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https://github.com/UberGames/RPG-X2.git
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func_stasis_door
Worked on func_stasis_door ... as it is now it'll crash the game :P
This commit is contained in:
parent
d0c367a557
commit
1236ad50b4
8 changed files with 52 additions and 39 deletions
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@ -316,8 +316,8 @@ qboolean BorgBoltFirebackSparks( localEntity_t *le)
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void CG_Bolt( centity_t *cent )
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{
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localEntity_t *le = NULL;
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qboolean bSparks = cent->currentState.eventParm & BOLT_SPARKS;
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qboolean bBorg = cent->currentState.eventParm & BOLT_BORG;
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qboolean bSparks = (qboolean)(cent->currentState.eventParm & BOLT_SPARKS);
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qboolean bBorg = (qboolean)(cent->currentState.eventParm & BOLT_BORG);
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float radius = cent->currentState.angles2[0], chaos = cent->currentState.angles2[1];
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float delay = cent->currentState.time2 * 1000; // the value given by the designer is in seconds
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qboolean bRandom = qfalse;
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@ -2049,7 +2049,7 @@ void CG_ShimmeryThing( vec3_t start, vec3_t end, vec3_t content )
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AngleVectors( angles, NULL, dir, NULL );
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// See if the effect should be tapered at the top
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if ( taper = 2 )
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if ( taper == 2 )
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{
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VectorMA( start, content[1] * 0.25f, dir, top );
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}
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@ -2154,3 +2154,28 @@ Yellow bolts that spark when the endpoints get close together
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}
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}*/
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void CG_StasisDoor(centity_t *cent, qboolean close) {
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localEntity_t *le;
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memset(&le->refEntity, 0, sizeof(le->refEntity));
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CG_Printf("%f %f %f\n", cent->currentState.origin[0],
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cent->currentState.origin[1],
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cent->currentState.origin[2]);
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FX_AddQuad(cent->currentState.origin, NULL, 10, 100, 1, 1, 0, 1000, cgs.media.photonGlow);
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le = CG_AllocLocalEntity();
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le->leType = LE_STASISDOOR;
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VectorCopy(cent->lerpOrigin, le->refEntity.origin);
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VectorCopy(cent->lerpOrigin, le->refEntity.oldorigin);
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AnglesToAxis( cent->lerpAngles, le->refEntity.axis );
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le->refEntity.renderfx = RF_NOSHADOW | RF_FORCE_ENT_ALPHA;
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le->refEntity.skinNum = 0;
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le->refEntity.hModel = cgs.media.stasisDoorModel;
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trap_R_AddRefEntityToScene(&le->refEntity);
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}
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@ -1764,29 +1764,18 @@ case EV_SHAKE_SOUND:
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//CG_FireLaser( cent->currentState.origin, cent->currentState.origin2, cent->currentState.angles, cent->currentState.angles2, cent->currentState.scale);
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break;
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case EV_STASIS_DOOR_SETUP:
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DEBUGNAME("EV_STASIS_DOOR_SETUP");
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// setup model ....
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break;
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case EV_STASIS_DOOR_CLOSED:
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DEBUGNAME("EV_STASIS_DOOR_CLOSED");
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// set alpha and shader of model
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break;
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case EV_STASIS_DOOR_CLOSING:
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DEBUGNAME("EV_STASIS_DOOR_CLOSING");
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CG_Printf("EV_STASIS_DOOR_CLOSING\n");
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// do alpha fade, play sound
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break;
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case EV_STASIS_DOOR_OPEN:
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DEBUGNAME("EV_STASIS_DOOR_OPEN");
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// make invisible
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CG_StasisDoor(cent, qtrue);
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break;
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case EV_STASIS_DOOR_OPENING:
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DEBUGNAME("EV_STASIS_DOOR_OPENING");
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CG_Printf("EV_STASIS_DOOR_OPENING\n");
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// do inverse alpha fade, play sound
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CG_StasisDoor(cent, qfalse);
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break;
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// Additional ports from SP by Harry Young
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@ -431,7 +431,8 @@ typedef enum {
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LE_ELECTRICITY,
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LE_PARTICLE,
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LE_SPAWNER,
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LE_FRAGMENT
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LE_FRAGMENT,
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LE_STASISDOOR
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} leType_t;
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typedef enum {
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@ -1366,6 +1367,9 @@ typedef struct {
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//hazard Helmet
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qhandle_t hazardHelmet;
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// stasis door model
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qhandle_t stasisDoorModel;
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// sounds
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//sfxHandle_t quadSound;
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//sfxHandle_t selectSound;
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@ -2042,11 +2046,7 @@ void CG_Drip(centity_t *cent, int killTime );
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void CG_Chunks( vec3_t origin, vec3_t dir, float size, material_type_t type );
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void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec3_t laserRGB, float alpha );
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void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal );
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// Stasis_door-stuff
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// Stasis_door-stuff
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// Stasis_door-stuff
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// Stasis_door-stuff
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// Stasis_door-stuff
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void CG_StasisDoor(centity_t *cent, qboolean close);
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//TiM
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void CG_FountainSpurt( vec3_t org, vec3_t end );
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@ -1300,6 +1300,15 @@ void CG_AddLocalEntities( void ) {
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case LE_FRAGMENT:
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CG_AddFragment(le);
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break;
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case LE_STASISDOOR:
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if(le->refEntity.data.cylinder.wrap) {
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le->refEntity.shaderRGBA[3] = (1 - (le->endTime - cg.time)/1000) * 255;
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} else {
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le->refEntity.shaderRGBA[3] = ((le->endTime - cg.time)/1000) * 255;
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}
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trap_R_AddRefEntityToScene(&le->refEntity);
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break;
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}
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}
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}
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@ -1156,6 +1156,9 @@ static void CG_RegisterGraphics( void ) {
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cgs.media.medicalScanner = trap_R_RegisterModel( "models/weapons2/tricorder/tricorder_scanner.md3" );
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cgs.media.hazardHelmet = trap_R_RegisterModel( "models/boltOns/helmet.md3" );
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//Stasis Door
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cgs.media.stasisDoorModel = trap_R_RegisterModel( "models/mapobjects/stasis/door.md3" );
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//RPG-X START | GSIO01 | 09/05/2009 | START
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switch(rpg_forceFieldSet.integer) {
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case 2:
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@ -878,11 +878,8 @@ typedef enum {
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EV_LASERTURRET_AIM,
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EV_LASERTURRET_FIRE,
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EV_STASIS_DOOR_SETUP,
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EV_STASIS_DOOR_OPENING,
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EV_STASIS_DOOR_OPEN,
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EV_STASIS_DOOR_CLOSING,
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EV_STASIS_DOOR_CLOSED
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} entity_event_t;
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/* THIS IS OLD FROM HOLOMATCH (RPG-X: J2J)
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@ -3370,22 +3370,19 @@ void toggle_stasis_door( gentity_t *ent )
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ent->nextthink = -1; // prevent thinking again until this think is finished
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switch(parent->count) {
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case STASIS_DOOR_CLOSED: // then go to opening state
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G_Printf(S_COLOR_MAGENTA"STASIS_DOOR_CLOSED\n");
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G_AddEvent(parent, EV_STASIS_DOOR_OPENING, 0); // send event to client
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parent->r.svFlags |= SVF_NOCLIENT;
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//parent->r.svFlags |= SVF_NOCLIENT;
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parent->s.eFlags |= EF_NODRAW;
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parent->count = STASIS_DOOR_OPENING;
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ent->nextthink = level.time + 1000;
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trap_LinkEntity(parent);
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break;
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case STASIS_DOOR_CLOSING: // then go to closed state
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G_Printf(S_COLOR_MAGENTA"STASIS_DOOR_CLOSING\n");
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G_AddEvent(parent, EV_STASIS_DOOR_CLOSED, 0); // setnd event to client
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trap_SetBrushModel(parent, parent->model);
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InitMover( parent );
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VectorCopy( parent->s.origin, parent->s.pos.trBase );
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VectorCopy( parent->s.origin, parent->r.currentOrigin );
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parent->r.contents &= ~SVF_NOCLIENT;
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//parent->r.contents &= ~SVF_NOCLIENT;
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parent->s.eFlags &= ~EF_NODRAW;
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trap_AdjustAreaPortalState(parent, qfalse); // close AP
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trap_LinkEntity(parent);
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@ -3393,7 +3390,6 @@ void toggle_stasis_door( gentity_t *ent )
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ent->touch = touch_stasis_door;
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break;
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case STASIS_DOOR_OPENED: // then go to closing state
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G_Printf(S_COLOR_MAGENTA"STASIS_DOOR_OPENED\n");
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G_AddEvent(parent, EV_STASIS_DOOR_CLOSING, 0); // send event to client
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parent->r.contents = CONTENTS_SOLID;
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parent->count = STASIS_DOOR_CLOSING;
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@ -3401,8 +3397,6 @@ void toggle_stasis_door( gentity_t *ent )
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trap_LinkEntity(parent);
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break;
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case STASIS_DOOR_OPENING: // then go to opened state
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G_Printf(S_COLOR_MAGENTA"STASIS_DOOR_OPENING\n");
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G_AddEvent(parent, EV_STASIS_DOOR_OPEN, 0); // send event to client
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parent->r.contents = CONTENTS_NONE;
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trap_AdjustAreaPortalState(parent, qtrue); // open AP
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trap_LinkEntity(parent);
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@ -3445,8 +3439,6 @@ triggers the door on touch
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void touch_stasis_door( gentity_t *ent, gentity_t *other, trace_t *trace )
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{
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G_Printf("touch_stasis_door\n");
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// The door is solid so it's ok to open it, otherwise,
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// the door is already open and we don't need to bother with the state change
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if (ent->parent->count == STASIS_DOOR_CLOSED)
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@ -3557,8 +3549,6 @@ void SP_func_stasis_door( gentity_t *ent )
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// copy mins and max for client side model
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VectorCopy(ent->r.maxs, ent->s.origin2);
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VectorCopy(ent->r.mins, ent->s.angles2);
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// setup event
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G_AddEvent(ent, EV_STASIS_DOOR_SETUP, 0);
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trap_LinkEntity (ent);
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}
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