mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-10 07:11:34 +00:00
9cac290629
- Fixed all errors that occured due to using c++ compiler - changed c++ standart to c++17 - removed lua, added library instead - made all bg_* and q_* file into a shared item project
1086 lines
27 KiB
C++
1086 lines
27 KiB
C++
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_ents.c -- present snapshot entities, happens every single frame
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#include "cg_local.h"
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#include "fx_local.h"
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static void CG_LaserSight( centity_t *cent ); // Laser
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static void CG_Turbolift( centity_t *cent );
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/*
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======================
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CG_PositionEntityOnTag
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Modifies the entities position and axis by the given
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tag location
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======================
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*/
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void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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qhandle_t parentModel, char *tagName ) {
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int32_t i;
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orientation_t lerped;
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// lerp the tag
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trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// had to cast away the const to avoid compiler problems...
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MatrixMultiply(lerped.axis, ((refEntity_t *)parent)->axis, entity->axis );
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entity->backlerp = parent->backlerp;
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}
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/*
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======================
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CG_PositionRotatedEntityOnTag
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Modifies the entities position and axis by the given
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tag location
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======================
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*/
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void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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qhandle_t parentModel, char *tagName ) {
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int32_t i;
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orientation_t lerped;
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vec3_t tempAxis[3];
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// lerp the tag
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trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// had to cast away the const to avoid compiler problems...
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MatrixMultiply(entity->axis, lerped.axis, tempAxis);
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MatrixMultiply(tempAxis, ((refEntity_t *)parent)->axis, entity->axis);
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}
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/*
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==========================================================================
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FUNCTIONS CALLED EACH FRAME
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==========================================================================
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*/
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/*
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======================
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CG_SetEntitySoundPosition
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Also called by event processing code
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======================
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*/
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void CG_SetEntitySoundPosition( centity_t *cent ) {
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if ( cent->currentState.solid == SOLID_BMODEL ) {
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vec3_t origin;
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float *v;
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v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ];
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VectorAdd( cent->lerpOrigin, v, origin );
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trap_S_UpdateEntityPosition( cent->currentState.number, origin );
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} else {
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trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin );
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}
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}
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/*
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==================
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CG_EntityEffects
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Add continuous entity effects, like local entity emission and lighting
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==================
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*/
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static void CG_EntityEffects( centity_t *cent ) {
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// update sound origins
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CG_SetEntitySoundPosition( cent );
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// add loop sound
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if ( cent->currentState.loopSound && cent->currentState.loopSound < 256 ) {
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if(cent->currentState.eType == ET_GLOBALSPEAKER) {
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trap_S_AddLoopingSound( cent->currentState.number, cg.snap->ps.origin, vec3_origin,
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cgs.gameSounds[ cent->currentState.loopSound] );
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} else {
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trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
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cgs.gameSounds[ cent->currentState.loopSound ] );
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}
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}
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// constant light glow
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if ( cent->currentState.constantLight ) {
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int32_t cl;
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int32_t i, r, g, b;
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cl = cent->currentState.constantLight;
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r = cl & 255;
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g = ( cl >> 8 ) & 255;
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b = ( cl >> 16 ) & 255;
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i = ( ( cl >> 24 ) & 255 ) * 4;
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trap_R_AddLightToScene( cent->lerpOrigin, i, r, g, b );
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}
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}
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/*
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==================
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CG_Useable
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==================
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*/
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static void CG_Useable( centity_t *cent ) {
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refEntity_t ent;
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entityState_t *s1;
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s1 = ¢->currentState;
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// if set to invisible, skip
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if (!s1->modelindex) {
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return;
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}
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if (s1->modelindex == HI_SHIELD)
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{ // The portable shield should go through a different rendering function.
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FX_DrawPortableShield(cent);
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return;
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}
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memset (&ent, 0, sizeof(ent));
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// set frame
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if (s1->eFlags & EF_ANIM_ALLFAST)
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{
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ent.frame = (cg.time * 0.01);
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ent.renderfx|=RF_WRAP_FRAMES;
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}
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else
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{
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ent.frame = s1->frame;
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}
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ent.oldframe = ent.frame;
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ent.backlerp = 0;
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VectorCopy( cent->lerpOrigin, ent.origin);
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VectorCopy( cent->lerpOrigin, ent.oldorigin);
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ent.hModel = cg_items[s1->modelindex2].model;
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// player model
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if (s1->number == cg.snap->ps.clientNum) {
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ent.renderfx |= RF_THIRD_PERSON; // only draw from mirrors
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}
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// convert angles to axis
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// hack to keep dropped detpacks from rotating
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vec3_t vecs[3];
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AngleVectors(s1->angles, vecs[0], vecs[1], vecs[2]);
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VectorNegate(vecs[1], vecs[1]);
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if (s1->modelindex == HI_DETPACK) // as stated, HACK for detpack
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{
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VectorScale(vecs[0], .5, vecs[0]);
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VectorScale(vecs[1], .5, vecs[1]);
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VectorScale(vecs[2], .5, vecs[2]);
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}
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AxisCopy( vecs, ent.axis );
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// add to refresh list
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trap_R_AddRefEntityToScene (&ent);
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}
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/*
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==================
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CG_General
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==================
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*/
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#define ITEM_SCALEUP_DIV 1.0/(float)ITEM_SCALEUP_TIME
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static void CG_General( centity_t *cent ) {
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refEntity_t ent;
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entityState_t *s1;
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s1 = ¢->currentState;
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// if set to invisible, skip
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if (!s1->modelindex) {
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return;
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}
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memset (&ent, 0, sizeof(ent));
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// set frame
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if ( s1->eFlags & EF_ANIM_ONCE )
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{
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ent.frame = s1->frame;
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ent.renderfx|=RF_CAP_FRAMES;
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}
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else if (s1->eFlags & EF_ANIM_ALLFAST)
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{
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ent.frame = (cg.time * 0.01);
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ent.renderfx|=RF_WRAP_FRAMES;
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}
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else
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{
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ent.frame = s1->frame;
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ent.renderfx|=RF_CAP_FRAMES;
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}
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ent.oldframe = ent.frame;
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ent.backlerp = 0;
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VectorCopy( cent->lerpOrigin, ent.origin);
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VectorCopy( cent->lerpOrigin, ent.oldorigin);
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ent.hModel = cgs.gameModels[s1->modelindex];
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// player model
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if (s1->number == cg.snap->ps.clientNum) {
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ent.renderfx |= RF_THIRD_PERSON; // only draw from mirrors
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}
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// convert angles to axis
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AnglesToAxis( cent->lerpAngles, ent.axis );
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// add to refresh list
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if ( s1->eFlags & EF_ITEMPLACEHOLDER ) // object is "spawning" in
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{
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int32_t msec;
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if ( !cent->miscTime )
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{
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cent->miscTime = cg.time;
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}
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msec = cg.time - cent->miscTime;
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if ( msec < ITEM_SCALEUP_TIME )
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{
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float alpha;
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int32_t a;
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alpha = (float)msec * ITEM_SCALEUP_DIV;
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if ( s1->eventParm == 255 )
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{
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alpha = 1.0f-alpha;
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}
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a = alpha * 255.0;
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if (a <= 0)
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a=1;
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ent.shaderRGBA[0] =
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ent.shaderRGBA[1] =
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ent.shaderRGBA[2] = 255;
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ent.shaderRGBA[3] = a;
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ent.renderfx |= RF_FORCE_ENT_ALPHA;
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trap_R_AddRefEntityToScene(&ent);
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ent.renderfx &= ~RF_FORCE_ENT_ALPHA;
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// Now draw the static shader over it.
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// Alpha in over half the time, out over half.
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alpha = sin(M_PI*alpha);
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a = alpha * 255.0;
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if (a <= 0)
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a=1;
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ent.customShader = cgs.media.rezOutShader;
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ent.shaderRGBA[0] =
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ent.shaderRGBA[1] =
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ent.shaderRGBA[2] = a;
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trap_R_AddRefEntityToScene( &ent );
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}
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else
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{
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trap_R_AddRefEntityToScene (&ent);
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}
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}
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else
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{
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cent->miscTime = 0;
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trap_R_AddRefEntityToScene (&ent);
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}
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}
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/*
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==================
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CG_Speaker
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Speaker entities can automatically play sounds
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==================
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*/
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static void CG_Speaker( centity_t *cent ) {
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if ( ! cent->currentState.clientNum ) { // FIXME: use something other than clientNum...
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return; // not auto triggering
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}
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if ( cg.time < cent->miscTime ) {
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return;
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}
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if(cent->currentState.eType == ET_SPEAKER) {
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trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.eventParm] );
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} else {
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trap_S_StartSound (NULL, cent->currentState.number, CHAN_AUTO, cgs.gameSounds[cent->currentState.eventParm] );
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}
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cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom();
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}
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/*
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==================
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CG_Item
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==================
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*/
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static void CG_Item( centity_t *cent ) {
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refEntity_t ent;
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entityState_t *es;
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gitem_t *item;
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int32_t msec;
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// RPG-X: Marcin: Custom angles for each weapon so they lie on the ground correctly. - 06/12/2008
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const vec3_t weaponangles[WP_NUM_WEAPONS] = {
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{ 0, 0, 0 }, // WP_0
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{ 0, 0, 0 }, // WP_1
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{ 52, 280, 18 }, // WP_2
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{ 48, 26, 33 }, // WP_3
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{ 335, 210, 347 }, // WP_4
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{ 15, 160, 65 }, // WP_5
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{ 5, 10, 70 }, // WP_6
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{ 5, 6, 70 }, // WP_7
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{ 5, 17, 70 }, // WP_8
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{ 350, 23, 70 }, // WP_9
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{ 15, 187, 80 }, // WP_10
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{ 0, 270, 86 }, // WP_11
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{ 0, 247, 90 }, // WP_12
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{ 36, 190, 40 }, // WP_13
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{ 0, 0, 105 }, // WP_14
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{ 0, 210, 90 } // WP_15
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};
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es = ¢->currentState;
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if ( es->modelindex >= bg_numItems ) {
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CG_Error( "Bad item index %i on entity", es->modelindex );
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}
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// if set to invisible, skip
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if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) {
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return;
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}
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item = &bg_itemlist[ es->modelindex ];
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if ( cg_simpleItems.integer && item->giType != IT_TEAM ) {
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memset( &ent, 0, sizeof( ent ) );
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ent.reType = RT_SPRITE;
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VectorCopy( cent->lerpOrigin, ent.origin );
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ent.data.sprite.radius = 14;
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ent.customShader = cg_items[es->modelindex].icon;
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ent.shaderRGBA[0] = 255;
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ent.shaderRGBA[1] = 255;
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ent.shaderRGBA[2] = 255;
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if ( es->eFlags & EF_ITEMPLACEHOLDER )
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{
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ent.renderfx |= RF_FORCE_ENT_ALPHA;
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ent.shaderRGBA[3] = 50 + sin(cg.time*0.01)*30;
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}
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else
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{
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ent.shaderRGBA[3] = 255;
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}
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trap_R_AddRefEntityToScene(&ent);
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return;
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}
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memset (&ent, 0, sizeof(ent));
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// autorotate at one of two speeds
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if ( item->giType == IT_HEALTH )
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{
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VectorCopy( cg.autoAnglesFast, cent->lerpAngles );
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AxisCopy( cg.autoAxisFast, ent.axis );
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}
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else if (item->giType != IT_TEAM) // RPG-X | Marcin | 05/12/2008
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{
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VectorCopy( weaponangles[item->giTag], cent->lerpAngles );
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AnglesToAxis( weaponangles[item->giTag], ent.axis);
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}
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else
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{ // Flags don't rotate at all...
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float frame;
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vec3_t vecs[3];
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// ...but they do animate.
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frame = (cg.time * 0.01);
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ent.renderfx|=RF_WRAP_FRAMES;
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ent.oldframe = (int32_t)frame;
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ent.frame = (int32_t)frame+1;
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ent.backlerp = (float)(ent.frame) - frame;
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// and they are scaled too
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if (1)
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{
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AngleVectors(es->angles, vecs[0], vecs[1], vecs[2]);
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VectorScale( vecs[0], 1.6, vecs[0] );
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VectorScale( vecs[1], 1.6, vecs[1] );
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VectorScale( vecs[2], 1.6, vecs[2] );
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AxisCopy( vecs, ent.axis );
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}
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else
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{
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AnglesToAxis(cent->lerpAngles, ent.axis);
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VectorScale( ent.axis[0], 1.6, ent.axis[0] );
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VectorScale( ent.axis[1], 1.6, ent.axis[1] );
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VectorScale( ent.axis[2], 1.6, ent.axis[2] );
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ent.nonNormalizedAxes = qtrue;
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}
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}
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// the weapons have their origin where they attatch to player
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// models, so we need to offset them or they will rotate
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// eccentricly
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if ( item->giType == IT_WEAPON ) {
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weaponInfo_t *wi;
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wi = &cg_weapons[item->giTag];
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cent->lerpOrigin[0] -=
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wi->weaponMidpoint[0] * ent.axis[0][0] +
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wi->weaponMidpoint[1] * ent.axis[1][0] +
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wi->weaponMidpoint[2] * ent.axis[2][0];
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cent->lerpOrigin[1] -=
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wi->weaponMidpoint[0] * ent.axis[0][1] +
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wi->weaponMidpoint[1] * ent.axis[1][1] +
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wi->weaponMidpoint[2] * ent.axis[2][1];
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cent->lerpOrigin[2] -=
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wi->weaponMidpoint[0] * ent.axis[0][2] +
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wi->weaponMidpoint[1] * ent.axis[1][2] +
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wi->weaponMidpoint[2] * ent.axis[2][2];
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cent->lerpOrigin[2] -= 14; // an extra height boost
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// RPG-X | Marcin | 03/12/2008
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// (Was += 8)
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}
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ent.hModel = cg_items[es->modelindex].model;
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VectorCopy( cent->lerpOrigin, ent.origin);
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VectorCopy( cent->lerpOrigin, ent.oldorigin);
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ent.nonNormalizedAxes = qfalse;
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if ( es->eFlags & EF_ITEMPLACEHOLDER ) // item has been picked up
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{
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if ( es->eFlags & EF_DEAD ) // if item had been droped, don't show at all
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return;
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ent.customShader = cgs.media.weaponPlaceholderShader;
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}
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msec = cg.time - cent->miscTime; // Count from last respawn.
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if (item->giType != IT_TEAM && msec >= 0 && msec < ITEM_SCALEUP_TIME && !(es->eFlags & EF_ITEMPLACEHOLDER))
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{ // if just respawned, fade in, but don't do this for flags.
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float alpha;
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int32_t a;
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alpha = (float)msec * ITEM_SCALEUP_DIV;
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a = alpha * 255.0;
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if (a <= 0)
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a=1;
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ent.shaderRGBA[3] = a;
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ent.renderfx |= RF_FORCE_ENT_ALPHA;
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trap_R_AddRefEntityToScene(&ent);
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ent.renderfx &= ~RF_FORCE_ENT_ALPHA;
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// Now draw the static shader over it.
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// Alpha in over half the time, out over half.
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alpha = sin(M_PI*alpha);
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a = alpha * 255.0;
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if (a <= 0)
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a=1;
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ent.customShader = cgs.media.rezOutShader;
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ent.shaderRGBA[0] =
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ent.shaderRGBA[1] =
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ent.shaderRGBA[2] = a;
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trap_R_AddRefEntityToScene( &ent );
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//what is the point of this next bit???
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ent.shaderRGBA[0] =
|
|
ent.shaderRGBA[1] =
|
|
ent.shaderRGBA[2] = 255;
|
|
}
|
|
else
|
|
{ // add to refresh list -- normal item
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
}
|
|
}
|
|
|
|
//============================================================================
|
|
|
|
/*
|
|
===============
|
|
CG_Missile
|
|
===============
|
|
*/
|
|
static void CG_Missile( centity_t *cent, qboolean altfire ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
qhandle_t missile = 0;
|
|
const weaponInfo_t *weapon;
|
|
const char *info;
|
|
|
|
s1 = ¢->currentState;
|
|
if ( s1->weapon > WP_NUM_WEAPONS ) {
|
|
s1->weapon = 0;
|
|
}
|
|
weapon = &cg_weapons[s1->weapon];
|
|
|
|
// calculate the axis
|
|
VectorCopy( s1->angles, cent->lerpAngles);
|
|
|
|
if (altfire)
|
|
{
|
|
// add trails
|
|
if ( weapon->alt_missileTrailFunc )
|
|
{
|
|
weapon->alt_missileTrailFunc( cent, weapon );
|
|
}
|
|
|
|
// add dynamic light
|
|
if ( weapon->alt_missileDlight ) {
|
|
trap_R_AddLightToScene(cent->lerpOrigin, weapon->alt_missileDlight,
|
|
weapon->missileDlightColor[0], weapon->missileDlightColor[1], weapon->missileDlightColor[2] );
|
|
}
|
|
|
|
// add missile sound
|
|
if ( weapon->alt_missileSound )
|
|
{
|
|
vec3_t velocity;
|
|
|
|
BG_EvaluateTrajectoryDelta( ¢->currentState.pos, cg.time, velocity );
|
|
if (velocity[0] || velocity[1] || velocity[2])
|
|
{
|
|
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, weapon->alt_missileSound );
|
|
}
|
|
}
|
|
//RPG-X: RedTechie - non-admin see no tripmines! But first by popular demand check CVAR
|
|
info = CG_ConfigString( CS_SERVERINFO );
|
|
int32_t rpg_tripmines = atoi( Info_ValueForKey( info, "rpg_invisibletripmines" ) );
|
|
if (!weapon->alt_missileModel || (!cgs.clientinfo[cg.snap->ps.clientNum].isAdmin/*cg.snap->ps.persistant[PERS_CLASS] != PC_ADMIN*/ && rpg_tripmines == 1)) {
|
|
//if there is no missile then we're done
|
|
return;
|
|
}
|
|
missile = weapon->alt_missileModel;
|
|
}
|
|
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);
|
|
VectorCopy(cent->currentState.angles2,cent->rawOrigin);
|
|
cent->thinkFlag = 1;
|
|
}
|
|
// add trails
|
|
if ( weapon->missileTrailFunc )
|
|
{
|
|
weapon->missileTrailFunc( cent, weapon );
|
|
}
|
|
|
|
// add dynamic light
|
|
if ( weapon->missileDlight ) {
|
|
trap_R_AddLightToScene(cent->lerpOrigin, weapon->missileDlight,
|
|
weapon->missileDlightColor[0], weapon->missileDlightColor[1], weapon->missileDlightColor[2] );
|
|
}
|
|
|
|
if (!weapon->missileModel) { //if ther is no missile then we're done
|
|
return;
|
|
}
|
|
missile = weapon->missileModel;
|
|
}
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( cent->lerpOrigin, ent.origin);
|
|
VectorCopy( cent->lerpOrigin, ent.oldorigin);
|
|
|
|
if ( cent->currentState.weapon == WP_9 ) {
|
|
ent.reType = RT_SPRITE;
|
|
ent.data.sprite.radius = 16;
|
|
ent.data.sprite.rotation = 0;
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
return;
|
|
}
|
|
|
|
// flicker between two skins
|
|
ent.skinNum = cg.clientFrame & 1;
|
|
ent.hModel = missile;
|
|
ent.renderfx = RF_NOSHADOW;
|
|
|
|
if ( s1->pos.trType == TR_STATIONARY )
|
|
{
|
|
AnglesToAxis( s1->angles, ent.axis );
|
|
}
|
|
else
|
|
{
|
|
// convert direction of travel into axis
|
|
if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) {
|
|
ent.axis[0][2] = 1;
|
|
}
|
|
|
|
// 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 * 0.25);
|
|
} else {
|
|
RotateAroundDirection( ent.axis, s1->time );
|
|
}
|
|
}
|
|
|
|
// add to refresh list, possibly with quad glow
|
|
CG_AddRefEntityWithPowerups( &ent, s1->powerups, s1->eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, qfalse );
|
|
if ( s1->eFlags & EF_FIRING )
|
|
{//special code for adding the beam to the attached tripwire mine
|
|
trace_t trace;
|
|
vec3_t beamOrg, beamEnd, rgb;
|
|
float alpha;
|
|
qhandle_t flareShader;
|
|
|
|
if ( s1->otherEntityNum2 == TEAM_BLUE )
|
|
{
|
|
VectorSet( rgb, 0.0f, 0.3f, 1.0f );
|
|
alpha = 1.0f - (random() * 0.2);
|
|
flareShader = cgs.media.blueParticleShader;
|
|
}
|
|
else
|
|
{
|
|
VectorSet( rgb, 1.0f, 0.0f, 0.0f );
|
|
alpha = 1.0f - (random() * 0.5);
|
|
flareShader = cgs.media.borgEyeFlareShader;
|
|
}
|
|
VectorCopy( ent.origin, beamOrg );
|
|
VectorMA( beamOrg, -2, ent.axis[0], beamOrg );//forward
|
|
VectorMA( beamOrg, -1022, ent.axis[0], beamEnd);//forward to end, have to reverse it because it actually faces other way
|
|
|
|
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_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 );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_Mover
|
|
===============
|
|
*/
|
|
static void CG_Mover( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
|
|
s1 = ¢->currentState;
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( cent->lerpOrigin, ent.origin);
|
|
VectorCopy( cent->lerpOrigin, ent.oldorigin);
|
|
AnglesToAxis( cent->lerpAngles, ent.axis );
|
|
|
|
ent.renderfx = RF_NOSHADOW;
|
|
|
|
// flicker between two skins (FIXME?)
|
|
ent.skinNum = ( cg.time >> 6 ) & 1;
|
|
|
|
// get the model, either as a bmodel or a modelindex
|
|
if ( s1->solid == SOLID_BMODEL ) {
|
|
ent.hModel = cgs.inlineDrawModel[s1->modelindex];
|
|
} else {
|
|
ent.hModel = cgs.gameModels[s1->modelindex];
|
|
}
|
|
|
|
// add to refresh list
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
|
|
// add the secondary model
|
|
if ( s1->modelindex2 ) {
|
|
ent.skinNum = 0;
|
|
ent.hModel = cgs.gameModels[s1->modelindex2];
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_Beam
|
|
|
|
Also called as an event
|
|
===============
|
|
*/
|
|
void CG_Beam( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
|
|
s1 = ¢->currentState;
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( s1->pos.trBase, ent.origin );
|
|
VectorCopy( s1->origin2, ent.oldorigin );
|
|
AxisClear( ent.axis );
|
|
ent.reType = RT_BEAM;
|
|
|
|
ent.renderfx = RF_NOSHADOW;
|
|
|
|
// add to refresh list
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
}
|
|
|
|
|
|
/*
|
|
RPG-X: RedTechie - FIXME: STILL FRICKEN SWAYS its not a sailing ship its a fricken star ship!
|
|
===============
|
|
CG_Portal
|
|
===============
|
|
*/
|
|
static void CG_Portal( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
|
|
s1 = ¢->currentState;
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( cent->lerpOrigin, ent.origin );
|
|
VectorCopy( s1->origin2, ent.oldorigin );
|
|
ByteToDir( s1->eventParm, ent.axis[0] );
|
|
PerpendicularVector( ent.axis[1], ent.axis[0] );
|
|
|
|
// negating this tends to get the directions like they want
|
|
// we really should have a camera roll value
|
|
VectorSubtract( vec3_origin, ent.axis[1], ent.axis[1] );
|
|
|
|
CrossProduct( ent.axis[0], ent.axis[1], ent.axis[2] );
|
|
ent.reType = RT_PORTALSURFACE;
|
|
|
|
ent.frame = s1->frame; // rotation speed - s1->frame
|
|
ent.skinNum = s1->clientNum / 256 * 360; // roll offset //RPG-X: RedTechie - ent.skinNum = s1->clientNum/256.0 * 360;
|
|
//ent.oldframe = 0;
|
|
|
|
// add to refresh list
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
}
|
|
|
|
|
|
/*
|
|
=========================
|
|
CG_AdjustPositionForMover
|
|
|
|
Also called by client movement prediction code
|
|
=========================
|
|
*/
|
|
void CG_AdjustPositionForMover( const vec3_t in, int32_t moverNum, int32_t fromTime, int32_t toTime, vec3_t out ) {
|
|
centity_t *cent;
|
|
vec3_t oldOrigin, origin, deltaOrigin;
|
|
vec3_t oldAngles, angles /*, deltaAngles*/;
|
|
|
|
if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) {
|
|
VectorCopy( in, out );
|
|
return;
|
|
}
|
|
|
|
cent = &cg_entities[ moverNum ];
|
|
if ( cent->currentState.eType != ET_MOVER && cent->currentState.eType != ET_MOVER_STR ) { //RPG-X | GSIO01 | 13/05/2009
|
|
VectorCopy( in, out );
|
|
return;
|
|
}
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, fromTime, oldOrigin );
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, fromTime, oldAngles );
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, toTime, origin );
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, toTime, angles );
|
|
|
|
VectorSubtract( origin, oldOrigin, deltaOrigin );
|
|
|
|
VectorAdd( in, deltaOrigin, out );
|
|
|
|
// FIXME: origin change when on a rotating object
|
|
}
|
|
|
|
|
|
/*
|
|
=============================
|
|
CG_InterpolateEntityPosition
|
|
=============================
|
|
*/
|
|
static void CG_InterpolateEntityPosition( centity_t *cent ) {
|
|
vec3_t current, next;
|
|
float f;
|
|
|
|
// it would be an internal error to find an entity that interpolates without
|
|
// a snapshot ahead of the current one
|
|
if ( cg.nextSnap == NULL ) {
|
|
CG_Error( "CG_InterpoateEntityPosition: cg.nextSnap == NULL" );
|
|
}
|
|
|
|
f = cg.frameInterpolation;
|
|
|
|
// this will linearize a sine or parabolic curve, but it is important
|
|
// to not extrapolate player positions if more recent data is available
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, current );
|
|
BG_EvaluateTrajectory( ¢->nextState.pos, cg.nextSnap->serverTime, next );
|
|
|
|
cent->lerpOrigin[0] = current[0] + f * ( next[0] - current[0] );
|
|
cent->lerpOrigin[1] = current[1] + f * ( next[1] - current[1] );
|
|
cent->lerpOrigin[2] = current[2] + f * ( next[2] - current[2] );
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, cg.snap->serverTime, current );
|
|
BG_EvaluateTrajectory( ¢->nextState.apos, cg.nextSnap->serverTime, next );
|
|
|
|
cent->lerpAngles[0] = LerpAngle( current[0], next[0], f );
|
|
cent->lerpAngles[1] = LerpAngle( current[1], next[1], f );
|
|
cent->lerpAngles[2] = LerpAngle( current[2], next[2], f );
|
|
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_CalcEntityLerpPositions
|
|
|
|
===============
|
|
*/
|
|
static void CG_CalcEntityLerpPositions( centity_t *cent ) {
|
|
if ( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE ) {
|
|
CG_InterpolateEntityPosition( cent );
|
|
return;
|
|
}
|
|
|
|
// just use the current frame and evaluate as best we can
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin );
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles );
|
|
|
|
// adjust for riding a mover if it wasn't rolled into the predicted
|
|
// player state
|
|
if ( cent != &cg.predictedPlayerEntity ) {
|
|
CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum,
|
|
cg.snap->serverTime, cg.time, cent->lerpOrigin );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_AddCEntity
|
|
|
|
===============
|
|
*/
|
|
static void CG_AddCEntity( centity_t *cent ) {
|
|
// event-only entities will have been dealt with already
|
|
if ( cent->currentState.eType >= ET_EVENTS ) {
|
|
return;
|
|
}
|
|
|
|
// calculate the current origin
|
|
CG_CalcEntityLerpPositions( cent );
|
|
|
|
// add automatic effects
|
|
CG_EntityEffects( cent );
|
|
|
|
switch ( cent->currentState.eType ) {
|
|
default:
|
|
CG_Error( "Bad entity type: %i\n", cent->currentState.eType );
|
|
break;
|
|
case ET_TRIC_STRING:
|
|
case ET_INVISIBLE:
|
|
case ET_PUSH_TRIGGER:
|
|
case ET_TELEPORT_TRIGGER:
|
|
break;
|
|
case ET_USEABLE: // e.g. detpacks
|
|
CG_Useable( cent );
|
|
break;
|
|
case ET_GENERAL:
|
|
CG_General( cent );
|
|
break;
|
|
case ET_PLAYER:
|
|
CG_Player( cent );
|
|
break;
|
|
case ET_ITEM:
|
|
CG_Item( cent );
|
|
break;
|
|
case ET_ALT_MISSILE:
|
|
CG_Missile( cent, qtrue );
|
|
break;
|
|
case ET_MISSILE:
|
|
CG_Missile( cent, qfalse );
|
|
break;
|
|
case ET_MOVER:
|
|
case ET_MOVER_STR:
|
|
CG_Mover( cent );
|
|
break;
|
|
case ET_BEAM:
|
|
CG_Beam( cent );
|
|
break;
|
|
case ET_PORTAL:
|
|
CG_Portal( cent );
|
|
break;
|
|
case ET_SPEAKER:
|
|
case ET_GLOBALSPEAKER:
|
|
CG_Speaker( cent );
|
|
break;
|
|
case ET_LASER:
|
|
CG_LaserSight( cent );
|
|
break;
|
|
case ET_TURBOLIFT:
|
|
CG_Turbolift( cent );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_AddPacketEntities
|
|
|
|
===============
|
|
*/
|
|
void CG_AddPacketEntities( void ) {
|
|
int32_t num;
|
|
centity_t *cent;
|
|
playerState_t *ps;
|
|
|
|
// set cg.frameInterpolation
|
|
if ( cg.nextSnap ) {
|
|
int32_t delta;
|
|
|
|
delta = (cg.nextSnap->serverTime - cg.snap->serverTime);
|
|
if ( delta == 0 ) {
|
|
cg.frameInterpolation = 0;
|
|
} else {
|
|
cg.frameInterpolation = (float)( cg.time - cg.snap->serverTime ) / delta;
|
|
}
|
|
} else {
|
|
cg.frameInterpolation = 0; // actually, it should never be used, because
|
|
// no entities should be marked as interpolating
|
|
}
|
|
|
|
|
|
// the auto-rotating items will all have the same axis
|
|
|
|
// RPG-X | Marcin | 03/12/2008
|
|
// We don't want dropped weapons to rotate at all
|
|
// -- NOT USED ANY MORE THOUGH --
|
|
cg.autoAngles[0] = 0;
|
|
cg.autoAngles[1] = 0;
|
|
cg.autoAngles[2] = 68;
|
|
|
|
cg.autoAnglesFast[0] = 0;
|
|
cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024;
|
|
cg.autoAnglesFast[2] = 0;
|
|
|
|
AnglesToAxis( cg.autoAngles, cg.autoAxis );
|
|
AnglesToAxis( cg.autoAnglesFast, cg.autoAxisFast );
|
|
|
|
// generate and add the entity from the playerstate
|
|
ps = &cg.predictedPlayerState;
|
|
BG_PlayerStateToEntityState( ps, &cg.predictedPlayerEntity.currentState, qfalse );
|
|
CG_AddCEntity( &cg.predictedPlayerEntity );
|
|
|
|
// lerp the non-predicted value for lightning gun origins
|
|
CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] );
|
|
|
|
// add each entity sent over by the server
|
|
for ( num = 0 ; num < cg.snap->numEntities ; num++ ) {
|
|
cent = &cg_entities[ cg.snap->entities[ num ].number ];
|
|
CG_AddCEntity( cent );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CG_LaserSight
|
|
Creates the laser
|
|
==================
|
|
*/
|
|
|
|
static void CG_LaserSight( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( cent->lerpOrigin, ent.origin);
|
|
VectorCopy( cent->lerpOrigin, ent.oldorigin);
|
|
|
|
if (cent->currentState.eventParm == 1)
|
|
{
|
|
ent.reType = RT_SPRITE;
|
|
ent.data.sprite.radius = 2;
|
|
ent.customShader = cgs.media.laserShader;
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
else {
|
|
trap_R_AddLightToScene(ent.origin, 200, 1, 1, 1);
|
|
}
|
|
|
|
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CG_Turbolift
|
|
A client complement
|
|
to the turbolift ent,
|
|
this plays the sound
|
|
FX whilst it is in action
|
|
==================
|
|
*/
|
|
|
|
static void CG_Turbolift( centity_t* cent )
|
|
{
|
|
int32_t i;
|
|
centity_t *player;
|
|
//TiM - find all of the cents inside the lift, and make it so they orient to their view angles.
|
|
//Otherwise, when they teleport, the entire body snaps around, looking weird and/or painful.
|
|
|
|
if ( cent->currentState.time2 <= 0 )
|
|
return;
|
|
|
|
for ( i = 0; i < MAX_CLIENTS; i++ )
|
|
{
|
|
player = &cg_entities[i];
|
|
|
|
if ( !player )
|
|
continue;
|
|
|
|
if ( ( player->lerpOrigin[0] > cent->currentState.angles2[0] && player->lerpOrigin[0] < cent->currentState.origin2[0] )
|
|
&& ( player->lerpOrigin[1] > cent->currentState.angles2[1] && player->lerpOrigin[1] < cent->currentState.origin2[1] )
|
|
&& ( player->lerpOrigin[2] > cent->currentState.angles2[2] && player->lerpOrigin[2] < cent->currentState.origin2[2] ) )
|
|
{
|
|
//time2 = startTime+waittime
|
|
if ( cent->currentState.time2 > 0 )
|
|
{
|
|
cg_liftEnts[player->currentState.clientNum] = cent->currentState.time2;
|
|
}
|
|
else
|
|
{
|
|
cg_liftEnts[player->currentState.clientNum] = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, //cent->lerpOrigin
|
|
cgs.gameSounds[ cent->currentState.loopSound ] );
|
|
}
|