jkxr/Projects/Android/jni/OpenJK/codeJK2/cgame/cg_weapons.cpp
Simon 0f7803e934 Squashed commit of the following:
commit 0c85ac4704
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 15 18:47:10 2023 +0200

    Menu updates

commit 35b89acc87
Author: Simon <simonbrown77@googlemail.com>
Date:   Sat Apr 15 12:32:35 2023 +0100

    Support for changeable fresh rate

commit 539bfa8956
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 15 00:02:59 2023 +0200

    Ensure proper menu defaults on the very first start

commit 216a225aa6
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Apr 14 22:41:24 2023 +0200

    Fix storing of force crosshair option

commit 48c2486aad
Merge: a72ca45 fcb9169
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Apr 14 22:23:24 2023 +0200

    Merge remote-tracking branch 'origin/main' into contributions

commit a72ca459c5
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Apr 14 22:19:47 2023 +0200

    Intern all default values; Remove no longer needed configuration files

commit 32c4e6eac1
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Apr 14 20:59:41 2023 +0200

    Ensure weapon adjustment is applied when resetting to defaults

commit fcb9169955
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 18:58:32 2023 +0200

    Increased default force motion trigger

commit 2433ae4110
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 18:55:56 2023 +0200

    Change Force Crosshair

commit 4ab6a6024a
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 17:01:16 2023 +0200

    Fixed player knockback.... hopefully

commit 7deeee7a6f
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 17:01:00 2023 +0200

    Increased Force Power Visibility

commit 1fdcb7c48f
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Fri Apr 14 15:16:34 2023 +0200

    Changed Brightness Range and Default

commit fada09a0bb
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Apr 13 20:38:13 2023 +0200

    Fix remote turret on-screen help

commit 82af313786
Merge: 7680cb1 d13176c
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Apr 13 18:59:46 2023 +0200

    Merge branch 'main' into contributions

commit d13176c9ba
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 13 13:29:49 2023 +0200

    New Quick Save / Load Video

commit 7680cb1288
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Apr 12 22:26:44 2023 +0200

    Fix use action when controlling droid; fix droid view help

commit 4d90595139
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 18:21:10 2023 +0200

    Fencing Speed on Pico default

commit 37d5ac4184
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 18:12:07 2023 +0200

    Changes to TBDC

    Different menu text + added vanilla mode

commit d6e40ead64
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 17:44:29 2023 +0200

    Set Fencing Speed back to Default (by Default)

commit 3f7d116e25
Merge: 7424628 c7c66e4
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 14:50:26 2023 +0200

    Merge branch 'main' of https://github.com/DrBeef/JKXR

commit 7424628a5d
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 12 14:50:23 2023 +0200

    Updated Weapons

    + Shader fix for FX mod

commit c7c66e46a7
Author: Simon <simonbrown77@googlemail.com>
Date:   Wed Apr 12 08:37:36 2023 +0100

    Revert "Arrange quick save icons horizontally"

    This reverts commit 20f8fff3fe.

    Also make the icons white

commit fa54045159
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 21:02:29 2023 +0100

    Update .gitignore

commit 20f8fff3fe
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 21:00:09 2023 +0100

    Arrange quick save icons horizontally

commit d3dcac8f9d
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 20:58:56 2023 +0100

    Save game crash fix in JKO

commit 6314561b52
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 08:49:42 2023 +0100

    Switch selector on offhand using offhand thumbstick

commit 3b2ffd7289
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 08:39:32 2023 +0100

    Attempted fix for save game crash

    - Not really a proper fix, but might at least workaround it

commit c135eefa05
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 11 08:38:54 2023 +0100

    Fixed save/load icon image size

commit f51270a294
Merge: a2ff16b e243d0b
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Apr 10 19:42:11 2023 +0100

    Merge branch 'main' of https://github.com/DrBeef/JKXR

commit a2ff16b576
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Apr 10 19:42:06 2023 +0100

    Quick Save/Load in Selector

    Haven't been able to test yet!

commit e243d0bdfa
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 10 18:29:18 2023 +0200

    Update README.md

commit b9d0314a6a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sun Apr 9 19:38:32 2023 +0200

    Make getting into AT-ST easier

commit d121206f83
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 8 22:49:28 2023 +0200

    Tune touch gesture distance; Improve use interaction in 3rd person.

commit 260d501776
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 8 22:34:59 2023 +0200

    Fix and improve weapon adjustment helper axes

commit a6318867bb
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 20:35:02 2023 +0200

    Update README.md

commit 4a1d90e729
Merge: 425db0f 821a56d
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Apr 6 19:12:07 2023 +0200

    Merge branch 'main' into contributions

commit 821a56d4b9
Author: Simon Brown <simonbrown77@googlemail.com>
Date:   Thu Apr 6 17:24:20 2023 +0100

    Update README.md

commit 67b7d26de8
Merge: b407932 ccd63d4
Author: Simon Brown <simonbrown77@googlemail.com>
Date:   Thu Apr 6 16:54:01 2023 +0100

    Merge pull request #4 from DrBeef/TBDC

    TBDC Scales in Code

commit b407932bb2
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 17:43:26 2023 +0200

    Update README.md

commit 174c3ce96c
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 17:33:33 2023 +0200

    Update README.md

commit e9af8e87c2
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 17:23:36 2023 +0200

    Update README.md

commit ccd63d4eec
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 16:57:36 2023 +0200

    Forced for Extended Menu

commit d6b3e8eb65
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Thu Apr 6 16:55:02 2023 +0200

    TBDC Scales in Code

commit a5f3adf725
Author: Simon Brown <simonbrown77@googlemail.com>
Date:   Thu Apr 6 15:04:07 2023 +0100

    Update README.md

commit 316c2a2904
Merge: 387c34b 90b694f
Author: Simon Brown <simonbrown77@googlemail.com>
Date:   Thu Apr 6 10:02:01 2023 +0100

    Merge pull request #2 from DrBeef/TBDC

    Team Beef Directors Cut

commit 387c34b53e
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Apr 6 09:59:18 2023 +0100

    Update Beef Crawl

commit a271b61ac7
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Apr 6 09:58:18 2023 +0100

    Switch to use Bummser's NPC file if TBDC is disabled

commit a2f1644d72
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Apr 6 08:39:02 2023 +0100

    Update version to 1.0.0 for release

commit f785fdc393
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Apr 6 08:00:11 2023 +0100

    update github banner

    Update README.md

    Update README.md

    Update README.md

    Update README.md

    Update README.md

    Added Team Beef Patreon banner

commit 90b694ff60
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 22:21:41 2023 +0200

    Last Cleanup

commit 70468332d6
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 22:19:45 2023 +0200

    TBDC Cleanup

commit 6660e8c984
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 21:58:00 2023 +0200

    Credits / NPC Scale

commit e1b03fdcc6
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 21:57:07 2023 +0200

    Fixing Quick Save

commit 95950f2390
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 20:08:10 2023 +0200

    Updated ratios per difficulty

commit d6235ef199
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Wed Apr 5 00:30:35 2023 +0200

    Darkened Menu GFX

commit a3fdb460c4
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Apr 4 23:03:31 2023 +0100

    Prevent crash when throwing Saber

    seems it is indexing the g2 model surface that doesn't exist, might be something to do with the new hilt and the old hilt being in the save. Not sure, but this stops it crashing.

commit 4c751fcb59
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Tue Apr 4 23:59:12 2023 +0200

    Y Close Datapad

commit a1216665c8
Merge: 1939a26 d841464
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Tue Apr 4 23:48:20 2023 +0200

    Merge pull request #1 from DrBeef/main

    Main -> TDBC

commit 1939a26542
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Tue Apr 4 23:37:41 2023 +0200

    TBDC

    Laser Saber deflections
    Guns balancing.

commit d841464924
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Apr 4 21:59:31 2023 +0200

    Update help resources and menu

commit 425db0f108
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Apr 4 21:59:31 2023 +0200

    Update help resources and menu

commit 3c895d27de
Merge: fe9e12a c3819fa
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Apr 4 21:05:48 2023 +0200

    Merge branch 'main' into contributions

commit c3819fa407
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 3 00:36:57 2023 +0200

    Demo folder assets fix

commit fe9e12a3f9
Merge: d79f57b 2b255ac
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Mon Apr 3 22:55:29 2023 +0200

    Merge branch 'main' into contributions

commit 2b255ac3ea
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Apr 3 21:26:39 2023 +0100

    Improved version string

commit 62284414d0
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Apr 3 21:26:20 2023 +0100

    Ensure intro vid can be skipped without having to press trigger first

commit 65674abe2a
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 3 21:36:35 2023 +0200

    Fix Controller Location Buzz for Quick Save / Load

commit ba2e726a79
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 3 00:36:57 2023 +0200

    Demo folder assets fix

commit 7175c872a9
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Mon Apr 3 00:36:46 2023 +0200

    Knockback settings TBDC

commit cc7e73d04a
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 22:59:47 2023 +0100

    Update beef_crawl.tga

commit dd71a05e36
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 22:51:49 2023 +0100

    Put version at the bottom of the main menu

commit cb52d310c1
Author: Grant Bagwell <general@grantbagwell.co.uk>
Date:   Sun Apr 2 23:18:28 2023 +0200

    TBDC Weapons

commit ac71f24e78
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sun Apr 2 18:43:10 2023 +0200

    Updated control scheme picture

commit 3f5c767e8d
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 19:42:42 2023 +0100

    Update AndroidManifest.xml

commit 64ab392fc5
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 19:42:39 2023 +0100

    JKA: Some CVAR change to increase performance

commit d43de53e8a
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 19:41:50 2023 +0100

    Added missed saber blocking check

    might explain why some people find JKA a bit easy if it is auto-blocking in 1st person

commit 8b23e255d8
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Apr 2 19:41:16 2023 +0100

    Update open xr headers

commit d79f57ba2d
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sun Apr 2 18:43:10 2023 +0200

    Updated control scheme picture

commit e3524e8e48
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 18:48:42 2023 +0200

    Add use haptic feedback; Fix use in 3rd person mode

commit 05fc4d5ab4
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 12:07:13 2023 +0200

    Fix menu haptics

commit eec46c183d
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 18:48:42 2023 +0200

    Add use haptic feedback; Fix use in 3rd person mode

commit fe9891f8db
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 12:07:13 2023 +0200

    Fix menu haptics

commit 21483d0d5a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 11:25:11 2023 +0200

    Make weapon adjustment mode independent for each weapon; Optimize loading of weapon adjustments

commit baec8832ab
Merge: 82706df 52fcc8a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Sat Apr 1 11:15:25 2023 +0200

    Merge branch 'main' into contributions

commit 52fcc8a49e
Author: Simon <simonbrown77@googlemail.com>
Date:   Sat Apr 1 09:47:48 2023 +0100

    Revert "Removed the no-backface-culling for weapons as it is no longer needed"

    This reverts commit b899b99178.

commit 5e66ebf6fc
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 15:40:54 2023 +0200

    Allow to skip cinematics also by triggers

commit 587277fa7f
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 14:52:40 2023 +0200

    Fix use/crouch buttons on switched control schemes

commit 82706df34f
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 15:40:54 2023 +0200

    Allow to skip cinematics also by triggers

commit 1111766032
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 14:52:40 2023 +0200

    Fix use/crouch buttons on switched control schemes

commit 822d1ddbba
Merge: a1a7d54 5f56cf4
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Fri Mar 31 08:43:50 2023 +0200

    Merge branch 'main' into contributions

commit 5f56cf48fc
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Mar 30 22:16:37 2023 +0100

    Camera shake fix part 2

commit 3dd7833cd0
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Mar 30 22:06:18 2023 +0100

    Disable camera shake when charging a weapon's alt fire

commit 6202017b6a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 21:52:44 2023 +0200

    Fix virtual gun stock

commit 6d49f87150
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 19:26:36 2023 +0200

    Do not check angle on non-facing triggers

commit 926c64c691
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 17:54:33 2023 +0200

    Add angle check for triggers touched by hand

commit 78f7d9bcfc
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:59:27 2023 +0200

    JKA mod menu warning

commit 4219f996e9
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:42:11 2023 +0200

    JKO mod menu warning

commit b899b99178
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Mar 30 21:45:10 2023 +0100

    Removed the no-backface-culling for weapons as it is no longer needed

    used only for hand models now

commit 9877859676
Author: Simon <simonbrown77@googlemail.com>
Date:   Thu Mar 30 21:44:36 2023 +0100

    Update to the VC+Elin weapons pack

    includes a sweet new saber hilt

commit a1a7d541fa
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 21:52:44 2023 +0200

    Fix virtual gun stock

commit 15d932c75f
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 19:26:36 2023 +0200

    Do not check angle on non-facing triggers

commit 402277e717
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 17:54:33 2023 +0200

    Add angle check for triggers touched by hand

commit 9b22378c88
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Thu Mar 30 17:52:26 2023 +0200

    Add special delay for re-triggering security cameras

commit c4cc218f8b
Author: Simon <simonbrown77@googlemail.com>
Date:   Wed Mar 29 22:44:50 2023 +0100

    Turn the stun baton into an "always active" weapon

    movement still triggers the sound, but it will always shock an enemy when it makes contact

commit a4e99c20f9
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:59:27 2023 +0200

    JKA mod menu warning

commit 442a1fc8e2
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 22:42:11 2023 +0200

    JKO mod menu warning

commit 02261c57f0
Merge: 3c64fa7 51c703a
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Wed Mar 29 20:51:42 2023 +0200

    Merge branch 'contributions' of github.com:DrBeef/JKXR into contributions

commit 3c64fa7e3e
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 23:19:29 2023 +0100

    Lowered Stun Baton trigger velocity

commit 43192a355d
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 23:03:17 2023 +0100

    Move beef_crawl back into the game specific assets

    as we will be fixing the JKO one on release, but updating JKA

commit 94e82c2da3
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 23:21:28 2023 +0200

    Fix subtitles rendering; Fix rendering of other centered texts

commit 40128567be
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 18:02:08 2023 +0200

    Add help to menu

commit 4f1b6b5f07
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 17:36:13 2023 +0200

    Split vr asset packs to avoid duplicates

commit 51c703a481
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 23:21:28 2023 +0200

    Fix subtitles rendering; Fix rendering of other centered texts

commit 04a539f890
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 18:02:08 2023 +0200

    Add help to menu

commit d9126738d3
Author: Petr Bartos <petr.bartos@plus4u.net>
Date:   Tue Mar 28 17:36:13 2023 +0200

    Split vr asset packs to avoid duplicates

commit 62b9a0bfab
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 13:52:45 2023 +0100

    Hide force power aura when item selector is shown

commit 0a9206642e
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 13:52:23 2023 +0100

    Slight adjustment to muzzle position based on whether scoped/two-handed

commit f452b9cf06
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 13:51:49 2023 +0100

    Slight tweak to NPC Combat

commit 20de6ec478
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 13:50:54 2023 +0100

    Added simple readme and license

commit 77672f612b
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 07:20:22 2023 +0100

    Updated website link to be the patreon

commit 2a1cd0e6e7
Author: Simon <simonbrown77@googlemail.com>
Date:   Tue Mar 28 07:20:10 2023 +0100

    Don't send roll to the server, this might be causing gradual roll drift

commit 1b22652e5c
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Mar 27 21:38:46 2023 +0100

    Fixed aiming of bowcaster and demp alt fire

commit 895b09041f
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Mar 27 21:38:25 2023 +0100

    JKA - Ensure UseVR Position is only true when in first person

commit 3897531544
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Mar 27 21:38:17 2023 +0100

    JKO - Ensure UseVR Position is only true when in first person

commit 3b5121e349
Author: Simon <simonbrown77@googlemail.com>
Date:   Mon Mar 27 21:37:49 2023 +0100

    Render Special Effects on hand/weapon when force power is activated for protection etc

commit 50db9039df
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:33:52 2023 +0100

    Separate no copy file flag for JK3

commit 1968a7d8ba
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:33:22 2023 +0100

    Always use right hand as saber home

commit 74dcd955d2
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:32:49 2023 +0100

    Fix crash in JKA

commit 1e4692d04a
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:32:16 2023 +0100

    Update z_Crusty_and_Elin_vr_weapons.pk3

commit 134dec8264
Author: Simon <simonbrown77@googlemail.com>
Date:   Sun Mar 26 16:31:53 2023 +0100

    Fix possible crash on JK2

commit f6dc432f6a
Author: Simon <simonbrown77@googlemail.com>
Date:   Sat Mar 25 15:36:01 2023 +0000

    Copy mods to jk2demo if it exists

    to resolve the issue with mods not being picked up from the base folder
2023-04-16 09:38:26 +01:00

3638 lines
96 KiB
C++

/*
===========================================================================
Copyright (C) 1999 - 2005, Id Software, Inc.
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
#include "cg_local.h"
#include "cg_media.h"
#include "FxScheduler.h"
#include "../game/wp_saber.h"
#include "../game/g_local.h"
#include "../game/anims.h"
#include <bg_local.h>
#include <JKXR/VrClientInfo.h>
extern void CG_LightningBolt( centity_t *cent, vec3_t origin );
#define PHASER_HOLDFRAME 2
int cgi_UI_GetMenuInfo(char *menuFile,int *x,int *y);
extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
const char *CG_DisplayBoxedText(int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight,
const char *psText, int iFontHandle, float fScale,
const vec4_t v4Color);
/*
=================
CG_RegisterWeapon
The server says this item is used on this level
=================
*/
void CG_RegisterWeapon( int weaponNum ) {
weaponInfo_t *weaponInfo;
gitem_t *item, *ammo;
char path[MAX_QPATH];
vec3_t mins, maxs;
int i;
weaponInfo = &cg_weapons[weaponNum];
// error checking
if ( weaponNum == 0 ) {
return;
}
if ( weaponNum >= WP_NUM_WEAPONS ) {
return;
}
if ( weaponInfo->registered ) {
return;
}
// clear out the memory we use
memset( weaponInfo, 0, sizeof( *weaponInfo ) );
weaponInfo->registered = qtrue;
// find the weapon in the item list
for ( item = bg_itemlist + 1 ; item->classname ; item++ ) {
if ( item->giType == IT_WEAPON && item->giTag == weaponNum ) {
weaponInfo->item = item;
break;
}
}
// if we couldn't find which weapon this is, give us an error
if ( !item->classname ) {
CG_Error( "Couldn't find item for weapon %s\nNeed to update Items.dat!", weaponData[weaponNum].classname);
}
CG_RegisterItemVisuals( item - bg_itemlist );
// set up in view weapon model
weaponInfo->weaponModel = cgi_R_RegisterModel( weaponData[weaponNum].weaponMdl );
{//in case the weaponmodel isn't _w, precache the _w.glm
char weaponModel[64];
Q_strncpyz (weaponModel, weaponData[weaponNum].weaponMdl, sizeof(weaponModel));
if (char *spot = strstr(weaponModel, ".md3") )
{
*spot = 0;
spot = strstr(weaponModel, "_w");//i'm using the in view weapon array instead of scanning the item list, so put the _w back on
if (!spot)
{
Q_strcat (weaponModel, sizeof(weaponModel), "_w");
}
Q_strcat (weaponModel, sizeof(weaponModel), ".glm"); //and change to ghoul2
}
gi.G2API_PrecacheGhoul2Model( weaponModel ); // correct way is item->world_model
}
if ( weaponInfo->weaponModel == NULL_HANDLE )
{
CG_Error( "Couldn't find weapon model %s\n", weaponData[weaponNum].classname);
return;
}
// calc midpoint for rotation
cgi_R_ModelBounds( weaponInfo->weaponModel, mins, maxs );
for ( i = 0 ; i < 3 ; i++ ) {
weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * ( maxs[i] - mins[i] );
}
// setup the shader we will use for the icon
if (weaponData[weaponNum].weaponIcon[0])
{
weaponInfo->weaponIcon = cgi_R_RegisterShaderNoMip( weaponData[weaponNum].weaponIcon);
weaponInfo->weaponIconNoAmmo = cgi_R_RegisterShaderNoMip( va("%s_na",weaponData[weaponNum].weaponIcon));
}
for ( ammo = bg_itemlist + 1 ; ammo->classname ; ammo++ ) {
if ( ammo->giType == IT_AMMO && ammo->giTag == weaponData[weaponNum].ammoIndex) {
break;
}
}
if ( ammo->classname && ammo->world_model ) {
weaponInfo->ammoModel = cgi_R_RegisterModel( ammo->world_model );
}
for (i=0; i< weaponData[weaponNum].numBarrels; i++) {
Q_strncpyz( path, weaponData[weaponNum].weaponMdl, sizeof(path) );
COM_StripExtension( path, path, sizeof(path) );
if (i)
{
//char crap[50];
//Com_sprintf(crap, sizeof(crap), "_barrel%d.md3", i+1 );
//strcat ( path, crap );
Q_strcat( path, sizeof(path), va("_barrel%d.md3", i+1) );
}
else
Q_strcat( path, sizeof(path), "_barrel.md3" );
weaponInfo->barrelModel[i] = cgi_R_RegisterModel( path );
}
// set up the world model for the weapon
weaponInfo->weaponWorldModel = cgi_R_RegisterModel( item->world_model );
if ( !weaponInfo->weaponWorldModel) {
weaponInfo->weaponWorldModel = weaponInfo->weaponModel;
}
// set up the hand that holds the in view weapon - assuming we have one
Q_strncpyz( path, weaponData[weaponNum].weaponMdl, sizeof(path) );
COM_StripExtension( path, path, sizeof(path) );
Q_strcat( path, sizeof(path), "_hand.md3" );
weaponInfo->handsModel = cgi_R_RegisterModel( path );
if ( !weaponInfo->handsModel ) {
weaponInfo->handsModel = cgi_R_RegisterModel( "models/weapons2/briar_pistol/briar_pistol_hand.md3" );
}
// register the sounds for the weapon
if (weaponData[weaponNum].firingSnd[0]) {
weaponInfo->firingSound = cgi_S_RegisterSound( weaponData[weaponNum].firingSnd );
}
if (weaponData[weaponNum].altFiringSnd[0]) {
weaponInfo->altFiringSound = cgi_S_RegisterSound( weaponData[weaponNum].altFiringSnd );
}
if (weaponData[weaponNum].stopSnd[0]) {
weaponInfo->stopSound = cgi_S_RegisterSound( weaponData[weaponNum].stopSnd );
}
if (weaponData[weaponNum].chargeSnd[0]) {
weaponInfo->chargeSound = cgi_S_RegisterSound( weaponData[weaponNum].chargeSnd );
}
if (weaponData[weaponNum].altChargeSnd[0]) {
weaponInfo->altChargeSound = cgi_S_RegisterSound( weaponData[weaponNum].altChargeSnd );
}
if (weaponData[weaponNum].selectSnd[0]) {
weaponInfo->selectSound = cgi_S_RegisterSound( weaponData[weaponNum].selectSnd );
}
// give us missile models if we should
if (weaponData[weaponNum].missileMdl[0]) {
weaponInfo->missileModel = cgi_R_RegisterModel(weaponData[weaponNum].missileMdl );
}
if (weaponData[weaponNum].alt_missileMdl[0]) {
weaponInfo->alt_missileModel = cgi_R_RegisterModel(weaponData[weaponNum].alt_missileMdl );
}
if (weaponData[weaponNum].missileSound[0]) {
weaponInfo->missileSound = cgi_S_RegisterSound( weaponData[weaponNum].missileSound );
}
if (weaponData[weaponNum].alt_missileSound[0]) {
weaponInfo->alt_missileSound = cgi_S_RegisterSound( weaponData[weaponNum].alt_missileSound );
}
if (weaponData[weaponNum].missileHitSound[0]) {
weaponInfo->missileHitSound = cgi_S_RegisterSound( weaponData[weaponNum].missileHitSound );
}
if (weaponData[weaponNum].altmissileHitSound[0]) {
weaponInfo->altmissileHitSound = cgi_S_RegisterSound( weaponData[weaponNum].altmissileHitSound );
}
if ( weaponData[weaponNum].mMuzzleEffect[0] )
{
weaponData[weaponNum].mMuzzleEffectID = theFxScheduler.RegisterEffect( weaponData[weaponNum].mMuzzleEffect );
}
if ( weaponData[weaponNum].mAltMuzzleEffect[0] )
{
weaponData[weaponNum].mAltMuzzleEffectID = theFxScheduler.RegisterEffect( weaponData[weaponNum].mAltMuzzleEffect );
}
//fixme: don't really need to copy these, should just use directly
// give ourselves the functions if we can
if (weaponData[weaponNum].func)
{
weaponInfo->missileTrailFunc = (void (QDECL *)(struct centity_s *,const struct weaponInfo_s *))weaponData[weaponNum].func;
}
if (weaponData[weaponNum].altfunc)
{
weaponInfo->alt_missileTrailFunc = (void (QDECL *)(struct centity_s *,const struct weaponInfo_s *))weaponData[weaponNum].altfunc;
}
switch ( weaponNum ) //extra client only stuff
{
case WP_SABER:
//saber/force FX
theFxScheduler.RegisterEffect( "spark" );
theFxScheduler.RegisterEffect( "blood_sparks" );
theFxScheduler.RegisterEffect( "force_touch" );
theFxScheduler.RegisterEffect( "saber_block" );
theFxScheduler.RegisterEffect( "saber_cut" );
theFxScheduler.RegisterEffect( "blaster/smoke_bolton" );
theFxScheduler.RegisterEffect( "saber/fizz" );
theFxScheduler.RegisterEffect( "saber/boil" );
cgs.effects.forceHeal = theFxScheduler.RegisterEffect( "force/heal" );
cgs.effects.forceInvincibility = theFxScheduler.RegisterEffect( "force/invin" );
cgs.effects.forceConfusion = theFxScheduler.RegisterEffect( "force/confusion" );
cgs.effects.forceLightning = theFxScheduler.RegisterEffect( "force/lightning" );
cgs.effects.forceLightningWide = theFxScheduler.RegisterEffect( "force/lightningwide" );
cgs.media.HUDSaberStyleFast = cgi_R_RegisterShader( "gfx/hud/saber_stylesFast" );
cgs.media.HUDSaberStyleMed = cgi_R_RegisterShader( "gfx/hud/saber_stylesMed" );
cgs.media.HUDSaberStyleStrong = cgi_R_RegisterShader( "gfx/hud/saber_stylesStrong" );
//saber sounds
cgi_S_RegisterSound( "sound/weapons/saber/saberon.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/enemy_saber_on.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/saberonquick.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/saberoff.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/enemy_saber_off.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/saberspinoff.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/saberoffquick.wav" );
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberbounce%d.wav", i ) );
}
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberhit%d.wav", i ) );
}
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberhitwall%d.wav", i ) );
}
for ( i = 1; i < 10; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberblock%d.wav", i ) );
}
for ( i = 1; i < 6; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberhum%d.wav", i ) );
}
for ( i = 1; i < 10; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberhup%d.wav", i ) );
}
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/saberspin%d.wav", i ) );
}
cgi_S_RegisterSound( "sound/weapons/saber/saber_catch.wav" );
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/bounce%d.wav", i ) );
}
cgi_S_RegisterSound( "sound/weapons/saber/hitwater.wav" );
cgi_S_RegisterSound( "sound/weapons/saber/boiling.wav" );
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/saber/rainfizz%d.wav", i ) );
}
//force sounds
cgi_S_RegisterSound( "sound/weapons/force/heal.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/speed.mp3" );
cgi_S_RegisterSound( "sound/weapons/force/speedloop.mp3" );
for ( i = 1; i < 5; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/force/heal%d.mp3", i ) );
}
cgi_S_RegisterSound( "sound/weapons/force/lightning.wav" );
cgi_S_RegisterSound( "sound/weapons/force/lightning2.wav" );
for ( i = 1; i < 4; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/force/lightninghit%d.wav", i ) );
}
cgi_S_RegisterSound( "sound/weapons/force/push.wav" );
cgi_S_RegisterSound( "sound/weapons/force/pull.wav" );
cgi_S_RegisterSound( "sound/weapons/force/jump.wav" );
cgi_S_RegisterSound( "sound/weapons/force/jumpbuild.wav" );
cgi_S_RegisterSound( "sound/weapons/force/grip.mp3" );
//saber graphics
cgs.media.saberBlurShader = cgi_R_RegisterShader("gfx/effects/sabers/saberBlur");
cgs.media.yellowDroppedSaberShader = cgi_R_RegisterShader("gfx/effects/yellow_glow");
cgi_R_RegisterShader( "gfx/effects/saberDamageGlow" );
cgi_R_RegisterShader( "gfx/effects/solidWhite_cull" );
cgi_R_RegisterShader( "gfx/effects/forcePush" );
cgi_R_RegisterShader( "gfx/effects/saberFlare" );
cgs.media.redSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/red_glow" );
cgs.media.redSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/red_line" );
cgs.media.orangeSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/orange_glow" );
cgs.media.orangeSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/orange_line" );
cgs.media.yellowSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/yellow_glow" );
cgs.media.yellowSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/yellow_line" );
cgs.media.greenSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/green_glow" );
cgs.media.greenSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/green_line" );
cgs.media.blueSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/blue_glow" );
cgs.media.blueSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/blue_line" );
cgs.media.purpleSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/purple_glow" );
cgs.media.purpleSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/purple_line" );
cgs.media.forceCoronaShader = cgi_R_RegisterShaderNoMip( "gfx/hud/force_swirl" );
break;
case WP_BRYAR_PISTOL:
cgs.effects.bryarShotEffect = theFxScheduler.RegisterEffect( "bryar/shot" );
theFxScheduler.RegisterEffect( "bryar/NPCshot" );
cgs.effects.bryarPowerupShotEffect = theFxScheduler.RegisterEffect( "bryar/crackleShot" );
cgs.effects.bryarWallImpactEffect = theFxScheduler.RegisterEffect( "bryar/wall_impact" );
cgs.effects.bryarWallImpactEffect2 = theFxScheduler.RegisterEffect( "bryar/wall_impact2" );
cgs.effects.bryarWallImpactEffect3 = theFxScheduler.RegisterEffect( "bryar/wall_impact3" );
cgs.effects.bryarFleshImpactEffect = theFxScheduler.RegisterEffect( "bryar/flesh_impact" );
// Note....these are temp shared effects
theFxScheduler.RegisterEffect( "blaster/deflect" );
theFxScheduler.RegisterEffect( "blaster/smoke_bolton" ); // note: this will be called game side
break;
case WP_BLASTER:
cgs.effects.blasterShotEffect = theFxScheduler.RegisterEffect( "blaster/shot" );
theFxScheduler.RegisterEffect( "blaster/NPCshot" );
// cgs.effects.blasterOverchargeEffect = theFxScheduler.RegisterEffect( "blaster/overcharge" );
cgs.effects.blasterWallImpactEffect = theFxScheduler.RegisterEffect( "blaster/wall_impact" );
cgs.effects.blasterFleshImpactEffect = theFxScheduler.RegisterEffect( "blaster/flesh_impact" );
theFxScheduler.RegisterEffect( "blaster/deflect" );
theFxScheduler.RegisterEffect( "blaster/smoke_bolton" ); // note: this will be called game side
break;
case WP_DISRUPTOR:
theFxScheduler.RegisterEffect( "disruptor/wall_impact" );
theFxScheduler.RegisterEffect( "disruptor/flesh_impact" );
theFxScheduler.RegisterEffect( "disruptor/alt_miss" );
theFxScheduler.RegisterEffect( "disruptor/alt_hit" );
theFxScheduler.RegisterEffect( "disruptor/line_cap" );
theFxScheduler.RegisterEffect( "disruptor/death_smoke" );
cgi_R_RegisterShader( "gfx/effects/redLine" );
cgi_R_RegisterShader( "gfx/misc/whiteline2" );
cgi_R_RegisterShader( "gfx/effects/smokeTrail" );
cgi_R_RegisterShader( "gfx/effects/burn" );
cgi_R_RegisterShaderNoMip( "gfx/2d/crop_charge" );
// zoom sounds
cgi_S_RegisterSound( "sound/weapons/disruptor/zoomstart.wav" );
cgi_S_RegisterSound( "sound/weapons/disruptor/zoomend.wav" );
cgs.media.disruptorZoomLoop = cgi_S_RegisterSound( "sound/weapons/disruptor/zoomloop.wav" );
// Disruptor gun zoom interface
cgs.media.disruptorMask = cgi_R_RegisterShader( "gfx/2d/cropCircle2");
cgs.media.disruptorInsert = cgi_R_RegisterShader( "gfx/2d/cropCircle");
cgs.media.disruptorLight = cgi_R_RegisterShader( "gfx/2d/cropCircleGlow" );
cgs.media.disruptorInsertTick = cgi_R_RegisterShader( "gfx/2d/insertTick" );
break;
case WP_BOWCASTER:
cgs.effects.bowcasterShotEffect = theFxScheduler.RegisterEffect( "bowcaster/shot" );
cgs.effects.bowcasterBounceEffect = theFxScheduler.RegisterEffect( "bowcaster/bounce" );
cgs.effects.bowcasterImpactEffect = theFxScheduler.RegisterEffect( "bowcaster/explosion" );
theFxScheduler.RegisterEffect( "bowcaster/deflect" );
break;
case WP_REPEATER:
theFxScheduler.RegisterEffect( "repeater/muzzle_smoke" );
theFxScheduler.RegisterEffect( "repeater/projectile" );
theFxScheduler.RegisterEffect( "repeater/alt_projectile" );
theFxScheduler.RegisterEffect( "repeater/wall_impact" );
// theFxScheduler.RegisterEffect( "repeater/alt_wall_impact2" );
// theFxScheduler.RegisterEffect( "repeater/flesh_impact" );
theFxScheduler.RegisterEffect( "repeater/concussion" );
break;
case WP_DEMP2:
theFxScheduler.RegisterEffect( "demp2/projectile" );
theFxScheduler.RegisterEffect( "demp2/wall_impact" );
theFxScheduler.RegisterEffect( "demp2/flesh_impact" );
theFxScheduler.RegisterEffect( "demp2/altDetonate" );
cgi_R_RegisterModel( "models/items/sphere.md3" );
cgi_R_RegisterShader( "gfx/effects/demp2shell" );
break;
case WP_ATST_MAIN:
theFxScheduler.RegisterEffect( "atst/shot" );
theFxScheduler.RegisterEffect( "atst/wall_impact" );
theFxScheduler.RegisterEffect( "atst/flesh_impact" );
theFxScheduler.RegisterEffect( "atst/droid_impact" );
break;
case WP_ATST_SIDE:
// For the ALT fire
theFxScheduler.RegisterEffect( "atst/side_alt_shot" );
theFxScheduler.RegisterEffect( "atst/side_alt_explosion" );
// For the regular fire
theFxScheduler.RegisterEffect( "atst/side_main_shot" );
theFxScheduler.RegisterEffect( "atst/side_main_impact" );
break;
case WP_FLECHETTE:
cgs.effects.flechetteShotEffect = theFxScheduler.RegisterEffect( "flechette/shot" );
cgs.effects.flechetteAltShotEffect = theFxScheduler.RegisterEffect( "flechette/alt_shot" );
cgs.effects.flechetteShotDeathEffect = theFxScheduler.RegisterEffect( "flechette/wall_impact" ); // shot death
cgs.effects.flechetteFleshImpactEffect = theFxScheduler.RegisterEffect( "flechette/flesh_impact" );
cgs.effects.flechetteRicochetEffect = theFxScheduler.RegisterEffect( "flechette/ricochet" );
// theFxScheduler.RegisterEffect( "flechette/explosion" );
theFxScheduler.RegisterEffect( "flechette/alt_blow" );
break;
case WP_ROCKET_LAUNCHER:
theFxScheduler.RegisterEffect( "rocket/shot" );
theFxScheduler.RegisterEffect( "rocket/explosion" );
cgi_R_RegisterShaderNoMip( "gfx/2d/wedge" );
cgi_R_RegisterShaderNoMip( "gfx/2d/lock" );
cgi_S_RegisterSound( "sound/weapons/rocket/lock.wav" );
cgi_S_RegisterSound( "sound/weapons/rocket/tick.wav" );
break;
case WP_THERMAL:
cgs.media.grenadeBounce1 = cgi_S_RegisterSound( "sound/weapons/thermal/bounce1.wav" );
cgs.media.grenadeBounce2 = cgi_S_RegisterSound( "sound/weapons/thermal/bounce2.wav" );
cgi_S_RegisterSound( "sound/weapons/thermal/thermloop.wav" );
cgi_S_RegisterSound( "sound/weapons/thermal/warning.wav" );
theFxScheduler.RegisterEffect( "thermal/explosion" );
theFxScheduler.RegisterEffect( "thermal/shockwave" );
break;
case WP_TRIP_MINE:
theFxScheduler.RegisterEffect( "tripMine/explosion" );
theFxScheduler.RegisterEffect( "tripMine/laser" );
theFxScheduler.RegisterEffect( "tripMine/laserImpactGlow" );
theFxScheduler.RegisterEffect( "tripMine/glowBit" );
cgs.media.tripMineStickSound = cgi_S_RegisterSound( "sound/weapons/laser_trap/stick.wav" );
cgi_S_RegisterSound( "sound/weapons/laser_trap/warning.wav" );
cgi_S_RegisterSound( "sound/weapons/laser_trap/hum_loop.wav" );
break;
case WP_DET_PACK:
theFxScheduler.RegisterEffect( "detpack/explosion.efx" );
cgs.media.detPackStickSound = cgi_S_RegisterSound( "sound/weapons/detpack/stick.wav" );
cgi_R_RegisterModel( "models/weapons2/detpack/detpack.md3" );
cgi_S_RegisterSound( "sound/weapons/detpack/warning.wav" );
cgi_S_RegisterSound( "sound/weapons/explosions/explode5.wav" );
break;
case WP_EMPLACED_GUN:
theFxScheduler.RegisterEffect( "emplaced/shot" );
theFxScheduler.RegisterEffect( "emplaced/shotNPC" );
theFxScheduler.RegisterEffect( "emplaced/wall_impact" );
cgi_R_RegisterShader( "models/map_objects/imp_mine/turret_chair_dmg" );
cgi_R_RegisterShader( "models/map_objects/imp_mine/turret_chair_on" );
cgs.media.emplacedHealthBarShader = cgi_R_RegisterShaderNoMip( "gfx/hud/atst_health_frame" );
cgs.media.ladyLuckHealthShader = cgi_R_RegisterShaderNoMip( "gfx/hud/ladyluck_health_frame" );
cgs.media.turretComputerOverlayShader = cgi_R_RegisterShaderNoMip( "gfx/hud/generic_target" );
cgs.media.turretCrossHairShader = cgi_R_RegisterShaderNoMip( "gfx/2d/panel_crosshair" );
break;
case WP_MELEE:
//TEMP
cgi_S_RegisterSound( "sound/weapons/melee/punch1.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch2.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch3.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch4.mp3" );
break;
case WP_STUN_BATON:
cgi_R_RegisterShader( "gfx/effects/stunPass" );
theFxScheduler.RegisterEffect( "stunBaton/flesh_impact" );
//TEMP
cgi_S_RegisterSound( "sound/weapons/melee/punch1.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch2.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch3.mp3" );
cgi_S_RegisterSound( "sound/weapons/melee/punch4.mp3" );
cgi_S_RegisterSound( "sound/weapons/baton/fire" );
break;
case WP_TURRET:
theFxScheduler.RegisterEffect( "turret/shot" );
theFxScheduler.RegisterEffect( "turret/wall_impact" );
theFxScheduler.RegisterEffect( "turret/flesh_impact" );
break;
case WP_BLASTER_PISTOL: // enemy version
cgs.effects.bryarShotEffect = theFxScheduler.RegisterEffect( "bryar/shot" );
cgs.effects.bryarPowerupShotEffect = theFxScheduler.RegisterEffect( "bryar/crackleShot" );
cgs.effects.bryarWallImpactEffect = theFxScheduler.RegisterEffect( "bryar/wall_impact" );
cgs.effects.bryarFleshImpactEffect = theFxScheduler.RegisterEffect( "bryar/flesh_impact" );
// Note....these are temp shared effects
theFxScheduler.RegisterEffect( "blaster/deflect" );
theFxScheduler.RegisterEffect( "blaster/smoke_bolton" ); // note: this will be called game side
break;
}
}
/*
=================
CG_RegisterItemVisuals
The server says this item is used on this level
=================
*/
void CG_RegisterItemVisuals( int itemNum ) {
itemInfo_t *itemInfo;
gitem_t *item;
itemInfo = &cg_items[ itemNum ];
if ( itemInfo->registered ) {
return;
}
item = &bg_itemlist[ itemNum ];
memset( itemInfo, 0, sizeof( *itemInfo ) );
itemInfo->registered = qtrue;
itemInfo->models = cgi_R_RegisterModel( item->world_model );
if ( item->icon && item->icon[0] )
{
itemInfo->icon = cgi_R_RegisterShaderNoMip( item->icon );
}
else
{
itemInfo->icon = -1;
}
if ( item->giType == IT_WEAPON )
{
CG_RegisterWeapon( item->giTag );
}
// some ammo types are actually the weapon, like in the case of explosives
if ( item->giType == IT_AMMO )
{
switch( item->giTag )
{
case AMMO_THERMAL:
CG_RegisterWeapon( WP_THERMAL );
break;
case AMMO_TRIPMINE:
CG_RegisterWeapon( WP_TRIP_MINE );
break;
case AMMO_DETPACK:
CG_RegisterWeapon( WP_DET_PACK );
break;
}
}
if ( item->giType == IT_HOLDABLE )
{
// This should be set up to actually work.
switch( item->giTag )
{
case INV_SEEKER:
cgi_S_RegisterSound("sound/chars/seeker/misc/fire.wav");
cgi_S_RegisterSound( "sound/chars/seeker/misc/hiss.wav");
theFxScheduler.RegisterEffect( "env/small_explode");
CG_RegisterWeapon( WP_BLASTER );
break;
case INV_SENTRY:
CG_RegisterWeapon( WP_TURRET );
cgi_S_RegisterSound( "sound/player/use_sentry" );
break;
case INV_ELECTROBINOCULARS:
// Binocular interface
cgs.media.binocularCircle = cgi_R_RegisterShader( "gfx/2d/binCircle" );
cgs.media.binocularMask = cgi_R_RegisterShader( "gfx/2d/binMask" );
cgs.media.binocularArrow = cgi_R_RegisterShader( "gfx/2d/binSideArrow" );
cgs.media.binocularTri = cgi_R_RegisterShader( "gfx/2d/binTopTri" );
cgs.media.binocularStatic = cgi_R_RegisterShader( "gfx/2d/binocularWindow" );
cgs.media.binocularOverlay = cgi_R_RegisterShader( "gfx/2d/binocularNumOverlay" );
break;
case INV_LIGHTAMP_GOGGLES:
// LA Goggles Shaders
cgs.media.laGogglesStatic = cgi_R_RegisterShader( "gfx/2d/lagogglesWindow" );
cgs.media.laGogglesMask = cgi_R_RegisterShader( "gfx/2d/amp_mask" );
cgs.media.laGogglesSideBit = cgi_R_RegisterShader( "gfx/2d/side_bit" );
cgs.media.laGogglesBracket = cgi_R_RegisterShader( "gfx/2d/bracket" );
cgs.media.laGogglesArrow = cgi_R_RegisterShader( "gfx/2d/bracket2" );
break;
case INV_BACTA_CANISTER:
for ( int i = 1; i < 5; i++ )
{
cgi_S_RegisterSound( va( "sound/weapons/force/heal%d.mp3", i ));
}
break;
}
}
}
/*
========================================================================================
VIEW WEAPON
========================================================================================
*/
/*
=================
CG_MapTorsoToWeaponFrame
animations MUST match the defined pattern!
the weapon hand animation has 3 anims,
6 frames of attack
4 frames of drop
5 frames of raise
if the torso anim does not match these lengths, it will not animate correctly!
=================
*/
extern qboolean ValidAnimFileIndex ( int index );
int CG_MapTorsoToWeaponFrame( const clientInfo_t *ci, int frame, int animNum, int weaponNum, int firing )
{
// we should use the animNum to map a weapon frame instead of relying on the torso frame
if ( !ValidAnimFileIndex( ci->animFileIndex ) )
{
return 0;
}
animation_t *animations = level.knownAnimFileSets[ci->animFileIndex].animations;
int ret=0;
switch( animNum )
{
case TORSO_WEAPONREADY1:
case TORSO_WEAPONREADY2:
case TORSO_WEAPONREADY3:
case TORSO_WEAPONREADY4:
case TORSO_WEAPONREADY5:
case TORSO_WEAPONREADY6:
case TORSO_WEAPONREADY7:
case TORSO_WEAPONREADY8:
case TORSO_WEAPONREADY9:
case TORSO_WEAPONREADY10:
case TORSO_WEAPONREADY11:
case TORSO_WEAPONREADY12:
ret = 0;
break;
case TORSO_DROPWEAP1:
if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 5 )
{
ret = frame - animations[animNum].firstFrame + 6;
}
else
{
// assert(0);
}
break;
case TORSO_RAISEWEAP1:
if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 4 )
{
ret = frame - animations[animNum].firstFrame + 6 + 5;
}
else
{
// assert(0);
}
break;
case BOTH_ATTACK1:
case BOTH_ATTACK2:
case BOTH_ATTACK3:
case BOTH_ATTACK4:
if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 6 )
{
ret = 1 + ( frame - animations[animNum].firstFrame );
}
else
{
// assert(0);
}
break;
default:
break;
}
return ret;
}
/*
==============
CG_CalculateWeaponPosition
==============
*/
void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles )
{
float scale;
int delta;
float fracsin;
VectorCopy( cg.refdef.vieworg, origin );
VectorCopy( cg.refdefViewAngles, angles );
// on odd legs, invert some angles
if ( cg.bobcycle & 1 ) {
scale = -cg.xyspeed;
} else {
scale = cg.xyspeed;
}
// gun angles from bobbing
angles[ROLL] += scale * cg.bobfracsin * 0.0075;
angles[YAW] += scale * cg.bobfracsin * 0.01;
angles[PITCH] += cg.xyspeed * cg.bobfracsin * 0.0075;
// drop the weapon when landing
delta = cg.time - cg.landTime;
if ( delta < LAND_DEFLECT_TIME ) {
origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME;
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
origin[2] += cg.landChange*0.25 *
(LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME;
}
#if 0
// drop the weapon when stair climbing
delta = cg.time - cg.stepTime;
if ( delta < STEP_TIME/2 ) {
origin[2] -= cg.stepChange*0.25 * delta / (STEP_TIME/2);
} else if ( delta < STEP_TIME ) {
origin[2] -= cg.stepChange*0.25 * (STEP_TIME - delta) / (STEP_TIME/2);
}
#endif
// idle drift
scale = /*cg.xyspeed + */40;
fracsin = sin( cg.time * 0.001 );
angles[ROLL] += scale * fracsin * 0.01;
angles[YAW] += scale * fracsin * 0.01;
angles[PITCH] += (scale * 0.5f ) * fracsin * 0.01;
}
static vr_weapon_adjustment_t* LoadWeaponAdjustment( int weapon ) {
char cvar_name[64];
vr_weapon_adjustment_t *adjustment = &vr->weaponadjustment[weapon];
if (!adjustment->loaded) {
Com_sprintf(cvar_name, sizeof(cvar_name), "vr_weapon_adjustment_%i", weapon);
char* weapon_adjustment = cgi_Cvar_Get(cvar_name);
if (strlen(weapon_adjustment) > 0) {
sscanf(weapon_adjustment, "%f,%f,%f,%f,%f,%f,%f",
&adjustment->scale,
&adjustment->offset[0],
&adjustment->offset[1],
&adjustment->offset[2],
&adjustment->angles[PITCH],
&adjustment->angles[YAW],
&adjustment->angles[ROLL]);
} else {
adjustment->scale = 1.0f;
adjustment->offset[0] = 0.0f;
adjustment->offset[1] = 0.0f;
adjustment->offset[2] = 0.0f;
adjustment->angles[PITCH] = 0.0f;
adjustment->angles[YAW] = 0.0f;
adjustment->angles[ROLL] = 0.0f;
}
adjustment->loaded = true;
}
return adjustment;
}
static float CG_CalculateWeaponPositionAndScale( playerState_t *ps, vec3_t origin, vec3_t angles ) {
if (cg.renderingThirdPerson)
{
CG_CalculateWeaponPosition(origin, angles);
return 1.0f;
}
BG_CalculateVRWeaponPosition(origin, angles);
vr_weapon_adjustment_t *adjustment = LoadWeaponAdjustment(ps->weapon);
vec3_t offset;
VectorScale(adjustment->offset, adjustment->scale, offset);
vec3_t adjust;
VectorCopy(adjustment->angles, adjust);
if (!vr->right_handed)
{
//yaw needs to go in the other direction as left handed model is reversed
adjust[YAW] *= -1.0f;
}
//Adjust angles for weapon models that aren't aligned very well
matrix4x4 m1, m2, m3;
vec3_t zero;
VectorClear(zero);
Matrix4x4_CreateFromEntity(m1, angles, zero, 1.0);
Matrix4x4_CreateFromEntity(m2, adjust, zero, 1.0);
Matrix4x4_Concat(m3, m1, m2);
Matrix4x4_ConvertToEntity(m3, angles, zero);
//Now move weapon closer to proper origin
vec3_t forward, right, up;
AngleVectors( angles, forward, right, up );
VectorMA( origin, offset[2], forward, origin );
VectorMA( origin, offset[1], up, origin );
if (vr->right_handed) {
VectorMA(origin, offset[0], right, origin);
} else {
VectorMA(origin, -offset[0], right, origin);
}
return adjustment->scale;
}
/*
======================
CG_MachinegunSpinAngle
======================
*/
/*
#define SPIN_SPEED 0.9
#define COAST_TIME 1000
static float CG_MachinegunSpinAngle( centity_t *cent ) {
int delta;
float angle;
float speed;
delta = cg.time - cent->pe.barrelTime;
if ( cent->pe.barrelSpinning ) {
angle = cent->pe.barrelAngle + delta * SPIN_SPEED;
} else {
if ( delta > COAST_TIME ) {
delta = COAST_TIME;
}
speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
angle = cent->pe.barrelAngle + delta * speed;
}
if ( cent->pe.barrelSpinning == !(cent->currentState.eFlags & EF_FIRING) ) {
cent->pe.barrelTime = cg.time;
cent->pe.barrelAngle = AngleNormalize360( angle );
cent->pe.barrelSpinning = !!(cent->currentState.eFlags & EF_FIRING);
}
return angle;
}
*/
/*
Ghoul2 Insert Start
*/
// set up the appropriate ghoul2 info to a refent
void CG_SetGhoul2InfoRef( refEntity_t *ent, refEntity_t *s1)
{
ent->ghoul2 = s1->ghoul2;
VectorCopy( s1->modelScale, ent->modelScale);
ent->radius = s1->radius;
VectorCopy( s1->angles, ent->angles);
}
//--------------------------------------------------------------------------
static void CG_DoMuzzleFlash( centity_t *cent, vec3_t org, vec3_t dir, weaponData_t *wData )
{
// Handle muzzle flashes, really this could just be a qboolean instead of a time.......
if ( cent->muzzleFlashTime > 0 )
{
if (cg.stereoView == STEREO_RIGHT) {
cent->muzzleFlashTime = 0;
}
const char *effect = NULL;
// CG_PositionEntityOnTag( &flash, &gun, gun.hModel, "tag_flash");
// 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 )
{
vec3_t up={0,0,1}, ax[3];
VectorCopy( dir, 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, org, dir );
}
else
{
// We got an effect and we're firing, so let 'er rip.
theFxScheduler.PlayEffect( effect, cent->currentState.clientNum );
}
}
}
else
{
// CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash", NULL);
}
}
/*
Ghoul2 Insert End
*/
/*
==============
CG_AddViewWeapon
Add the weapon, and flash for the player's view
==============
*/
extern int PM_TorsoAnimForFrame( gentity_t *ent, int torsoFrame );
extern float CG_ForceSpeedFOV( float infov );
void CG_AddViewWeapon( playerState_t *ps )
{
refEntity_t hand;
refEntity_t gun;
refEntity_t flash;
vec3_t angles;
const weaponInfo_t *weapon;
weaponData_t *wData;
centity_t *cent;
float fovOffset, leanOffset;
float cgFov = (cg_fovViewmodel.integer) ? cg_fovViewmodel.integer : cg_fov.integer;
int i;
if (cgFov < 1)
cgFov = 1;
else if (cgFov > 130)
cgFov = 130;
// no gun if in third person view
if ( cg.renderingThirdPerson )
return;
if ( ps->pm_type == PM_INTERMISSION )
return;
cent = &cg_entities[ps->clientNum];
if ( ps->eFlags & EF_LOCKED_TO_WEAPON )
{
return;
}
if ( cent->gent && cent->gent->client && cent->gent->client->ps.forcePowersActive&(1<<FP_LIGHTNING) )
{//doing the electrocuting
vec3_t tAng, fxDir, temp;
VectorSet( tAng, cent->pe.torso.pitchAngle, cent->pe.torso.yawAngle, 0 );
VectorCopy( cent->gent->client->renderInfo.handLPoint, temp );
VectorMA( temp, -5, cg.refdef.viewaxis[0], temp );
if ( cent->gent->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_2 )
{//arc
vec3_t fxAxis[3];
AnglesToAxis( tAng, fxAxis );
theFxScheduler.PlayEffect( cgs.effects.forceLightningWide, temp, fxAxis );
}
else
{//line
AngleVectors( tAng, fxDir, NULL, NULL );
theFxScheduler.PlayEffect( cgs.effects.forceLightning, temp, fxDir );
}
}
// allow the gun to be completely removed
if ( !cg_drawGun.integer || cg.zoomMode )
{
vec3_t origin;
// special hack for lightning guns...
VectorCopy( cg.refdef.vieworg, origin );
VectorMA( origin, -10, cg.refdef.viewaxis[2], origin );
VectorMA( origin, 16, cg.refdef.viewaxis[0], origin );
// Doesn't look like we'll have lightning style guns. Clean this crap up when we are sure about this.
// CG_LightningBolt( cent, origin );
// We should still do muzzle flashes though...
CG_RegisterWeapon( ps->weapon );
weapon = &cg_weapons[ps->weapon];
wData = &weaponData[ps->weapon];
CG_DoMuzzleFlash( cent, origin, cg.refdef.viewaxis[0], wData );
// If we don't update this, the muzzle flash point won't even be updated properly
VectorCopy( origin, cent->gent->client->renderInfo.muzzlePoint );
VectorCopy( cg.refdef.viewaxis[0], cent->gent->client->renderInfo.muzzleDir );
cent->gent->client->renderInfo.mPCalcTime = cg.time;
return;
}
// don't draw if testing a gun model
if ( cg.testGun )
{
return;
}
// drop gun lower at higher fov
float actualFOV;
gentity_t *player = &g_entities[0];
if ( (cg.snap->ps.forcePowersActive&(1<<FP_SPEED)) && player->client->ps.forcePowerDuration[FP_SPEED] )//cg.renderingThirdPerson &&
{
actualFOV = CG_ForceSpeedFOV(cg_fov.value);
actualFOV = (cg_fovViewmodel.integer) ? actualFOV + (cg_fovViewmodel.integer - cg_fov.integer) : actualFOV;
}
else
{
actualFOV = (cg.overrides.active&CG_OVERRIDE_FOV) ? cg.overrides.fov : cg_fov.value;
}
if ( cg_fovViewmodelAdjust.integer && actualFOV > 80 )
{
fovOffset = -0.1 * ( actualFOV - 80 );
}
else
{
fovOffset = 0;
}
if ( ps->leanofs != 0 )
{
//add leaning offset
leanOffset = ps->leanofs * 0.25f;
fovOffset += fabs((double)ps->leanofs) * -0.1f;
}
else
{
leanOffset = 0;
}
CG_RegisterWeapon( ps->weapon );
weapon = &cg_weapons[ps->weapon];
wData = &weaponData[ps->weapon];
memset (&hand, 0, sizeof(hand));
if ( ps->weapon == WP_STUN_BATON )
{
cgi_S_AddLoopingSound( cent->currentState.number,
cent->lerpOrigin,
vec3_origin,
weapon->firingSound );
}
if ( ps->weapon == WP_NONE )
{
return;
}
if (strcmp(cgi_Cvar_Get("vr_control_scheme"), "99") == 0) {
vec3_t origin;
vec3_t startForward, startRight, startUp;
vec3_t endForward, endRight, endUp;
vec3_t _angles;
BG_CalculateVRWeaponPosition( origin, _angles );
vec3_t forward, right, up;
AngleVectors(_angles, forward, right, up);
trace_t trace;
VectorMA(origin, -10, forward, startForward);
VectorMA(origin, 256, forward, endForward);
static vec3_t RED = {1.0f,0.0f,0.0f};
FX_AddLine( startForward, endForward, 0.1f, 1.0f, 0.0f,
1.0f, 0.0f, 0.0f,
RED, RED, 0.0f,
120, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
VectorMA(origin, -10, right, startRight);
VectorMA(origin, 10, right, endRight);
vec3_t BLUE = {0.0f,0.0f,1.0f};
FX_AddLine( startRight, endRight, 0.1f, 1.0f, 0.0f,
1.0f, 0.0f, 0.0f,
BLUE, BLUE, 0.0f,
120, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
VectorMA(origin, -10, up, startUp);
VectorMA(origin, 10, up, endUp);
vec3_t GREEN = {0.0f,1.0f,0.0f};
FX_AddLine( startUp, endUp, 0.1f, 1.0f, 0.0f,
1.0f, 0.0f, 0.0f,
GREEN, GREEN, 0.0f,
120, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
CG_CenterPrint(vr->weaponadjustment_info, 240);
}
// set up gun position
float scale = CG_CalculateWeaponPositionAndScale( ps, hand.origin, angles );
if (vr->in_vehicle)
{
//Shunt the origin up if we are in a vehicle to avoid blinding the player with a muzzle flash
VectorMA( hand.origin, 2.0f * cg_worldScale.value, cg.refdef.viewaxis[2], hand.origin );
}
// VectorMA( hand.origin, cg_gun_x.value, cg.refdef.viewaxis[0], hand.origin );
// VectorMA( hand.origin, (cg_gun_y.value+leanOffset), cg.refdef.viewaxis[1], hand.origin );
// VectorMA( hand.origin, (cg_gun_z.value+fovOffset), cg.refdef.viewaxis[2], hand.origin );
AnglesToAxis( angles, hand.axis );
//scale the whole model (hand and weapon)
for ( int i = 0; i < 3; i++ ) {
VectorScale( hand.axis[i], (vr->right_handed || i != 1 ) ? scale : -scale, hand.axis[i] );
}
//Gotta move this forward but test for now
VectorCopy( hand.origin, hand.lightingOrigin );
/* if ( cg_fovViewmodel.integer )
{
float fracDistFOV = tanf( cg.refdef.fov_x * ( M_PI/180 ) * 0.5f );
float fracWeapFOV = ( 1.0f / fracDistFOV ) * tanf( cgFov * ( M_PI/180 ) * 0.5f );
VectorScale( hand.axis[0], fracWeapFOV, hand.axis[0] );
}
*/
// map torso animations to weapon animations
if ( cg_gun_frame.integer )
{
// development tool
hand.frame = hand.oldframe = cg_gun_frame.integer;
hand.backlerp = 0;
}
else
{
// get clientinfo for animation map
const clientInfo_t *ci = &cent->gent->client->clientInfo;
int torsoAnim = cent->gent->client->ps.torsoAnim;//pe.torso.animationNumber;
float currentFrame;
int startFrame,endFrame,flags;
float animSpeed;
if (cent->gent->lowerLumbarBone>=0&& gi.G2API_GetBoneAnimIndex(&cent->gent->ghoul2[cent->gent->playerModel], cent->gent->lowerLumbarBone, cg.time, &currentFrame, &startFrame, &endFrame, &flags, &animSpeed,0) )
{
hand.oldframe = CG_MapTorsoToWeaponFrame( ci,floor(currentFrame), torsoAnim, cent->currentState.weapon, ( cent->currentState.eFlags & EF_FIRING ) );
hand.frame = CG_MapTorsoToWeaponFrame( ci,ceil(currentFrame), torsoAnim, cent->currentState.weapon, ( cent->currentState.eFlags & EF_FIRING ) );
hand.backlerp=1.0f-(currentFrame-floor(currentFrame));
if ( cg_debugAnim.integer == 1 && cent->currentState.clientNum == 0 )
{
Com_Printf( "Torso frame %d to %d makes Weapon frame %d to %d\n", cent->pe.torso.oldFrame, cent->pe.torso.frame, hand.oldframe, hand.frame );
}
}
else
{
// assert(0); // no idea what to do here
hand.oldframe=0;
hand.frame=0;
hand.backlerp=0.0f;
}
}
// add the weapon
memset (&gun, 0, sizeof(gun));
gun.hModel = weapon->weaponModel;
if (!gun.hModel)
{
return;
}
AnglesToAxis( angles, gun.axis );
CG_PositionEntityOnTag( &gun, &hand, weapon->handsModel, "tag_weapon");
gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_VRVIEWMODEL;
//---------
// OK, we are making an assumption here that if we have the phaser that it is always on....
//FIXME: if saberInFlight, need to draw empty hand guiding it
if ( cent->gent && cent->gent->client && cent->currentState.weapon == WP_SABER )
{
vec3_t org_, axis_[3];
CG_GetTagWorldPosition( &gun, "tag_flash", org_, axis_ );
if ( cent->gent->client->ps.saberActive && cent->gent->client->ps.saberLength < cent->gent->client->ps.saberLengthMax )
{
cent->gent->client->ps.saberLength += cg.frametime*0.03;
if ( cent->gent->client->ps.saberLength > cent->gent->client->ps.saberLengthMax )
{
cent->gent->client->ps.saberLength = cent->gent->client->ps.saberLengthMax;
}
}
// FX_Saber( org_, axis_[0], cent->gent->client->ps.saberLength, 2.0 + Q_flrand(-1.0f, 1.0f) * 0.2f, cent->gent->client->ps.saberColor );
VectorCopy( axis_[0], cent->gent->client->renderInfo.muzzleDir );
}
//---------
// CG_AddRefEntityWithPowerups( &gun, cent->currentState.powerups, cent->gent );
cgi_R_AddRefEntityToScene( &gun );
/* if ( ps->weapon == WP_STUN_BATON )
{
gun.shaderRGBA[0] = gun.shaderRGBA[1] = gun.shaderRGBA[2] = 25;
gun.customShader = cgi_R_RegisterShader( "gfx/effects/stunPass" );
gun.renderfx = RF_RGB_TINT | RF_FIRST_PERSON | RF_DEPTHHACK;
cgi_R_AddRefEntityToScene( &gun );
}
*/
// add the spinning barrel[s]
for (i = 0; (i < wData->numBarrels); i++)
{
refEntity_t barrel;
memset( &barrel, 0, sizeof( barrel ) );
barrel.hModel = weapon->barrelModel[i];
//VectorCopy( parent->lightingOrigin, barrel.lightingOrigin );
//barrel.shadowPlane = parent->shadowPlane;
barrel.renderfx = gun.renderfx;
angles[YAW] = 0;
angles[PITCH] = 0;
// if ( ps->weapon == WP_TETRION_DISRUPTOR) {
// angles[ROLL] = CG_MachinegunSpinAngle( cent );
// } else {
angles[ROLL] = 0;//CG_MachinegunSpinAngle( cent );
// }
AnglesToAxis( angles, barrel.axis );
if (!i)
{
CG_PositionRotatedEntityOnTag( &barrel, &hand, weapon->handsModel, "tag_barrel", NULL );
} else
{
CG_PositionRotatedEntityOnTag( &barrel, &hand, weapon->handsModel, va("tag_barrel%d",i+1), NULL );
}
cgi_R_AddRefEntityToScene( &barrel );
}
memset (&flash, 0, sizeof(flash));
// Seems like we should always do this in case we have an animating muzzle flash....that way we can always store the correct muzzle dir, etc.
CG_PositionEntityOnTag( &flash, &gun, gun.hModel, "tag_flash");
CG_DoMuzzleFlash( cent, flash.origin, flash.axis[0], wData );
if ( cent->gent && cent->gent->client )
{
VectorCopy(flash.origin, cent->gent->client->renderInfo.muzzlePoint);
VectorCopy(flash.axis[0], cent->gent->client->renderInfo.muzzleDir);
// VectorNormalize( cent->gent->client->renderInfo.muzzleDir );
cent->gent->client->renderInfo.mPCalcTime = cg.time;
CG_LightningBolt( cent, flash.origin );
}
// Do special charge bits
//-----------------------
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;
}
val += Q_flrand(0.0f, 1.0f) * 0.5f;
FX_AddSprite( flash.origin, 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 | FX_DEPTH_HACK );
}
// Check if the heavy repeater is finishing up a sustained burst
//-------------------------------
if ( ps->weapon == WP_REPEATER && ps->weaponstate == WEAPON_FIRING )
{
if ( cent->gent && cent->gent->client && cent->gent->client->ps.weaponstate != WEAPON_FIRING )
{
int ct = 0;
// the more continuous shots we've got, the more smoke we spawn
if ( cent->gent->client->ps.weaponShotCount > 60 ) {
ct = 5;
}
else if ( cent->gent->client->ps.weaponShotCount > 35 ) {
ct = 3;
}
else if ( cent->gent->client->ps.weaponShotCount > 15 ) {
ct = 1;
}
for ( i = 0; i < ct; i++ )
{
theFxScheduler.PlayEffect( "repeater/muzzle_smoke", cent->currentState.clientNum );
}
cent->gent->client->ps.weaponShotCount = 0;
}
}
}
/*
==============================================================================
WEAPON SELECTION
==============================================================================
*/
/*
===================
CG_WeaponCheck
===================
*/
int CG_WeaponCheck( int weaponIndex )
{
int value;
if ( weaponIndex == WP_SABER || weaponIndex == WP_STUN_BATON )
{
return qtrue;
}
value = weaponData[weaponIndex].energyPerShot < weaponData[weaponIndex].altEnergyPerShot
? weaponData[weaponIndex].energyPerShot
: weaponData[weaponIndex].altEnergyPerShot;
if( !cg.snap )
{
return qfalse;
}
// check how much energy(ammo) it takes to fire this weapon against how much ammo we have
if ( value > cg.snap->ps.ammo[weaponData[weaponIndex].ammoIndex] )
{
value = qfalse;
}
else
{
value = qtrue;
}
return value;
}
/*
===================
CG_DrawMoveSpeedIcon
===================
*/
void CG_DrawMoveSpeedIcon(void) {
if ((cg.zoomMode != 0) || !(cg_drawHUD.integer)) {
return;
}
if ((cg.snap->ps.viewEntity > 0 && cg.snap->ps.viewEntity < ENTITYNUM_WORLD)) {
return;
}
if (cg.moveSpeedSelect != vr->move_speed)
{
cg.moveSpeedSelect = vr->move_speed;
cg.moveSpeedSelectTime = cg.time;
}
if (((cg.moveSpeedSelectTime+WEAPON_SELECT_TIME)>cg.time)) {
cgi_R_SetColor(colorTable[CT_WHITE]);
CG_DrawPic(96, 64, 48, 64, cgs.media.iconMoveSpeed[cg.moveSpeedSelect]);
}
}
/*
===================
CG_DrawIconBackground
===================
*/
void CG_DrawIconBackground(void)
{
int height,xAdd,x2,y2,t;
int prongLeftX,prongRightX;
qhandle_t background;
if (( cg.zoomMode != 0 ) || !( cg_drawHUD.integer ))
{
return;
}
if ((cg.snap->ps.viewEntity>0&&cg.snap->ps.viewEntity<ENTITYNUM_WORLD))
{
return;
}
if (!cgi_UI_GetMenuInfo("iconbackground",&x2,&y2))
{
return;
}
prongLeftX =x2+37;
prongRightX =x2+544;
if (((cg.inventorySelectTime+WEAPON_SELECT_TIME)>cg.time) || (cgs.media.currentBackground == ICON_INVENTORY)) // Display inventory background?
{
background = cgs.media.inventoryIconBackground;
}
else if (((cg.weaponSelectTime+WEAPON_SELECT_TIME)>cg.time) || (cgs.media.currentBackground == ICON_WEAPONS)) // Display weapon background?
{
background = cgs.media.weaponIconBackground;
}
else // Display force background?
{
background = cgs.media.forceIconBackground;
}
if ((cg.iconSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
if (cg.iconHUDActive) // The time is up, but we still need to move the prongs back to their original position
{
t = cg.time - (cg.iconSelectTime+WEAPON_SELECT_TIME);
cg.iconHUDPercent = t/ 130.0f;
cg.iconHUDPercent = 1 - cg.iconHUDPercent;
if (cg.iconHUDPercent<0)
{
cg.iconHUDActive = qfalse;
cg.iconHUDPercent=0;
}
xAdd = (int) 8*cg.iconHUDPercent;
height = (int) (60.0f*cg.iconHUDPercent);
CG_DrawPic( x2+60, y2+30, 460, -height, background); // Top half
CG_DrawPic( x2+60, y2+30-2,460, height, background); // Bottom half
}
else
{
xAdd = 0;
}
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( prongLeftX+xAdd, y2-10, 40, 80, cgs.media.weaponProngsOff);
CG_DrawPic( prongRightX-xAdd, y2-10, -40, 80, cgs.media.weaponProngsOff);
return;
}
prongLeftX =x2+37;
prongRightX =x2+544;
if (!cg.iconHUDActive)
{
t = cg.time - cg.iconSelectTime;
cg.iconHUDPercent = t/ 130.0f;
// Calc how far into opening sequence we are
if (cg.iconHUDPercent>1)
{
cg.iconHUDActive = qtrue;
cg.iconHUDPercent=1;
}
else if (cg.iconHUDPercent<0)
{
cg.iconHUDPercent=0;
}
}
else
{
cg.iconHUDPercent=1;
}
cgi_R_SetColor( colorTable[CT_WHITE] );
height = (int) (60.0f*cg.iconHUDPercent);
CG_DrawPic( x2+60, y2+30, 460, -height, background); // Top half
CG_DrawPic( x2+60, y2+30-2,460, height, background); // Bottom half
// And now for the prongs
if ((cg.inventorySelectTime+WEAPON_SELECT_TIME)>cg.time)
{
cgs.media.currentBackground = ICON_INVENTORY;
background = cgs.media.inventoryProngsOn;
}
else if ((cg.weaponSelectTime+WEAPON_SELECT_TIME)>cg.time)
{
cgs.media.currentBackground = ICON_WEAPONS;
background = cgs.media.weaponProngsOn;
}
else
{
cgs.media.currentBackground = ICON_FORCE;
background = cgs.media.forceProngsOn;
}
// Side Prongs
cgi_R_SetColor( colorTable[CT_WHITE]);
xAdd = (int) 8*cg.iconHUDPercent;
CG_DrawPic( prongLeftX+xAdd, y2-10, 40, 80, background);
CG_DrawPic( prongRightX-xAdd, y2-10, -40, 80, background);
}
int cgi_UI_GetItemText(char *menuFile,char *itemName, char *text);
char *weaponDesc[13] =
{
"SABER_DESC",
"BLASTER_PISTOL_DESC",
"BLASTER_RIFLE_DESC",
"DISRUPTOR_RIFLE_DESC",
"BOWCASTER_DESC",
"HEAVYREPEATER_DESC",
"DEMP2_DESC",
"FLECHETTE_DESC",
"MERR_SONN_DESC",
"THERMAL_DETONATOR_DESC",
"TRIP_MINE_DESC",
"DET_PACK_DESC",
"STUN_BATON_DESC",
};
/*
===================
CG_DrawDataPadWeaponSelect
===================
*/
void CG_DrawDataPadWeaponSelect( void )
{
int i;
int bits;
int count;
int smallIconSize,bigIconSize;
int holdX,x,y,pad;
int sideLeftIconCnt,sideRightIconCnt;
int sideMax,holdCount,iconCnt;
vec4_t calcColor;
char text[1024]={0};
vec4_t textColor = { .875f, .718f, .121f, 1.0f };
// showing weapon select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
bits = cg.snap->ps.stats[ STAT_WEAPONS ];
// count the number of weapons owned
count = 0;
for ( i = 1 ; i < 16 ; i++ )
{
if ( bits & ( 1 << i ) )
{
count++;
}
}
if (count == 0) // If no weapons, don't display
{
return;
}
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
// This seems to be a problem is datapad comes up too early
if (cg.DataPadWeaponSelect<FIRST_WEAPON)
{
cg.DataPadWeaponSelect = FIRST_WEAPON;
}
else if (cg.DataPadWeaponSelect>MAX_PLAYER_WEAPONS)
{
cg.DataPadWeaponSelect = MAX_PLAYER_WEAPONS;
}
i = cg.DataPadWeaponSelect - 1;
if (i<1)
{
i = 13;
}
smallIconSize = 40;
bigIconSize = 80;
pad = 8;
x = 320;
y = 300;
// Background
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
calcColor[3] = .60f;
cgi_R_SetColor( calcColor);
// Left side ICONS
cgi_R_SetColor( calcColor);
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
//height = smallIconSize * cg.iconHUDPercent;
for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--)
{
if (i<1)
{
i = 13;
}
if ( !(bits & ( 1 << i ))) // Does he have this weapon?
{
continue;
}
++iconCnt; // Good icon
if (weaponData[i].weaponIcon[0])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( i );
weaponInfo = &cg_weapons[i];
if (!CG_WeaponCheck(i))
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIconNoAmmo );
}
else
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIcon );
}
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
//height = bigIconSize * cg.iconHUDPercent;
cgi_R_SetColor(NULL);
// char buffer[256];
// cgi_UI_GetItemText("datapadWeaponsMenu",va("weapondesc%d",cg.DataPadWeaponSelect+1),buffer);
if (weaponData[cg.DataPadWeaponSelect].weaponIcon[0])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( cg.DataPadWeaponSelect );
weaponInfo = &cg_weapons[cg.DataPadWeaponSelect];
if (!CG_WeaponCheck(cg.DataPadWeaponSelect))
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, weaponInfo->weaponIconNoAmmo );
}
else
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, weaponInfo->weaponIcon );
}
}
i = cg.DataPadWeaponSelect + 1;
if (i> 13)
{
i = 1;
}
// Right side ICONS
// Work forwards from current icon
cgi_R_SetColor( calcColor);
holdX = x + (bigIconSize/2) + pad;
//height = smallIconSize * cg.iconHUDPercent;
for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++)
{
if (i>13)
{
i = 1;
}
if ( !(bits & ( 1 << i ))) // Does he have this weapon?
{
continue;
}
++iconCnt; // Good icon
if (weaponData[i].weaponIcon[0])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( i );
weaponInfo = &cg_weapons[i];
// No ammo for this weapon?
if (!CG_WeaponCheck(i))
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIconNoAmmo );
}
else
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIcon );
}
holdX += (smallIconSize+pad);
}
}
// draw the weapon description
x= 40;
y= 70;
cgi_SP_GetStringTextString( va("INGAME_%s",weaponDesc[cg.DataPadWeaponSelect-1]), text, sizeof(text) );
if (text[0])
{
CG_DisplayBoxedText(70,50,500,300,text,
cgs.media.qhFontSmall,
0.7f,
textColor
);
}
/* CG_DisplayBoxedText(70,50,500,300,weaponDesc[cg.DataPadWeaponSelect-1],
cgs.media.qhFontSmall,
0.7f,
colorTable[CT_WHITE]
);
*/
cgi_R_SetColor( NULL );
}
/*
===================
CG_DrawDataPadIconBackground
===================
*/
void CG_DrawDataPadIconBackground(int backgroundType)
{
int height,xAdd,x2,y2;
int prongLeftX,prongRightX;
qhandle_t background;
x2 = 0;
y2 = 295;
prongLeftX =x2+97;
prongRightX =x2+544;
if (backgroundType == ICON_INVENTORY) // Display inventory background?
{
background = cgs.media.inventoryIconBackground;
}
else if (backgroundType == ICON_WEAPONS) // Display weapon background?
{
background = cgs.media.weaponIconBackground;
}
else // Display force background?
{
background = cgs.media.forceIconBackground;
}
/* if ((cg.iconDataPadSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
if (cg.iconDataPadHUDActive) // The time is up, but we still need to move the prongs back to their original position
{
t = cg.time - (cg.iconDataPadSelectTime+WEAPON_SELECT_TIME);
cg.iconDataPadHUDPercent = t/ 130.0f;
cg.iconDataPadHUDPercent = 1 - cg.iconDataPadHUDPercent;
if (cg.iconDataPadHUDPercent<0)
{
cg.iconDataPadHUDActive = qfalse;
cg.iconDataPadHUDPercent=0;
}
xAdd = (int) 8*cg.iconDataPadHUDPercent;
height = (int) (60.0f*cg.iconDataPadHUDPercent);
CG_DrawPic( x2+60, y2+30, 460, -height, background); // Top half
CG_DrawPic( x2+60, y2+30-2,460, height, background); // Bottom half
}
else
{
xAdd = 0;
}
cgi_R_SetColor( colorTable[CT_WHITE] );
CG_DrawPic( prongLeftX+xAdd, y2-10, 40, 80, cgs.media.weaponProngsOff);
CG_DrawPic( prongRightX-xAdd, y2-10, -40, 80, cgs.media.weaponProngsOff);
return;
}
*/
prongLeftX =x2+97;
prongRightX =x2+544;
/*
if (!cg.iconDataPadHUDActive)
{
t = cg.time - cg.iconDataPadSelectTime;
cg.iconDataPadHUDPercent = t/ 130.0f;
// Calc how far into opening sequence we are
if (cg.iconDataPadHUDPercent>1)
{
cg.iconDataPadHUDActive = qtrue;
cg.iconDataPadHUDPercent=1;
}
else if (cg.iconDataPadHUDPercent<0)
{
cg.iconDataPadHUDPercent=0;
}
}
else
{
cg.iconDataPadHUDPercent=1;
}
*/
cgi_R_SetColor( colorTable[CT_WHITE] );
// height = (int) (60.0f*cg.iconDataPadHUDPercent);
height = (int) 60.0f;
CG_DrawPic( x2+110, y2+30, 410, -height, background); // Top half
CG_DrawPic( x2+110, y2+30-2,410, height, background); // Bottom half
// And now for the prongs
if (backgroundType==ICON_INVENTORY)
{
cgs.media.currentDataPadIconBackground = ICON_INVENTORY;
background = cgs.media.inventoryProngsOn;
}
else if (backgroundType==ICON_WEAPONS)
{
cgs.media.currentDataPadIconBackground = ICON_WEAPONS;
background = cgs.media.weaponProngsOn;
}
else
{
cgs.media.currentDataPadIconBackground = ICON_FORCE;
background = cgs.media.forceProngsOn;
}
// Side Prongs
cgi_R_SetColor( colorTable[CT_WHITE]);
// xAdd = (int) 8*cg.iconDataPadHUDPercent;
xAdd = (int) 8;
CG_DrawPic( prongLeftX+xAdd, y2-10, 40, 80, background);
CG_DrawPic( prongRightX-xAdd, y2-10, -40, 80, background);
}
/*
===============
SetWeaponSelectTime
===============
*/
void SetWeaponSelectTime(void)
{
if (((cg.inventorySelectTime + WEAPON_SELECT_TIME) > cg.time) || // The Inventory HUD was currently active to just swap it out with Force HUD
((cg.forcepowerSelectTime + WEAPON_SELECT_TIME) > cg.time)) // The Force HUD was currently active to just swap it out with Force HUD
{
cg.inventorySelectTime = 0;
cg.forcepowerSelectTime = 0;
cg.weaponSelectTime = cg.time + 130.0f;
}
else
{
cg.weaponSelectTime = cg.time;
}
}
/*
===================
CG_DrawWeaponSelect
===================
*/
void CG_DrawWeaponSelect( void )
{
int i;
int bits;
int count;
int smallIconSize,bigIconSize;
int holdX,x,y,x2,y2,pad;
int sideLeftIconCnt,sideRightIconCnt;
int sideMax,holdCount,iconCnt;
//int height;
vec4_t calcColor;
vec4_t textColor = { .875f, .718f, .121f, 1.0f };
if (!cgi_UI_GetMenuInfo("weaponselecthud",&x2,&y2))
{
return;
}
if ((cg.weaponSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
return;
}
// don't display if dead
if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 )
{
return;
}
cg.iconSelectTime = cg.weaponSelectTime;
// showing weapon select clears pickup item display, but not the blend blob
//cg.itemPickupTime = 0;
bits = cg.snap->ps.stats[ STAT_WEAPONS ];
// count the number of weapons owned
count = 0;
for ( i = 1 ; i < 16 ; i++ )
{
if ( bits & ( 1 << i ) )
{
count++;
}
}
if (count == 0) // If no weapons, don't display
{
return;
}
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
i = cg.weaponSelect - 1;
if (i<1)
{
i = 13;
}
smallIconSize = 40;
bigIconSize = 80;
pad = 12;
x = 320;
y = 410;
// Background
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
calcColor[3] = .60f;
cgi_R_SetColor( calcColor);
// Left side ICONS
cgi_R_SetColor( calcColor);
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
//height = smallIconSize * cg.iconHUDPercent;
for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--)
{
if (i<1)
{
i = 13;
}
if ( !(bits & ( 1 << i ))) // Does he have this weapon?
{
continue;
}
++iconCnt; // Good icon
if (weaponData[i].weaponIcon[0])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( i );
weaponInfo = &cg_weapons[i];
if (!CG_WeaponCheck(i))
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIconNoAmmo );
}
else
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIcon );
}
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
//height = bigIconSize * cg.iconHUDPercent;
cgi_R_SetColor(NULL);
if (weaponData[cg.weaponSelect].weaponIcon[0])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( cg.weaponSelect );
weaponInfo = &cg_weapons[cg.weaponSelect];
if (!CG_WeaponCheck(cg.weaponSelect))
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, weaponInfo->weaponIconNoAmmo );
}
else
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, weaponInfo->weaponIcon );
}
}
i = cg.weaponSelect + 1;
if (i> 13)
{
i = 1;
}
// Right side ICONS
// Work forwards from current icon
cgi_R_SetColor( calcColor);
holdX = x + (bigIconSize/2) + pad;
//height = smallIconSize * cg.iconHUDPercent;
for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++)
{
if (i>13)
{
i = 1;
}
if ( !(bits & ( 1 << i ))) // Does he have this weapon?
{
continue;
}
++iconCnt; // Good icon
if (weaponData[i].weaponIcon[0])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( i );
weaponInfo = &cg_weapons[i];
// No ammo for this weapon?
if (!CG_WeaponCheck(i))
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIconNoAmmo );
}
else
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIcon );
}
holdX += (smallIconSize+pad);
}
}
gitem_t *item = cg_weapons[ cg.weaponSelect ].item;
// draw the selected name
if ( item && item->classname && item->classname[0] )
{
char text[1024];
if ( cgi_SP_GetStringTextString( va("INGAME_%s",item->classname), text, sizeof( text )))
{
int w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 1.0f);
int x = ( SCREEN_WIDTH - w ) / 2;
int y = (SCREEN_HEIGHT - 24);
CG_AdjustFrom640Int(&x, &y, NULL, NULL);
cgi_R_Font_DrawString(x, y, text, textColor, cgs.media.qhFontSmall, -1, FONT_SCALE);
}
}
cgi_R_SetColor( NULL );
}
/*
===============
CG_WeaponSelectable
===============
*/
qboolean CG_WeaponSelectable( int i, int original, qboolean dpMode )
{
int usage_for_weap;
if (i > MAX_PLAYER_WEAPONS)
{
#ifndef FINAL_BUILD
Com_Printf("CG_WeaponSelectable() passed illegal index of %d!\n",i);
#endif
return qfalse;
}
if ( cg.weaponSelectTime + 200 > cg.time )
{//TEMP standard weapon cycle debounce for E3 because G2 can't keep up with fast weapon changes
return qfalse;
}
//FIXME: this doesn't work below, can still cycle too fast!
if ( original == WP_SABER && cg.weaponSelectTime + 500 > cg.time )
{//when sqitch to lightsaber, have to stay there for at least half a second!
return qfalse;
}
if (( weaponData[i].ammoIndex != AMMO_NONE ) && !dpMode )
{//weapon uses ammo, see if we have any
usage_for_weap = weaponData[i].energyPerShot < weaponData[i].altEnergyPerShot
? weaponData[i].energyPerShot
: weaponData[i].altEnergyPerShot;
if ( cg.snap->ps.ammo[weaponData[i].ammoIndex] - usage_for_weap < 0 )
{
if ( i != WP_DET_PACK ) // detpack can be switched to...should possibly check if there are any stuck to a wall somewhere?
{
// This weapon doesn't have enough ammo to shoot either the main or the alt-fire
return qfalse;
}
}
}
if (!(cg.snap->ps.stats[ STAT_WEAPONS ] & ( 1 << i )))
{
// Don't have this weapon to start with.
return qfalse;
}
return qtrue;
}
void CG_ToggleATSTWeapon( void )
{
if ( cg.weaponSelect == WP_ATST_MAIN )
{
cg.weaponSelect = WP_ATST_SIDE;
}
else
{
cg.weaponSelect = WP_ATST_MAIN;
}
// cg.weaponSelectTime = cg.time;
SetWeaponSelectTime();
}
void CG_PlayerLockedWeaponSpeech( int jumping )
{
extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
static int speechDebounceTime = 0;
if ( !in_camera )
{//not in a cinematic
if ( speechDebounceTime < cg.time )
{//spoke more than 3 seconds ago
if ( !Q3_TaskIDPending( &g_entities[0], TID_CHAN_VOICE ) )
{//not waiting on a scripted sound to finish
if( !jumping )
{
if( Q_flrand(0.0f, 1.0f) > 0.5 )
{
G_SoundOnEnt( player, CHAN_VOICE, va( "sound/chars/kyle/09kyk015.wav" ));
}
else
{
G_SoundOnEnt( player, CHAN_VOICE, va( "sound/chars/kyle/09kyk016.wav" ));
}
}
else
{
G_SoundOnEnt( player, CHAN_VOICE, va( "sound/chars/kyle/16kyk007.wav" ));
}
speechDebounceTime = cg.time + 3000;
}
}
}
}
/*
===============
CG_NextWeapon_f
===============
*/
void CG_NextWeapon_f( void ) {
int i;
int original;
if ( !cg.snap ) {
return;
}
/*
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
*/
if( g_entities[0].flags & FL_LOCK_PLAYER_WEAPONS )
{
CG_PlayerLockedWeaponSpeech( qfalse );
return;
}
if( g_entities[0].client && g_entities[0].client->NPC_class == CLASS_ATST )
{
CG_ToggleATSTWeapon();
return;
}
if ( cg.snap->ps.eFlags & EF_LOCKED_TO_WEAPON )
{
// can't do any sort of weapon switching when in the emplaced gun
return;
}
if ( cg.snap->ps.viewEntity )
{
// yeah, probably need a better check here
if ( g_entities[cg.snap->ps.viewEntity].client && ( g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R5D2
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R2D2
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_MOUSE ))
{
return;
}
}
original = cg.weaponSelect;
for ( i = 0 ; i <= MAX_PLAYER_WEAPONS ; i++ )
{
cg.weaponSelect++;
if ( cg.weaponSelect < FIRST_WEAPON || cg.weaponSelect > MAX_PLAYER_WEAPONS) {
cg.weaponSelect = FIRST_WEAPON;
}
if ( CG_WeaponSelectable( cg.weaponSelect, original, qfalse ) )
{
// cg.weaponSelectTime = cg.time;
SetWeaponSelectTime();
return;
}
}
cg.weaponSelect = original;
}
/*
===============
CG_DPNextWeapon_f
===============
*/
void CG_DPNextWeapon_f( void ) {
int i;
int original;
if ( !cg.snap ) {
return;
}
/*
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
*/
original = cg.DataPadWeaponSelect;
for ( i = 0 ; i <= MAX_PLAYER_WEAPONS ; i++ )
{
cg.DataPadWeaponSelect++;
if ( cg.DataPadWeaponSelect < FIRST_WEAPON || cg.DataPadWeaponSelect > MAX_PLAYER_WEAPONS) {
cg.DataPadWeaponSelect = FIRST_WEAPON;
}
if ( CG_WeaponSelectable( cg.DataPadWeaponSelect, original, qtrue ) )
{
return;
}
}
cg.DataPadWeaponSelect = original;
}
/*
===============
CG_DPPrevWeapon_f
===============
*/
void CG_DPPrevWeapon_f( void )
{
int i;
int original;
if ( !cg.snap )
{
return;
}
/*
if ( cg.snap->ps.pm_flags & PMF_FOLLOW )
{
return;
}
*/
original = cg.DataPadWeaponSelect;
for ( i = 0 ; i <= MAX_PLAYER_WEAPONS ; i++ )
{
cg.DataPadWeaponSelect--;
if ( cg.DataPadWeaponSelect < FIRST_WEAPON || cg.DataPadWeaponSelect > MAX_PLAYER_WEAPONS)
{
cg.DataPadWeaponSelect = MAX_PLAYER_WEAPONS;
}
if ( CG_WeaponSelectable( cg.DataPadWeaponSelect, original, qtrue ) )
{
return;
}
}
cg.DataPadWeaponSelect = original;
}
/*
===============
CG_PrevWeapon_f
===============
*/
void CG_PrevWeapon_f( void ) {
int i;
int original;
if ( !cg.snap ) {
return;
}
/*
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
*/
if( g_entities[0].flags & FL_LOCK_PLAYER_WEAPONS )
{
CG_PlayerLockedWeaponSpeech( qfalse );
return;
}
if( g_entities[0].client && g_entities[0].client->NPC_class == CLASS_ATST )
{
CG_ToggleATSTWeapon();
return;
}
if ( cg.snap->ps.eFlags & EF_LOCKED_TO_WEAPON )
{
// can't do any sort of weapon switching when in the emplaced gun
return;
}
if ( cg.snap->ps.viewEntity )
{
// yeah, probably need a better check here
if ( g_entities[cg.snap->ps.viewEntity].client && ( g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R5D2
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R2D2
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_MOUSE ))
{
return;
}
}
original = cg.weaponSelect;
for ( i = 0 ; i <= MAX_PLAYER_WEAPONS ; i++ ) {
cg.weaponSelect--;
if ( cg.weaponSelect < FIRST_WEAPON || cg.weaponSelect > MAX_PLAYER_WEAPONS) {
cg.weaponSelect = MAX_PLAYER_WEAPONS;
}
if ( CG_WeaponSelectable( cg.weaponSelect, original, qfalse ) )
{
SetWeaponSelectTime();
// cg.weaponSelectTime = cg.time;
return;
}
}
cg.weaponSelect = original;
}
/*
void CG_ChangeWeapon( int num )
Meant to be called from the normal game, so checks the game-side weapon inventory data
*/
void CG_ChangeWeapon( int num )
{
gentity_t *player = &g_entities[0];
if ( num < WP_NONE || num >= WP_NUM_WEAPONS )
{
return;
}
if( player->flags & FL_LOCK_PLAYER_WEAPONS )
{
CG_PlayerLockedWeaponSpeech( qfalse );
return;
}
if ( player->client != NULL && !(player->client->ps.stats[STAT_WEAPONS] & ( 1 << num )) )
{
return; // don't have the weapon
}
// because we don't have an empty hand model for the thermal, don't allow selecting that weapon if it has no ammo
if ( num == WP_THERMAL )
{
if ( cg.snap->ps.ammo[AMMO_THERMAL] <= 0 )
{
return;
}
}
// because we don't have an empty hand model for the thermal, don't allow selecting that weapon if it has no ammo
if ( num == WP_TRIP_MINE )
{
if ( cg.snap->ps.ammo[AMMO_TRIPMINE] <= 0 )
{
return;
}
}
SetWeaponSelectTime();
// cg.weaponSelectTime = cg.time;
cg.weaponSelect = num;
}
/*
===============
CG_Weapon_f
===============
*/
void CG_Weapon_f( void )
{
int num;
if ( cg.weaponSelectTime + 200 > cg.time )
{
return;
}
if ( !cg.snap ) {
return;
}
/*
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
*/
if( g_entities[0].flags & FL_LOCK_PLAYER_WEAPONS )
{
CG_PlayerLockedWeaponSpeech( qfalse );
return;
}
if( g_entities[0].client && g_entities[0].client->NPC_class == CLASS_ATST )
{
CG_ToggleATSTWeapon();
return;
}
if ( cg.snap->ps.eFlags & EF_LOCKED_TO_WEAPON )
{
// can't do any sort of weapon switching when in the emplaced gun
return;
}
if ( cg.snap->ps.viewEntity )
{
// yeah, probably need a better check here
if ( g_entities[cg.snap->ps.viewEntity].client && ( g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R5D2
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R2D2
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_MOUSE ))
{
return;
}
}
num = atoi( CG_Argv( 1 ) );
if ( num < WP_NONE || num >= WP_NUM_WEAPONS ) {
return;
}
if ( num == WP_SABER )
{//lightsaber
if ( ! ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) )
{//don't have saber, try stun baton
num = WP_STUN_BATON;
}
else if ( num == cg.snap->ps.weapon )
{//already have it up, let's try to toggle it
if ( !in_camera )
{//player can't activate/deactivate saber when in a cinematic
//can't toggle it if not holding it and not controlling it or dead
if ( cg.predicted_player_state.stats[STAT_HEALTH] > 0 && (!cg_entities[0].currentState.saberInFlight || (&g_entities[cg_entities[0].gent->client->ps.saberEntityNum] != NULL && g_entities[cg_entities[0].gent->client->ps.saberEntityNum].s.pos.trType == TR_LINEAR) ) )
{//it's either in-hand or it's under telekinetic control
if ( cg_entities[0].currentState.saberActive )
{
cg_entities[0].gent->client->ps.saberActive = qfalse;
if ( cg_entities[0].currentState.saberInFlight )
{//play it on the saber
cgi_S_UpdateEntityPosition( cg_entities[0].gent->client->ps.saberEntityNum, g_entities[cg_entities[0].gent->client->ps.saberEntityNum].currentOrigin );
cgi_S_StartSound (NULL, cg_entities[0].gent->client->ps.saberEntityNum, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/saber/saberoff.wav" ) );
}
else
{
cgi_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/saber/saberoff.wav" ) );
}
}
else
{
cg_entities[0].gent->client->ps.saberActive = qtrue;
}
}
}
}
}
else if ( num >= WP_THERMAL && num <= WP_DET_PACK ) // these weapons cycle
{
int weap, i = 0;
if ( cg.snap->ps.weapon >= WP_THERMAL && cg.snap->ps.weapon <= WP_DET_PACK )
{
// already in cycle range so start with next cycle item
weap = cg.snap->ps.weapon + 1;
}
else
{
// not in cycle range, so start with thermal detonator
weap = WP_THERMAL;
}
// prevent an endless loop
while ( i <= 4 )
{
if ( weap > WP_DET_PACK )
{
weap = WP_THERMAL;
}
if ( cg.snap->ps.ammo[weaponData[weap].ammoIndex] > 0 || weap == WP_DET_PACK )
{
if ( CG_WeaponSelectable( weap, cg.snap->ps.weapon, qfalse ) )
{
num = weap;
break;
}
}
weap++;
i++;
}
}
if ( ! ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) ) {
return; // don't have the weapon
}
SetWeaponSelectTime();
// cg.weaponSelectTime = cg.time;
cg.weaponSelect = num;
}
void Cmd_UseInventory_f(gentity_t *ent);
extern float cg_zoomFov; //from cg_view.cpp
void CG_ExitScope_f( )
{
if ( cg.zoomMode )
{
G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/weapons/disruptor/zoomend.wav" );
// already zooming, so must be wanting to turn it off
cg.zoomMode = 0;
cg.zoomTime = cg.time;
cg.zoomLocked = qfalse;
}
}
void CG_EnterScope_f( )
{
if ( cg.zoomMode == 0 || cg.zoomMode == 3 )
{
G_SoundOnEnt( pm->gent, CHAN_AUTO, "sound/weapons/disruptor/zoomstart.wav" );
// not already zooming, so do it now
if (cg.weaponSelect == WP_DISRUPTOR) {
cg.zoomMode = 2;
cg_zoomFov = 80.0f;
cg.zoomLocked = qfalse;
} else {
//Our specially created E11 Blaster scope
cg.zoomMode = 4;
cg_zoomFov = 30.0f;
cg.zoomLocked = qtrue;
}
}
}
void CG_ToggleSaber_f( )
{
player->client->ps.saberActive = (qboolean)!player->client->ps.saberActive;
if (!player->client->ps.saberActive)
{
G_SoundOnEnt( player, CHAN_WEAPON, "sound/weapons/saber/saberoff.wav" );
}
}
//Selects the currently selected thing (if one _is_ selected)
void CG_ItemSelectorSelect_f( void )
{
cg.itemSelectorTime = 0;
cgi_Cvar_Set("timescale", "1.0");
if (cg.itemSelectorSelection == ST_NONE)
{
return;
}
if (cg.itemSelectorType == ST_WEAPON) // weapons
{
if (cg.weaponSelect == cg.itemSelectorSelection)
{
return;
}
cg.weaponSelectTime = cg.time;
cg.weaponSelect = cg.itemSelectorSelection;
}
else if (cg.itemSelectorType == ST_GADGET) // gadgets
{
cg.inventorySelectTime = cg.time;
cg.inventorySelect = cg.itemSelectorSelection;
//Immediately use the selected inventory item
if (player)
{
Cmd_UseInventory_f(player);
}
}
else if (cg.itemSelectorType == ST_FIGHTING_STYLE) //fighting style
{
cgi_SendConsoleCommand(va( "setSaberLevel %i\n", cg.itemSelectorSelection + 1));
}
else if (cg.itemSelectorType == ST_FORCE_POWER)
{
if (cg.forcepowerSelect == cg.itemSelectorSelection)
{
return;
}
cg.forcepowerSelectTime = cg.time;
cg.forcepowerSelect = cg.itemSelectorSelection;
}
else if (cg.itemSelectorType == ST_QUICK_SAVE) {
if (cg.itemSelectorSelection == 0) {
cgi_SendConsoleCommand("save quik*\n");
CG_CenterPrint("Quick Saved", 240);
} else {
cgi_SendConsoleCommand("load quik\n");
}
}
//reset ready for next time
cg.itemSelectorSelection = ST_NONE;
}
void CG_ItemSelectorNext_f( void )
{
if (cg.itemSelectorType >= ST_FORCE_POWER)
{
cg.itemSelectorType = (cg.itemSelectorType == ST_FORCE_POWER) ? ST_QUICK_SAVE : ST_FORCE_POWER;
return;
}
centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
//Only show the stance selection if using saber and in third person
int selectors = ((cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) &&
cent->currentState.weapon == WP_SABER && cg_thirdPerson.integer) ? 3 : 2;
cg.itemSelectorType = (cg.itemSelectorType+1) % selectors;
cg.itemSelectorTime = cg.time;
}
void CG_ItemSelectorPrev_f( void )
{
if (cg.itemSelectorType >= ST_FORCE_POWER)
{
cg.itemSelectorType = (cg.itemSelectorType == ST_FORCE_POWER) ? ST_QUICK_SAVE : ST_FORCE_POWER;
return;
}
centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
//Only show the stance selection if using saber and in third person
int selectors = ((cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) &&
cent->currentState.weapon == WP_SABER && cg_thirdPerson.integer) ? 3 : 2;
if (--cg.itemSelectorType < 0)
cg.itemSelectorType = selectors-1;
cg.itemSelectorTime = cg.time;
}
extern int force_icons[NUM_FORCE_POWERS];
extern int inv_icons[INV_MAX];
qboolean CG_InventorySelectable( int index);
qboolean ForcePower_Valid(int index);
void CG_DrawItemSelector( void )
{
if (cg.predicted_player_state.stats[STAT_HEALTH] <= 0)
{
return;
}
if (cg.itemSelectorTime == 0)
{
cg.itemSelectorTime = cg.time;
if (vr->item_selector == 2)
{
cg.itemSelectorType = ST_FORCE_POWER;
VectorCopy(vr->offhandposition[0], cg.itemSelectorOrigin);
VectorCopy(vr->offhandoffset, cg.itemSelectorOffset);
}
else {
cg.itemSelectorType = ST_WEAPON;
VectorCopy(vr->weaponposition, cg.itemSelectorOrigin);
VectorCopy(vr->weaponoffset, cg.itemSelectorOffset);
}
}
float dist = 10.0f;
float radius = 4.4f;
float scale = 0.05f;
float frac = (cg.time - cg.itemSelectorTime) / 20.0f;
if (frac > 1.0f)
{
frac = 1.0f;
}
cgi_Cvar_Set("timescale", "0.22");
vec3_t controllerOrigin, controllerAngles, controllerOffset, selectorOrigin;
if (cg.itemSelectorType >= ST_FORCE_POWER)
{
BG_CalculateVROffHandPosition(controllerOrigin, controllerAngles);
VectorSubtract(vr->offhandposition[0], cg.itemSelectorOrigin, controllerOffset);
}
else
{
BG_CalculateVRWeaponPosition(controllerOrigin, controllerAngles);
VectorSubtract(vr->weaponposition, cg.itemSelectorOrigin, controllerOffset);
}
vec3_t wheelAngles, wheelOrigin, beamOrigin, wheelForward, wheelRight, wheelUp;
vec3_t angles;
VectorClear(angles);
angles[YAW] = vr->hmdorientation[YAW];
BG_CalculateVRPositionInWorld(cg.itemSelectorOrigin, cg.itemSelectorOffset, angles, wheelOrigin, wheelAngles);
AngleVectors(wheelAngles, wheelForward, wheelRight, wheelUp);
VectorCopy(controllerOrigin, wheelOrigin);
VectorCopy(wheelOrigin, beamOrigin);
VectorMA(wheelOrigin, (dist * frac), wheelForward, wheelOrigin);
VectorCopy(wheelOrigin, selectorOrigin);
vec3_t pos;
memset(&pos, 0, sizeof pos);
{
pos[0] = (sinf(DEG2RAD(wheelAngles[YAW] - controllerAngles[YAW])) / sinf(DEG2RAD(22.5f)));
pos[1] = ((wheelAngles[PITCH] - controllerAngles[PITCH]) / 22.5f);
float len = VectorLength(pos);
if (len > 1.0f)
{
pos[0] *= (1.0f / len);
pos[1] *= (1.0f / len);
}
}
VectorMA(selectorOrigin, radius * pos[0], wheelRight, selectorOrigin);
VectorMA(selectorOrigin, radius * pos[1], wheelUp, selectorOrigin);
centity_t *cent = &cg_entities[cg.snap->ps.clientNum];
refEntity_t beam;
beam.shaderRGBA[3] = 0xff;
int count;
switch (cg.itemSelectorType)
{
case ST_WEAPON: //weapons
if (vr->in_vehicle)
count = 2;
else
count = WP_MELEE;
beam.shaderRGBA[0] = 0xff;
beam.shaderRGBA[1] = 0xae;
beam.shaderRGBA[2] = 0x40;
break;
case ST_GADGET: //gadgets
count = INV_GOODIE_KEY;
beam.shaderRGBA[0] = 0x00;
beam.shaderRGBA[1] = 0xff;
beam.shaderRGBA[2] = 0x00;
break;
case ST_FIGHTING_STYLE: //fighting style
count = 3;
beam.shaderRGBA[0] = 0xff;
beam.shaderRGBA[1] = 0xff;
beam.shaderRGBA[2] = 0xff;
break;
case ST_FORCE_POWER: // force powers
count = MAX_SHOWPOWERS;
beam.shaderRGBA[0] = 0x00;
beam.shaderRGBA[1] = 0x00;
beam.shaderRGBA[2] = 0xff;
break;
case ST_QUICK_SAVE:
count = 2;
beam.shaderRGBA[0] = 0xff;
beam.shaderRGBA[1] = 0xff;
beam.shaderRGBA[2] = 0xff;
break;
}
VectorCopy(beamOrigin, beam.oldorigin);
VectorCopy(selectorOrigin, beam.origin );
beam.customShader = cgi_R_RegisterShader( "gfx/misc/whiteline2" );
beam.reType = RT_LINE;
beam.radius = 0.3f;
cgi_R_AddRefEntityToScene( &beam );
if (cg.itemSelectorType == ST_WEAPON) // weapons
{
if (cg.weaponSelect != WP_NONE &&
cg.weaponSelect != WP_MELEE) {
refEntity_t sprite;
memset(&sprite, 0, sizeof(sprite));
VectorCopy(wheelOrigin, sprite.origin);
sprite.reType = RT_SPRITE;
sprite.customShader = cg_weapons[cg.weaponSelect].weaponIcon;
sprite.radius = 1.8f;
memset(sprite.shaderRGBA, 0xff, 4);
cgi_R_AddRefEntityToScene(&sprite);
}
}
else if (cg.itemSelectorType == ST_FIGHTING_STYLE) // fighting style
{
//For the fighting style show the active one in the middle
int level = cent->gent->client->ps.saberAnimLevel;
if (cent->gent->client->ps.forcePowersKnown & (1 << FP_SABER_OFFENSE) &&
level > FORCE_LEVEL_0) {
refEntity_t sprite;
memset(&sprite, 0, sizeof(sprite));
VectorCopy(wheelOrigin, sprite.origin);
sprite.reType = RT_SPRITE;
switch (level) {
case FORCE_LEVEL_1:
sprite.customShader = cgs.media.HUDSaberStyleFast;
break;
case FORCE_LEVEL_2:
sprite.customShader = cgs.media.HUDSaberStyleMed;
break;
case FORCE_LEVEL_3:
sprite.customShader = cgs.media.HUDSaberStyleStrong;
break;
}
sprite.radius = 1.8f;
memset(sprite.shaderRGBA, 0xff, 4);
cgi_R_AddRefEntityToScene(&sprite);
}
}
else if (cg.itemSelectorType == ST_FORCE_POWER) // force powers
{
if (cent->gent->client->ps.forcePowersKnown != 0) {
refEntity_t sprite;
memset(&sprite, 0, sizeof(sprite));
VectorCopy(wheelOrigin, sprite.origin);
sprite.reType = RT_SPRITE;
sprite.customShader = force_icons[showPowers[cg.forcepowerSelect]];
sprite.radius = 1.8f;
memset(sprite.shaderRGBA, 0xff, 4);
cgi_R_AddRefEntityToScene(&sprite);
}
}
for (int s = -1; s < 2; s += 2) {
refEntity_t sprite;
memset(&sprite, 0, sizeof(sprite));
vec3_t right;
AngleVectors(wheelAngles, NULL, right, NULL);
float offset = ((float) s * 6.0f) + (((float) s * 0.3f) *
sinf(DEG2RAD(AngleNormalize360(cg.time - cg.itemSelectorTime))));
VectorMA(wheelOrigin, offset, right, sprite.origin);
sprite.reType = RT_SPRITE;
sprite.customShader = cgs.media.binocularArrow;
sprite.radius = 0.6f;
sprite.rotation = 180.0f * ((s - 1.0f) / 2.0f);
memset(sprite.shaderRGBA, 0xff, 4);
cgi_R_AddRefEntityToScene(&sprite);
}
const char *info = CG_ConfigString( CS_SERVERINFO );
const char *mapname = Info_ValueForKey( info, "mapname" );
qboolean selected = qfalse;
for (int index = 0; index < count; ++index)
{
int itemId = index;
if (cg.itemSelectorType == 0) {
if (vr->in_vehicle)
{
itemId = WP_ATST_MAIN + index;
}
else
{
itemId = index + 1; // We need to ignore WP_NONE for weapons
if (itemId == count)
{
break;
}
}
}
{
bool selectable;
switch (cg.itemSelectorType)
{
case ST_WEAPON: //weapons
selectable = vr->in_vehicle || // both ATST weapons are always selectable
(CG_WeaponSelectable(itemId, cg.weaponSelect, qfalse) && cg.snap->ps.ammo[weaponData[itemId].ammoIndex]);
break;
case ST_GADGET: //gadgets
selectable = CG_InventorySelectable(itemId) && inv_icons[itemId];
break;
case ST_FIGHTING_STYLE: //fighting style
{
if (cent->gent->client->ps.forcePowersKnown & ( 1 << FP_SABER_OFFENSE )) {
selectable = itemId < cent->gent->client->ps.forcePowerLevel[FP_SABER_OFFENSE];
} else {
selectable = false;
}
}
break;
case ST_FORCE_POWER: // force powers
selectable = ForcePower_Valid(itemId);
break;
case ST_QUICK_SAVE:
selectable = true;
break;
}
if (selectable) {
//first calculate wheel slot position
vec3_t angles, iconOrigin, iconBackground, iconForeground;
VectorClear(angles);
angles[YAW] = wheelAngles[YAW];
angles[PITCH] = wheelAngles[PITCH];
angles[ROLL] =
(float)(360 / (count - ((cg.itemSelectorType == ST_WEAPON && !vr->in_vehicle) ? 1 : 0))) * index;
vec3_t forward, up;
AngleVectors(angles, forward, NULL, up);
VectorMA(wheelOrigin, (radius * frac), up, iconOrigin);
VectorMA(iconOrigin, 0.2f, forward, iconBackground);
VectorMA(iconOrigin, -0.2f, forward, iconForeground);
{
vec3_t diff;
VectorSubtract(selectorOrigin, iconOrigin, diff);
float length = VectorLength(diff);
if (length <= 1.0f &&
frac == 1.0f &&
selectable) {
if (cg.itemSelectorSelection != itemId) {
cg.itemSelectorSelection = itemId;
cgi_HapticEvent("selector_icon", 0, vr->right_handed ?
((cg.itemSelectorType >= ST_FORCE_POWER) ? 2 : 1) : ((cg.itemSelectorType >= ST_FORCE_POWER) ? 1 : 2), 100, 0, 0);
}
selected = qtrue;
}
}
if (cg.itemSelectorSelection == itemId) {
refEntity_t sprite;
memset(&sprite, 0, sizeof(sprite));
VectorCopy(iconOrigin, sprite.origin);
sprite.origin[2] += 2.5f + (0.5f * sinf(DEG2RAD(
AngleNormalize360(cg.time - cg.itemSelectorTime))));
sprite.reType = RT_SPRITE;
sprite.customShader = cgs.media.binocularArrow;
sprite.radius = 0.6f;
sprite.rotation = -90.0f;
sprite.shaderRGBA[0] = 255;
sprite.shaderRGBA[1] = 255;
sprite.shaderRGBA[2] = 255;
sprite.shaderRGBA[3] = 255;
cgi_R_AddRefEntityToScene(&sprite);
}
{
refEntity_t sprite;
memset(&sprite, 0, sizeof(sprite));
float sRadius = 1.3f;
VectorCopy(iconOrigin, sprite.origin);
sprite.reType = RT_SPRITE;
switch (cg.itemSelectorType)
{
case ST_WEAPON: //weapons
sprite.customShader = cg_weapons[itemId].weaponIcon;
break;
case ST_GADGET: //gadgets
sprite.customShader = inv_icons[itemId];
break;
case ST_FIGHTING_STYLE: //fighting style
switch ( itemId )
{
case 0://FORCE_LEVEL_1:
sprite.customShader = cgs.media.HUDSaberStyleFast;
break;
case 1://FORCE_LEVEL_2:
sprite.customShader = cgs.media.HUDSaberStyleMed;
break;
case 2://FORCE_LEVEL_3:
sprite.customShader = cgs.media.HUDSaberStyleStrong;
break;
}
break;
case ST_FORCE_POWER: // force powers
sprite.customShader = force_icons[showPowers[itemId]];
break;
case ST_QUICK_SAVE:
sprite.customShader = itemId == 0 ? cgs.media.iconSave : cgs.media.iconLoad;
break;
}
sprite.radius =
sRadius * (cg.itemSelectorSelection == itemId ? 1.3f : 0.6f);
sprite.shaderRGBA[0] = 255;
sprite.shaderRGBA[1] = 255;
sprite.shaderRGBA[2] = 255;
sprite.shaderRGBA[3] = 255;
cgi_R_AddRefEntityToScene(&sprite);
}
}
}
}
if (!selected)
{
cg.itemSelectorSelection = ST_NONE;
}
}
/*
===================
CG_OutOfAmmoChange
The current weapon has just run out of ammo
===================
*/
void CG_OutOfAmmoChange( void ) {
int i;
int original;
if ( cg.weaponSelectTime + 200 > cg.time )
return;
if( g_entities[0].client && g_entities[0].client->NPC_class == CLASS_ATST )
{
CG_ToggleATSTWeapon();
return;
}
original = cg.weaponSelect;
for ( i = WP_ROCKET_LAUNCHER; i > 0 ; i-- )
{
// We don't want the emplaced, melee, or explosive devices here
if ( original != i && CG_WeaponSelectable( i, original, qfalse ) )
{
SetWeaponSelectTime();
cg.weaponSelect = i;
break;
}
}
if ( cg_autoswitch.integer != 1 )
{
// didn't have that, so try these. Start with thermal...
for ( i = WP_THERMAL; i <= WP_DET_PACK; i++ )
{
// We don't want the emplaced, or melee here
if ( original != i && CG_WeaponSelectable( i, original, qfalse ) )
{
if ( i == WP_DET_PACK && cg.snap->ps.ammo[weaponData[i].ammoIndex] <= 0 )
{
// crap, no point in switching to this
}
else
{
SetWeaponSelectTime();
cg.weaponSelect = i;
break;
}
}
}
}
// try stun baton as a last ditch effort
if ( CG_WeaponSelectable( WP_STUN_BATON, original, qfalse ))
{
SetWeaponSelectTime();
cg.weaponSelect = WP_STUN_BATON;
}
}
/*
===================================================================================================
WEAPON EVENTS
===================================================================================================
*/
/*
================
CG_FireWeapon
Caused by an EV_FIRE_WEAPON event
================
*/
void CG_FireWeapon( centity_t *cent, qboolean alt_fire )
{
entityState_t *ent;
//weaponInfo_t *weap;
ent = &cent->currentState;
if ( ent->weapon == WP_NONE ) {
return;
}
if ( ent->weapon >= WP_NUM_WEAPONS ) {
CG_Error( "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" );
return;
}
//weap = &cg_weapons[ ent->weapon ];
// mark the entity as muzzle flashing, so when it is added it will
// append the flash to the weapon model
cent->muzzleFlashTime = cg.time;
cent->altFire = alt_fire;
// lightning type guns only does this this on initial press
if ( ent->weapon == WP_SABER )
{
if ( cent->pe.lightningFiring )
{
/* if ( ent->weapon == WP_DREADNOUGHT )
{
cgi_FF_EnsureFX( fffx_Laser3 );
}
*/
return;
}
}
//Are we the player?
if (cent->gent->client->ps.clientNum == 0)
{
int position = vr->weapon_stabilised ? 4 : (vr->right_handed ? 1 : 2);
//Haptics
switch (ent->weapon) {
case WP_SABER:
cgi_HapticEvent("chainsaw_fire", position, 0, 40, 0, 0);
break;
case WP_BRYAR_PISTOL:
case WP_BOWCASTER:
case WP_BLASTER:
case WP_ATST_MAIN:
cgi_HapticEvent("machinegun_fire", position, 0, (ent->weapon == WP_BRYAR_PISTOL) ? 60 : 100, 0, 0);
break;
case WP_BLASTER_PISTOL:
cgi_HapticEvent("shotgun_fire", position, 0, 100, 0, 0);
break;
case WP_THERMAL:
case WP_DET_PACK:
case WP_TRIP_MINE:
cgi_HapticEvent("handgrenade_fire", position, 0, 80, 0, 0);
break;
case WP_ROCKET_LAUNCHER:
case WP_ATST_SIDE:
cgi_HapticEvent("rocket_fire", position, 0, 100, 0, 0);
break;
case WP_DISRUPTOR:
cgi_HapticEvent("RTCWQuest:fire_sniper", position, 0, 100, 0, 0);
break;
case WP_FLECHETTE:
case WP_REPEATER:
cgi_HapticEvent("plasmagun_fire", position, 0, 100, 0, 0);
break;
case WP_DEMP2:
case WP_EMPLACED_GUN:
cgi_HapticEvent("bfg_fire", position, 0, 100, 0, 0);
break;
}
}
}
/*
=================
CG_BounceEffect
Caused by an EV_BOUNCE | EV_BOUNCE_HALF event
=================
*/
void CG_BounceEffect( centity_t *cent, int weapon, vec3_t origin, vec3_t normal )
{
switch( weapon )
{
case WP_THERMAL:
if ( rand() & 1 ) {
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeBounce1 );
} else {
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeBounce2 );
}
break;
case WP_BOWCASTER:
theFxScheduler.PlayEffect( cgs.effects.bowcasterBounceEffect, origin, normal );
break;
case WP_FLECHETTE:
theFxScheduler.PlayEffect( "flechette/ricochet", origin, normal );
break;
default:
if ( rand() & 1 ) {
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeBounce1 );
} else {
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeBounce2 );
}
break;
}
}
//----------------------------------------------------------------------
void CG_MissileStick( centity_t *cent, int weapon, vec3_t position )
//----------------------------------------------------------------------
{
sfxHandle_t snd = 0;
switch( weapon )
{
case WP_FLECHETTE:
snd = cgs.media.flechetteStickSound;
break;
case WP_DET_PACK:
snd = cgs.media.detPackStickSound;
break;
case WP_TRIP_MINE:
snd = cgs.media.tripMineStickSound;
break;
}
if ( snd )
{
cgi_S_StartSound( NULL, cent->currentState.number, CHAN_AUTO, snd );
}
}
/*
=================
CG_MissileHitWall
Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing
=================
*/
void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir, qboolean altFire )
{
int parm;
switch( weapon )
{
case WP_BRYAR_PISTOL:
if ( altFire )
{
parm = 0;
if ( cent->gent )
{
parm += cent->gent->count;
}
FX_BryarAltHitWall( origin, dir, parm );
}
else
{
FX_BryarHitWall( origin, dir );
}
break;
case WP_BLASTER:
FX_BlasterWeaponHitWall( origin, dir );
break;
case WP_BOWCASTER:
FX_BowcasterHitWall( origin, dir );
break;
case WP_REPEATER:
if ( altFire )
{
FX_RepeaterAltHitWall( origin, dir );
}
else
{
FX_RepeaterHitWall( origin, dir );
}
break;
case WP_DEMP2:
if ( altFire )
{
}
else
{
FX_DEMP2_HitWall( origin, dir );
}
break;
case WP_FLECHETTE:
if ( altFire )
{
theFxScheduler.PlayEffect( "flechette/alt_blow", origin, dir );
}
else
{
FX_FlechetteWeaponHitWall( origin, dir );
}
break;
case WP_ROCKET_LAUNCHER:
FX_RocketHitWall( origin, dir );
break;
case WP_THERMAL:
theFxScheduler.PlayEffect( "thermal/explosion", origin, dir );
theFxScheduler.PlayEffect( "thermal/shockwave", origin );
break;
case WP_EMPLACED_GUN:
FX_EmplacedHitWall( origin, dir );
break;
case WP_ATST_MAIN:
FX_ATSTMainHitWall( origin, dir );
break;
case WP_ATST_SIDE:
if ( altFire )
{
theFxScheduler.PlayEffect( "atst/side_alt_explosion", origin, dir );
}
else
{
theFxScheduler.PlayEffect( "atst/side_main_impact", origin, dir );
}
break;
case WP_TRIP_MINE:
theFxScheduler.PlayEffect( "tripmine/explosion", origin, dir );
break;
case WP_DET_PACK:
theFxScheduler.PlayEffect( "detpack/explosion", origin, dir );
break;
case WP_TURRET:
theFxScheduler.PlayEffect( "turret/wall_impact", origin, dir );
break;
}
}
/*
-------------------------
CG_MissileHitPlayer
-------------------------
*/
void CG_MissileHitPlayer( centity_t *cent, int weapon, vec3_t origin, vec3_t dir, qboolean altFire )
{
gentity_t *other = NULL;
qboolean humanoid = qtrue;
if ( cent->gent )
{
other = &g_entities[cent->gent->s.otherEntityNum];
if( other->client )
{
class_t npc_class = other->client->NPC_class;
// check for all droids, maybe check for certain monsters if they're considered non-humanoid..?
if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE ||
npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 ||
npc_class == CLASS_PROTOCOL || npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 ||
npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY )
{
humanoid = qfalse;
}
}
}
switch( weapon )
{
case WP_BRYAR_PISTOL:
if ( altFire )
{
FX_BryarAltHitPlayer( origin, dir, humanoid );
}
else
{
FX_BryarHitPlayer( origin, dir, humanoid );
}
break;
case WP_BLASTER:
FX_BlasterWeaponHitPlayer( origin, dir, humanoid );
break;
case WP_BOWCASTER:
FX_BowcasterHitPlayer( origin, dir, humanoid );
break;
case WP_REPEATER:
if ( altFire )
{
FX_RepeaterAltHitPlayer( origin, dir, humanoid );
}
else
{
FX_RepeaterHitPlayer( origin, dir, humanoid );
}
break;
case WP_DEMP2:
if ( !altFire )
{
FX_DEMP2_HitPlayer( origin, dir, humanoid );
}
// Do a full body effect here for some more feedback
if ( other && other->client )
{
other->s.powerups |= ( 1 << PW_SHOCKED );
other->client->ps.powerups[PW_SHOCKED] = cg.time + 1000;
}
break;
case WP_FLECHETTE:
if ( altFire )
{
theFxScheduler.PlayEffect( "flechette/alt_blow", origin, dir );
}
else
{
FX_FlechetteWeaponHitPlayer( origin, dir, humanoid );
}
break;
case WP_ROCKET_LAUNCHER:
FX_RocketHitPlayer( origin, dir, humanoid );
break;
case WP_THERMAL:
theFxScheduler.PlayEffect( "thermal/explosion", origin, dir );
theFxScheduler.PlayEffect( "thermal/shockwave", origin );
break;
case WP_EMPLACED_GUN:
FX_EmplacedHitWall( origin, dir );
break;
case WP_TRIP_MINE:
theFxScheduler.PlayEffect( "tripmine/explosion", origin, dir );
break;
case WP_DET_PACK:
theFxScheduler.PlayEffect( "detpack/explosion", origin, dir );
break;
case WP_TURRET:
theFxScheduler.PlayEffect( "turret/flesh_impact", origin, dir );
break;
case WP_ATST_MAIN:
FX_EmplacedHitWall( origin, dir );
break;
case WP_ATST_SIDE:
if ( altFire )
{
theFxScheduler.PlayEffect( "atst/side_alt_explosion", origin, dir );
}
else
{
theFxScheduler.PlayEffect( "atst/side_main_impact", origin, dir );
}
break;
}
}