Various tweaks
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1b879e8373
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5b2bf904de
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@ -1633,6 +1633,8 @@ void SCR_UpdateForEye (int eye)
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V_RenderView(separation);
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V_RenderView(separation);
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SCR_DrawVignette();
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SCR_DrawStats(separation);
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SCR_DrawStats(separation);
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if (cl.frame.playerstate.stats[STAT_LAYOUTS] & 1)
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if (cl.frame.playerstate.stats[STAT_LAYOUTS] & 1)
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@ -1789,10 +1789,10 @@ void R_DrawLaserSight( entity_t *e )
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vec3_t perpvec;
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vec3_t perpvec;
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vec3_t direction, normalized_direction;
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vec3_t direction, normalized_direction;
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vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS];
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vec3_t start_points[NUM_LASER_SIGHT_SEGS], end_points[NUM_LASER_SIGHT_SEGS];
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vec3_t oldorigin, origin;
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vec3_t oldorigin, origin;
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GLfloat vtx[3*NUM_BEAM_SEGS*4];
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GLfloat vtx[3*NUM_LASER_SIGHT_SEGS*4];
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unsigned int index_vtx = 0;
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unsigned int index_vtx = 0;
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unsigned int pointb;
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unsigned int pointb;
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@ -1814,7 +1814,7 @@ void R_DrawLaserSight( entity_t *e )
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PerpendicularVector( perpvec, normalized_direction );
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PerpendicularVector( perpvec, normalized_direction );
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VectorScale( perpvec, 0.1, perpvec );
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VectorScale( perpvec, 0.1, perpvec );
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for ( i = 0; i < 6; i++ )
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for ( i = 0; i < NUM_LASER_SIGHT_SEGS; i++ )
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{
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{
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RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_LASER_SIGHT_SEGS)*i );
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RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_LASER_SIGHT_SEGS)*i );
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VectorAdd( start_points[i], origin, start_points[i] );
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VectorAdd( start_points[i], origin, start_points[i] );
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@ -1825,7 +1825,7 @@ void R_DrawLaserSight( entity_t *e )
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glEnable( GL_BLEND );
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glEnable( GL_BLEND );
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glDepthMask( GL_FALSE );
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glDepthMask( GL_FALSE );
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if (e->frame == 6)
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if (e->frame == 6 || e->frame == 7)
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{
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{
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//grenade "pointer"
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//grenade "pointer"
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glColor4f( 0, 0, 1, 1.0 );
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glColor4f( 0, 0, 1, 1.0 );
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@ -1835,7 +1835,7 @@ void R_DrawLaserSight( entity_t *e )
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for ( i = 0; i < NUM_BEAM_SEGS; i++ )
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for ( i = 0; i < NUM_LASER_SIGHT_SEGS; i++ )
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{
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{
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vtx[index_vtx++] = start_points [ i ][ 0 ];
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vtx[index_vtx++] = start_points [ i ][ 0 ];
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vtx[index_vtx++] = start_points [ i ][ 1 ];
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vtx[index_vtx++] = start_points [ i ][ 1 ];
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@ -1845,7 +1845,7 @@ void R_DrawLaserSight( entity_t *e )
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vtx[index_vtx++] = end_points [ i ][ 1 ];
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vtx[index_vtx++] = end_points [ i ][ 1 ];
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vtx[index_vtx++] = end_points [ i ][ 2 ];
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vtx[index_vtx++] = end_points [ i ][ 2 ];
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pointb = ( i + 1 ) % NUM_BEAM_SEGS;
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pointb = ( i + 1 ) % NUM_LASER_SIGHT_SEGS;
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vtx[index_vtx++] = start_points [ pointb ][ 0 ];
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vtx[index_vtx++] = start_points [ pointb ][ 0 ];
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vtx[index_vtx++] = start_points [ pointb ][ 1 ];
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vtx[index_vtx++] = start_points [ pointb ][ 1 ];
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vtx[index_vtx++] = start_points [ pointb ][ 2 ];
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vtx[index_vtx++] = start_points [ pointb ][ 2 ];
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@ -1858,7 +1858,7 @@ void R_DrawLaserSight( entity_t *e )
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_VERTEX_ARRAY );
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glVertexPointer( 3, GL_FLOAT, 0, vtx );
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glVertexPointer( 3, GL_FLOAT, 0, vtx );
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glDrawArrays( GL_TRIANGLE_STRIP, 0, NUM_BEAM_SEGS*4 );
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glDrawArrays( GL_TRIANGLE_STRIP, 0, NUM_LASER_SIGHT_SEGS*4 );
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glDisableClientState( GL_VERTEX_ARRAY );
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glDisableClientState( GL_VERTEX_ARRAY );
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@ -733,8 +733,6 @@ Weapon_Grenade(edict_t *ent)
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return;
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return;
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}
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}
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if (ent->client->weaponstate == WEAPON_READY)
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{
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//Laser sight - always as a short pointer for grenade
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//Laser sight - always as a short pointer for grenade
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if (vr_lasersight->value != 0.0f) {
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if (vr_lasersight->value != 0.0f) {
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gi.WriteByte(svc_temp_entity);
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gi.WriteByte(svc_temp_entity);
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@ -743,6 +741,8 @@ Weapon_Grenade(edict_t *ent)
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gi.multicast(ent->s.origin, MULTICAST_PHS);
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gi.multicast(ent->s.origin, MULTICAST_PHS);
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}
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}
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if (ent->client->weaponstate == WEAPON_READY)
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{
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if (((ent->client->latched_buttons |
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if (((ent->client->latched_buttons |
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ent->client->buttons) & BUTTON_ATTACK))
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ent->client->buttons) & BUTTON_ATTACK))
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{
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{
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@ -1,5 +1,5 @@
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// Weapon offsets - This is the default for the HD weapon models
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// Weapon offsets - This is the default for the HD weapon models
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// Values are: backwards, left, up, pitch, yaw, roll
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// Values are: backwards, left, up, pitch (down), yaw, roll
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//WEAP_BLASTER
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//WEAP_BLASTER
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set vr_weapon_adjustment_1 "17.0,4.5,-8.0,0.0,2.0,0.0"
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set vr_weapon_adjustment_1 "17.0,4.5,-8.0,0.0,2.0,0.0"
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@ -10,15 +10,15 @@ set vr_weapon_adjustment_3 "10.0,6.5,-8.0,-3.0,0.0,0.0"
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//WEAP_MACHINEGUN
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//WEAP_MACHINEGUN
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set vr_weapon_adjustment_4 "17.0,7.0,-8.0,-3.0,0.0,0.0"
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set vr_weapon_adjustment_4 "17.0,7.0,-8.0,-3.0,0.0,0.0"
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//WEAP_CHAINGUN
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//WEAP_CHAINGUN
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set vr_weapon_adjustment_5 "-3.0,3.0,-8.0,-3.0,-2.0,0.0"
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set vr_weapon_adjustment_5 "-6.0,3.4,-8.0,-1.5,-0.8,0.0"
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//WEAP_GRENADES
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//WEAP_GRENADES
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set vr_weapon_adjustment_6 "10.0,7.0,-8.0,-3.0,0.0,0.0"
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set vr_weapon_adjustment_6 "13.0,0.0,-7.0,0.0,0.0,0.0"
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//WEAP_GRENADELAUNCHER
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//WEAP_GRENADELAUNCHER
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set vr_weapon_adjustment_7 "10.0,5.0,-8.0,-3.0,0.0,0.0"
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set vr_weapon_adjustment_7 "10.0,5.0,-8.0,-3.0,0.0,0.0"
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//WEAP_ROCKETLAUNCHER
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//WEAP_ROCKETLAUNCHER
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set vr_weapon_adjustment_8 "10.0,3.6,-8.0,-3.0,0.0,0.0"
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set vr_weapon_adjustment_8 "10.0,3.6,-8.0,-3.0,0.0,0.0"
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//WEAP_HYPERBLASTER
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//WEAP_HYPERBLASTER
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set vr_weapon_adjustment_9 "10.0,5.0,-8.0,-3.0,0.0,0.0"
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set vr_weapon_adjustment_9 "10.0,5.0,-8.0,-1.5,0.0,0.0"
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//WEAP_RAILGUN
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//WEAP_RAILGUN
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set vr_weapon_adjustment_10 "10.0,6.0,-8.0,-3.0,0.0,0.0"
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set vr_weapon_adjustment_10 "10.0,6.0,-8.0,-3.0,0.0,0.0"
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//WEAP_BFG
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//WEAP_BFG
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@ -1,5 +1,5 @@
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set cheats "1"
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//set cheats "1"
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set gl_texturemode "GL_LINEAR_MIPMAP_Linear"
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set gl_texturemode "GL_LINEAR_MIPMAP_Linear"
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set gl_shadows "1"
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set gl_shadows "1"
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set s_loadas8bit "0"
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set s_loadas8bit "0"
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@ -168,7 +168,8 @@ import static android.system.Os.setenv;
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copy_asset("/sdcard/Quake2Quest", "commandline.txt");
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copy_asset("/sdcard/Quake2Quest", "commandline.txt");
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//The custom weapon PAK file
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//The custom weapon PAK file
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//copy_asset("/sdcard/Quake2Quest", "pak8.pak");
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copy_asset("/sdcard/Quake2Quest", "pak6.pak");
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copy_asset("/sdcard/Quake2Quest", "pak99.pak");
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/* String models[] = {"g_blast", "v_blast",
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/* String models[] = {"g_blast", "v_blast",
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"g_shotg", "v_shotg",
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"g_shotg", "v_shotg",
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