Various tweaks

This commit is contained in:
Simon 2019-12-11 23:14:40 +00:00
parent 1b879e8373
commit 5b2bf904de
6 changed files with 25 additions and 22 deletions

View File

@ -1633,6 +1633,8 @@ void SCR_UpdateForEye (int eye)
V_RenderView(separation);
SCR_DrawVignette();
SCR_DrawStats(separation);
if (cl.frame.playerstate.stats[STAT_LAYOUTS] & 1)

View File

@ -1789,10 +1789,10 @@ void R_DrawLaserSight( entity_t *e )
vec3_t perpvec;
vec3_t direction, normalized_direction;
vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS];
vec3_t start_points[NUM_LASER_SIGHT_SEGS], end_points[NUM_LASER_SIGHT_SEGS];
vec3_t oldorigin, origin;
GLfloat vtx[3*NUM_BEAM_SEGS*4];
GLfloat vtx[3*NUM_LASER_SIGHT_SEGS*4];
unsigned int index_vtx = 0;
unsigned int pointb;
@ -1814,7 +1814,7 @@ void R_DrawLaserSight( entity_t *e )
PerpendicularVector( perpvec, normalized_direction );
VectorScale( perpvec, 0.1, perpvec );
for ( i = 0; i < 6; i++ )
for ( i = 0; i < NUM_LASER_SIGHT_SEGS; i++ )
{
RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_LASER_SIGHT_SEGS)*i );
VectorAdd( start_points[i], origin, start_points[i] );
@ -1825,7 +1825,7 @@ void R_DrawLaserSight( entity_t *e )
glEnable( GL_BLEND );
glDepthMask( GL_FALSE );
if (e->frame == 6)
if (e->frame == 6 || e->frame == 7)
{
//grenade "pointer"
glColor4f( 0, 0, 1, 1.0 );
@ -1835,7 +1835,7 @@ void R_DrawLaserSight( entity_t *e )
for ( i = 0; i < NUM_BEAM_SEGS; i++ )
for ( i = 0; i < NUM_LASER_SIGHT_SEGS; i++ )
{
vtx[index_vtx++] = start_points [ i ][ 0 ];
vtx[index_vtx++] = start_points [ i ][ 1 ];
@ -1845,7 +1845,7 @@ void R_DrawLaserSight( entity_t *e )
vtx[index_vtx++] = end_points [ i ][ 1 ];
vtx[index_vtx++] = end_points [ i ][ 2 ];
pointb = ( i + 1 ) % NUM_BEAM_SEGS;
pointb = ( i + 1 ) % NUM_LASER_SIGHT_SEGS;
vtx[index_vtx++] = start_points [ pointb ][ 0 ];
vtx[index_vtx++] = start_points [ pointb ][ 1 ];
vtx[index_vtx++] = start_points [ pointb ][ 2 ];
@ -1858,7 +1858,7 @@ void R_DrawLaserSight( entity_t *e )
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( 3, GL_FLOAT, 0, vtx );
glDrawArrays( GL_TRIANGLE_STRIP, 0, NUM_BEAM_SEGS*4 );
glDrawArrays( GL_TRIANGLE_STRIP, 0, NUM_LASER_SIGHT_SEGS*4 );
glDisableClientState( GL_VERTEX_ARRAY );

View File

@ -733,16 +733,16 @@ Weapon_Grenade(edict_t *ent)
return;
}
if (ent->client->weaponstate == WEAPON_READY)
{
//Laser sight - always as a short pointer for grenade
if (vr_lasersight->value != 0.0f) {
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_LASER_SIGHT);
gi.WriteByte(ent->client->pers.weapon->weapmodel);
gi.multicast(ent->s.origin, MULTICAST_PHS);
}
//Laser sight - always as a short pointer for grenade
if (vr_lasersight->value != 0.0f) {
gi.WriteByte(svc_temp_entity);
gi.WriteByte(TE_LASER_SIGHT);
gi.WriteByte(ent->client->pers.weapon->weapmodel);
gi.multicast(ent->s.origin, MULTICAST_PHS);
}
if (ent->client->weaponstate == WEAPON_READY)
{
if (((ent->client->latched_buttons |
ent->client->buttons) & BUTTON_ATTACK))
{

View File

@ -1,5 +1,5 @@
// Weapon offsets - This is the default for the HD weapon models
// Values are: backwards, left, up, pitch, yaw, roll
// Values are: backwards, left, up, pitch (down), yaw, roll
//WEAP_BLASTER
set vr_weapon_adjustment_1 "17.0,4.5,-8.0,0.0,2.0,0.0"
@ -10,15 +10,15 @@ set vr_weapon_adjustment_3 "10.0,6.5,-8.0,-3.0,0.0,0.0"
//WEAP_MACHINEGUN
set vr_weapon_adjustment_4 "17.0,7.0,-8.0,-3.0,0.0,0.0"
//WEAP_CHAINGUN
set vr_weapon_adjustment_5 "-3.0,3.0,-8.0,-3.0,-2.0,0.0"
set vr_weapon_adjustment_5 "-6.0,3.4,-8.0,-1.5,-0.8,0.0"
//WEAP_GRENADES
set vr_weapon_adjustment_6 "10.0,7.0,-8.0,-3.0,0.0,0.0"
set vr_weapon_adjustment_6 "13.0,0.0,-7.0,0.0,0.0,0.0"
//WEAP_GRENADELAUNCHER
set vr_weapon_adjustment_7 "10.0,5.0,-8.0,-3.0,0.0,0.0"
//WEAP_ROCKETLAUNCHER
set vr_weapon_adjustment_8 "10.0,3.6,-8.0,-3.0,0.0,0.0"
//WEAP_HYPERBLASTER
set vr_weapon_adjustment_9 "10.0,5.0,-8.0,-3.0,0.0,0.0"
set vr_weapon_adjustment_9 "10.0,5.0,-8.0,-1.5,0.0,0.0"
//WEAP_RAILGUN
set vr_weapon_adjustment_10 "10.0,6.0,-8.0,-3.0,0.0,0.0"
//WEAP_BFG

View File

@ -1,5 +1,5 @@
set cheats "1"
//set cheats "1"
set gl_texturemode "GL_LINEAR_MIPMAP_Linear"
set gl_shadows "1"
set s_loadas8bit "0"

View File

@ -168,7 +168,8 @@ import static android.system.Os.setenv;
copy_asset("/sdcard/Quake2Quest", "commandline.txt");
//The custom weapon PAK file
//copy_asset("/sdcard/Quake2Quest", "pak8.pak");
copy_asset("/sdcard/Quake2Quest", "pak6.pak");
copy_asset("/sdcard/Quake2Quest", "pak99.pak");
/* String models[] = {"g_blast", "v_blast",
"g_shotg", "v_shotg",