From 5592294ec2821bb2b2908b2e0492021b52edeae5 Mon Sep 17 00:00:00 2001 From: Walter Julius Hennecke Date: Fri, 19 Oct 2012 13:21:49 +0200 Subject: [PATCH] Cleanup (RPG-X) --- code/cgame/cg_effects.c | 147 +--------------------------------------- code/cgame/cg_ents.c | 143 ++++---------------------------------- 2 files changed, 15 insertions(+), 275 deletions(-) diff --git a/code/cgame/cg_effects.c b/code/cgame/cg_effects.c index 255a3c3..cdf5d47 100644 --- a/code/cgame/cg_effects.c +++ b/code/cgame/cg_effects.c @@ -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) - diff --git a/code/cgame/cg_ents.c b/code/cgame/cg_ents.c index f852181..32bcbed 100644 --- a/code/cgame/cg_ents.c +++ b/code/cgame/cg_ents.c @@ -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( ¢->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( ¢->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; - } -}*/