Cleanup (RPG-X)

This commit is contained in:
Walter Julius Hennecke 2012-10-19 13:21:49 +02:00
parent f2b7356ed4
commit 5592294ec2
2 changed files with 15 additions and 275 deletions

View file

@ -42,7 +42,6 @@ void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ) {
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
re = &le->refEntity;
//re->shaderTime = cg.time / 1000.0f;
re->shaderTime = cg.time * 0.001f;
re->reType = RT_SPRITE;
@ -92,7 +91,6 @@ localEntity_t *CG_SmokePuff( const vec3_t p, const vec3_t vel,
re = &le->refEntity;
re->data.sprite.rotation = Q_random( &seed ) * 360;
re->data.sprite.radius = radius;
//re->shaderTime = startTime / 1000.0f;
re->shaderTime = startTime * 0.001f;
le->leType = LE_MOVE_SCALE_FADE;
@ -157,24 +155,12 @@ void CG_SpawnEffect( vec3_t org, refEntity_t *ent_legs, refEntity_t *ent_torso,
le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
re = &le->refEntity;
//RPG-X: RedTechie - Added for better trans effect - dosnt work right now
//ent_legs->shaderTime = cg.time / 1000.0f;
//ent_head->shaderTime = cg.time / 1000.0f;
//ent_torso->shaderTime = cg.time / 1000.0f;
//ent_legs->customShader = cgs.media.teleportEffectShader;
//trap_R_AddRefEntityToScene( ent_legs );
//ent_head->customShader = cgs.media.teleportEffectShader;
//trap_R_AddRefEntityToScene( ent_head );
//ent_torso->customShader = cgs.media.teleportEffectShader;
//trap_R_AddRefEntityToScene( ent_torso );
//RPG-X: RedTechie - Playing with transporter crap
//re->shaderTime = cg.time / 1000.0f;
re->shaderTime = cg.time * 0.001f;
re = &le->refEntity;
re->reType = RT_MODEL;
//re->shaderTime = cg.time / 1000.0f;
re->shaderTime = cg.time * 0.001f;
re->customShader = cgs.media.teleportEffectShader;
@ -187,25 +173,6 @@ void CG_SpawnEffect( vec3_t org, refEntity_t *ent_legs, refEntity_t *ent_torso,
void CG_QFlashEvent( vec3_t org ) {
localEntity_t *le;
/*refEntity_t *re;
le = CG_AllocLocalEntity();
le->leFlags = LEF_SINE_SCALE;
le->leType = LE_PARTICLE;
le->startTime = cg.time;
le->endTime = cg.time + 600;
le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0f;
le->data.particle.radius = 30;
le->data.particle.dradius = 5;
re = &le->refEntity;
re->customShader = cgs.media.qFlashSprite;
VectorCopy( org, re->origin );
VectorCopy( org, re->oldorigin );*/
le = FX_AddParticle( org, vec3_origin, qfalse, 110.0f, 109.0f,
1.0f, 1.0f, 0, 0,
@ -262,7 +229,6 @@ localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
ex->endTime = ex->startTime + msec;
// bias the time so all shader effects start correctly
//ex->refEntity.shaderTime = ex->startTime / 1000.0f;
ex->refEntity.shaderTime = ex->startTime * 0.001f;
ex->refEntity.hModel = hModel;
@ -328,7 +294,6 @@ localEntity_t *CG_MakeExplosion2( vec3_t origin, vec3_t dir,
ex->endTime = ex->startTime + msec;
// bias the time so all shader effects start correctly
//ex->refEntity.shaderTime = ex->startTime / 1000.0f;
ex->refEntity.shaderTime = ex->startTime * 0.001f;
ex->refEntity.hModel = hModel;
@ -355,43 +320,6 @@ localEntity_t *CG_MakeExplosion2( vec3_t origin, vec3_t dir,
}
/*
=================
CG_Bleed
This is the spurt of blood when a character gets hit
=================
*/
/*void CG_Bleed( vec3_t origin, int entityNum ) {
localEntity_t *ex;
if ( !cg_blood.integer ) {
return;
}
ex = CG_AllocLocalEntity();
ex->leType = LE_EXPLOSION;
ex->startTime = cg.time;
ex->endTime = ex->startTime + 500;
VectorCopy ( origin, ex->refEntity.origin);
ex->refEntity.reType = RT_SPRITE;
ex->refEntity.data.sprite.rotation = rand() % 360;
ex->refEntity.data.sprite.radius = 16;
ex->refEntity.customShader = cgs.media.bloodExplosionShader;
// don't show player's own blood in view
if ( entityNum == cg.snap->ps.clientNum ) {
ex->refEntity.renderfx |= RF_THIRD_PERSON;
}
}*/
/*
-------------------------
CG_ExplosionEffects
@ -423,44 +351,6 @@ void CG_ExplosionEffects( vec3_t origin, int intensity, int radius)
CG_CameraShake( realIntensity, 500, qfalse );
}
/*
=================
CG_Seeker
=================
*/
/*void CG_Seeker( centity_t *cent )
{
refEntity_t re;
vec3_t seekerOrg, viewAng;
float angle;
angle = cg.time/100.0f;
seekerOrg[0] = cent->lerpOrigin[0] + 18 * cos(angle);
seekerOrg[1] = cent->lerpOrigin[1] + 18 * sin(angle);
seekerOrg[2] = cent->lerpOrigin[2] + cg.predictedPlayerState.viewheight + 8 + (3*cos(cg.time/150.0f));
memset( &re, 0, sizeof( re ) );
re.reType = RT_MODEL;
VectorCopy ( seekerOrg, re.origin);
re.hModel = cgs.media.seekerModel;
re.shaderTime = (cg.time / 1000.0f);
VectorCopy (cent->lerpAngles , viewAng); // so the seeker faces the same direction the player is
viewAng[0] = -90; // but, we don't want the seeker facing up or down, always horizontal
AnglesToAxis( viewAng, re.axis );
VectorScale(re.axis[0], 0.5, re.axis[0]);
VectorScale(re.axis[1], 0.5, re.axis[1]);
VectorScale(re.axis[2], 0.5, re.axis[2]);
re.nonNormalizedAxes=qtrue;
trap_R_AddRefEntityToScene( &re );
}*/
/*
-------------------------
CG_Smoke
@ -468,33 +358,6 @@ TiM: Ported from EF SP
-------------------------
*/
//void CG_Smoke( vec3_t origin, vec3_t dir, float radius, float speed, qhandle_t shader )
//{
// vec3_t velocity/*, accel*/;
// int i;
// for ( i = 0; i < 3; i++ )
// {
// velocity[i] = dir[i] + ( 0.2f * crandom());
// }
// VectorScale( velocity, speed, velocity );
//VectorScale( velocity, -0.25f, accel );
//accel[2] = random() * 12.0f + 6.0f;
// FX_AddSprite( origin,
// velocity,
// qfalse, //accel
// radius + (crandom() * radius * 0.5f ),
// radius + (crandom() * radius),
// 0.9f + crandom(),
// 0.0f,
// 16.0f + random() * 45.0f,
// 0.5f,
// 2000,
// shader ); //flags
//}
qboolean SmokeThink( localEntity_t *le )
{
vec3_t velocity/*, accel*/;
@ -520,15 +383,13 @@ qboolean SmokeThink( localEntity_t *le )
speed = le->data.spawner.data1 * 2.4;
VectorScale( velocity, speed, velocity ); //speed
//VectorScale( velocity, -0.25f, accel );
//accel[2] = random() * 12.0f + 6.0f;
FX_AddSprite( origin,
velocity,
qfalse, //accel
le->data.spawner.data1 + (crandom() * le->data.spawner.data1 * 0.5f ),
le->data.spawner.data1 + (crandom() * le->data.spawner.data1),
0.8 /*+ crandom()*/,
0.8,
0.0,
16.0f + random() * 45.0f,
0.5f,
@ -548,8 +409,6 @@ Creates a smoke effect
void CG_Smoke( vec3_t position, vec3_t dir, int killTime, int radius )
{
//CG_Printf( " %f %f %f\n", dir[0], dir[1], dir[2] );
// give it a lifetime of 10 seconds because the refresh thinktime in g_fx.c is 10 seconds
FX_AddSpawner( position, dir, NULL, NULL, qfalse, 0, 0.15, killTime, SmokeThink, radius ); //
}
@ -603,7 +462,3 @@ void CG_Fire( vec3_t position, vec3_t direction, int killTime, int radius, int f
FX_AddSpawner( position, direction, NULL, NULL, qfalse, 500, 0, killTime, FireThink, radius );
}
//localEntity_t *FX_AddSprite(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
// float startalpha, float endalpha, float roll, float elasticity,
// float killTime, qhandle_t shader)

View file

@ -52,7 +52,6 @@ void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *pare
orientation_t lerped;
vec3_t tempAxis[3];
//AxisClear( entity->axis );
// lerp the tag
trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
1.0 - parent->backlerp, tagName );
@ -162,7 +161,6 @@ static void CG_Useable( centity_t *cent ) {
if (s1->eFlags & EF_ANIM_ALLFAST)
{
//ent.frame = (cg.time / 100);
ent.frame = (cg.time * 0.01);
ent.renderfx|=RF_WRAP_FRAMES;
}
@ -176,7 +174,7 @@ static void CG_Useable( centity_t *cent ) {
VectorCopy( cent->lerpOrigin, ent.origin);
VectorCopy( cent->lerpOrigin, ent.oldorigin);
ent.hModel = cg_items[s1->modelindex2].model;//cgs.useableModels[s1->modelindex];
ent.hModel = cg_items[s1->modelindex2].model;
// player model
if (s1->number == cg.snap->ps.clientNum) {
@ -184,20 +182,17 @@ static void CG_Useable( centity_t *cent ) {
}
// convert angles to axis
// AnglesToAxis( cent->lerpAngles, ent.axis );
// hack to keep dropped detpacks from rotating
vec3_t vecs[3];
AngleVectors(s1->angles, vecs[0], vecs[1], vecs[2]);
VectorNegate(vecs[1], vecs[1]);
if (s1->modelindex == HI_DETPACK) // as stated, HACK for detpack
{
// hack to keep dropped detpacks from rotating
vec3_t vecs[3];
AngleVectors(s1->angles, vecs[0], vecs[1], vecs[2]);
VectorNegate(vecs[1], vecs[1]);
if (s1->modelindex == HI_DETPACK) // as stated, HACK for detpack
{
VectorScale(vecs[0], .5, vecs[0]);
VectorScale(vecs[1], .5, vecs[1]);
VectorScale(vecs[2], .5, vecs[2]);
}
AxisCopy( vecs, ent.axis );
VectorScale(vecs[0], .5, vecs[0]);
VectorScale(vecs[1], .5, vecs[1]);
VectorScale(vecs[2], .5, vecs[2]);
}
AxisCopy( vecs, ent.axis );
// add to refresh list
trap_R_AddRefEntityToScene (&ent);
@ -231,7 +226,6 @@ static void CG_General( centity_t *cent ) {
}
else if (s1->eFlags & EF_ANIM_ALLFAST)
{
//ent.frame = (cg.time / 100);
ent.frame = (cg.time * 0.01);
ent.renderfx|=RF_WRAP_FRAMES;
}
@ -331,8 +325,6 @@ static void CG_Speaker( centity_t *cent ) {
trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.eventParm] );
// ent->s.frame = ent->wait * 10;
// ent->s.clientNum = ent->random * 10;
cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom();
}
@ -346,8 +338,8 @@ static void CG_Item( centity_t *cent ) {
entityState_t *es;
gitem_t *item;
int msec;
// float scale;
// RPG-X: Marcin: Custom angles for each weapon so they lie on the ground correctly. - 06/12/2008
// RPG-X: Marcin: Custom angles for each weapon so they lie on the ground correctly. - 06/12/2008
const vec3_t weaponangles[WP_NUM_WEAPONS] = {
{ 0, 0, 0 }, // WP_0
{ 0, 0, 0 }, // WP_1
@ -404,10 +396,6 @@ static void CG_Item( centity_t *cent ) {
return;
}
// items bob up and down continuously
// scale = 0.005 + cent->currentState.number * 0.00001;
// cent->lerpOrigin[2] += 4 + cos( ( cg.time + 1000 ) * scale ) * 4;
memset (&ent, 0, sizeof(ent));
@ -419,8 +407,6 @@ static void CG_Item( centity_t *cent ) {
}
else if (item->giType != IT_TEAM) // RPG-X | Marcin | 05/12/2008
{
//VectorCopy( cg.autoAngles, cent->lerpAngles );
//AxisCopy( cg.autoAxis, ent.axis );
VectorCopy( weaponangles[item->giTag], cent->lerpAngles );
AnglesToAxis( weaponangles[item->giTag], ent.axis);
}
@ -431,7 +417,6 @@ static void CG_Item( centity_t *cent ) {
// ...but they do animate.
//frame = (cg.time / 100.0);
frame = (cg.time * 0.01);
ent.renderfx|=RF_WRAP_FRAMES;
@ -456,14 +441,6 @@ static void CG_Item( centity_t *cent ) {
VectorScale( ent.axis[2], 1.6, ent.axis[2] );
ent.nonNormalizedAxes = qtrue;
}
if (item->giTag == PW_BORG_ADAPT)
{
//ent.customShader = cgs.media.blueFlagShader[3];
}
else
{
ent.customShader = cgs.media.redFlagShader[3];
}
}
// the weapons have their origin where they attatch to player
@ -506,52 +483,9 @@ static void CG_Item( centity_t *cent ) {
ent.customShader = cgs.media.weaponPlaceholderShader;
}
// RPG-X | Marcin | 06/12/2008
// increase the size of the weapons when they are presented as items - DON'T!
/*if ( item->giType == IT_WEAPON ) {
VectorScale( ent.axis[0], 1.5, ent.axis[0] );
VectorScale( ent.axis[1], 1.5, ent.axis[1] );
VectorScale( ent.axis[2], 1.5, ent.axis[2] );
ent.nonNormalizedAxes = qtrue;
}*/
msec = cg.time - cent->miscTime; // Count from last respawn.
/*if (cg.predictedPlayerState.introTime > cg.time)
{ // The stuff is "holodecking in".
int dtime;
dtime = cg.predictedPlayerState.introTime - cg.time;
if (dtime < TIME_FADE_DUR)
{ // "rez" in.
float alpha;
int a;
alpha = 1.0 - ((float)dtime / (float)TIME_FADE_DUR);
a = alpha * 255.0;
if (a <= 0)
a=1;
ent.shaderRGBA[3] = a;
ent.renderfx |= RF_FORCE_ENT_ALPHA;
trap_R_AddRefEntityToScene(&ent);
ent.renderfx &= ~RF_FORCE_ENT_ALPHA;
// Now draw the static shader over it.
// Alpha in over half the time, out over half.
alpha = sin(M_PI*alpha);
a = alpha * 255.0;
if (a <= 0)
a=1;
ent.customShader = cgs.media.rezOutShader;
ent.shaderRGBA[0] =
ent.shaderRGBA[1] =
ent.shaderRGBA[2] = a;
trap_R_AddRefEntityToScene( &ent );
ent.shaderRGBA[0] =
ent.shaderRGBA[1] =
ent.shaderRGBA[2] = 255;
}
}
else*/ if (item->giType != IT_TEAM && msec >= 0 && msec < ITEM_SCALEUP_TIME && !(es->eFlags & EF_ITEMPLACEHOLDER))
if (item->giType != IT_TEAM && msec >= 0 && msec < ITEM_SCALEUP_TIME && !(es->eFlags & EF_ITEMPLACEHOLDER))
{ // if just respawned, fade in, but don't do this for flags.
float alpha;
int a;
@ -611,7 +545,6 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) {
// calculate the axis
VectorCopy( s1->angles, cent->lerpAngles);
// if (cent->currentState.eFlags & EF_ALT_FIRING)
if (altfire)
{
// add trails
@ -648,11 +581,7 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) {
}
else
{
if (cent->thinkFlag)
{ // we already grabbed info that was stored on the game side, so use what's already in cent->rawAngles
//and cent->rawOrigin
}
else
if (!cent->thinkFlag)
{
// kef -- get out some info we stored in a very unfortunate manner on the game side
VectorCopy(cent->currentState.angles2,cent->rawAngles);
@ -671,15 +600,6 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) {
weapon->missileDlightColor[0], weapon->missileDlightColor[1], weapon->missileDlightColor[2] );
}
// add missile sound
/* if ( weapon->missileSound ) {
vec3_t velocity;
BG_EvaluateTrajectoryDelta( &cent->currentState.pos, cg.time, velocity );
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, weapon->missileSound );
}
*/
if (!weapon->missileModel) { //if ther is no missile then we're done
return;
}
@ -717,7 +637,6 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) {
// spin as it moves
if ( s1->pos.trType != TR_STATIONARY && (cent->currentState.weapon != WP_10) ) { //RPG-X-TiM: Stop from spinning O_o I got dizzy
//RotateAroundDirection( ent.axis, cg.time / 4 );
RotateAroundDirection( ent.axis, cg.time * 0.25);
} else {
RotateAroundDirection( ent.axis, s1->time );
@ -752,7 +671,6 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) {
trap_CM_BoxTrace( &trace, beamOrg, beamEnd, NULL, NULL, 0, MASK_SHOT );
VectorCopy(trace.endpos, beamEnd);
FX_AddLine2( beamOrg, beamEnd, 1.0f, 0.35f + ( crandom() * 0.1 ), 0.0f, 0.35f + ( crandom() * 0.1 ), 0.0f, alpha, alpha, rgb, rgb,1.0f, cgs.media.whiteLaserShader );
//FX_AddSprite( beamOrg, NULL, qfalse, 1.0f + (random() * 2.0f), 0.0f, 0.9f, 0.9f, 0.0f, 0.0f, 0.0f, flareShader );
FX_AddQuad( beamOrg, ent.axis[0], 1.0f, 1.0f, 2.0f + (crandom() * 1.0f), 0.0f, 0.0f, 1.0f, flareShader );
FX_AddQuad( beamEnd, trace.plane.normal, 1.0f, 1.0f, 2.0f + (crandom() * 1.0f), 0.0f, 0.0f, 1.0f, flareShader );
}
@ -891,7 +809,6 @@ void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int
BG_EvaluateTrajectory( &cent->currentState.apos, toTime, angles );
VectorSubtract( origin, oldOrigin, deltaOrigin );
//VectorSubtract( angles, oldAngles, deltaAngles );
VectorAdd( in, deltaOrigin, out );
@ -1101,8 +1018,6 @@ static void CG_LaserSight( centity_t *cent ) {
if (cent->currentState.eventParm == 1)
{
ent.reType = RT_SPRITE;
//ent.radius = 2;
//ent.rotation = 0;
ent.data.sprite.radius = 2;
ent.customShader = cgs.media.laserShader;
trap_R_AddRefEntityToScene( &ent );
@ -1160,33 +1075,3 @@ static void CG_Turbolift( centity_t* cent )
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, //cent->lerpOrigin
cgs.gameSounds[ cent->currentState.loopSound ] );
}
/*static void CG_Turbolift( centity_t* cent )
{
if ( cent->currentState.eventParm <= 0 )
{
cent->deathTime = 0;
cent->miscTime = 0;
return;
}
//Init sound
if ( cent->miscTime == 0 )
{
cent->miscTime = cg.time + cent->currentState.modelindex2; //set the end of the wait time
}
if ( cg.time < cent->miscTime )
{
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, //cent->lerpOrigin
cgs.gameSounds[ cent->currentState.loopSound ] );
return;
}
if ( cent->deathTime == 0 )
{
trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.otherEntityNum2] );
cent->deathTime = 1;
}
}*/