|
case 5:
|
|
// Torso
|
|
bolt=cent->gent->torsoBolt;
|
|
break;
|
|
case 6:
|
|
default:
|
|
// Left Elbow
|
|
bolt=cent->gent->elbowLBolt;
|
|
break;
|
|
}
|
|
if (++iter==20)
|
|
break;
|
|
}
|
|
if (bolt>=0)
|
|
{
|
|
found = gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, bolt,
|
|
&boltMatrix, tempAngles, origin, cg.time,
|
|
cgs.model_draw, cent->currentState.modelScale);
|
|
}
|
|
// Make sure that it's safe to even try and get these values out of the Matrix, otherwise the values could be garbage
|
|
if ( found )
|
|
{
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, fxOrg );
|
|
if ( Q_flrand(0.0f, 1.0f) > 0.5f )
|
|
{
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_X, dir );
|
|
}
|
|
else
|
|
{
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, dir );
|
|
}
|
|
|
|
// Add some fudge, makes us not normalized, but that isn't really important
|
|
dir[0] += Q_flrand(-1.0f, 1.0f) * 0.4f;
|
|
dir[1] += Q_flrand(-1.0f, 1.0f) * 0.4f;
|
|
dir[2] += Q_flrand(-1.0f, 1.0f) * 0.4f;
|
|
}
|
|
else
|
|
{
|
|
// Just use the lerp Origin and a random direction
|
|
VectorCopy( cent->lerpOrigin, fxOrg );
|
|
VectorSet( dir, Q_flrand(-1.0f, 1.0f), Q_flrand(-1.0f, 1.0f), Q_flrand(-1.0f, 1.0f) ); // Not normalized, but who cares.
|
|
if ( cent->gent && cent->gent->client )
|
|
{
|
|
switch ( cent->gent->client->NPC_class )
|
|
{
|
|
case CLASS_PROBE:
|
|
fxOrg[2] += 50;
|
|
break;
|
|
case CLASS_MARK1:
|
|
fxOrg[2] += 50;
|
|
break;
|
|
case CLASS_ATST:
|
|
fxOrg[2] += 120;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
VectorMA( fxOrg, Q_flrand(0.0f, 1.0f) * 40 + 40, dir, fxOrg2 );
|
|
|
|
trace_t tr;
|
|
|
|
CG_Trace( &tr, fxOrg, NULL, NULL, fxOrg2, -1, CONTENTS_SOLID );
|
|
|
|
if ( tr.fraction < 1.0f || Q_flrand(0.0f, 1.0f) > 0.94f )
|
|
{
|
|
FX_AddElectricity( fxOrg, tr.endpos,
|
|
1.5f, 4.0f, 0.0f,
|
|
1.0f, 0.5f, 0.0f,
|
|
rgb, rgb, 0.0f,
|
|
5.5f, Q_flrand(0.0f, 1.0f) * 50 + 100, cgs.media.boltShader, FX_ALPHA_LINEAR | FX_SIZE_LINEAR | FX_BRANCH | FX_GROW | FX_TAPER );
|
|
}
|
|
}
|
|
/*
|
|
===============
|
|
CG_AddRefEntityWithPowerups
|
|
|
|
Adds a piece with modifications or duplications for powerups
|
|
===============
|
|
*/
|
|
void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, centity_t *cent )
|
|
{
|
|
refEntity_t hiltEnt;
|
|
if ( !cent )
|
|
{
|
|
cgi_R_AddRefEntityToScene( ent );
|
|
return;
|
|
}
|
|
gentity_t *gent = cent->gent;
|
|
if ( !gent )
|
|
{
|
|
cgi_R_AddRefEntityToScene( ent );
|
|
return;
|
|
}
|
|
if ( gent->client->ps.powerups[PW_DISRUPTION] < cg.time )
|
|
{//disruptor
|
|
if (( powerups & ( 1 << PW_DISRUPTION )))
|
|
{
|
|
//stop drawing him after this effect
|
|
gent->client->ps.eFlags |= EF_NODRAW;
|
|
return;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
// If certain states are active, we don't want to add in the regular body
|
|
if ( !gent->client->ps.powerups[PW_CLOAKED] &&
|
|
!gent->client->ps.powerups[PW_UNCLOAKING] &&
|
|
!gent->client->ps.powerups[PW_DISRUPTION] )
|
|
{
|
|
cgi_R_AddRefEntityToScene(ent);
|
|
}
|
|
|
|
if (player1stPersonSaber && !cent->currentState.saberInFlight && !vr->item_selector)
|
|
{
|
|
memset( &hiltEnt, 0, sizeof(refEntity_t) );
|
|
hiltEnt.renderfx = RF_DEPTHHACK;
|
|
hiltEnt.hModel = cgi_R_RegisterModel( "models/weapons2/saber/saber_w.md3" );
|
|
vec3_t angles;
|
|
BG_CalculateVRSaberPosition(hiltEnt.origin, hiltEnt.angles);
|
|
hiltEnt.angles[ROLL] += 180;
|
|
VectorCopy(hiltEnt.origin, hiltEnt.oldorigin);
|
|
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]);
|
|
for (int i = 0; i < 3; ++i)
|
|
VectorScale(hiltEnt.axis[i], 0.85f, hiltEnt.axis[i]);
|
|
|
|
cgi_R_AddRefEntityToScene(&hiltEnt);
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
// Disruptor Gun Alt-fire
|
|
if ( gent->client->ps.powerups[PW_DISRUPTION] )
|
|
{
|
|
// I guess when something dies, it looks like pos1 gets set to the impact point on death, we can do fun stuff with this
|
|
vec3_t tempAng;
|
|
VectorSubtract( gent->pos1, ent->origin, ent->oldorigin );
|
|
//er, adjust this to get the proper position in model space... account for yaw
|
|
float tempLength = VectorNormalize( ent->oldorigin );
|
|
vectoangles( ent->oldorigin, tempAng );
|
|
tempAng[YAW] -= gent->client->ps.viewangles[YAW];
|
|
AngleVectors( tempAng, ent->oldorigin, NULL, NULL );
|
|
VectorScale( ent->oldorigin, tempLength, ent->oldorigin );
|
|
|
|
ent->endTime = gent->fx_time;
|
|
ent->renderfx |= (RF_DISINTEGRATE2);
|
|
|
|
ent->customShader = cgi_R_RegisterShader( "gfx/effects/burn" );
|
|
cgi_R_AddRefEntityToScene( ent );
|
|
|
|
ent->renderfx &= ~(RF_DISINTEGRATE2);
|
|
ent->renderfx |= (RF_DISINTEGRATE1);
|
|
ent->customShader = 0;
|
|
cgi_R_AddRefEntityToScene( ent );
|
|
|
|
if ( cg.time - ent->endTime < 1000 && (cg_timescale.value * cg_timescale.value * Q_flrand(0.0f, 1.0f)) > 0.05f )
|
|
{
|
|
vec3_t fxOrg;
|
|
mdxaBone_t boltMatrix;
|
|
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, gent->playerModel, gent->torsoBolt,
|
|
&boltMatrix, gent->currentAngles, ent->origin, cg.time,
|
|
cgs.model_draw, gent->s.modelScale);
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, fxOrg );
|
|
|
|
VectorMA( fxOrg, -18, cg.refdef.viewaxis[0], fxOrg );
|
|
fxOrg[2] += Q_flrand(-1.0f, 1.0f) * 20;
|
|
theFxScheduler.PlayEffect( "disruptor/death_smoke", fxOrg );
|
|
|
|
if ( Q_flrand(0.0f, 1.0f) > 0.5f )
|
|
{
|
|
theFxScheduler.PlayEffect( "disruptor/death_smoke", fxOrg );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Cloaking & Uncloaking Technology
|
|
//----------------------------------------
|
|
|
|
if (( powerups & ( 1 << PW_UNCLOAKING )))
|
|
{//in the middle of cloaking
|
|
float perc = (float)(gent->client->ps.powerups[PW_UNCLOAKING] - cg.time) / 2000.0f;
|
|
if (( powerups & ( 1 << PW_CLOAKED )))
|
|
{//actually cloaking, so reverse it
|
|
perc = 1.0f - perc;
|
|
}
|
|
|
|
if ( perc >= 0.0f && perc <= 1.0f )
|
|
{
|
|
ent->renderfx &= ~RF_ALPHA_FADE;
|
|
ent->renderfx |= RF_RGB_TINT;
|
|
ent->shaderRGBA[0] = ent->shaderRGBA[1] = ent->shaderRGBA[2] = 255.0f * perc;
|
|
ent->shaderRGBA[3] = 0;
|
|
ent->customShader = cgs.media.cloakedShader;
|
|
cgi_R_AddRefEntityToScene( ent );
|
|
|
|
ent->shaderRGBA[0] = ent->shaderRGBA[1] = ent->shaderRGBA[2] = 255;
|
|
ent->shaderRGBA[3] = 255 * (1.0f - perc); // let model alpha in
|
|
ent->customShader = 0; // use regular skin
|
|
ent->renderfx &= ~RF_RGB_TINT;
|
|
ent->renderfx |= RF_ALPHA_FADE;
|
|
cgi_R_AddRefEntityToScene( ent );
|
|
}
|
|
}
|
|
else if (( powerups & ( 1 << PW_CLOAKED )))
|
|
{//fully cloaked
|
|
ent->renderfx = 0;//&= ~(RF_RGB_TINT|RF_ALPHA_FADE);
|
|
ent->shaderRGBA[0] = ent->shaderRGBA[1] = ent->shaderRGBA[2] = ent->shaderRGBA[3] = 255;
|
|
ent->customShader = cgs.media.cloakedShader;
|
|
cgi_R_AddRefEntityToScene( ent );
|
|
}
|
|
|
|
// Electricity
|
|
//------------------------------------------------
|
|
if ( (powerups & ( 1 << PW_SHOCKED )) )
|
|
{
|
|
int dif = gent->client->ps.powerups[PW_SHOCKED] - cg.time;
|
|
|
|
if ( dif > 0 && Q_flrand(0.0f, 1.0f) > 0.4f )
|
|
{
|
|
// fade out over the last 500 ms
|
|
int brightness = 255;
|
|
|
|
if ( dif < 500 )
|
|
{
|
|
brightness = floor((dif - 500.0f) / 500.0f * 255.0f );
|
|
}
|
|
|
|
ent->renderfx |= RF_RGB_TINT;
|
|
ent->shaderRGBA[0] = ent->shaderRGBA[1] = ent->shaderRGBA[2] = brightness;
|
|
ent->shaderRGBA[3] = 255;
|
|
|
|
if ( rand() & 1 )
|
|
{
|
|
ent->customShader = cgs.media.electricBodyShader;
|
|
}
|
|
else
|
|
{
|
|
ent->customShader = cgs.media.electricBody2Shader;
|
|
}
|
|
|
|
cgi_R_AddRefEntityToScene( ent );
|
|
|
|
if ( Q_flrand(0.0f, 1.0f) > 0.9f )
|
|
cgi_S_StartSound ( ent->origin, gent->s.number, CHAN_AUTO, cgi_S_RegisterSound( "sound/effects/energy_crackle.wav" ) );
|
|
}
|
|
}
|
|
|
|
// FORCE speed does blur trails
|
|
//------------------------------------------------------
|
|
if ( gent->client->ps.forcePowersActive & (1 << FP_SPEED)
|
|
&& (gent->s.number || cg.renderingThirdPerson) ) // looks dumb doing this with first peron mode on
|
|
{
|
|
localEntity_t *ex;
|
|
|
|
ex = CG_AllocLocalEntity();
|
|
ex->leType = LE_FADE_MODEL;
|
|
memcpy( &ex->refEntity, ent, sizeof( refEntity_t ));
|
|
|
|
ex->refEntity.renderfx |= RF_ALPHA_FADE;
|
|
ex->startTime = cg.time;
|
|
ex->endTime = ex->startTime + 75;
|
|
VectorCopy( ex->refEntity.origin, ex->pos.trBase );
|
|
VectorClear( ex->pos.trDelta );
|
|
|
|
ex->color[0] = ex->color[1] = ex->color[2] = 255.0f;
|
|
ex->color[3] = 50.0f;
|
|
}
|
|
|
|
// Personal Shields
|
|
//------------------------
|
|
if ( powerups & ( 1 << PW_BATTLESUIT ))
|
|
{
|
|
float diff = gent->client->ps.powerups[PW_BATTLESUIT] - cg.time;
|
|
float t;
|
|
|
|
if ( diff > 0 )
|
|
{
|
|
t = 1.0f - ( diff / (ARMOR_EFFECT_TIME * 2.0f));
|
|
// Only display when we have damage
|
|
if ( t < 0.0f || t > 1.0f )
|
|
{
|
|
}
|
|
else
|
|
{
|
|
ent->shaderRGBA[0] = ent->shaderRGBA[1] = ent->shaderRGBA[2] = 255.0f * t;
|
|
ent->shaderRGBA[3] = 255;
|
|
ent->renderfx &= ~RF_ALPHA_FADE;
|
|
ent->renderfx |= RF_RGB_TINT;
|
|
ent->customShader = cgs.media.personalShieldShader;
|
|
|
|
cgi_R_AddRefEntityToScene( ent );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Galak Mech shield bubble
|
|
//------------------------------------------------------
|
|
if ( powerups & ( 1 << PW_GALAK_SHIELD ))
|
|
{
|
|
refEntity_t tent;
|
|
|
|
memset( &tent, 0, sizeof( refEntity_t ));
|
|
|
|
tent.reType = RT_LATHE;
|
|
|
|
// Setting up the 2d control points, these get swept around to make a 3D lathed model
|
|
VectorSet2( tent.axis[0], 0.5, 0 ); // start point of curve
|
|
VectorSet2( tent.axis[1], 50, 85 ); // control point 1
|
|
VectorSet2( tent.axis[2], 135, -100 ); // control point 2
|
|
VectorSet2( tent.oldorigin, 0, -90 ); // end point of curve
|
|
|
|
if ( gent->client->poisonTime && gent->client->poisonTime + 1000 > cg.time )
|
|
{
|
|
VectorCopy( gent->pos4, tent.lightingOrigin );
|
|
tent.frame = gent->client->poisonTime;
|
|
}
|
|
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t angles = {0,gent->client->ps.legsYaw,0};
|
|
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, gent->playerModel, gent->genericBolt1, &boltMatrix, angles, cent->lerpOrigin, cg.time, cgs.model_draw, cent->currentState.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, tent.origin );// pass in the emitter origin here
|
|
|
|
tent.endTime = gent->fx_time + 1000; // if you want the shell to build around the guy, pass in a time that is 1000ms after the start of the turn-on-effect
|
|
tent.customShader = cgi_R_RegisterShader( "gfx/effects/irid_shield" );
|
|
|
|
cgi_R_AddRefEntityToScene( &tent );
|
|
}
|
|
|
|
// Invincibility -- effect needs work
|
|
//------------------------------------------------------
|
|
if ( powerups & ( 1 << PW_INVINCIBLE ))
|
|
{
|
|
theFxScheduler.PlayEffect( cgs.effects.forceInvincibility, cent->lerpOrigin );
|
|
}
|
|
|
|
// Healing -- could use some work....maybe also make it NOT be framerate dependant
|
|
//------------------------------------------------------
|
|
/* if ( powerups & ( 1 << PW_HEALING ))
|
|
{
|
|
vec3_t axis[3];
|
|
|
|
AngleVectors( cent->gent->client->renderInfo.eyeAngles, axis[0], axis[1], axis[2] );
|
|
|
|
theFxScheduler.PlayEffect( cgs.effects.forceHeal, cent->gent->client->renderInfo.eyePoint, axis );
|
|
}
|
|
*/
|
|
// Push Blur
|
|
if ( gent->forcePushTime > cg.time && gi.G2API_HaveWeGhoul2Models( cent->gent->ghoul2 ) )
|
|
{
|
|
CG_ForcePushBlur( ent->origin );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
-------------------------
|
|
CG_G2SetHeadBlink
|
|
-------------------------
|
|
*/
|
|
static void CG_G2SetHeadBlink( centity_t *cent, qboolean bStart )
|
|
{
|
|
if ( !cent )
|
|
{
|
|
return;
|
|
}
|
|
gentity_t *gent = cent->gent;
|
|
//FIXME: get these boneIndices game-side and pass it down?
|
|
//FIXME: need a version of this that *doesn't* need the mFileName in the ghoul2
|
|
const int hLeye = gi.G2API_GetBoneIndex( &gent->ghoul2[0], "leye", qtrue );
|
|
if (hLeye == -1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
vec3_t desiredAngles = {0};
|
|
int blendTime = 80;
|
|
qboolean bWink = qfalse;
|
|
|
|
if (bStart)
|
|
{
|
|
desiredAngles[YAW] = -50;
|
|
if ( !in_camera && Q_flrand(0.0f, 1.0f) > 0.95f )
|
|
{
|
|
bWink = qtrue;
|
|
blendTime /=3;
|
|
}
|
|
}
|
|
gi.G2API_SetBoneAnglesIndex( &gent->ghoul2[gent->playerModel], hLeye, desiredAngles,
|
|
BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, blendTime, cg.time );
|
|
const int hReye = gi.G2API_GetBoneIndex( &gent->ghoul2[0], "reye", qtrue );
|
|
if (hReye == -1)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!bWink)
|
|
gi.G2API_SetBoneAnglesIndex( &gent->ghoul2[gent->playerModel], hReye, desiredAngles,
|
|
BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, blendTime, cg.time );
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CG_G2SetHeadAnims
|
|
-------------------------
|
|
*/
|
|
static void CG_G2SetHeadAnim( centity_t *cent, int anim )
|
|
{
|
|
gentity_t *gent = cent->gent;
|
|
const int blendTime = 50;
|
|
const animation_t *animations = level.knownAnimFileSets[gent->client->clientInfo.animFileIndex].animations;
|
|
int animFlags = BONE_ANIM_OVERRIDE ;//| BONE_ANIM_BLEND;
|
|
// animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps).
|
|
// float timeScaleMod = (cg_timescale.value&&gent&&gent->s.clientNum==0&&!player_locked&&!MatrixMode&&gent->client->ps.forcePowersActive&(1<<FP_SPEED))?(1.0/cg_timescale.value):1.0;
|
|
const float timeScaleMod = (cg_timescale.value)?(1.0/cg_timescale.value):1.0;
|
|
float animSpeed = 50.0f / animations[anim].frameLerp * timeScaleMod;
|
|
|
|
if (animations[anim].numFrames <= 0)
|
|
{
|
|
return;
|
|
}
|
|
if (anim == FACE_DEAD)
|
|
{
|
|
animFlags |= BONE_ANIM_OVERRIDE_FREEZE;
|
|
}
|
|
// animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps).
|
|
int firstFrame;
|
|
int lastFrame;
|
|
if ( animSpeed < 0 )
|
|
{//play anim backwards
|
|
|
|
lastFrame = animations[anim].firstFrame -1;
|
|
firstFrame = (animations[anim].numFrames -1) + animations[anim].firstFrame ;
|
|
}
|
|
else
|
|
{
|
|
firstFrame = animations[anim].firstFrame;
|
|
lastFrame = (animations[anim].numFrames) + animations[anim].firstFrame;
|
|
}
|
|
|
|
// first decide if we are doing an animation on the head already
|
|
// int startFrame, endFrame;
|
|
// const qboolean animatingHead = gi.G2API_GetAnimRangeIndex(&gent->ghoul2[gent->playerModel], cent->gent->faceBone, &startFrame, &endFrame);
|
|
|
|
// if (!animatingHead || ( animations[anim].firstFrame != startFrame ) )// only set the anim if we aren't going to do the same animation again
|
|
{
|
|
gi.G2API_SetBoneAnimIndex(&gent->ghoul2[gent->playerModel], cent->gent->faceBone,
|
|
firstFrame, lastFrame, animFlags, animSpeed, cg.time, -1, blendTime);
|
|
}
|
|
}
|
|
|
|
qboolean CG_G2PlayerHeadAnims( centity_t *cent )
|
|
{
|
|
if(!ValidAnimFileIndex(cent->gent->client->clientInfo.animFileIndex))
|
|
{
|
|
return qfalse;
|
|
}
|
|
|
|
if (cent->gent->faceBone == BONE_INDEX_INVALID)
|
|
{ // i don't have a face
|
|
return qfalse;
|
|
}
|
|
|
|
int anim = -1;
|
|
|
|
if ( cent->gent->health <= 0 )
|
|
{//Dead people close their eyes and don't make faces!
|
|
anim = FACE_DEAD;
|
|
}
|
|
else
|
|
{
|
|
if (!cent->gent->client->facial_blink)
|
|
{ // set the timers
|
|
cent->gent->client->facial_blink = cg.time + Q_flrand(4000.0, 8000.0);
|
|
cent->gent->client->facial_frown = cg.time + Q_flrand(6000.0, 10000.0);
|
|
cent->gent->client->facial_aux = cg.time + Q_flrand(6000.0, 10000.0);
|
|
}
|
|
|
|
//are we blinking?
|
|
if (cent->gent->client->facial_blink < 0)
|
|
{ // yes, check if we are we done blinking ?
|
|
if (-(cent->gent->client->facial_blink) < cg.time)
|
|
{ // yes, so reset blink timer
|
|
cent->gent->client->facial_blink = cg.time + Q_flrand(4000.0, 8000.0);
|
|
CG_G2SetHeadBlink( cent, qfalse ); //stop the blink
|
|
}
|
|
}
|
|
else // no we aren't blinking
|
|
{
|
|
if (cent->gent->client->facial_blink < cg.time)// but should we start ?
|
|
{
|
|
CG_G2SetHeadBlink( cent, qtrue );
|
|
if (cent->gent->client->facial_blink == 1)
|
|
{//requested to stay shut by SET_FACEEYESCLOSED
|
|
cent->gent->client->facial_blink = -(cg.time + 99999999.0f);// set blink timer
|
|
}
|
|
else
|
|
{
|
|
cent->gent->client->facial_blink = -(cg.time + 300.0f);// set blink timer
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
if (gi.VoiceVolume[cent->gent->s.clientNum] > 0) // if we aren't talking, then it will be 0, -1 for talking but paused
|
|
{
|
|
anim = FACE_TALK1 + gi.VoiceVolume[cent->gent->s.clientNum] -1;
|
|
}
|
|
else if (gi.VoiceVolume[cent->gent->s.clientNum] == 0) //don't do aux if in a slient part of speech
|
|
{//not talking
|
|
if (cent->gent->client->facial_aux < 0) // are we auxing ?
|
|
{ //yes
|
|
if (-(cent->gent->client->facial_aux) < cg.time)// are we done auxing ?
|
|
{ // yes, reset aux timer
|
|
cent->gent->client->facial_aux = cg.time + Q_flrand(7000.0, 10000.0);
|
|
}
|
|
else
|
|
{ // not yet, so choose aux
|
|
anim = FACE_ALERT;
|
|
}
|
|
}
|
|
else // no we aren't auxing
|
|
{ // but should we start ?
|
|
if (cent->gent->client->facial_aux < cg.time)
|
|
{//yes
|
|
anim = FACE_ALERT;
|
|
// set aux timer
|
|
cent->gent->client->facial_aux = -(cg.time + 2000.0);
|
|
}
|
|
}
|
|
|
|
if (anim != -1) //we we are auxing, see if we should override with a frown
|
|
{
|
|
if (cent->gent->client->facial_frown < 0)// are we frowning ?
|
|
{ // yes,
|
|
if (-(cent->gent->client->facial_frown) < cg.time)//are we done frowning ?
|
|
{ // yes, reset frown timer
|
|
cent->gent->client->facial_frown = cg.time + Q_flrand(7000.0, 10000.0);
|
|
}
|
|
else
|
|
{ // not yet, so choose frown
|
|
anim = FACE_FROWN;
|
|
}
|
|
}
|
|
else// no we aren't frowning
|
|
{ // but should we start ?
|
|
if (cent->gent->client->facial_frown < cg.time)
|
|
{
|
|
anim = FACE_FROWN;
|
|
// set frown timer
|
|
cent->gent->client->facial_frown = -(cg.time + 2000.0);
|
|
}
|
|
}
|
|
}
|
|
|
|
}//talking
|
|
}//dead
|
|
if (anim != -1)
|
|
{
|
|
CG_G2SetHeadAnim( cent, anim );
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CG_PlayerHeadExtension
|
|
-------------------------
|
|
*/
|
|
int CG_PlayerHeadExtension( centity_t *cent, refEntity_t *head )
|
|
{
|
|
clientInfo_t *ci = ¢->gent->client->clientInfo;;
|
|
|
|
// if we have facial texture extensions, go get the sound override and add it to the face skin
|
|
// if we aren't talking, then it will be 0
|
|
if (ci->extensions && (gi.VoiceVolume[cent->gent->s.clientNum] > 0))
|
|
{//FIXME: When talking, look at talkTarget, if any
|
|
//ALSO: When talking, add a head bob/movement on syllables - when gi.VoiceVolume[] changes drastically
|
|
|
|
if ( cent->gent->health <= 0 )
|
|
{//Dead people close their eyes and don't make faces! They also tell no tales... BUM BUM BAHHHHHHH!
|
|
//Make them always blink and frown
|
|
head->customSkin = ci->headSkin + 3;
|
|
return qtrue;
|
|
}
|
|
|
|
head->customSkin = ci->headSkin + 4+gi.VoiceVolume[cent->gent->s.clientNum];
|
|
//reset the frown and blink timers
|
|
}
|
|
else
|
|
// ok, we have facial extensions, but we aren't speaking. Lets decide if we need to frown or blink
|
|
if (ci->extensions)
|
|
{
|
|
int add_in = 0;
|
|
|
|
// deal with blink first
|
|
|
|
//Dead people close their eyes and don't make faces! They also tell no tales... BUM BUM BAHHHHHHH!
|
|
if ( cent->gent->health <= 0 )
|
|
{
|
|
//Make them always blink and frown
|
|
head->customSkin = ci->headSkin + 3;
|
|
return qtrue;
|
|
}
|
|
|
|
if (!cent->gent->client->facial_blink)
|
|
{ // reset blink timer
|
|
cent->gent->client->facial_blink = cg.time + Q_flrand(3000.0, 5000.0);
|
|
cent->gent->client->facial_frown = cg.time + Q_flrand(6000.0, 10000.0);
|
|
cent->gent->client->facial_aux = cg.time + Q_flrand(6000.0, 10000.0);
|
|
}
|
|
|
|
|
|
// now deal with auxing
|
|
// are we frowning ?
|
|
if (cent->gent->client->facial_aux < 0)
|
|
{
|
|
// are we done frowning ?
|
|
if (-(cent->gent->client->facial_aux) < cg.time)
|
|
{
|
|
// reset frown timer
|
|
cent->gent->client->facial_aux = cg.time + Q_flrand(6000.0, 10000.0);
|
|
}
|
|
else
|
|
{
|
|
// yes so set offset to frown
|
|
add_in = 4;
|
|
}
|
|
}
|
|
// no we aren't frowning
|
|
else
|
|
{
|
|
// but should we start ?
|
|
if (cent->gent->client->facial_aux < cg.time)
|
|
{
|
|
add_in = 4;
|
|
// set blink timer
|
|
cent->gent->client->facial_aux = -(cg.time + 3000.0);
|
|
}
|
|
}
|
|
|
|
// now, if we aren't auxing - lets see if we should be blinking or frowning
|
|
if (!add_in)
|
|
{
|
|
if( gi.VoiceVolume[cent->gent->s.clientNum] == -1 )
|
|
{//then we're talking and don't want to use blinking normal frames, force open eyes.
|
|
add_in = 0;
|
|
// reset blink timer
|
|
cent->gent->client->facial_blink = cg.time + Q_flrand(3000.0, 5000.0);
|
|
}
|
|
// are we blinking ?
|
|
else if (cent->gent->client->facial_blink < 0)
|
|
{
|
|
|
|
// yes so set offset to blink
|
|
add_in = 1;
|
|
|
|
// are we done blinking ?
|
|
if (-(cent->gent->client->facial_blink) < cg.time)
|
|
{
|
|
add_in = 0;
|
|
// reset blink timer
|
|
cent->gent->client->facial_blink = cg.time + Q_flrand(3000.0, 5000.0);
|
|
}
|
|
}
|
|
// no we aren't blinking
|
|
else
|
|
{
|
|
// but should we start ?
|
|
if (cent->gent->client->facial_blink < cg.time)
|
|
{
|
|
add_in = 1;
|
|
// set blink timer
|
|
cent->gent->client->facial_blink = -(cg.time + 200.0);
|
|
}
|
|
}
|
|
|
|
// now deal with frowning
|
|
// are we frowning ?
|
|
if (cent->gent->client->facial_frown < 0)
|
|
{
|
|
|
|
// yes so set offset to frown
|
|
add_in += 2;
|
|
|
|
// are we done frowning ?
|
|
if (-(cent->gent->client->facial_frown) < cg.time)
|
|
{
|
|
add_in -= 2;
|
|
// reset frown timer
|
|
cent->gent->client->facial_frown = cg.time + Q_flrand(6000.0, 10000.0);
|
|
}
|
|
}
|
|
// no we aren't frowning
|
|
else
|
|
{
|
|
// but should we start ?
|
|
if (cent->gent->client->facial_frown < cg.time)
|
|
{
|
|
add_in += 2;
|
|
// set blink timer
|
|
cent->gent->client->facial_frown = -(cg.time + 3000.0);
|
|
}
|
|
}
|
|
}
|
|
|
|
// add in whatever we should
|
|
head->customSkin = ci->headSkin + add_in;
|
|
}
|
|
// at this point, we don't have any facial extensions, so who cares ?
|
|
else
|
|
{
|
|
head->customSkin = ci->headSkin;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
//--------------------------------------------------------------
|
|
// CG_GetTagWorldPosition
|
|
//
|
|
// Can pass in NULL for the axis
|
|
//--------------------------------------------------------------
|
|
void CG_GetTagWorldPosition( refEntity_t *model, char *tag, vec3_t pos, vec3_t axis[3] )
|
|
{
|
|
orientation_t orientation;
|
|
|
|
// Get the requested tag
|
|
cgi_R_LerpTag( &orientation, model->hModel, model->oldframe, model->frame,
|
|
1.0f - model->backlerp, tag );
|
|
|
|
VectorCopy( model->origin, pos );
|
|
for ( int i = 0 ; i < 3 ; i++ )
|
|
{
|
|
VectorMA( pos, orientation.origin[i], model->axis[i], pos );
|
|
}
|
|
|
|
if ( axis )
|
|
{
|
|
MatrixMultiply( orientation.axis, model->axis, axis );
|
|
}
|
|
}
|
|
|
|
static qboolean calcedMp = qfalse;
|
|
|
|
/*
|
|
-------------------------
|
|
CG_GetPlayerLightLevel
|
|
-------------------------
|
|
*/
|
|
|
|
void CG_GetPlayerLightLevel( centity_t *cent )
|
|
{
|
|
vec3_t ambient={0}, directed, lightDir;
|
|
|
|
//Poll the renderer for the light level
|
|
if ( cent->currentState.clientNum == cg.snap->ps.clientNum )
|
|
{//hAX0R
|
|
ambient[0] = 666;
|
|
}
|
|
cgi_R_GetLighting( cent->lerpOrigin, ambient, directed, lightDir );
|
|
|
|
//Get the maximum value for the player
|
|
cent->gent->lightLevel = directed[0];
|
|
|
|
if ( directed[1] > cent->gent->lightLevel )
|
|
cent->gent->lightLevel = directed[1];
|
|
|
|
if ( directed[2] > cent->gent->lightLevel )
|
|
cent->gent->lightLevel = directed[2];
|
|
|
|
if ( cent->gent->client->ps.weapon == WP_SABER && cent->gent->client->ps.saberLength > 0 )
|
|
{
|
|
cent->gent->lightLevel += (cent->gent->client->ps.saberLength/cent->gent->client->ps.saberLengthMax)*200;
|
|
}
|
|
}
|
|
|
|
int CG_SaberHumSoundForEnt( gentity_t *gent )
|
|
{
|
|
//now: based on saber type and npc, pick correct hum sound
|
|
int saberHumSound = cgi_S_RegisterSound( "sound/weapons/saber/saberhum1.wav" );
|
|
if ( gent && gent->client )
|
|
{
|
|
if ( gent->client->NPC_class == CLASS_DESANN )
|
|
{//desann
|
|
saberHumSound = cgi_S_RegisterSound( "sound/weapons/saber/saberhum2.wav" );
|
|
}
|
|
else if ( gent->client->NPC_class == CLASS_LUKE )
|
|
{//luke
|
|
saberHumSound = cgi_S_RegisterSound( "sound/weapons/saber/saberhum5.wav" );
|
|
}
|
|
else if ( gent->client->NPC_class == CLASS_KYLE )
|
|
{//Kyle NPC and player
|
|
saberHumSound = cgi_S_RegisterSound( "sound/weapons/saber/saberhum4.wav" );
|
|
}
|
|
else if ( gent->client->playerTeam == TEAM_ENEMY )//NPC_class == CLASS_TAVION )
|
|
{//reborn, shadowtroopers, tavion
|
|
saberHumSound = cgi_S_RegisterSound( "sound/weapons/saber/saberhum3.wav" );
|
|
}
|
|
else
|
|
{//allies
|
|
//use default
|
|
//saberHumSound = cgi_S_RegisterSound( "sound/weapons/saber/saberhum1.wav" );
|
|
}
|
|
}
|
|
return saberHumSound;
|
|
}
|
|
/*
|
|
===============
|
|
CG_StopWeaponSounds
|
|
|
|
Stops any weapon sounds as needed
|
|
===============
|
|
*/
|
|
void CG_StopWeaponSounds( centity_t *cent )
|
|
{
|
|
qboolean weak = qfalse;
|
|
weaponInfo_t *weapon = &cg_weapons[ cent->currentState.weapon ];
|
|
|
|
if ( cent->currentState.weapon == WP_SABER )
|
|
{
|
|
if ( cent->gent && cent->gent->client && ( cent->currentState.saberInFlight || !cent->gent->client->ps.saberActive/*!cent->currentState.saberActive*/ ) )
|
|
{
|
|
return;
|
|
}
|
|
|
|
cgi_S_AddLoopingSound( cent->currentState.number,
|
|
cent->lerpOrigin,
|
|
vec3_origin,
|
|
CG_SaberHumSoundForEnt( &g_entities[cent->currentState.clientNum] ) );
|
|
return;
|
|
}
|
|
|
|
if ( cent->currentState.weapon == WP_STUN_BATON )
|
|
{
|
|
cgi_S_AddLoopingSound( cent->currentState.number,
|
|
cent->lerpOrigin,
|
|
vec3_origin,
|
|
weapon->firingSound );
|
|
return;
|
|
}
|
|
|
|
if ( !( cent->currentState.eFlags & EF_FIRING ) )
|
|
{
|
|
if ( cent->pe.lightningFiring )
|
|
{
|
|
if ( weapon->stopSound )
|
|
{
|
|
cgi_S_StartSound( cent->lerpOrigin, cent->currentState.number, CHAN_WEAPON, weapon->stopSound );
|
|
}
|
|
|
|
cent->pe.lightningFiring = qfalse;
|
|
}
|
|
return;
|
|
}
|
|
|
|
if ( cent->gent && cent->gent->client )
|
|
{
|
|
if ( cent->gent->client->ps.ammo[AMMO_FORCE] < 1 )
|
|
weak = qtrue;
|
|
}
|
|
|
|
if ( cent->currentState.eFlags & EF_ALT_FIRING && !weak )
|
|
{
|
|
if ( weapon->altFiringSound )
|
|
{
|
|
cgi_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->altFiringSound );
|
|
}
|
|
cent->pe.lightningFiring = qtrue;
|
|
}
|
|
else if ( cent->currentState.eFlags & EF_FIRING )
|
|
{
|
|
cent->pe.lightningFiring = qtrue;
|
|
if ( weapon->firingSound )
|
|
{
|
|
// Weak phaser sound should stutter
|
|
if ( weak && (rand() & 1) )
|
|
return;
|
|
|
|
cgi_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->firingSound );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//--------------- SABER STUFF --------
|
|
extern void CG_Smoke( vec3_t origin, vec3_t dir, float radius, float speed, qhandle_t shader, int flags);
|
|
|
|
void CG_DoSaber( vec3_t origin, vec3_t dir, float length, float lengthMax, saber_colors_t color, int rfx )
|
|
{
|
|
vec3_t mid, rgb={1,1,1};
|
|
qhandle_t blade = 0, glow = 0;
|
|
refEntity_t saber;
|
|
float radiusmult;
|
|
|
|
if ( length < 0.5f )
|
|
{
|
|
// if the thing is so short, just forget even adding me.
|
|
return;
|
|
}
|
|
|
|
// Find the midpoint of the saber for lighting purposes
|
|
VectorMA( origin, length * 0.5f, dir, mid );
|
|
|
|
switch( color )
|
|
{
|
|
case SABER_RED:
|
|
glow = cgs.media.redSaberGlowShader;
|
|
blade = cgs.media.redSaberCoreShader;
|
|
VectorSet( rgb, 1.0f, 0.2f, 0.2f );
|
|
break;
|
|
case SABER_ORANGE:
|
|
glow = cgs.media.orangeSaberGlowShader;
|
|
blade = cgs.media.orangeSaberCoreShader;
|
|
VectorSet( rgb, 1.0f, 0.5f, 0.1f );
|
|
break;
|
|
case SABER_YELLOW:
|
|
glow = cgs.media.yellowSaberGlowShader;
|
|
blade = cgs.media.yellowSaberCoreShader;
|
|
VectorSet( rgb, 1.0f, 1.0f, 0.2f );
|
|
break;
|
|
case SABER_GREEN:
|
|
glow = cgs.media.greenSaberGlowShader;
|
|
blade = cgs.media.greenSaberCoreShader;
|
|
VectorSet( rgb, 0.2f, 1.0f, 0.2f );
|
|
break;
|
|
case SABER_BLUE:
|
|
glow = cgs.media.blueSaberGlowShader;
|
|
blade = cgs.media.blueSaberCoreShader;
|
|
VectorSet( rgb, 0.2f, 0.4f, 1.0f );
|
|
break;
|
|
case SABER_PURPLE:
|
|
glow = cgs.media.purpleSaberGlowShader;
|
|
blade = cgs.media.purpleSaberCoreShader;
|
|
VectorSet( rgb, 0.9f, 0.2f, 1.0f );
|
|
break;
|
|
}
|
|
|
|
// always add a light because sabers cast a nice glow before they slice you in half!! or something...
|
|
cgi_R_AddLightToScene( mid, (length*2.0f) + (Q_flrand(0.0f, 1.0f)*8.0f), rgb[0], rgb[1], rgb[2] );
|
|
|
|
memset( &saber, 0, sizeof( refEntity_t ));
|
|
|
|
// Saber glow is it's own ref type because it uses a ton of sprites, otherwise it would eat up too many
|
|
// refEnts to do each glow blob individually
|
|
saber.saberLength = length;
|
|
|
|
// Jeff, I did this because I foolishly wished to have a bright halo as the saber is unleashed.
|
|
// It's not quite what I'd hoped tho. If you have any ideas, go for it! --Pat
|
|
if (length < lengthMax )
|
|
{
|
|
radiusmult = 1.0 + (2.0 / length); // Note this creates a curve, and length cannot be < 0.5.
|
|
}
|
|
else
|
|
{
|
|
radiusmult = 1.0;
|
|
}
|
|
|
|
|
|
saber.radius = (2.8 + Q_flrand(-1.0f, 1.0f) * 0.2f)*radiusmult;
|
|
|
|
|
|
VectorCopy( origin, saber.origin );
|
|
VectorCopy( dir, saber.axis[0] );
|
|
saber.reType = RT_SABER_GLOW;
|
|
saber.customShader = glow;
|
|
saber.shaderRGBA[0] = saber.shaderRGBA[1] = saber.shaderRGBA[2] = saber.shaderRGBA[3] = 0xff;
|
|
saber.renderfx = rfx;
|
|
|
|
cgi_R_AddRefEntityToScene( &saber );
|
|
|
|
// Do the hot core
|
|
VectorMA( origin, length, dir, saber.origin );
|
|
VectorMA( origin, -1, dir, saber.oldorigin );
|
|
saber.customShader = blade;
|
|
saber.reType = RT_LINE;
|
|
saber.radius = (1.0 + Q_flrand(-1.0f, 1.0f) * 0.2f)*radiusmult;
|
|
|
|
cgi_R_AddRefEntityToScene( &saber );
|
|
}
|
|
|
|
#define MAX_MARK_FRAGMENTS 256
|
|
#define MAX_MARK_POINTS 768
|
|
extern markPoly_t *CG_AllocMark();
|
|
|
|
void CG_CreateSaberMarks( vec3_t start, vec3_t end, vec3_t normal )
|
|
{
|
|
// byte colors[4];
|
|
int i, j, numFragments;
|
|
vec3_t axis[3], originalPoints[4], mid;
|
|
vec3_t markPoints[MAX_MARK_POINTS], projection;
|
|
polyVert_t *v, verts[MAX_VERTS_ON_POLY];
|
|
markPoly_t *mark;
|
|
markFragment_t markFragments[MAX_MARK_FRAGMENTS], *mf;
|
|
|
|
if ( !cg_addMarks.integer ) {
|
|
return;
|
|
}
|
|
|
|
float radius = 0.65f;
|
|
|
|
VectorSubtract( end, start, axis[1] );
|
|
VectorNormalize( axis[1] );
|
|
|
|
// create the texture axis
|
|
VectorCopy( normal, axis[0] );
|
|
CrossProduct( axis[1], axis[0], axis[2] );
|
|
|
|
// create the full polygon that we'll project
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
originalPoints[0][i] = start[i] - radius * axis[1][i] - radius * axis[2][i];
|
|
originalPoints[1][i] = end[i] + radius * axis[1][i] - radius * axis[2][i];
|
|
originalPoints[2][i] = end[i] + radius * axis[1][i] + radius * axis[2][i];
|
|
originalPoints[3][i] = start[i] - radius * axis[1][i] + radius * axis[2][i];
|
|
}
|
|
|
|
VectorScale( normal, -1, projection );
|
|
|
|
// get the fragments
|
|
numFragments = cgi_CM_MarkFragments( 4, (const float (*)[3])originalPoints,
|
|
projection, MAX_MARK_POINTS, markPoints[0], MAX_MARK_FRAGMENTS, markFragments );
|
|
|
|
|
|
for ( i = 0, mf = markFragments ; i < numFragments ; i++, mf++ )
|
|
{
|
|
// we have an upper limit on the complexity of polygons that we store persistantly
|
|
if ( mf->numPoints > MAX_VERTS_ON_POLY )
|
|
{
|
|
mf->numPoints = MAX_VERTS_ON_POLY;
|
|
}
|
|
|
|
for ( j = 0, v = verts ; j < mf->numPoints ; j++, v++ )
|
|
{
|
|
vec3_t delta;
|
|
|
|
// Set up our texture coords, this may need some work
|
|
VectorCopy( markPoints[mf->firstPoint + j], v->xyz );
|
|
VectorAdd( end, start, mid );
|
|
VectorScale( mid, 0.5f, mid );
|
|
VectorSubtract( v->xyz, mid, delta );
|
|
|
|
v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * (0.05f + Q_flrand(0.0f, 1.0f) * 0.03f);
|
|
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
|
|
mark = CG_AllocMark();
|
|
mark->time = cg.time;
|
|
mark->alphaFade = qtrue;
|
|
mark->markShader = cgs.media.rivetMarkShader;
|
|
mark->poly.numVerts = mf->numPoints;
|
|
mark->color[0] = mark->color[1] = mark->color[2] = mark->color[3] = 255;
|
|
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->alphaFade = qfalse;
|
|
mark->markShader = cgi_R_RegisterShader("gfx/effects/saberDamageGlow" );
|
|
mark->poly.numVerts = mf->numPoints;
|
|
mark->color[0] = 215 + Q_flrand(0.0f, 1.0f) * 40.0f;
|
|
mark->color[1] = 96 + Q_flrand(0.0f, 1.0f) * 32.0f;
|
|
mark->color[2] = mark->color[3] = Q_flrand(0.0f, 1.0f)*15.0f;
|
|
memcpy( mark->verts, verts, mf->numPoints * sizeof( verts[0] ) );
|
|
}
|
|
}
|
|
|
|
extern void FX_AddPrimitive( CEffect **effect, int killTime );
|
|
//-------------------------------------------------------
|
|
void CG_CheckSaberInWater( centity_t *cent, centity_t *scent, int modelIndex, vec3_t origin, vec3_t angles )
|
|
{
|
|
gclient_t *client = cent->gent->client;
|
|
vec3_t saberOrg;
|
|
if ( !client )
|
|
{
|
|
return;
|
|
}
|
|
if ( !scent ||
|
|
modelIndex == -1 ||
|
|
scent->gent->ghoul2.size() <= modelIndex ||
|
|
scent->gent->ghoul2[modelIndex].mModelindex == -1 )
|
|
{
|
|
return;
|
|
}
|
|
mdxaBone_t boltMatrix;
|
|
|
|
// figure out where the actual model muzzle is
|
|
gi.G2API_GetBoltMatrix( scent->gent->ghoul2, modelIndex, 0, &boltMatrix, angles, origin, cg.time, cgs.model_draw, scent->currentState.modelScale );
|
|
// work the matrix axis stuff into the original axis and origins used.
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, saberOrg );
|
|
|
|
int contents = gi.pointcontents( saberOrg, cent->currentState.clientNum );
|
|
if ( (contents&CONTENTS_WATER) || (contents&CONTENTS_SLIME) )
|
|
{//still in water
|
|
client->ps.saberEventFlags |= SEF_INWATER;
|
|
return;
|
|
}
|
|
//not in water
|
|
client->ps.saberEventFlags &= ~SEF_INWATER;
|
|
}
|
|
|
|
void CG_AddSaberBlade( centity_t *cent, centity_t *scent, refEntity_t *saber, int renderfx, int modelIndex, vec3_t origin, vec3_t angles)
|
|
{
|
|
vec3_t org_, end,//org_future,
|
|
axis_[3] = {{0,0,0}, {0,0,0}, {0,0,0}};//, axis_future[3]={{0,0,0}, {0,0,0}, {0,0,0}}; // shut the compiler up
|
|
trace_t trace;
|
|
float length;
|
|
|
|
gclient_t *client = cent->gent->client;
|
|
|
|
if ( !client )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (vr->item_selector && !cg.renderingThirdPerson)
|
|
{
|
|
return;
|
|
}
|
|
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
|
|
// if (scent->gent->ghoul2.size())
|
|
if(1)
|
|
{
|
|
if ( !scent ||
|
|
modelIndex == -1 ||
|
|
scent->gent->ghoul2.size() <= modelIndex ||
|
|
scent->gent->ghoul2[modelIndex].mModelindex == -1 )
|
|
{
|
|
return;
|
|
}
|
|
mdxaBone_t boltMatrix;
|
|
|
|
// figure out where the actual model muzzle is
|
|
gi.G2API_GetBoltMatrix(scent->gent->ghoul2, modelIndex, 0, &boltMatrix, angles, origin, cg.time, cgs.model_draw, scent->currentState.modelScale);
|
|
// work the matrix axis stuff into the original axis and origins used.
|
|
gi.G2API_GiveMeVectorFromMatrix(boltMatrix, ORIGIN, org_);
|
|
gi.G2API_GiveMeVectorFromMatrix(boltMatrix, NEGATIVE_X, axis_[0]);//was NEGATIVE_Y, but the md3->glm exporter screws up this tag somethin' awful
|
|
if (!cent->gent->client->ps.saberInFlight && CG_getPlayer1stPersonSaber(cent))
|
|
{
|
|
vec3_t angles;
|
|
BG_CalculateVRSaberPosition(org_, angles);
|
|
AnglesToAxis(angles, axis_);
|
|
VectorMA(org_, 4.0f, axis_[0], org_);
|
|
}
|
|
|
|
//Now figure out where this info will be next frame
|
|
/*
|
|
{
|
|
vec3_t futureOrigin, futureAngles, orgDiff, angDiff;
|
|
int futuretime;
|
|
|
|
//futuretime = (int)((cg.time + 99)/50) * 50;
|
|
futuretime = cg.time+100;
|
|
|
|
VectorCopy( angles, futureAngles );
|
|
VectorCopy( origin, futureOrigin );
|
|
|
|
//note: for a thrown saber, this does nothing, really
|
|
if ( cent->gent )
|
|
{
|
|
VectorSubtract( cent->lerpOrigin, cent->gent->lastOrigin, orgDiff );
|
|
VectorSubtract( cent->lerpAngles, cent->gent->lastAngles, angDiff );
|
|
VectorAdd( futureOrigin, orgDiff, futureOrigin );
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
futureAngles[i] = AngleNormalize360( futureAngles[i]+angDiff[i] );
|
|
}
|
|
}
|
|
|
|
// figure out where the actual model muzzle will be after next server frame.
|
|
gi.G2API_GetBoltMatrix(scent->gent->ghoul2, modelIndex, 0, &boltMatrix, futureAngles, futureOrigin, futuretime, cgs.model_draw, scent->currentState.modelScale);
|
|
// work the matrix axis stuff into the original axis and origins used.
|
|
gi.G2API_GiveMeVectorFromMatrix(boltMatrix, ORIGIN, org_future);
|
|
gi.G2API_GiveMeVectorFromMatrix(boltMatrix, NEGATIVE_X, axis_future[0]);//was NEGATIVE_Y, but the md3->glm exporter screws up this tag somethin' awful
|
|
}
|
|
*/
|
|
}
|
|
else
|
|
{
|
|
CG_GetTagWorldPosition( saber, "tag_flash", org_, axis_ );
|
|
}
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
//store where saber is this frame
|
|
VectorCopy( org_, cent->gent->client->renderInfo.muzzlePoint );
|
|
VectorCopy( axis_[0], cent->gent->client->renderInfo.muzzleDir );
|
|
cent->gent->client->renderInfo.mPCalcTime = cg.time;
|
|
//length for purposes of rendering and marks trace will be longer than blade so we don't damage past a wall's surface
|
|
if ( cent->gent->client->ps.saberLength < cent->gent->client->ps.saberLengthMax )
|
|
{
|
|
if ( cent->gent->client->ps.saberLength < cent->gent->client->ps.saberLengthMax - 8 )
|
|
{
|
|
length = cent->gent->client->ps.saberLength + 8;
|
|
}
|
|
else
|
|
{
|
|
length = cent->gent->client->ps.saberLengthMax;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
length = cent->gent->client->ps.saberLength;
|
|
}
|
|
VectorMA( org_, length, axis_[0], end );
|
|
|
|
// Now store where the saber will be after next frame.
|
|
//VectorCopy(org_future, cent->gent->client->renderInfo.muzzlePointNext);
|
|
//VectorCopy(axis_future[0], cent->gent->client->renderInfo.muzzleDirNext);
|
|
|
|
VectorAdd( end, axis_[0], end );
|
|
|
|
// If the saber is in flight we shouldn't trace from the player to the muzzle point
|
|
if ( cent->currentState.saberInFlight )
|
|
{
|
|
trace.fraction = 1.0f;
|
|
}
|
|
else
|
|
{
|
|
gi.trace( &trace, cent->lerpOrigin, NULL, NULL, cent->gent->client->renderInfo.muzzlePoint, cent->currentState.number, CONTENTS_SOLID, G2_NOCOLLIDE, 0 );
|
|
}
|
|
|
|
if ( trace.fraction < 1.0f )
|
|
{
|
|
// Saber is on the other side of a wall
|
|
cent->gent->client->ps.saberLength = 0.1f;
|
|
cent->gent->client->ps.saberEventFlags &= ~SEF_INWATER;
|
|
}
|
|
else
|
|
{
|
|
for ( int i = 0; i < 1; i++ )//was 2 because it would go through architecture and leave saber trails on either side of the brush - but still looks bad if we hit a corner, blade is still 8 longer than hit
|
|
{
|
|
if ( i )
|
|
{//tracing from end to base
|
|
//cgi_CM_BoxTrace( &trace, end, org_, NULL, NULL, 0, MASK_SHOT );
|
|
gi.trace( &trace, end, NULL, NULL, org_, ENTITYNUM_NONE, MASK_SOLID, G2_NOCOLLIDE, 0 );
|
|
}
|
|
else
|
|
{//tracing from base to end
|
|
//cgi_CM_BoxTrace( &trace, end, org_, NULL, NULL, 0, MASK_SHOT );
|
|
gi.trace( &trace, org_, NULL, NULL, end, ENTITYNUM_NONE, MASK_SOLID|CONTENTS_WATER|CONTENTS_SLIME, G2_NOCOLLIDE, 0 );
|
|
}
|
|
|
|
if ( trace.fraction < 1.0f )
|
|
{
|
|
if ( (trace.contents&CONTENTS_WATER) || (trace.contents&CONTENTS_SLIME) )
|
|
{
|
|
/*
|
|
if ( !(cent->gent->client->ps.saberEventFlags&SEF_INWATER) )
|
|
{
|
|
}
|
|
*/
|
|
if ( !Q_irand( 0, 10 ) )
|
|
{//FIXME: don't do this this way.... :)
|
|
vec3_t spot;
|
|
VectorCopy( trace.endpos, spot );
|
|
spot[2] += 4;
|
|
G_PlayEffect( "saber/boil", spot );
|
|
cgi_S_StartSound ( spot, -1, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/saber/hitwater.wav" ) );
|
|
}
|
|
//cent->gent->client->ps.saberEventFlags |= SEF_INWATER;
|
|
//don't do other trace
|
|
i = 1;
|
|
}
|
|
else
|
|
{
|
|
theFxScheduler.PlayEffect( "spark", trace.endpos, trace.plane.normal );
|
|
// All I need is a bool to mark whether I have a previous point to work with.
|
|
//....come up with something better..
|
|
if ( client->saberTrail.haveOldPos[i] )
|
|
{
|
|
if ( trace.entityNum == ENTITYNUM_WORLD )
|
|
{//only put marks on architecture
|
|
// Let's do some cool burn/glowing mark bits!!!
|
|
CG_CreateSaberMarks( client->saberTrail.oldPos[i], trace.endpos, trace.plane.normal );
|
|
|
|
//make a sound
|
|
if ( cg.time - cent->gent->client->ps.saberHitWallSoundDebounceTime >= 100 )
|
|
{//ugh, need to have a real sound debouncer... or do this game-side
|
|
cent->gent->client->ps.saberHitWallSoundDebounceTime = cg.time;
|
|
cgi_S_StartSound ( cent->lerpOrigin, cent->currentState.clientNum, CHAN_ITEM, cgi_S_RegisterSound( va ( "sound/weapons/saber/saberhitwall%d.wav", Q_irand( 1, 3 ) ) ) );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// if we impact next frame, we'll mark a slash mark
|
|
client->saberTrail.haveOldPos[i] = qtrue;
|
|
}
|
|
}
|
|
|
|
// stash point so we can connect-the-dots later
|
|
VectorCopy( trace.endpos, client->saberTrail.oldPos[i] );
|
|
VectorCopy( trace.plane.normal, client->saberTrail.oldNormal[i] );
|
|
|
|
if ( !i )
|
|
{
|
|
//Now that we don't let the blade go through walls, we need to shorten the blade when it hits one
|
|
cent->gent->client->ps.saberLength = cent->gent->client->ps.saberLength * trace.fraction;//this will stop damage from going through walls
|
|
if ( cent->gent->client->ps.saberLength <= 0.1f )
|
|
{//SIGH... hack so it doesn't play the saber turn-on sound that plays when you first turn the saber on (assumed when saber is active but length is zero)
|
|
cent->gent->client->ps.saberLength = 0.1f;//FIXME: may go through walls still??
|
|
}
|
|
//FIXME: should probably re-extend instantly, not use the "turning-on" growth rate
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cent->gent->client->ps.saberEventFlags &= ~SEF_INWATER;
|
|
if ( client->saberTrail.haveOldPos[i] )
|
|
{
|
|
// Hmmm, no impact this frame, but we have an old point
|
|
// Let's put the mark there, we should use an endcap mark to close the line, but we
|
|
// can probably just get away with a round mark
|
|
//CG_ImpactMark( cgs.media.rivetMarkShader, client->saberTrail.oldPos[i], client->saberTrail.oldNormal[i],
|
|
// 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, qfalse, 1.1f, qfalse );
|
|
}
|
|
|
|
// we aren't impacting, so turn off our mark tracking mechanism
|
|
client->saberTrail.haveOldPos[i] = qfalse;
|
|
}
|
|
}
|
|
}
|
|
|
|
saberTrail_t *saberTrail = &client->saberTrail;
|
|
|
|
#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
|
|
// the system with very small trail slices...but perhaps doing it by distance would yield better results?
|
|
if ( saberTrail->lastTime > cg.time )
|
|
{//after a pause, cg.time jumps ahead in time for one frame
|
|
//and lastTime gets set to that and will freak out, so, since
|
|
//it's never valid for saberTrail->lastTime to be > cg.time,
|
|
//cap it to cg.time here
|
|
saberTrail->lastTime = cg.time;
|
|
}
|
|
if ( cg.time > saberTrail->lastTime + 2 && saberTrail->inAction) // 2ms
|
|
{
|
|
//Swinging the saber quick enough to trigger a sound should also invoke trails
|
|
if ( saberTrail->inAction && cg.time < saberTrail->lastTime + 300 ) // if we have a stale segment, don't draw until we have a fresh one
|
|
{
|
|
vec3_t rgb1={255,255,255};
|
|
|
|
switch( client->ps.saberColor )
|
|
{
|
|
case SABER_RED:
|
|
VectorSet( rgb1, 255.0f, 0.0f, 0.0f );
|
|
break;
|
|
case SABER_ORANGE:
|
|
VectorSet( rgb1, 255.0f, 64.0f, 0.0f );
|
|
break;
|
|
case SABER_YELLOW:
|
|
VectorSet( rgb1, 255.0f, 255.0f, 0.0f );
|
|
break;
|
|
case SABER_GREEN:
|
|
VectorSet( rgb1, 0.0f, 255.0f, 0.0f );
|
|
break;
|
|
case SABER_BLUE:
|
|
VectorSet( rgb1, 0.0f, 64.0f, 255.0f );
|
|
break;
|
|
case SABER_PURPLE:
|
|
VectorSet( rgb1, 220.0f, 0.0f, 255.0f );
|
|
break;
|
|
}
|
|
|
|
float diff = cg.time - saberTrail->lastTime;
|
|
|
|
// I'm not sure that clipping this is really the best idea
|
|
if ( diff <= SABER_TRAIL_TIME * 2 )
|
|
{
|
|
float oldAlpha = 1.0f - ( diff / SABER_TRAIL_TIME );
|
|
|
|
// build a quad
|
|
CTrail *fx = new CTrail;
|
|
|
|
// Go from new muzzle to new end...then to old end...back down to old muzzle...finally
|
|
// connect back to the new muzzle...this is our trail quad
|
|
VectorCopy( org_, fx->mVerts[0].origin );
|
|
VectorMA( end, 3.0f, axis_[0], fx->mVerts[1].origin );
|
|
|
|
VectorCopy( saberTrail->tip, fx->mVerts[2].origin );
|
|
VectorCopy( saberTrail->base, fx->mVerts[3].origin );
|
|
|
|
// New muzzle
|
|
VectorCopy( rgb1, fx->mVerts[0].rgb );
|
|
fx->mVerts[0].alpha = 255.0f;
|
|
|
|
fx->mVerts[0].ST[0] = 0.0f;
|
|
fx->mVerts[0].ST[1] = 0.99f;
|
|
fx->mVerts[0].destST[0] = 0.99f;
|
|
fx->mVerts[0].destST[1] = 0.99f;
|
|
|
|
// new tip
|
|
VectorCopy( rgb1, fx->mVerts[1].rgb );
|
|
fx->mVerts[1].alpha = 255.0f;
|
|
|
|
fx->mVerts[1].ST[0] = 0.0f;
|
|
fx->mVerts[1].ST[1] = 0.0f;
|
|
fx->mVerts[1].destST[0] = 0.99f;
|
|
fx->mVerts[1].destST[1] = 0.0f;
|
|
|
|
// old tip
|
|
VectorCopy( rgb1, fx->mVerts[2].rgb );
|
|
fx->mVerts[2].alpha = 255.0f;
|
|
|
|
fx->mVerts[2].ST[0] = 0.99f - oldAlpha; // NOTE: this just happens to contain the value I want
|
|
fx->mVerts[2].ST[1] = 0.0f;
|
|
fx->mVerts[2].destST[0] = 0.99f + fx->mVerts[2].ST[0];
|
|
fx->mVerts[2].destST[1] = 0.0f;
|
|
|
|
// old muzzle
|
|
VectorCopy( rgb1, fx->mVerts[3].rgb );
|
|
fx->mVerts[3].alpha = 255.0f;
|
|
|
|
fx->mVerts[3].ST[0] = 0.99f - oldAlpha; // NOTE: this just happens to contain the value I want
|
|
fx->mVerts[3].ST[1] = 0.99f;
|
|
fx->mVerts[3].destST[0] = 0.99f + fx->mVerts[2].ST[0];
|
|
fx->mVerts[3].destST[1] = 0.99f;
|
|
|
|
fx->mShader = cgs.media.saberBlurShader;
|
|
// fx->SetFlags( FX_USE_ALPHA );
|
|
FX_AddPrimitive( (CEffect**)&fx, SABER_TRAIL_TIME );
|
|
}
|
|
}
|
|
|
|
// we must always do this, even if we aren't active..otherwise we won't know where to pick up from
|
|
VectorCopy( org_, saberTrail->base );
|
|
VectorMA( end, 3.0f, axis_[0], saberTrail->tip );
|
|
saberTrail->lastTime = cg.time;
|
|
}
|
|
|
|
// 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 );
|
|
}
|
|
|
|
//--------------- END SABER STUFF --------
|
|
|
|
/*
|
|
===============
|
|
CG_Player
|
|
|
|
FIXME: Extend this to be a render func for all multiobject entities in the game such that:
|
|
|
|
You can have and stack multiple animated pieces (not just legs and torso)
|
|
You can attach "bolt-ons" that either animate or don't (weapons, heads, borg pieces)
|
|
You can attach any object to any tag on any object (weapon on the head, etc.)
|
|
|
|
Basically, keep a list of objects:
|
|
Root object (in this case, the legs) with this info:
|
|
model
|
|
skin
|
|
effects
|
|
scale
|
|
if animated, frame or anim number
|
|
drawn at origin and angle of master entity
|
|
Animated objects, with this info:
|
|
model
|
|
skin
|
|
effects
|
|
scale
|
|
frame or anim number
|
|
object it's attached to
|
|
tag to attach it's tag_parent to
|
|
angle offset to attach it with
|
|
Non-animated objects, with this info:
|
|
model
|
|
skin
|
|
effects
|
|
scale
|
|
object it's attached to
|
|
tag to attach it's tag_parent to
|
|
angle offset to attach it with
|
|
|
|
ALSO:
|
|
Move the auto angle setting back up to the game
|
|
Implement 3-axis scaling
|
|
Implement alpha
|
|
Implement tint
|
|
Implement other effects (generic call effect at org and dir (or tag), with parms?)
|
|
|
|
===============
|
|
*/
|
|
extern qboolean G_ControlledByPlayer( gentity_t *self );
|
|
|
|
void CG_Player(centity_t *cent ) {
|
|
clientInfo_t *ci;
|
|
qboolean shadow, staticScale = qfalse;
|
|
float shadowPlane;
|
|
const weaponData_t *wData = NULL;
|
|
|
|
calcedMp = qfalse;
|
|
|
|
if ( cent->currentState.eFlags & EF_NODRAW )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//FIXME: make sure this thing has a gent and client
|
|
if(!cent->gent)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if(!cent->gent->client)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (cg.snap->ps.stats[STAT_HEALTH] > 0) {
|
|
vr->weaponid = cg.snap->ps.weapon;
|
|
} else {
|
|
vr->weaponid = WP_NONE;
|
|
}
|
|
|
|
//Get the player's light level for stealth calculations
|
|
CG_GetPlayerLightLevel( cent );
|
|
|
|
if ((in_camera) && !(cent->currentState.eFlags & EF_NPC)) // If player in camera then no need for shadow
|
|
{
|
|
return;
|
|
}
|
|
|
|
if(cent->currentState.number == 0 && !cg.renderingThirdPerson )//!cg_thirdPerson.integer )
|
|
{
|
|
calcedMp = qtrue;
|
|
}
|
|
|
|
ci = ¢->gent->client->clientInfo;
|
|
|
|
if ( !ci->infoValid )
|
|
{
|
|
return;
|
|
}
|
|
|
|
//Before we go any further, default this to false, it can be updated later
|
|
vr->velocitytriggered = false;
|
|
|
|
if ( cent->currentState.vehicleModel != 0 )
|
|
{//Using an alternate (md3 for now) model
|
|
refEntity_t ent;
|
|
vec3_t tempAngles = {0, 0, 0}, velocity = {0, 0, 0};
|
|
float speed;
|
|
memset (&ent, 0, sizeof(ent));
|
|
|
|
if ( !cg.renderingThirdPerson )
|
|
{
|
|
gi.SendConsoleCommand( "cg_thirdperson 1\n" );
|
|
return;
|
|
}
|
|
|
|
ent.renderfx = 0;
|
|
if ( cent->currentState.number == cg.snap->ps.clientNum )
|
|
{//player
|
|
if ( !cg.renderingThirdPerson )
|
|
{
|
|
ent.renderfx = RF_THIRD_PERSON; // only draw in mirrors
|
|
}
|
|
}
|
|
|
|
// add the shadow
|
|
shadow = CG_PlayerShadow( cent, &shadowPlane );
|
|
|
|
if ( (cg_shadows.integer == 2) || (cg_shadows.integer == 3 && shadow) )
|
|
{
|
|
ent.renderfx |= RF_SHADOW_PLANE;
|
|
}
|
|
ent.renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
|
|
if ( cent->gent->NPC && cent->gent->NPC->scriptFlags & SCF_MORELIGHT )
|
|
{
|
|
ent.renderfx |= RF_MORELIGHT; //bigger than normal min light
|
|
}
|
|
|
|
VectorCopy( cent->lerpOrigin, ent.origin );
|
|
VectorCopy( cent->lerpOrigin, ent.oldorigin );
|
|
|
|
VectorSet( tempAngles, 0, cent->lerpAngles[1], 0 );
|
|
VectorCopy( tempAngles, cg.refdefViewAngles );
|
|
|
|
tempAngles[0] = cent->lerpAngles[0];
|
|
if ( tempAngles[0] > 30 )
|
|
{
|
|
tempAngles[0] = 30;
|
|
}
|
|
else if ( tempAngles[0] < -30 )
|
|
{
|
|
tempAngles[0] = -30;
|
|
}
|
|
|
|
//FIXME: roll
|
|
VectorCopy( cent->gent->client->ps.velocity, velocity );
|
|
speed = VectorNormalize( velocity );
|
|
|
|
if ( speed )
|
|
{
|
|
vec3_t rt;
|
|
float side;
|
|
|
|
// Magic number fun! Speed is used for banking, so modulate the speed by a sine wave
|
|
speed *= sin( (cg.frametime + 200 ) * 0.003 );
|
|
|
|
// Clamp to prevent harsh rolling
|
|
if ( speed > 60 )
|
|
speed = 60;
|
|
|
|
AngleVectors( tempAngles, NULL, rt, NULL );
|
|
side = speed * DotProduct( velocity, rt );
|
|
tempAngles[2] -= side;
|
|
}
|
|
/*
|
|
tempAngles[2] = cent->lerpAngles[1];
|
|
if ( tempAngles[2] > 30 )
|
|
{
|
|
tempAngles[2] = 30;
|
|
}
|
|
else if ( tempAngles[2] < -30 )
|
|
{
|
|
tempAngles[2] = -30;
|
|
}
|
|
*/
|
|
|
|
AnglesToAxis( tempAngles, ent.axis );
|
|
ScaleModelAxis( &ent );
|
|
|
|
VectorCopy( ent.origin, ent.lightingOrigin );
|
|
|
|
//FIXME: what if it's a G2 model?
|
|
/*
|
|
if ghoul model
|
|
{
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, cent->gent->client->renderInfo.muzzlePoint );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, cent->gent->client->renderInfo.muzzleDir );
|
|
cent->gent->client->renderInfo.mPCalcTime = cg.time;
|
|
gi.G2API_GetBoltMatrix(cent->gent->ghoul2, cent->gent->playerModel, cent->gent->headBolt, &boltMatrix, tempAngles, ent.origin, cg.time, cgs.model_draw, cent->currentState.modelScale);
|
|
// update where we think the head is, and where the eyes point
|
|
gi.G2API_GiveMeVectorFromMatrix(boltMatrix, ORIGIN, cent->gent->client->renderInfo.eyePoint);
|
|
gi.G2API_GiveMeVectorFromMatrix(boltMatrix, NEGATIVE_Y, tempAxis);//was POSITIVE_X
|
|
vectoangles( tempAxis, cent->gent->client->renderInfo.eyeAngles );
|
|
}
|
|
else
|
|
*/
|
|
{
|
|
//FIXME: properly generate muzzlePoint
|
|
VectorCopy( cent->lerpOrigin, cent->gent->client->renderInfo.muzzlePoint );
|
|
AngleVectors( cent->lerpAngles, cent->gent->client->renderInfo.muzzleDir, NULL, NULL );
|
|
cent->gent->client->renderInfo.mPCalcTime = cg.time;
|
|
VectorCopy( cent->lerpOrigin, cent->gent->client->renderInfo.eyePoint );
|
|
VectorCopy( cent->lerpAngles, cent->gent->client->renderInfo.eyeAngles );
|
|
ent.hModel = cgs.model_draw[cent->currentState.vehicleModel];
|
|
}
|
|
cgi_R_AddRefEntityToScene( &ent );
|
|
return;
|
|
}
|
|
|
|
if ( cent->currentState.weapon )
|
|
{
|
|
wData = &weaponData[cent->currentState.weapon];
|
|
}
|
|
/*
|
|
Ghoul2 Insert Start
|
|
*/
|
|
// do this if we are a ghoul2 model
|
|
if (cent->gent->ghoul2.size())
|
|
// if (1)
|
|
{
|
|
refEntity_t ent;
|
|
vec3_t tempAngles;
|
|
memset (&ent, 0, sizeof(ent));
|
|
|
|
//FIXME: if at all possible, do all our sets before our gets to do only *1* G2 skeleton transform per render frame
|
|
CG_SetGhoul2Info(&ent, cent);
|
|
|
|
// Weapon sounds may need to be stopped, so check now
|
|
CG_StopWeaponSounds( cent );
|
|
|
|
// add powerups floating behind the player
|
|
CG_PlayerPowerups( cent );
|
|
|
|
// add the shadow
|
|
shadow = CG_PlayerShadow( cent, &shadowPlane );
|
|
|
|
// add a water splash if partially in and out of water
|
|
CG_PlayerSplash( cent );
|
|
|
|
// get the player model information
|
|
ent.renderfx = 0;
|
|
if ( !cg.renderingThirdPerson || cg.zoomMode )
|
|
{//in first person or zoomed in
|
|
if ( cg.snap->ps.viewEntity <= 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD)
|
|
{//no viewentity
|
|
if ( cent->currentState.number == cg.snap->ps.clientNum )
|
|
{//I am the player
|
|
if ( cg.snap->ps.weapon != WP_SABER && cg.snap->ps.weapon != WP_MELEE )
|
|
{//not using saber or fists
|
|
ent.renderfx = RF_THIRD_PERSON; // only draw in mirrors
|
|
}
|
|
}
|
|
}
|
|
else if ( cent->currentState.number == cg.snap->ps.viewEntity )
|
|
{//I am the view entity
|
|
if ( cg.snap->ps.weapon != WP_SABER && cg.snap->ps.weapon != WP_MELEE )
|
|
{//not using first person saber test or, if so, not using saber
|
|
ent.renderfx = RF_THIRD_PERSON; // only draw in mirrors
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( cent->gent->client->ps.powerups[PW_DISINT_2] > cg.time )
|
|
{//ghost!
|
|
ent.renderfx = RF_THIRD_PERSON; // only draw in mirrors
|
|
}
|
|
|
|
if ( (cg_shadows.integer == 2) || (cg_shadows.integer == 3 && shadow) )
|
|
{
|
|
ent.renderfx |= RF_SHADOW_PLANE;
|
|
}
|
|
ent.shadowPlane = shadowPlane;
|
|
ent.renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
|
|
if ( cent->gent->NPC && cent->gent->NPC->scriptFlags & SCF_MORELIGHT )
|
|
{
|
|
ent.renderfx |= RF_MORELIGHT; //bigger than normal min light
|
|
}
|
|
|
|
CG_RegisterWeapon( cent->currentState.weapon );
|
|
|
|
//---------------
|
|
if ( cent->currentState.eFlags & EF_LOCKED_TO_WEAPON && cent->gent && cent->gent->health > 0 && cent->gent->owner )
|
|
{
|
|
centity_t *chair = &cg_entities[cent->gent->owner->s.number];
|
|
if ( chair && chair->gent )
|
|
{
|
|
vec3_t temp;
|
|
mdxaBone_t boltMatrix;
|
|
|
|
// We'll set the turret yaw directly
|
|
VectorClear( chair->gent->s.apos.trBase );
|
|
VectorClear( temp );
|
|
|
|
chair->gent->s.apos.trBase[YAW] = cent->lerpAngles[YAW];
|
|
temp[PITCH] = -cent->lerpAngles[PITCH];
|
|
cent->lerpAngles[ROLL] = 0;
|
|
|
|
//NOTE: call this so it updates on the server and client
|
|
BG_G2SetBoneAngles( chair, chair->gent, chair->gent->lowerLumbarBone, temp, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, cgs.model_draw );
|
|
//gi.G2API_SetBoneAngles( &chair->gent->ghoul2[0], "swivel_bone", temp, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, cgs.model_draw );
|
|
VectorCopy( temp, chair->gent->lastAngles );
|
|
|
|
gi.G2API_StopBoneAnimIndex( ¢->gent->ghoul2[cent->gent->playerModel], cent->gent->hipsBone );
|
|
|
|
// Getting the seat bolt here
|
|
gi.G2API_GetBoltMatrix( chair->gent->ghoul2, chair->gent->playerModel, chair->gent->headBolt,
|
|
&boltMatrix, chair->gent->s.apos.trBase, chair->gent->currentOrigin, cg.time,
|
|
cgs.model_draw, chair->currentState.modelScale );
|
|
// Storing ent position, bolt position, and bolt axis
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, ent.origin );
|
|
VectorCopy( ent.origin, chair->gent->pos2 );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, POSITIVE_Y, chair->gent->pos3 );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Z, chair->gent->pos4 );
|
|
|
|
VectorCopy( ent.origin, ent.oldorigin );
|
|
VectorCopy( ent.origin, ent.lightingOrigin );
|
|
|
|
// FIXME: Mike claims that hacking the eyepoint will make them shoot at me.......so,
|
|
// we move up from the seat bolt and store off that point.
|
|
// VectorMA( ent.origin, -20, chair->gent->pos3, cent->gent->client->renderInfo.eyePoint );
|
|
// VectorMA( cent->gent->client->renderInfo.eyePoint, 40, chair->gent->pos4, cent->gent->client->renderInfo.eyePoint );
|
|
|
|
AnglesToAxis( cent->lerpAngles, ent.axis );
|
|
VectorCopy( cent->lerpAngles, tempAngles);//tempAngles is needed a lot below
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//---------------
|
|
CG_G2PlayerAngles( cent, ent.axis, tempAngles);
|
|
//Deal with facial expressions
|
|
CG_G2PlayerHeadAnims( cent );
|
|
|
|
VectorCopy( cent->lerpOrigin, ent.origin);
|
|
if (ent.modelScale[2] && ent.modelScale[2] != 1.0f)
|
|
{
|
|
ent.origin[2] += 24 * (ent.modelScale[2] - 1);
|
|
}
|
|
VectorCopy( ent.origin, ent.oldorigin);
|
|
VectorCopy( ent.origin, ent.lightingOrigin );
|
|
}
|
|
|
|
if ( cent->gent && cent->gent->client )
|
|
{
|
|
cent->gent->client->ps.legsYaw = tempAngles[YAW];
|
|
}
|
|
ScaleModelAxis(&ent);
|
|
|
|
extern vmCvar_t cg_thirdPersonAlpha;
|
|
|
|
if ( (cent->gent->s.number == 0 || G_ControlledByPlayer( cent->gent )) )
|
|
{
|
|
float alpha = 1.0f;
|
|
if ( (cg.overrides.active&CG_OVERRIDE_3RD_PERSON_APH) )
|
|
{
|
|
alpha = cg.overrides.thirdPersonAlpha;
|
|
}
|
|
else
|
|
{
|
|
alpha = cg_thirdPersonAlpha.value;
|
|
}
|
|
|
|
if ( alpha < 1.0f )
|
|
{
|
|
ent.renderfx |= RF_ALPHA_FADE;
|
|
ent.shaderRGBA[3] = (unsigned char)(alpha * 255.0f);
|
|
}
|
|
}
|
|
|
|
if ( !cg.renderingThirdPerson
|
|
&& ( /*cg.snap->ps.weapon == WP_SABER || */cg.snap->ps.weapon == WP_MELEE )
|
|
&& !cent->gent->s.number )
|
|
{// Yeah um, this needs to not do this quite this way
|
|
ent.customSkin = cgi_R_RegisterSkin( "models/players/kyle/model_fpls2.skin" ); //precached in g_client.cpp
|
|
//turn on arm caps
|
|
gi.G2API_SetSurfaceOnOff( ¢->gent->ghoul2[cent->gent->playerModel], "r_arm_cap_torso_off", 0 );
|
|
gi.G2API_SetSurfaceOnOff( ¢->gent->ghoul2[cent->gent->playerModel], "l_arm_cap_torso_off", 0 );
|
|
}
|
|
else
|
|
{
|
|
ent.customSkin = 0;
|
|
//turn off arm caps
|
|
gi.G2API_SetSurfaceOnOff( ¢->gent->ghoul2[cent->gent->playerModel], "r_arm_cap_torso_off", 0x00000002 );
|
|
gi.G2API_SetSurfaceOnOff( ¢->gent->ghoul2[cent->gent->playerModel], "l_arm_cap_torso_off", 0x00000002 );
|
|
}
|
|
|
|
// We want to be able to do cool full-body type effects
|
|
CG_AddRefEntityWithPowerups( &ent, cent->currentState.powerups, cent );
|
|
|
|
if ( cg_debugBB.integer)
|
|
{
|
|
CG_CreateBBRefEnts(¢->currentState, ent.origin);
|
|
}
|
|
|
|
//Initialize all these to *some* valid data
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.headPoint );
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.handRPoint );
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.handLPoint );
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.footRPoint );
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.footLPoint );
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.torsoPoint );
|
|
VectorCopy( cent->lerpAngles, cent->gent->client->renderInfo.torsoAngles );
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.crotchPoint );
|
|
if ( cent->currentState.number != 0
|
|
|| cg.renderingThirdPerson
|
|
|| cg.snap->ps.stats[STAT_HEALTH] <= 0
|
|
|| ( !cg.renderingThirdPerson && (cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE) )//First person saber
|
|
)
|
|
{//in some third person mode or NPC
|
|
//we don't override thes in pure 1st person because they will be set before this func
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.eyePoint );
|
|
VectorCopy( cent->lerpAngles, cent->gent->client->renderInfo.eyeAngles );
|
|
if ( !cent->gent->client->ps.saberInFlight )
|
|
{
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.muzzlePoint );
|
|
VectorCopy( ent.axis[0], cent->gent->client->renderInfo.muzzleDir );
|
|
|
|
if ( !cg.renderingThirdPerson && (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 );
|
|
vr->velocitytriggered = true;
|
|
}
|
|
}
|
|
}
|
|
//now try to get the right data
|
|
|
|
mdxaBone_t boltMatrix;
|
|
vec3_t tempAxis, G2Angles = {0, tempAngles[YAW], 0};
|
|
|
|
if ( cent->gent->handRBolt != -1 )
|
|
{
|
|
//Get handRPoint
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->handRBolt,
|
|
&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)
|
|
{
|
|
vec3_t angles;
|
|
BG_CalculateVRSaberPosition(cent->gent->client->renderInfo.handRPoint, angles);
|
|
}
|
|
}
|
|
if ( cent->gent->handLBolt != -1 )
|
|
{
|
|
//always get handLPoint too...?
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->handLBolt,
|
|
&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)
|
|
{
|
|
vec3_t angles;
|
|
BG_CalculateVROffHandPosition(cent->gent->client->renderInfo.handLPoint, angles);
|
|
}
|
|
}
|
|
if ( cent->gent->footLBolt != -1 )
|
|
{
|
|
//get the feet
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->footLBolt,
|
|
&boltMatrix, G2Angles, ent.origin, cg.time,
|
|
cgs.model_draw, cent->currentState.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, cent->gent->client->renderInfo.footLPoint );
|
|
}
|
|
|
|
if ( cent->gent->footRBolt != -1 )
|
|
{
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->footRBolt,
|
|
&boltMatrix, G2Angles, ent.origin, cg.time,
|
|
cgs.model_draw, cent->currentState.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, cent->gent->client->renderInfo.footRPoint );
|
|
}
|
|
|
|
//Handle saber
|
|
if ( cent->gent && cent->gent->client && ( cent->currentState.weapon == WP_SABER || cent->currentState.saberInFlight ) && cent->gent->client->NPC_class != CLASS_ATST )
|
|
{//FIXME: somehow saberactive is getting lost over the network
|
|
if ( cent->gent->client->ps.saberEventFlags&SEF_INWATER )
|
|
{
|
|
cent->gent->client->ps.saberActive = qfalse;
|
|
}
|
|
if ( /*!cent->currentState.saberActive ||*/ !cent->gent->client->ps.saberActive || cent->gent->client->ps.saberLength > cent->gent->client->ps.saberLengthMax )//hack around network lag for now
|
|
{//saber is off
|
|
if ( cent->gent->client->ps.saberLength > 0 )
|
|
{
|
|
if ( cent->gent->client->ps.stats[STAT_HEALTH] <= 0 )
|
|
{//dead, didn't actively turn it off
|
|
cent->gent->client->ps.saberLength -= cent->gent->client->ps.saberLengthMax/10 * cg.frametime/100;
|
|
}
|
|
else
|
|
{//actively turned it off, shrink faster
|
|
cent->gent->client->ps.saberLength -= cent->gent->client->ps.saberLengthMax/10 * cg.frametime/100;
|
|
}
|
|
}
|
|
}
|
|
else if ( cent->gent->client->ps.saberLength < cent->gent->client->ps.saberLengthMax )
|
|
{//saber is on
|
|
if ( !cent->gent->client->ps.saberLength )
|
|
{
|
|
qhandle_t saberOnSound;
|
|
|
|
if ( cent->gent->client->playerTeam == TEAM_PLAYER )
|
|
{
|
|
saberOnSound = cgi_S_RegisterSound( "sound/weapons/saber/saberon.wav" );
|
|
}
|
|
else
|
|
{
|
|
saberOnSound = cgi_S_RegisterSound( "sound/weapons/saber/enemy_saber_on.wav" );
|
|
}
|
|
if ( !cent->gent->client->ps.weaponTime )
|
|
{//make us play the turn on anim
|
|
cent->gent->client->ps.weaponstate = WEAPON_RAISING;
|
|
cent->gent->client->ps.weaponTime = 250;
|
|
}
|
|
if ( cent->currentState.saberInFlight )
|
|
{//play it on the saber
|
|
cgi_S_UpdateEntityPosition( cent->gent->client->ps.saberEntityNum, g_entities[cent->gent->client->ps.saberEntityNum].currentOrigin );
|
|
cgi_S_StartSound (NULL, cent->gent->client->ps.saberEntityNum, CHAN_AUTO, saberOnSound );
|
|
}
|
|
else
|
|
{
|
|
cgi_S_StartSound (NULL, cent->currentState.number, CHAN_AUTO, saberOnSound );
|
|
}
|
|
}
|
|
if ( cg.frametime > 0 )
|
|
{
|
|
cent->gent->client->ps.saberLength += cent->gent->client->ps.saberLengthMax/10 * cg.frametime/100;//= saberLengthMax;
|
|
}
|
|
if ( cent->gent->client->ps.saberLength > cent->gent->client->ps.saberLengthMax )
|
|
{
|
|
cent->gent->client->ps.saberLength = cent->gent->client->ps.saberLengthMax;
|
|
}
|
|
}
|
|
|
|
if ( cent->gent->client->ps.saberLength > 0 )
|
|
{
|
|
if ( !cent->currentState.saberInFlight )//&& cent->currentState.saberActive)
|
|
{//holding the saber in-hand
|
|
// CGhoul2Info *currentModel = ¢->gent->ghoul2[1];
|
|
// CGhoul2Info *nextModel = ¢->gent->ghoul2[1];
|
|
//FIXME: need a version of this that *doesn't* need the mFileName in the ghoul2
|
|
//FIXME: use an actual surfaceIndex?
|
|
if ( !gi.G2API_GetSurfaceRenderStatus( ¢->gent->ghoul2[cent->gent->playerModel], "r_hand" ) )//surf is still on
|
|
{
|
|
CG_AddSaberBlade( cent, cent, NULL, CG_getPlayer1stPersonSaber(cent) ? 0 : ent.renderfx, cent->gent->weaponModel, ent.origin, tempAngles);
|
|
}//else, the limb will draw the blade itself
|
|
}//in-flight saber draws it's own blade
|
|
}
|
|
else
|
|
{
|
|
if ( cent->gent->client->ps.saberLength < 0 )
|
|
{
|
|
cent->gent->client->ps.saberLength = 0;
|
|
}
|
|
//if ( cent->gent->client->ps.saberEventFlags&SEF_INWATER )
|
|
{
|
|
CG_CheckSaberInWater( cent, cent, cent->gent->weaponModel, ent.origin, tempAngles );
|
|
}
|
|
}
|
|
if ( cent->currentState.weapon == WP_SABER && (cent->gent->client->ps.saberLength > 0 || cent->currentState.saberInFlight) )
|
|
{
|
|
calcedMp = qtrue;
|
|
}
|
|
}
|
|
|
|
if ( cent->currentState.number != 0
|
|
|| cg.renderingThirdPerson
|
|
|| cg.snap->ps.stats[STAT_HEALTH] <= 0
|
|
|| ( !cg.renderingThirdPerson && (cg.snap->ps.weapon == WP_SABER||cg.snap->ps.weapon == WP_MELEE) )//First person saber
|
|
)
|
|
{//if NPC, third person, or dead, unless using saber
|
|
//Get eyePoint & eyeAngles
|
|
/*
|
|
if ( cg.snap->ps.viewEntity > 0
|
|
&& cg.snap->ps.viewEntity < ENTITYNUM_WORLD
|
|
&& cg.snap->ps.viewEntity == cent->currentState.clientNum )
|
|
{//player is in an entity camera view, ME
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.eyePoint );
|
|
VectorCopy( tempAngles, cent->gent->client->renderInfo.eyeAngles );
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.headPoint );
|
|
}
|
|
else
|
|
*/if ( cent->gent->headBolt == -1 )
|
|
{//no headBolt
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.eyePoint );
|
|
VectorCopy( tempAngles, cent->gent->client->renderInfo.eyeAngles );
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.headPoint );
|
|
}
|
|
else
|
|
{
|
|
//FIXME: if head is missing, we should let the dismembered head set our eyePoint...
|
|
gi.G2API_GetBoltMatrix(cent->gent->ghoul2, cent->gent->playerModel, cent->gent->headBolt, &boltMatrix, tempAngles, ent.origin, cg.time, cgs.model_draw, cent->currentState.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix(boltMatrix, ORIGIN, cent->gent->client->renderInfo.eyePoint);
|
|
gi.G2API_GiveMeVectorFromMatrix(boltMatrix, NEGATIVE_Y, tempAxis);
|
|
vectoangles( tempAxis, cent->gent->client->renderInfo.eyeAngles );
|
|
//estimate where the neck would be...
|
|
gi.G2API_GiveMeVectorFromMatrix(boltMatrix, NEGATIVE_Z, tempAxis);//go down to find neck
|
|
VectorMA( cent->gent->client->renderInfo.eyePoint, 8, tempAxis, cent->gent->client->renderInfo.headPoint );
|
|
}
|
|
//Get torsoPoint & torsoAngles
|
|
if (cent->gent->chestBolt>=0)
|
|
{
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->chestBolt, &boltMatrix, tempAngles, ent.origin, cg.time, cgs.model_draw, cent->currentState.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, cent->gent->client->renderInfo.torsoPoint );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Z, tempAxis );
|
|
vectoangles( tempAxis, cent->gent->client->renderInfo.torsoAngles );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.torsoPoint);
|
|
VectorClear(cent->gent->client->renderInfo.torsoAngles);
|
|
}
|
|
//get crotchPoint
|
|
if (cent->gent->crotchBolt>=0)
|
|
{
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, cent->gent->crotchBolt, &boltMatrix, tempAngles, ent.origin, cg.time, cgs.model_draw, cent->currentState.modelScale );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, cent->gent->client->renderInfo.crotchPoint );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.crotchPoint);
|
|
}
|
|
|
|
if( !calcedMp )
|
|
{
|
|
if ( cent->gent && cent->gent->client && cent->gent->client->NPC_class == CLASS_ATST)
|
|
{//FIXME: different for the three different weapon positions
|
|
mdxaBone_t boltMatrix;
|
|
int bolt;
|
|
entityState_t *es;
|
|
|
|
es = ¢->currentState;
|
|
|
|
// figure out where the actual model muzzle is
|
|
if (es->weapon == WP_ATST_MAIN)
|
|
{
|
|
if ( !es->number )
|
|
{//player, just use left one, I guess
|
|
if ( cent->gent->alt_fire )
|
|
{
|
|
bolt = cent->gent->handRBolt;
|
|
}
|
|
else
|
|
{
|
|
bolt = cent->gent->handLBolt;
|
|
}
|
|
}
|
|
else if (cent->gent->count > 0)
|
|
{
|
|
cent->gent->count = 0;
|
|
bolt = cent->gent->handLBolt;
|
|
}
|
|
else
|
|
{
|
|
cent->gent->count = 1;
|
|
bolt = cent->gent->handRBolt;
|
|
}
|
|
}
|
|
else // ATST SIDE weapons
|
|
{
|
|
if ( cent->gent->alt_fire)
|
|
{
|
|
bolt = cent->gent->genericBolt2;
|
|
}
|
|
else
|
|
{
|
|
bolt = cent->gent->genericBolt1;
|
|
}
|
|
}
|
|
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, bolt, &boltMatrix, tempAngles, ent.origin, cg.time, cgs.model_draw, cent->currentState.modelScale );
|
|
|
|
// work the matrix axis stuff into the original axis and origins used.
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, cent->gent->client->renderInfo.muzzlePoint );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, cent->gent->client->renderInfo.muzzleDir );
|
|
}
|
|
else if ( cent->gent && cent->gent->client && cent->gent->client->NPC_class == CLASS_GALAKMECH )
|
|
{
|
|
int bolt = -1;
|
|
if ( cent->gent->lockCount )
|
|
{//using the big laser beam
|
|
bolt = cent->gent->handLBolt;
|
|
}
|
|
else//repeater
|
|
{
|
|
if ( cent->gent->alt_fire )
|
|
{//fire from the lower barrel (not that anyone will ever notice this, but...)
|
|
bolt = cent->gent->genericBolt3;
|
|
}
|
|
else
|
|
{
|
|
bolt = cent->gent->handRBolt;
|
|
}
|
|
}
|
|
|
|
if ( bolt == -1 )
|
|
{
|
|
VectorCopy( ent.origin, cent->gent->client->renderInfo.muzzlePoint );
|
|
AngleVectors( tempAngles, cent->gent->client->renderInfo.muzzleDir, NULL, NULL );
|
|
}
|
|
else
|
|
{
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->playerModel, bolt, &boltMatrix, tempAngles, ent.origin, cg.time, cgs.model_draw, cent->currentState.modelScale );
|
|
|
|
// work the matrix axis stuff into the original axis and origins used.
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, cent->gent->client->renderInfo.muzzlePoint );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, cent->gent->client->renderInfo.muzzleDir );
|
|
}
|
|
}
|
|
else if (( cent->gent->weaponModel != -1) &&
|
|
( cent->gent->ghoul2.size() > cent->gent->weaponModel ) &&
|
|
( cent->gent->ghoul2[cent->gent->weaponModel].mModelindex != -1))
|
|
{
|
|
mdxaBone_t boltMatrix;
|
|
// figure out where the actual model muzzle is
|
|
gi.G2API_GetBoltMatrix( cent->gent->ghoul2, cent->gent->weaponModel, 0, &boltMatrix, tempAngles, ent.origin, cg.time, cgs.model_draw, cent->currentState.modelScale );
|
|
// work the matrix axis stuff into the original axis and origins used.
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, ORIGIN, cent->gent->client->renderInfo.muzzlePoint );
|
|
gi.G2API_GiveMeVectorFromMatrix( boltMatrix, NEGATIVE_Y, cent->gent->client->renderInfo.muzzleDir );
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( cent->gent->client->renderInfo.eyePoint, cent->gent->client->renderInfo.muzzlePoint );
|
|
AngleVectors( cent->gent->client->renderInfo.eyeAngles, cent->gent->client->renderInfo.muzzleDir, NULL, NULL );
|
|
}
|
|
cent->gent->client->renderInfo.mPCalcTime = cg.time;
|
|
}
|
|
|
|
// Pick the right effect for the type of weapon we are, defaults to no effect unless explicitly specified
|
|
if ( cent->muzzleFlashTime > 0 && wData && !(cent->currentState.eFlags & EF_LOCKED_TO_WEAPON ))
|
|
{
|
|
const char *effect = NULL;
|
|
|
|
cent->muzzleFlashTime = 0;
|
|
|
|
// Try and get a default muzzle so we have one to fall back on
|
|
if ( wData->mMuzzleEffect[0] )
|
|
{
|
|
effect = &wData->mMuzzleEffect[0];
|
|
}
|
|
|
|
if ( cent->altFire )
|
|
{
|
|
// We're alt-firing, so see if we need to override with a custom alt-fire effect
|
|
if ( wData->mAltMuzzleEffect[0] )
|
|
{
|
|
effect = &wData->mAltMuzzleEffect[0];
|
|
}
|
|
}
|
|
|
|
if (/*( cent->currentState.eFlags & EF_FIRING || cent->currentState.eFlags & EF_ALT_FIRING ) &&*/ effect )
|
|
{
|
|
if ( cent->gent && cent->gent->NPC )
|
|
{
|
|
theFxScheduler.PlayEffect( effect, cent->gent->client->renderInfo.muzzlePoint,
|
|
cent->gent->client->renderInfo.muzzleDir );
|
|
}
|
|
else
|
|
{
|
|
// We got an effect and we're firing, so let 'er rip.
|
|
theFxScheduler.PlayEffect( effect, cent->currentState.clientNum );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//play special force effects
|
|
if ( cent->gent->NPC && ( cent->gent->NPC->confusionTime > cg.time || cent->gent->NPC->charmedTime > cg.time || cent->gent->NPC->controlledTime > cg.time) )
|
|
{// we are currently confused, so play an effect at the headBolt position
|
|
theFxScheduler.PlayEffect( cgs.effects.forceConfusion, cent->gent->client->renderInfo.eyePoint );
|
|
}
|
|
|
|
if ( cent->gent->client && cent->gent->forcePushTime > cg.time )
|
|
{//being pushed
|
|
CG_ForcePushBodyBlur( cent, ent.origin, tempAngles );
|
|
}
|
|
|
|
if ( cent->gent->client->ps.powerups[PW_FORCE_PUSH] > cg.time || (cent->gent->client->ps.forcePowersActive & (1<<FP_GRIP)) )
|
|
{//doing the pushing/gripping
|
|
CG_ForcePushBlur( cent->gent->client->renderInfo.handLPoint );
|
|
}
|
|
|
|
if ( cent->gent->client->ps.eFlags & EF_FORCE_GRIPPED )
|
|
{//being gripped
|
|
CG_ForcePushBlur( cent->gent->client->renderInfo.headPoint );
|
|
}
|
|
|
|
if ( cent->gent->client && cent->gent->client->ps.powerups[PW_SHOCKED] > cg.time )
|
|
{//being electrocuted
|
|
CG_ForceElectrocution( cent, ent.origin, tempAngles );
|
|
}
|
|
|
|
if ( cent->gent->client->ps.forcePowersActive&(1<<FP_LIGHTNING) )
|
|
{//doing the electrocuting
|
|
vec3_t tAng, fxDir;
|
|
if (cent->gent->client->ps.clientNum == 0)
|
|
{
|
|
vec3_t origin, angles;
|
|
BG_CalculateVROffHandPosition(origin, tAng);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( cent->lerpAngles, tAng );
|
|
}
|
|
|
|
/*
|
|
if ( cent->currentState.number )
|
|
{
|
|
VectorSet( tAng, cent->pe.torso.pitchAngle, cent->pe.torso.yawAngle, 0 );
|
|
}
|
|
else
|
|
{//FIXME: this dir looks right on players, but not on NPCs, NPCs pe angles are absolute, not relative?
|
|
VectorSet( tAng, tempAngles[0]+cent->pe.torso.pitchAngle, tempAngles[1]+cent->pe.torso.yawAngle, 0 );
|
|
}
|
|
*/
|
|
if ( cent->gent->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_2 )
|
|
{//arc
|
|
vec3_t fxAxis[3];
|
|
AnglesToAxis( tAng, fxAxis );
|
|
theFxScheduler.PlayEffect( cgs.effects.forceLightningWide, cent->gent->client->renderInfo.handLPoint, fxAxis );
|
|
}
|
|
else
|
|
{//line
|
|
AngleVectors( tAng, fxDir, NULL, NULL );
|
|
theFxScheduler.PlayEffect( cgs.effects.forceLightning, cent->gent->client->renderInfo.handLPoint, fxDir );
|
|
}
|
|
}
|
|
|
|
//As good a place as any, I suppose, to do this keyframed sound thing
|
|
CGG2_AnimSounds( cent );
|
|
//setup old system for gun to look at
|
|
//CG_RunLerpFrame( ci, ¢->pe.torso, cent->gent->client->ps.torsoAnim, cent->gent->client->renderInfo.torsoFpsMod, cent->gent->s.number );
|
|
if ( cent->gent && cent->gent->client && cent->gent->client->ps.weapon == WP_SABER )
|
|
{
|
|
if ( cg_timescale.value < 1.0f && (cent->gent->client->ps.forcePowersActive&(1<<FP_SPEED)) )
|
|
{
|
|
int wait = floor( (float)FRAMETIME/2.0f );
|
|
//sanity check
|
|
if ( cent->gent->client->ps.saberDamageDebounceTime - cg.time > wait )
|
|
{//when you unpause the game with force speed on, the time gets *really* wiggy...
|
|
cent->gent->client->ps.saberDamageDebounceTime = cg.time + wait;
|
|
}
|
|
if ( cent->gent->client->ps.saberDamageDebounceTime <= cg.time )
|
|
{
|
|
extern void WP_SaberDamageTrace( gentity_t *ent );
|
|
extern void WP_SaberUpdateOldBladeData( gentity_t *ent );
|
|
WP_SaberDamageTrace( cent->gent );
|
|
WP_SaberUpdateOldBladeData( cent->gent );
|
|
cent->gent->client->ps.saberDamageDebounceTime = cg.time + floor((float)wait*cg_timescale.value);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
refEntity_t legs;
|
|
refEntity_t torso;
|
|
refEntity_t head;
|
|
refEntity_t gun;
|
|
refEntity_t flash;
|
|
refEntity_t flashlight;
|
|
int renderfx, i;
|
|
const weaponInfo_t *weapon;
|
|
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
memset( &legs, 0, sizeof(legs) );
|
|
memset( &torso, 0, sizeof(torso) );
|
|
memset( &head, 0, sizeof(head) );
|
|
memset( &gun, 0, sizeof(gun) );
|
|
memset( &flash, 0, sizeof(flash) );
|
|
memset( &flashlight, 0, sizeof(flashlight) );
|
|
|
|
// Weapon sounds may need to be stopped, so check now
|
|
CG_StopWeaponSounds( cent );
|
|
|
|
//FIXME: pass in the axis/angles offset between the tag_torso and the tag_head?
|
|
// get the rotation information
|
|
CG_PlayerAngles( cent, legs.axis, torso.axis, head.axis );
|
|
if ( cent->gent && cent->gent->client )
|
|
{
|
|
cent->gent->client->ps.legsYaw = cent->lerpAngles[YAW];
|
|
}
|
|
|
|
// get the animation state (after rotation, to allow feet shuffle)
|
|
// NB: Also plays keyframed animSounds (Bob- hope you dont mind, I was here late and at about 5:30 Am i needed to do something to keep me awake and i figured you wouldn't mind- you might want to check it, though, to make sure I wasn't smoking crack and missed something important, it is pretty late and I'm getting pretty close to being up for 24 hours here, so i wouldn't doubt if I might have messed something up, but i tested it and it looked right.... noticed in old code base i was doing it wrong too, whic h explains why I was getting so many damn sounds all the time! I had to lower the probabilities because it seemed like i was getting way too many sounds, and that was the problem! Well, should be fixed now I think...)
|
|
CG_PlayerAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp,
|
|
&torso.oldframe, &torso.frame, &torso.backlerp );
|
|
|
|
cent->gent->client->renderInfo.legsFrame = cent->pe.legs.frame;
|
|
cent->gent->client->renderInfo.torsoFrame = cent->pe.torso.frame;
|
|
|
|
// add powerups floating behind the player
|
|
CG_PlayerPowerups( cent );
|
|
|
|
// add the shadow
|
|
shadow = CG_PlayerShadow( cent, &shadowPlane );
|
|
|
|
// add a water splash if partially in and out of water
|
|
CG_PlayerSplash( cent );
|
|
|
|
// get the player model information
|
|
renderfx = 0;
|
|
if ( !cg.renderingThirdPerson || cg.zoomMode )
|
|
{
|
|
if ( cg.snap->ps.viewEntity <= 0 || cg.snap->ps.viewEntity >= ENTITYNUM_WORLD)
|
|
{//no viewentity
|
|
if ( cent->currentState.number == cg.snap->ps.clientNum )
|
|
{//I am the player
|
|
if ( cg.snap->ps.weapon != WP_SABER && cg.snap->ps.weapon != WP_MELEE )
|
|
{//not using saber or fists
|
|
renderfx = RF_THIRD_PERSON; // only draw in mirrors
|
|
}
|
|
}
|
|
}
|
|
else if ( cent->currentState.number == cg.snap->ps.viewEntity )
|
|
{//I am the view entity
|
|
if ( cg.snap->ps.weapon != WP_SABER && cg.snap->ps.weapon != WP_MELEE )
|
|
{//not using saber or fists
|
|
renderfx = RF_THIRD_PERSON; // only draw in mirrors
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( (cg_shadows.integer == 2) || (cg_shadows.integer == 3 && shadow) )
|
|
{
|
|
renderfx |= RF_SHADOW_PLANE;
|
|
}
|
|
renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
|
|
if ( cent->gent->NPC && cent->gent->NPC->scriptFlags & SCF_MORELIGHT )
|
|
{
|
|
renderfx |= RF_MORELIGHT; //bigger than normal min light
|
|
}
|
|
|
|
if ( cent->gent && cent->gent->client )
|
|
{
|
|
VectorCopy( cent->lerpOrigin, cent->gent->client->renderInfo.headPoint );
|
|
VectorCopy( cent->lerpOrigin, cent->gent->client->renderInfo.handRPoint );
|
|
VectorCopy( cent->lerpOrigin, cent->gent->client->renderInfo.handLPoint );
|
|
VectorCopy( cent->lerpOrigin, cent->gent->client->renderInfo.footRPoint );
|
|
VectorCopy( cent->lerpOrigin, cent->gent->client->renderInfo.footLPoint );
|
|
VectorCopy( cent->lerpOrigin, cent->gent->client->renderInfo.torsoPoint );
|
|
VectorCopy( cent->lerpAngles, cent->gent->client->renderInfo.torsoAngles );
|
|
VectorCopy( cent->lerpOrigin, cent->gent->client->renderInfo.crotchPoint );
|
|
}
|
|
if ( cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD && cg.snap->ps.viewEntity == cent->currentState.clientNum )
|
|
{//player is in an entity camera view, ME
|
|
VectorCopy( cent->lerpOrigin, cent->gent->client->renderInfo.eyePoint );
|
|
VectorCopy( cent->lerpAngles, cent->gent->client->renderInfo.eyeAngles );
|
|
VectorCopy( cent->lerpOrigin, cent->gent->client->renderInfo.headPoint );
|
|
}
|
|
//
|
|
// add the legs
|
|
//
|
|
legs.hModel = ci->legsModel;
|
|
legs.customSkin = ci->legsSkin;
|
|
|
|
VectorCopy( cent->lerpOrigin, legs.origin );
|
|
|
|
//Scale applied to a refEnt will apply to any models attached to it...
|
|
//This seems to copy the scale to every piece attached, kinda cool, but doesn't
|
|
//allow the body to be scaled up without scaling a bolt on or whatnot...
|
|
//Only apply scale if it's not 100% scale...
|
|
if(cent->currentState.modelScale[0] != 0.0f)
|
|
{
|
|
VectorScale( legs.axis[0], cent->currentState.modelScale[0], legs.axis[0] );
|
|
legs.nonNormalizedAxes = qtrue;
|
|
}
|
|
|
|
if(cent->currentState.modelScale[1] != 0.0f)
|
|
{
|
|
VectorScale( legs.axis[1], cent->currentState.modelScale[1], legs.axis[1] );
|
|
legs.nonNormalizedAxes = qtrue;
|
|
}
|
|
|
|
if(cent->currentState.modelScale[2] != 0.0f)
|
|
{
|
|
VectorScale( legs.axis[2], cent->currentState.modelScale[2], legs.axis[2] );
|
|
legs.nonNormalizedAxes = qtrue;
|
|
if ( !staticScale )
|
|
{
|
|
//FIXME:? need to know actual height of leg model bottom to origin, not hardcoded
|
|
legs.origin[2] += 24 * (cent->currentState.modelScale[2] - 1);
|
|
}
|
|
}
|
|
|
|
VectorCopy( legs.origin, legs.lightingOrigin );
|
|
legs.shadowPlane = shadowPlane;
|
|
legs.renderfx = renderfx;
|
|
VectorCopy (legs.origin, legs.oldorigin); // don't positionally lerp at all
|
|
|
|
CG_AddRefEntityWithPowerups( &legs, cent->currentState.powerups, cent );
|
|
|
|
// if the model failed, allow the default nullmodel to be displayed
|
|
if (!legs.hModel)
|
|
{
|
|
return;
|
|
}
|
|
|
|
//
|
|
// add the torso
|
|
//
|
|
torso.hModel = ci->torsoModel;
|
|
if (torso.hModel)
|
|
{
|
|
orientation_t tag_torso;
|
|
|
|
torso.customSkin = ci->torsoSkin;
|
|
|
|
VectorCopy( cent->lerpOrigin, torso.lightingOrigin );
|
|
|
|
CG_PositionRotatedEntityOnTag( &torso, &legs, legs.hModel, "tag_torso", &tag_torso );
|
|
VectorCopy( torso.origin, cent->gent->client->renderInfo.torsoPoint );
|
|
vectoangles( tag_torso.axis[0], cent->gent->client->renderInfo.torsoAngles );
|
|
|
|
torso.shadowPlane = shadowPlane;
|
|
torso.renderfx = renderfx;
|
|
|
|
CG_AddRefEntityWithPowerups( &torso, cent->currentState.powerups, cent );
|
|
|
|
//
|
|
// add the head
|
|
//
|
|
head.hModel = ci->headModel;
|
|
if (head.hModel)
|
|
{
|
|
orientation_t tag_head;
|
|
|
|
//Deal with facial expressions
|
|
CG_PlayerHeadExtension( cent, &head );
|
|
|
|
VectorCopy( cent->lerpOrigin, head.lightingOrigin );
|
|
|
|
CG_PositionRotatedEntityOnTag( &head, &torso, torso.hModel, "tag_head", &tag_head );
|
|
VectorCopy( head.origin, cent->gent->client->renderInfo.headPoint );
|
|
vectoangles( tag_head.axis[0], cent->gent->client->renderInfo.headAngles );
|
|
|
|
head.shadowPlane = shadowPlane;
|
|
head.renderfx = renderfx;
|
|
|
|
CG_AddRefEntityWithPowerups( &head, cent->currentState.powerups, cent );
|
|
|
|
if ( cent->gent && cent->gent->NPC && ( cent->gent->NPC->confusionTime > cg.time || cent->gent->NPC->charmedTime > cg.time || cent->gent->NPC->controlledTime > cg.time) )
|
|
{
|
|
// we are currently confused, so play an effect
|
|
theFxScheduler.PlayEffect( cgs.effects.forceConfusion, head.origin );
|
|
}
|
|
|
|
if ( !calcedMp )
|
|
{//First person player's eyePoint and eyeAngles should be copies from cg.refdef...
|
|
//Calc this client's eyepoint
|
|
VectorCopy( head.origin, cent->gent->client->renderInfo.eyePoint );
|
|
// race is gone, eyepoint should refer to the tag/bolt on the model... if this breaks something let me know - dmv
|
|
// VectorMA( cent->gent->client->renderInfo.eyePoint, CG_EyePointOfsForRace[cent->gent->client->race][1]*scaleFactor[2], head.axis[2], cent->gent->client->renderInfo.eyePoint );//up
|
|
// VectorMA( cent->gent->client->renderInfo.eyePoint, CG_EyePointOfsForRace[cent->gent->client->race][0]*scaleFactor[0], head.axis[0], cent->gent->client->renderInfo.eyePoint );//forward
|
|
//Calc this client's eyeAngles
|
|
vectoangles( head.axis[0], cent->gent->client->renderInfo.eyeAngles );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( torso.origin, cent->gent->client->renderInfo.eyePoint );
|
|
cent->gent->client->renderInfo.eyePoint[2] += cent->gent->maxs[2] - 4;
|
|
vectoangles( torso.axis[0], cent->gent->client->renderInfo.eyeAngles );
|
|
}
|
|
|
|
//
|
|
// add the gun
|
|
//
|
|
CG_RegisterWeapon( cent->currentState.weapon );
|
|
weapon = &cg_weapons[cent->currentState.weapon];
|
|
|
|
gun.hModel = weapon->weaponWorldModel;
|
|
if (gun.hModel)
|
|
{
|
|
qboolean drawGun = qtrue;
|
|
//FIXME: allow scale, animation and angle offsets
|
|
VectorCopy( cent->lerpOrigin, gun.lightingOrigin );
|
|
|
|
//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 );
|
|
|
|
|
|
//--------------------- start saber hacks
|
|
|
|
if ( cent->gent && cent->gent->client && ( cent->currentState.weapon == WP_SABER || cent->currentState.saberInFlight ) )
|
|
{
|
|
if ( !cent->gent->client->ps.saberActive )//!cent->currentState.saberActive )
|
|
{//saber is off
|
|
if ( cent->gent->client->ps.saberLength > 0 )
|
|
{
|
|
if ( cent->gent->client->ps.stats[STAT_HEALTH] <= 0 )
|
|
{//dead, didn't actively turn it off
|
|
cent->gent->client->ps.saberLength -= cent->gent->client->ps.saberLengthMax/10 * cg.frametime/100;
|
|
}
|
|
else
|
|
{//actively turned it off, shrink faster
|
|
cent->gent->client->ps.saberLength -= cent->gent->client->ps.saberLengthMax/3 * cg.frametime/100;
|
|
}
|
|
}
|
|
if ( cent->gent->client->ps.saberLength < 0 )
|
|
{
|
|
cent->gent->client->ps.saberLength = 0;
|
|
}
|
|
}
|
|
else if ( cent->gent->client->ps.saberLength < cent->gent->client->ps.saberLengthMax )
|
|
{//saber is on
|
|
if ( !cent->gent->client->ps.saberLength )
|
|
{
|
|
if ( cent->currentState.saberInFlight )
|
|
{//play it on the saber
|
|
cgi_S_UpdateEntityPosition( cent->gent->client->ps.saberEntityNum, g_entities[cent->gent->client->ps.saberEntityNum].currentOrigin );
|
|
cgi_S_StartSound (NULL, cent->gent->client->ps.saberEntityNum, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/saber/saberon.wav" ) );
|
|
}
|
|
else
|
|
{
|
|
cgi_S_StartSound (NULL, cent->currentState.number, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/saber/saberon.wav" ) );
|
|
}
|
|
}
|
|
cent->gent->client->ps.saberLength += cent->gent->client->ps.saberLengthMax/6 * cg.frametime/100;//= saberLengthMax;
|
|
if ( cent->gent->client->ps.saberLength > cent->gent->client->ps.saberLengthMax )
|
|
{
|
|
cent->gent->client->ps.saberLength = cent->gent->client->ps.saberLengthMax;
|
|
}
|
|
}
|
|
|
|
if ( cent->currentState.saberInFlight )
|
|
{//not holding the saber in-hand
|
|
drawGun = qfalse;
|
|
}
|
|
if ( cent->gent->client->ps.saberLength > 0 )
|
|
{
|
|
if ( !cent->currentState.saberInFlight )
|
|
{//holding the saber in-hand
|
|
CG_AddSaberBlade(cent, cent, &gun, CG_getPlayer1stPersonSaber(cent) ? 0 : renderfx, 0, NULL, NULL );
|
|
calcedMp = qtrue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
//if ( cent->gent->client->ps.saberEventFlags&SEF_INWATER )
|
|
{
|
|
CG_CheckSaberInWater( cent, cent, 0, NULL, NULL );
|
|
}
|
|
}
|
|
}
|
|
|
|
//--------------------- end saber hacks
|
|
|
|
gun.shadowPlane = shadowPlane;
|
|
gun.renderfx = renderfx;
|
|
|
|
if ( drawGun )
|
|
{
|
|
CG_AddRefEntityWithPowerups( &gun,
|
|
(cent->currentState.powerups & ((1<<PW_CLOAKED)|(1<<PW_BATTLESUIT)) ),
|
|
cent );
|
|
}
|
|
|
|
//
|
|
// add the flash (even if invisible)
|
|
//
|
|
|
|
// impulse flash
|
|
if ( cent->muzzleFlashTime > 0 && wData && !(cent->currentState.eFlags & EF_LOCKED_TO_WEAPON ))
|
|
{
|
|
int effect = 0;
|
|
|
|
cent->muzzleFlashTime = 0;
|
|
|
|
CG_PositionEntityOnTag( &flash, &gun, gun.hModel, "tag_flash");
|
|
|
|
// Try and get a default muzzle so we have one to fall back on
|
|
if ( wData->mMuzzleEffectID )
|
|
{
|
|
effect = wData->mMuzzleEffectID;
|
|
}
|
|
|
|
if ( cent->currentState.eFlags & EF_ALT_FIRING )
|
|
{
|
|
// We're alt-firing, so see if we need to override with a custom alt-fire effect
|
|
if ( wData->mAltMuzzleEffectID )
|
|
{
|
|
effect = wData->mAltMuzzleEffectID;
|
|
}
|
|
}
|
|
|
|
if (( cent->currentState.eFlags & EF_FIRING || cent->currentState.eFlags & EF_ALT_FIRING ) && effect )
|
|
{
|
|
vec3_t up={0,0,1}, ax[3];
|
|
|
|
VectorCopy( flash.axis[0], ax[0] );
|
|
|
|
CrossProduct( up, ax[0], ax[1] );
|
|
CrossProduct( ax[0], ax[1], ax[2] );
|
|
|
|
if (( cent->gent && cent->gent->NPC ) || cg.renderingThirdPerson )
|
|
{
|
|
theFxScheduler.PlayEffect( effect, flash.origin, ax );
|
|
}
|
|
else
|
|
{
|
|
// We got an effect and we're firing, so let 'er rip.
|
|
theFxScheduler.PlayEffect( effect, flash.origin, ax );
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( !calcedMp && !(cent->currentState.eFlags & EF_LOCKED_TO_WEAPON ))
|
|
{// Set the muzzle point
|
|
orientation_t orientation;
|
|
|
|
cgi_R_LerpTag( &orientation, weapon->weaponModel, gun.oldframe, gun.frame,
|
|
1.0f - gun.backlerp, "tag_flash" );
|
|
|
|
// FIXME: allow origin offsets along tag?
|
|
VectorCopy( gun.origin, cent->gent->client->renderInfo.muzzlePoint );
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
VectorMA( cent->gent->client->renderInfo.muzzlePoint, orientation.origin[i], gun.axis[i], cent->gent->client->renderInfo.muzzlePoint );
|
|
}
|
|
// VectorCopy( gun.axis[0], cent->gent->client->renderInfo.muzzleDir );
|
|
// VectorAdd( gun.axis[0], orientation.axis[0], cent->gent->client->renderInfo.muzzleDir );
|
|
// VectorNormalize( cent->gent->client->renderInfo.muzzleDir );
|
|
|
|
|
|
cent->gent->client->renderInfo.mPCalcTime = cg.time;
|
|
// Weapon wasn't firing anymore, so ditch any weapon associated looping sounds.
|
|
//cent->gent->s.loopSound = 0;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorCopy( legs.origin, cent->gent->client->renderInfo.eyePoint );
|
|
cent->gent->client->renderInfo.eyePoint[2] += cent->gent->maxs[2] - 4;
|
|
vectoangles( legs.axis[0], cent->gent->client->renderInfo.eyeAngles );
|
|
}
|
|
|
|
}
|
|
|
|
//FIXME: for debug, allow to draw a cone of the NPC's FOV...
|
|
if ( cent->currentState.number == 0 && cg.renderingThirdPerson )
|
|
{
|
|
playerState_t *ps = &cg.predicted_player_state;
|
|
|
|
if (( ps->weaponstate == WEAPON_CHARGING_ALT && ps->weapon == WP_BRYAR_PISTOL )
|
|
|| ( ps->weapon == WP_BOWCASTER && ps->weaponstate == WEAPON_CHARGING )
|
|
|| ( ps->weapon == WP_DEMP2 && ps->weaponstate == WEAPON_CHARGING_ALT ))
|
|
{
|
|
int shader = 0;
|
|
float val = 0.0f, scale = 1.0f;
|
|
vec3_t WHITE = {1.0f,1.0f,1.0f};
|
|
|
|
if ( ps->weapon == WP_BRYAR_PISTOL )
|
|
{
|
|
// Hardcoded max charge time of 1 second
|
|
val = ( cg.time - ps->weaponChargeTime ) * 0.001f;
|
|
shader = cgi_R_RegisterShader( "gfx/effects/bryarFrontFlash" );
|
|
}
|
|
else if ( ps->weapon == WP_BOWCASTER )
|
|
{
|
|
// Hardcoded max charge time of 1 second
|
|
val = ( cg.time - ps->weaponChargeTime ) * 0.001f;
|
|
shader = cgi_R_RegisterShader( "gfx/effects/greenFrontFlash" );
|
|
}
|
|
else if ( ps->weapon == WP_DEMP2 )
|
|
{
|
|
// Hardcoded max charge time of 1 second
|
|
val = ( cg.time - ps->weaponChargeTime ) * 0.001f;
|
|
shader = cgi_R_RegisterShader( "gfx/misc/lightningFlash" );
|
|
scale = 1.75f;
|
|
}
|
|
|
|
if ( val < 0.0f )
|
|
{
|
|
val = 0.0f;
|
|
}
|
|
else if ( val > 1.0f )
|
|
{
|
|
val = 1.0f;
|
|
CGCam_Shake( 0.1f, 100 );
|
|
}
|
|
else
|
|
{
|
|
CGCam_Shake( val * val * 0.3f, 100 );
|
|
}
|
|
|
|
val += Q_flrand(0.0f, 1.0f) * 0.5f;
|
|
|
|
FX_AddSprite( cent->gent->client->renderInfo.muzzlePoint, NULL, NULL, 3.0f * val * scale, 0.0f, 0.7f, 0.7f, WHITE, WHITE, Q_flrand(0.0f, 1.0f) * 360, 0.0f, 1.0f, shader, FX_USE_ALPHA );
|
|
}
|
|
}
|
|
}
|
|
|
|
//=====================================================================
|
|
|
|
/*
|
|
===============
|
|
CG_ResetPlayerEntity
|
|
|
|
A player just came into view or teleported, so reset all animation info
|
|
|
|
FIXME: We do not need to do this, we can remember the last anim and frame they were
|
|
on and coontinue from there.
|
|
===============
|
|
*/
|
|
void CG_ResetPlayerEntity( centity_t *cent ) {
|
|
cent->errorTime = -99999; // guarantee no error decay added
|
|
cent->extrapolated = qfalse;
|
|
|
|
if ( cent->gent && cent->gent->ghoul2.size() )
|
|
{
|
|
if ( cent->currentState.clientNum < MAX_CLIENTS )
|
|
{
|
|
CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], ¢->pe.legs, cent->currentState.legsAnim );
|
|
CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], ¢->pe.torso, cent->currentState.torsoAnim );
|
|
}
|
|
else if ( cent->gent && cent->gent->client )
|
|
{
|
|
CG_ClearLerpFrame( ¢->gent->client->clientInfo, ¢->pe.legs, cent->currentState.legsAnim );
|
|
CG_ClearLerpFrame( ¢->gent->client->clientInfo, ¢->pe.torso, cent->currentState.torsoAnim );
|
|
}
|
|
}
|
|
//else????
|
|
|
|
EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin );
|
|
EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles );
|
|
|
|
VectorCopy( cent->lerpOrigin, cent->rawOrigin );
|
|
VectorCopy( cent->lerpAngles, cent->rawAngles );
|
|
|
|
memset( ¢->pe.legs, 0, sizeof( cent->pe.legs ) );
|
|
cent->pe.legs.yawAngle = cent->rawAngles[YAW];
|
|
cent->pe.legs.yawing = qfalse;
|
|
cent->pe.legs.pitchAngle = 0;
|
|
cent->pe.legs.pitching = qfalse;
|
|
|
|
memset( ¢->pe.torso, 0, sizeof( cent->pe.legs ) );
|
|
cent->pe.torso.yawAngle = cent->rawAngles[YAW];
|
|
cent->pe.torso.yawing = qfalse;
|
|
cent->pe.torso.pitchAngle = cent->rawAngles[PITCH];
|
|
cent->pe.torso.pitching = qfalse;
|
|
|
|
if ( cg_debugPosition.integer ) {
|
|
CG_Printf("%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle );
|
|
}
|
|
}
|
|
|