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More color fixes for railgun
Show other players' railgun color and their firetime state. Show snapshot client's color on world item models of railgun. Fix the impact mark using color2 (spiral) rather than color1 (beam). Credits go to Ensiform and Harekiet for the refire portion.
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c52bfbd5a8
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5 changed files with 37 additions and 14 deletions
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@ -294,6 +294,11 @@ static void CG_Item( centity_t *cent ) {
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cent->lerpOrigin[2] += 8; // an extra height boost
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cent->lerpOrigin[2] += 8; // an extra height boost
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}
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}
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if( item->giType == IT_WEAPON && item->giTag == WP_RAILGUN ) {
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clientInfo_t *ci = &cgs.clientinfo[cg.snap->ps.clientNum];
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Byte4Copy( ci->c1RGBA, ent.shaderRGBA );
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}
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ent.hModel = cg_items[es->modelindex].models[0];
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ent.hModel = cg_items[es->modelindex].models[0];
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@ -154,6 +154,8 @@ typedef struct {
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vec3_t railgunImpact;
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vec3_t railgunImpact;
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qboolean railgunFlash;
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qboolean railgunFlash;
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int railFireTime;
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// machinegun spinning
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// machinegun spinning
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float barrelAngle;
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float barrelAngle;
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int barrelTime;
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int barrelTime;
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@ -320,6 +322,9 @@ typedef struct {
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vec3_t color1;
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vec3_t color1;
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vec3_t color2;
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vec3_t color2;
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byte c1RGBA[4];
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byte c2RGBA[4];
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int score; // updated by score servercmds
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int score; // updated by score servercmds
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int location; // location index for team mode
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int location; // location index for team mode
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@ -900,9 +900,19 @@ void CG_NewClientInfo( int clientNum ) {
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v = Info_ValueForKey( configstring, "c1" );
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v = Info_ValueForKey( configstring, "c1" );
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CG_ColorFromString( v, newInfo.color1 );
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CG_ColorFromString( v, newInfo.color1 );
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newInfo.c1RGBA[0] = 255 * newInfo.color1[0];
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newInfo.c1RGBA[1] = 255 * newInfo.color1[1];
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newInfo.c1RGBA[2] = 255 * newInfo.color1[2];
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newInfo.c1RGBA[3] = 255;
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v = Info_ValueForKey( configstring, "c2" );
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v = Info_ValueForKey( configstring, "c2" );
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CG_ColorFromString( v, newInfo.color2 );
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CG_ColorFromString( v, newInfo.color2 );
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newInfo.c2RGBA[0] = 255 * newInfo.color2[0];
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newInfo.c2RGBA[1] = 255 * newInfo.color2[1];
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newInfo.c2RGBA[2] = 255 * newInfo.color2[2];
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newInfo.c2RGBA[3] = 255;
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// bot skill
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// bot skill
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v = Info_ValueForKey( configstring, "skill" );
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v = Info_ValueForKey( configstring, "skill" );
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newInfo.botSkill = atoi( v );
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newInfo.botSkill = atoi( v );
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@ -1253,21 +1253,18 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
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gun.renderfx = parent->renderfx;
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gun.renderfx = parent->renderfx;
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// set custom shading for railgun refire rate
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// set custom shading for railgun refire rate
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if ( ps || cent->currentState.clientNum == cg.predictedPlayerState.clientNum ) {
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if( weaponNum == WP_RAILGUN ) {
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if ( cg.predictedPlayerState.weapon == WP_RAILGUN
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clientInfo_t *ci = &cgs.clientinfo[cent->currentState.clientNum];
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&& cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) {
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if( cent->pe.railFireTime + 1500 > cg.time ) {
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float f;
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int scale = 255 * ( cg.time - cent->pe.railFireTime ) / 1500;
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gun.shaderRGBA[0] = ( ci->c1RGBA[0] * scale ) >> 8;
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f = (float)cg.predictedPlayerState.weaponTime / 1500;
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gun.shaderRGBA[1] = ( ci->c1RGBA[1] * scale ) >> 8;
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gun.shaderRGBA[1] = 0;
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gun.shaderRGBA[2] = ( ci->c1RGBA[2] * scale ) >> 8;
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gun.shaderRGBA[0] =
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gun.shaderRGBA[2] = 255 * ( 1.0 - f );
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} else {
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gun.shaderRGBA[0] = 255;
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gun.shaderRGBA[1] = 255;
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gun.shaderRGBA[2] = 255;
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gun.shaderRGBA[3] = 255;
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gun.shaderRGBA[3] = 255;
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}
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}
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else {
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Byte4Copy( ci->c1RGBA, gun.shaderRGBA );
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}
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}
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}
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gun.hModel = weapon->weaponModel;
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gun.hModel = weapon->weaponModel;
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@ -1743,6 +1740,10 @@ void CG_FireWeapon( centity_t *cent ) {
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}
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}
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}
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}
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if( ent->weapon == WP_RAILGUN ) {
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cent->pe.railFireTime = cg.time;
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}
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// play quad sound if needed
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// play quad sound if needed
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if ( cent->currentState.powerups & ( 1 << PW_QUAD ) ) {
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if ( cent->currentState.powerups & ( 1 << PW_QUAD ) ) {
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trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.media.quadSound );
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trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.media.quadSound );
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@ -1978,7 +1979,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
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float *color;
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float *color;
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// colorize with client color
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// colorize with client color
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color = cgs.clientinfo[clientNum].color2;
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color = cgs.clientinfo[clientNum].color1;
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CG_ImpactMark( mark, origin, dir, random()*360, color[0],color[1], color[2],1, alphaFade, radius, qfalse );
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CG_ImpactMark( mark, origin, dir, random()*360, color[0],color[1], color[2],1, alphaFade, radius, qfalse );
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} else {
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} else {
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CG_ImpactMark( mark, origin, dir, random()*360, 1,1,1,1, alphaFade, radius, qfalse );
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CG_ImpactMark( mark, origin, dir, random()*360, 1,1,1,1, alphaFade, radius, qfalse );
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@ -545,6 +545,8 @@ typedef struct {
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#define VectorSet(v, x, y, z) ((v)[0]=(x), (v)[1]=(y), (v)[2]=(z))
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#define VectorSet(v, x, y, z) ((v)[0]=(x), (v)[1]=(y), (v)[2]=(z))
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#define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
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#define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
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#define Byte4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
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#define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));}
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#define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));}
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// just in case you do't want to use the macros
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// just in case you do't want to use the macros
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vec_t _DotProduct( const vec3_t v1, const vec3_t v2 );
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vec_t _DotProduct( const vec3_t v1, const vec3_t v2 );
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