mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-15 09:21:27 +00:00
5314 lines
149 KiB
C
5314 lines
149 KiB
C
//
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// cg_players.c -- handle the media and animation for player entities
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#define cg_players_c //RPG-X: J2J - Added to help solve LNK2005 errors (special case for cg_players.c)
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#include "cg_local.h"
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#include "cg_screenfx.h"
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#include "fx_local.h"
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//#include "cg_anims.h" //RPG-X: J2J - Added for animation string table.
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const char *cg_customSoundNames[MAX_CUSTOM_SOUNDS] = {
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"*death1.wav",
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"*death2.wav",
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"*death3.wav",
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"*jump1.wav",
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"*pain25.wav",
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"*pain50.wav",
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"*pain75.wav",
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"*pain100.wav",
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"*falling1.wav",
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"*gasp.wav",
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"*drown.wav",
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"*fall1.wav",
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"*taunt1.wav",
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"*taunt2.wav",
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"*taunt3.wav",
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"*taunt4.wav",
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"*taunt5.wav"
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};
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stringID_table_t BoltonTable[BOLTON_MAX + 1] =
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{
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{ ENUM2STRING(BOLTON_HEAD) },
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{ ENUM2STRING(BOLTON_TORSO) },
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{ ENUM2STRING(BOLTON_LEGS) },
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{ NULL, -1 }
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};
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int timeParam;
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//int beamTimeParam; //RPG-X : TiM - Beaming
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int entNum;
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extern char* BG_RegisterRace( const char *name );
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/*
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================
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CG_CustomSound
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================
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*/
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sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ) {
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clientInfo_t *ci;
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int i;
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if ( soundName[0] != '*' ) {
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return trap_S_RegisterSound( soundName );
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}
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if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
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clientNum = 0;
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}
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ci = &cgs.clientinfo[ clientNum ];
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for ( i = 0 ; i < MAX_CUSTOM_SOUNDS && cg_customSoundNames[i] ; i++ ) {
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if ( !strcmp( soundName, cg_customSoundNames[i] ) ) {
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return ci->sounds[i];
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}
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}
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CG_Error( "Unknown custom sound: %s", soundName );
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return 0;
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}
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/*
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=============================================================================
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ANIM SOUND CONFIG LOADING AND PLAYING
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=============================================================================
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*/
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/*
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void CG_PlayerAnimSounds( animsounds_t *animSounds, int frame, const vec3_t org, int entNum )
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play any keyframed sounds - only when start a new frame
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This func is called once for legs and once for torso
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*/
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//void CG_PlayerAnimSounds( animsounds_t *animSounds, int frame, int entNum, qboolean metal )
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void CG_PlayerAnimSounds( animsounds_t *animSounds, int frame, int eNum, int surfType)
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{
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int i;
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int holdSnd = -1;
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qboolean playSound = qfalse;
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/*if ( entNum == cg.predictedPlayerState.clientNum && !cg.renderingThirdPerson )
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{//player in first person view does not play any keyframed sounds
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return;
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}*/
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// Check for anim sound
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for (i=0;i<MAX_ANIM_SOUNDS;++i)
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{
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if (animSounds[i].soundIndex[0] == -1) // No sounds in array
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{
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break;
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}
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if (animSounds[i].keyFrame == frame)
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{
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// are there variations on the sound?
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/*if ( !metal ) {
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holdSnd = animSounds[i].soundIndex[ irandom( 0, animSounds[i].numRandomAnimSounds ) ];
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}
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else {
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holdSnd = cgs.media.footsteps[ FOOTSTEP_METAL ][irandom(0, 3)];
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}*/
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switch(surfType) {
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case 1: //metal
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holdSnd = cgs.media.footsteps[ FOOTSTEP_METAL ][irandom(0, 3)];
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break;
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case 2: //grass
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holdSnd = cgs.media.footsteps[ FOOTSTEP_GRASS ][irandom(0, 3)];
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break;
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case 3: //gravel
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holdSnd = cgs.media.footsteps[ FOOTSTEP_GRAVEL ][irandom(0, 3)];
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break;
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case 4: // snow
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holdSnd = cgs.media.footsteps[ FOOTSTEP_SNOW ][irandom(0, 3)];
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break;
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case 5: // wood
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holdSnd = cgs.media.footsteps[ FOOTSTEP_WOOD ][irandom(0, 3)];
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break;
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default:
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holdSnd = animSounds[i].soundIndex[irandom(0, animSounds[i].numRandomAnimSounds)];
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break;
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}
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// Determine probability of playing sound
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if (!animSounds[i].probability) // 100%
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{
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playSound = qtrue;
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}
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else if (animSounds[i].probability > irandom(0, 99) )
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{
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playSound = qtrue;
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}
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break;
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}
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}
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// Play sound
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if (holdSnd != -1 && playSound)
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{
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if (holdSnd != 0) // 0 = default sound, ie file was missing
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{
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trap_S_StartSound( NULL, eNum, CHAN_BODY, holdSnd ); //CHAN_AUTO
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}
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}
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}
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void ParseAnimationSndBlock(const char *filename, animsounds_t *animSounds, animation_t *animations, int *i,char **text_p)
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{
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char *token;
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char soundString[MAX_QPATH];
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int lowestVal, highestVal;
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int animNum, num, n;
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// get past starting bracket
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while(1)
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{
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token = COM_Parse( text_p );
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if ( !Q_stricmp( token, "{" ) )
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{
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break;
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}
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}
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animSounds += *i;
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// read information for each frame
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while ( 1 )
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{
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// Get base frame of sequence
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token = COM_Parse( text_p );
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if ( !token || !token[0])
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{
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break;
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}
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if ( !Q_stricmp( token, "}" ) ) // At end of block
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{
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break;
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}
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//Compare to same table as animations used
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// so we don't have to use actual numbers for animation first frames,
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// just need offsets.
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//This way when animation numbers change, this table won't have to be updated,
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// at least not much.
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animNum = GetIDForString(animTable, token);
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if(animNum == -1)
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{//Unrecognized ANIM ENUM name, or we're skipping this line, keep going till you get a good one
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Com_Printf(S_COLOR_YELLOW"WARNING: Unknown token %s in animSound file %s\n", token, filename );
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continue;
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}
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if ( animations[animNum].numFrames == 0 )
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{//we don't use this anim
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Com_Printf(S_COLOR_YELLOW"WARNING: %s animsounds.cfg: anim %s not used by this model\n", filename, token);
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// Get offset to frame within sequence
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token = COM_Parse( text_p );
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//get soundstring
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token = COM_Parse( text_p );
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//get lowest value
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token = COM_Parse( text_p );
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//get highest value
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token = COM_Parse( text_p );
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//get probability
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token = COM_Parse( text_p );
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continue;
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}
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animSounds->keyFrame = animations[animNum].firstFrame;
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// Get offset to frame within sequence
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token = COM_Parse( text_p );
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if ( !token )
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{
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break;
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}
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animSounds->keyFrame += atoi( token );
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//get soundstring
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token = COM_Parse( text_p );
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if ( !token )
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{
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break;
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}
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strcpy(soundString, token);
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//get lowest value
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token = COM_Parse( text_p );
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if ( !token )
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{//WARNING! BAD TABLE!
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break;
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}
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lowestVal = atoi( token );
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//get highest value
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token = COM_Parse( text_p );
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if ( !token )
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{//WARNING! BAD TABLE!
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break;
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}
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highestVal = atoi( token );
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//Now precache all the sounds
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//NOTE: If we can be assured sequential handles, we can store sound indices
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// instead of strings, unfortunately, if these sounds were previously
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// registered, we cannot be guaranteed sequential indices. Thus an array
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if(lowestVal && highestVal)
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{
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for ( n = lowestVal, num = 0; n <= highestVal && num < MAX_RANDOM_ANIMSOUNDS; n++, num++ )
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{
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animSounds->soundIndex[num] = trap_S_RegisterSound( va( soundString, n ) );
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}
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animSounds->numRandomAnimSounds = num - 1;
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}
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else
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{
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animSounds->soundIndex[0] = trap_S_RegisterSound( va( soundString ) );
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#ifndef FINAL_BUILD
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if ( !animSounds->soundIndex[0] )
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{//couldn't register it - file not found
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Com_Printf( S_COLOR_RED "ParseAnimationSndBlock: sound %s does not exist (animsound.cfg %s)!\n", soundString, filename );
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}
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#endif
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animSounds->numRandomAnimSounds = 0;
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}
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//get probability
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token = COM_Parse( text_p );
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if ( !token )
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{//WARNING! BAD TABLE!
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break;
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}
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animSounds->probability = atoi( token );
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++animSounds;
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++*i;
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}
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}
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/*
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======================
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CG_ParseAnimationSndFile
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Read a configuration file containing animation sounds
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models/players/munro/animsounds.cfg, etc
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This file's presence is not required
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======================
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*/
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static int CG_ParseAnimationSndFile( const char *filename, int animFileIndex )
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{
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char *text_p;
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int len;
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char *token;
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char text[20000];
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fileHandle_t f;
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int i, j, upper_i, lower_i;
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animsounds_t *lowerAnimSounds;
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animsounds_t *upperAnimSounds;
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animation_t *animations;
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/*if ( knownAnimFileSets[animFileIndex].soundsCached )
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{//already cached this one
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return;
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}*/
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for ( i = 0; i < cg_numSndAnims; i++ ) {
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if ( !Q_stricmp( filename, cg_animsSndList[i].animSndFileRoute ) ) {
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return i;
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}
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}
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//Mark this anim set so that we know we tried to load he sounds, don't care if the load failed
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//knownAnimFileSets[animFileIndex].soundsCached = qtrue;
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animations = cg_animsList[animFileIndex].animations;
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lowerAnimSounds = cg_animsSndList[cg_numSndAnims].lowerAnimSounds;
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upperAnimSounds = cg_animsSndList[cg_numSndAnims].upperAnimSounds;
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//initialize anim sound array
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for(i = 0; i < MAX_ANIM_SOUNDS; i++)
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{
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upperAnimSounds[i].numRandomAnimSounds = 0;
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lowerAnimSounds[i].numRandomAnimSounds = 0;
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for(j = 0; j < MAX_RANDOM_ANIMSOUNDS; j++)
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{
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upperAnimSounds[i].soundIndex[j] = -1;
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lowerAnimSounds[i].soundIndex[j] = -1;
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}
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}
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// load the file
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len = trap_FS_FOpenFile( filename, &f, FS_READ );
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if ( len <= 0 )
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{//no file
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return -1;
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}
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if ( len >= sizeof( text ) - 1 )
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{
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CG_Printf( "File %s too long\n", filename );
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return -1;
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}
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trap_FS_Read( text, len, f );
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text[len] = 0;
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trap_FS_FCloseFile( f );
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// parse the text
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text_p = text;
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upper_i =0;
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lower_i =0;
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// read information for batches of sounds (UPPER or LOWER)
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while ( 1 )
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{
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// Get base frame of sequence
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token = COM_Parse( &text_p );
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if ( !token || !token[0] )
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{
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break;
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}
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if ( !Q_stricmp(token,"UPPERSOUNDS") ) // A batch of upper sounds
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{
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ParseAnimationSndBlock( filename, upperAnimSounds, animations, &upper_i, &text_p );
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}
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else if ( !Q_stricmp(token,"LOWERSOUNDS") ) // A batch of lower sounds
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{
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ParseAnimationSndBlock( filename, lowerAnimSounds, animations, &lower_i, &text_p );
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}
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}
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i = cg_numSndAnims;
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cg_numSndAnims++;
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return i;
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}
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/*
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=============================================================================
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MODEL SCRIPT LOADING
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=============================================================================
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*/
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/*
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======================
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CG_ParseAnimationFile
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Read a configuration file containing animation coutns and rates
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models/players_rpgx/munro/animation.cfg, etc
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TiM: Small modification. Based on the nuber of animations parsed,
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this will return an index to the cell in the global animation array
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where the relevant animation data is kept. Based on both the JKA concept and the EF method
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of caching assets, this is far more efficient since it means that if two people use models
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with the same body models using the same animation data, the anim data will ony need be loaded once :)
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A lot more efficient considering how many freakin more animations we introduced with this model system lol.
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======================
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*/
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//
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//static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) {
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static int CG_ParseAnimationFile( const char* filename/*, clientInfo_t *ci*/ ) {
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char *text_p, *prev;
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int len;
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int i;
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char *token;
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float fps;
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int skip;
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char text[20000];
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fileHandle_t f;
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animation_t *animations;
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//CG_Printf( "Anim is %s\n", filename );
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if ( cg_numAnims > 0 ) {
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for ( i = 0; i <= cg_numAnims; i++ ) {
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if ( !Q_stricmpn( cg_animsList[i].animFileRoute, filename, (int)strlen( filename ) ) ) { //We found a matching anim set
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//Com_Printf( S_COLOR_RED "Using index: %i\n", i );
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return i;
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}
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}
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}
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// load the file
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len = trap_FS_FOpenFile( filename, &f, FS_READ );
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if ( len <= 0 ) {
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CG_Printf( S_COLOR_RED "File %s not found\n", filename );
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return -1; //qfalse
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}
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if ( len >= sizeof( text ) - 1 ) {
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CG_Printf( S_COLOR_RED "File %s too long\n", filename );
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return -1; //qfalse
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}
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trap_FS_Read( text, len, f );
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text[len] = 0;
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trap_FS_FCloseFile( f );
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//animations = ci->animations;
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animations = cg_animsList[cg_numAnims].animations;
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//copy the file name to the gloabl anims array. It doesn't matter
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//if it returns false, since the same cell will be flushed on the next call then.
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memset( cg_animsList[cg_numAnims].animFileRoute, 0, MAX_QPATH );
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Q_strncpyz( cg_animsList[cg_numAnims].animFileRoute, filename, MAX_QPATH );
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|
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//flush the anims
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memset( animations, 0, sizeof( animations ) );
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// parse the text
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text_p = text;
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skip = 0; // quite the compiler warning
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/*
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ci->footsteps = FOOTSTEP_NORMAL;
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VectorClear( ci->headOffset );
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ci->gender = GENDER_MALE;
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Q_strncpyz(ci->soundPath, ci->modelName, sizeof(ci->soundPath));*/
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// read optional parameters
|
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while ( 1 ) {
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prev = text_p; // so we can unget
|
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token = COM_Parse( &text_p );
|
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if ( !token ) {
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break;
|
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}
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/*if ( !Q_stricmp( token, "footsteps" ) ) {
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token = COM_Parse( &text_p );
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if ( !token ) {
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break;
|
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}
|
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if ( !Q_stricmp( token, "default" ) || !Q_stricmp( token, "normal" ) ) {
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ci->footsteps = FOOTSTEP_NORMAL;
|
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} else if ( !Q_stricmp( token, "borg" ) ) {
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ci->footsteps = FOOTSTEP_BORG;
|
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} else if ( !Q_stricmp( token, "reaver" ) ) {
|
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ci->footsteps = FOOTSTEP_REAVER;
|
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} else if ( !Q_stricmp( token, "species" ) ) {
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ci->footsteps = FOOTSTEP_SPECIES;
|
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} else if ( !Q_stricmp( token, "warbot" ) ) {
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ci->footsteps = FOOTSTEP_WARBOT;
|
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} else if ( !Q_stricmp( token, "boot" ) ) {
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ci->footsteps = FOOTSTEP_BOOT;
|
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} else if ( !Q_stricmp( token, "flesh" ) ) { // Old Q3 defaults, for compatibility. -PJL
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ci->footsteps = FOOTSTEP_SPECIES;
|
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} else if ( !Q_stricmp( token, "mech" ) ) { // Ditto
|
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ci->footsteps = FOOTSTEP_BORG;
|
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} else if ( !Q_stricmp( token, "energy" ) ) { // Ditto
|
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ci->footsteps = FOOTSTEP_BORG;
|
||
} else {
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CG_Printf( "Bad footsteps parm in %s: %s\n", filename, token );
|
||
}
|
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continue;
|
||
} else if ( !Q_stricmp( token, "headoffset" ) ) {
|
||
for ( i = 0 ; i < 3 ; i++ ) {
|
||
token = COM_Parse( &text_p );
|
||
if ( !token ) {
|
||
break;
|
||
}
|
||
ci->headOffset[i] = atof( token );
|
||
}
|
||
continue;
|
||
} else if ( !Q_stricmp( token, "sex" ) ) {
|
||
token = COM_Parse( &text_p );
|
||
if ( !token ) {
|
||
break;
|
||
}
|
||
if ( token[0] == 'f' || token[0] == 'F' ) {
|
||
ci->gender = GENDER_FEMALE;
|
||
} else if ( token[0] == 'n' || token[0] == 'N' ) {
|
||
ci->gender = GENDER_NEUTER;
|
||
} else {
|
||
ci->gender = GENDER_MALE;
|
||
}
|
||
continue;
|
||
} else if ( !Q_stricmp( token, "soundpath" ) ) {
|
||
token = COM_Parse( &text_p );
|
||
if ( !token ) {
|
||
break;
|
||
}
|
||
Q_strncpyz(ci->soundPath,token,sizeof (ci->soundPath) );
|
||
continue;
|
||
} */
|
||
|
||
// if it is a number, start parsing animations
|
||
if ( token[0] >= '0' && token[0] <= '9' ) {
|
||
text_p = prev; // unget the token
|
||
break;
|
||
}
|
||
Com_Printf( "unknown token '%s' is %s\n", token, filename );
|
||
}
|
||
|
||
// read information for each frame
|
||
for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) {
|
||
|
||
token = COM_Parse( &text_p );
|
||
if ( !token ) {
|
||
break;
|
||
}
|
||
animations[i].firstFrame = atoi( token );
|
||
// leg only frames are adjusted to not count the upper body only frames
|
||
if ( i == LEGS_KNEEL1 ) { //LEGS_WALKCR
|
||
skip = animations[LEGS_KNEEL1].firstFrame - animations[TORSO_ACTIVATEMEDKIT1].firstFrame; //TORSO_GESTURE
|
||
}
|
||
if ( i >= LEGS_KNEEL1 ) {
|
||
animations[i].firstFrame -= skip;
|
||
}
|
||
|
||
token = COM_Parse( &text_p );
|
||
if ( !token ) {
|
||
break;
|
||
}
|
||
animations[i].numFrames = atoi( token );
|
||
|
||
token = COM_Parse( &text_p );
|
||
if ( !token ) {
|
||
break;
|
||
}
|
||
animations[i].loopFrames = atoi( token );
|
||
|
||
token = COM_Parse( &text_p );
|
||
if ( !token ) {
|
||
break;
|
||
}
|
||
fps = atof( token );
|
||
if ( fps == 0 ) {
|
||
fps = 1;
|
||
}
|
||
animations[i].frameLerp = 1000 / fps;
|
||
animations[i].initialLerp = 1000 / fps;
|
||
}
|
||
|
||
if ( i != MAX_ANIMATIONS ) {
|
||
CG_Printf( S_COLOR_RED "Error parsing animation file: %s", filename );
|
||
//return qfalse;
|
||
return -1;
|
||
}
|
||
|
||
//CG_Printf( S_COLOR_RED "Cached File: %s\n", cgs.animsList[cgs.numAnims].animFileRoute );
|
||
//return ++cg_numAnims;
|
||
|
||
i = cg_numAnims;
|
||
if ( cg_numAnims < MAX_CLIENTS ) {
|
||
cg_numAnims++; //offset for the next time :)
|
||
}
|
||
|
||
return i;
|
||
//return qtrue;
|
||
}
|
||
|
||
/*
|
||
======================
|
||
CG_InitModelData
|
||
by TiM
|
||
|
||
Initialize default values
|
||
in case the crazy modder
|
||
left out some of the keys.
|
||
|
||
In most cases, the fields
|
||
will just be left blank.
|
||
No point in using extra
|
||
resources if they weren't
|
||
specified.
|
||
======================
|
||
*/
|
||
|
||
static void CG_InitModelData( clientInfo_t *ci ) {
|
||
|
||
ci->holsterModel = 0;
|
||
ci->hasRanks = qfalse;
|
||
|
||
//initialize all model + skin data as 0, so it can be told if they don't get
|
||
//values assigned in the script parser, in which case we exit.
|
||
ci->headModel = 0;
|
||
ci->torsoModel = 0;
|
||
ci->legsModel = 0;
|
||
|
||
ci->headSkin = 0;
|
||
ci->headSkinBlink = 0; //doesn't matter if left 0; won't end the parser
|
||
ci->headSkinFrown = 0;
|
||
ci->headSkinFrownBlink = 0;
|
||
ci->torsoSkin = 0;
|
||
ci->legsSkin = 0;
|
||
|
||
//doesn't matter if left 0
|
||
ci->headBlinkTime.minSeconds = 0;
|
||
ci->headBlinkTime.maxSeconds = 0;
|
||
|
||
ci->nextTalkTime = 0;
|
||
ci->currentTalkSkin = 0;
|
||
|
||
ci->headSkinTalk[0] = 0;
|
||
ci->headSkinTalk[1] = 0;
|
||
ci->headSkinTalk[2] = 0;
|
||
ci->headSkinTalk[3] = 0;
|
||
|
||
//animation.cfg former inits
|
||
ci->footsteps = FOOTSTEP_NORMAL;
|
||
VectorClear( ci->headOffset );
|
||
ci->gender = GENDER_MALE;
|
||
Q_strncpyz(ci->soundPath, ci->charName, sizeof(ci->soundPath));
|
||
|
||
//set animIndex to -1. if still -1 at the end, we return false, coz we gotz no anims
|
||
ci->animIndex = -1;
|
||
ci->animSndIndex = -1;
|
||
|
||
memset( &ci->boltonTags, 0, sizeof(ci->boltonTags));
|
||
|
||
ci->isHazardModel = qfalse;
|
||
}
|
||
|
||
/*
|
||
=====================
|
||
CG_ParseSkinSetDataFile
|
||
by TiM
|
||
|
||
Parses a separate.skinset
|
||
file to get the skin data
|
||
for this model.
|
||
======================
|
||
*/
|
||
|
||
static qboolean CG_ParseSkinSetDataFile( clientInfo_t *ci, const char *skinSetFrame, const char *charName, const char *skinName )
|
||
{
|
||
char* skinStar;
|
||
char skinSetName[MAX_QPATH];
|
||
char skinSetRoute[MAX_QPATH];
|
||
char* token;
|
||
char* textPtr;
|
||
char buffer[5000];
|
||
int len;
|
||
fileHandle_t f;
|
||
int n, i;
|
||
|
||
if ( ( skinStar = strstr( skinSetFrame, "*" ) ) == NULL )
|
||
{
|
||
CG_Printf( S_COLOR_RED "ERROR: No '*' specified in model skin set!\n" );
|
||
return qfalse;
|
||
}
|
||
else
|
||
{
|
||
//star is at front
|
||
if ( skinStar == skinSetFrame )
|
||
{
|
||
skinStar++;
|
||
Com_sprintf( skinSetName, sizeof( skinSetName ), "%s%s", skinName, skinStar );
|
||
}
|
||
//star is at end
|
||
else if ((int)(skinStar - skinSetFrame)+1 == (int)strlen(skinSetFrame) )
|
||
{
|
||
Q_strncpyz( skinSetName, skinSetFrame, strlen( skinSetFrame ) );
|
||
Q_strcat( skinSetName, sizeof( skinSetName ), skinName );
|
||
}
|
||
else
|
||
{
|
||
CG_Printf( "ERROR: The '*' in %s must be on either the start or end, not the middle.\n", skinSetFrame );
|
||
return qfalse;
|
||
}
|
||
}
|
||
|
||
//CG_Printf( S_COLOR_RED "DEBUG: skinSetName = %s \n", skinSetName );
|
||
|
||
Com_sprintf( skinSetRoute, sizeof( skinSetRoute ), "models/players_rpgx/%s/%s.skinset", charName, skinSetName );
|
||
|
||
len = trap_FS_FOpenFile( skinSetRoute, &f, FS_READ );
|
||
|
||
if ( len <= 0 )
|
||
{
|
||
CG_Printf( S_COLOR_RED "ERROR: Could not open file: %s\n", skinSetRoute );
|
||
return qfalse;
|
||
}
|
||
|
||
if ( len > sizeof( buffer) - 1 )
|
||
{
|
||
CG_Printf( S_COLOR_RED "ERROR: Imported file is too big for buffer: %s. Len is %i\n", skinSetRoute, len );
|
||
return qfalse;
|
||
}
|
||
|
||
trap_FS_Read( buffer, len, f );
|
||
|
||
trap_FS_FCloseFile( f );
|
||
|
||
if ( !buffer[0] )
|
||
{
|
||
CG_Printf( S_COLOR_RED "ERROR: Could not import data from %s\n", skinSetRoute );
|
||
return qfalse;
|
||
}
|
||
|
||
buffer[len] = '\0';
|
||
|
||
textPtr = buffer;
|
||
|
||
token = COM_Parse( &textPtr );
|
||
|
||
if ( Q_stricmp( token, "{" ) )
|
||
{
|
||
CG_Printf( S_COLOR_RED "ERROR: Skinset %s did not start with a '{'\n", skinSetRoute );
|
||
return qfalse;
|
||
}
|
||
else
|
||
{
|
||
while ( 1 )
|
||
{ //while we don't hit the closing brace
|
||
|
||
token = COM_Parse( &textPtr ); //parse
|
||
if ( !token[0] ) { //error check
|
||
break;
|
||
}
|
||
|
||
//head skin when blinking
|
||
//must be before headskin, or the damn thing will think the two are the same :P
|
||
if ( !Q_stricmp( token, "headSkinBlink" ) ) {
|
||
if ( COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
|
||
if ( !cg_noBlinkingHeads.integer ) {
|
||
ci->headSkinBlink = trap_R_RegisterSkin( token );
|
||
|
||
//We'll alert them, but not cancel the loop
|
||
if ( !ci->headSkinBlink )
|
||
Com_Printf( S_COLOR_RED "WARNING: Couldn't load headSkinBlink: %s\n", token);
|
||
}
|
||
|
||
continue;
|
||
}
|
||
|
||
//head blink time
|
||
else if ( !Q_stricmpn( token, "headBlinkTime", 13 ) ) {
|
||
//Done this way so we know we got two valid args b4 proceeding
|
||
if ( COM_ParseInt( &textPtr, &n ) ) { //first arg
|
||
SkipRestOfLine( &textPtr );
|
||
continue;
|
||
}
|
||
|
||
if ( COM_ParseInt( &textPtr, &i ) ) { //2nd arg
|
||
SkipRestOfLine( &textPtr );
|
||
continue;
|
||
}
|
||
|
||
//Bug: if the stupid n00b of a modder made
|
||
//the minimum time larger than the max time >.<
|
||
if ( n > i )
|
||
{
|
||
Com_Printf( S_COLOR_RED "ERROR: Minimum blink time was larger than maximum blink time.\n" );
|
||
continue;
|
||
}
|
||
|
||
if ( !cg_noBlinkingHeads.integer ) {
|
||
ci->headBlinkTime.minSeconds = n;
|
||
ci->headBlinkTime.maxSeconds = i;
|
||
}
|
||
continue;
|
||
}
|
||
|
||
else if ( !Q_stricmpn( token, "headSkinFrownBlink", 18 ) ) {
|
||
if ( COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
|
||
if ( !cg_noFrowningHeads.integer ) {
|
||
ci->headSkinFrownBlink = trap_R_RegisterSkin( token );
|
||
|
||
if ( !ci->headSkinFrownBlink )
|
||
Com_Printf( S_COLOR_RED "WARNING: Was unable to load frown blink skin: %s\n", token );
|
||
}
|
||
|
||
continue;
|
||
}
|
||
|
||
else if ( !Q_stricmpn( token, "headSkinFrown", 13 ) ) {
|
||
if ( COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
|
||
//Only cache if we want to
|
||
if ( !cg_noFrowningHeads.integer ) {
|
||
ci->headSkinFrown = trap_R_RegisterSkin( token );
|
||
}
|
||
|
||
if ( !cg_noFrowningHeads.integer && !ci->headSkinFrown ) {
|
||
Com_Printf( S_COLOR_RED "WARNING: Couldn't load frowning skin: %s\n", token );
|
||
}
|
||
continue;
|
||
}
|
||
|
||
else if ( !Q_stricmpn( token, "torsoSkin", 9 ) ) {
|
||
if (COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
|
||
ci->torsoSkin = trap_R_RegisterSkin( token );
|
||
if (!ci->torsoSkin ) {
|
||
Com_Printf( S_COLOR_RED "ERROR: Couldn't load torsoSkin: %s\n", token);
|
||
}
|
||
continue;
|
||
}
|
||
|
||
else if ( !Q_stricmpn( token, "legsSkin", 8 ) ) {
|
||
if (COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
|
||
ci->legsSkin = trap_R_RegisterSkin( token );
|
||
if (!ci->legsSkin ) {
|
||
Com_Printf( S_COLOR_RED "ERROR: Couldn't load legsSkin: %s\n", token);
|
||
}
|
||
continue;
|
||
}
|
||
|
||
else if ( !Q_stricmpn( token, "headSkinTalk", 12 ) && !cg_noTalkingHeads.integer ) {
|
||
|
||
token = COM_Parse( &textPtr ); //parse
|
||
if ( !token[0] ) { //error check
|
||
break;
|
||
}
|
||
|
||
// if we found no {, then scrub the whole thing
|
||
if ( Q_stricmpn( token, "{", 1 ) ) {
|
||
continue;
|
||
}
|
||
else {
|
||
i = 0;
|
||
while ( 1 ) {
|
||
token = COM_Parse( &textPtr ); //parse
|
||
if ( !token[0] ) { //error check
|
||
break;
|
||
}
|
||
|
||
ci->headSkinTalk[i] = trap_R_RegisterSkin( token );
|
||
if ( !ci->headSkinTalk[i] ) {
|
||
Com_Printf( S_COLOR_RED "ERROR: Unable to parse headSkinTalk file: %s\n", token );
|
||
break;
|
||
}
|
||
i++;
|
||
|
||
//Com_Printf("Registered Skin: %i\n", i);
|
||
|
||
if ( !Q_stricmpn( token, "}", 1) ) {
|
||
break;
|
||
}
|
||
|
||
if ( i >= MAX_TALK_SKINS ) {
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
continue;
|
||
}
|
||
//head skin
|
||
else if ( !Q_stricmpn( token, "headSkin", 8 ) ) {
|
||
if ( COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
|
||
ci->headSkin = trap_R_RegisterSkin( token );
|
||
if ( !ci->headSkin ) {
|
||
Com_Printf( S_COLOR_RED "ERROR: Couldn't load headSkin: %s\n", token );
|
||
return qfalse;
|
||
}
|
||
continue;
|
||
}
|
||
|
||
if ( !Q_stricmpn( token, "}", 1) ) {
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
return qtrue;
|
||
}
|
||
|
||
|
||
/*
|
||
======================
|
||
CG_ParseModelDataFile
|
||
by TiM
|
||
|
||
Reads in the .model file
|
||
needed to put together
|
||
a character model.
|
||
======================
|
||
*/
|
||
static qboolean CG_ParseModelDataFile( clientInfo_t *ci, const char *charName,
|
||
const char *modelName, const char *skinName ) {
|
||
fileHandle_t file;
|
||
int file_len;
|
||
char charText[20000];
|
||
char *textPtr;
|
||
char fileName[MAX_QPATH];
|
||
//char animPath[MAX_QPATH];
|
||
int i, n;
|
||
char *token;
|
||
char legsFileRoute[MAX_QPATH];
|
||
char animSndFileRoute[MAX_QPATH];
|
||
qboolean skinSetFound=qfalse;
|
||
//size_t strLen;
|
||
|
||
//create the file route
|
||
Com_sprintf( fileName, sizeof(fileName), "models/players_rpgx/%s/%s.model", charName, modelName);
|
||
|
||
//Okay... gotta get the hang of ANSI C text parsing >.<
|
||
//first... I guess load the file
|
||
file_len = trap_FS_FOpenFile( fileName, &file, FS_READ );
|
||
//Error handle
|
||
//if length was 0, ie file not found or was empty
|
||
if (file_len <= 0 ) {
|
||
return qfalse;
|
||
}
|
||
//Another error... if text is WAY bigger than our available buffer O_O
|
||
if ( file_len >= sizeof( charText ) - 1 ) {
|
||
Com_Printf( S_COLOR_RED "Model Data File %s too long... WAY too long\n", fileName );
|
||
return qfalse;
|
||
}
|
||
|
||
//initialize the buffer
|
||
memset( charText, 0, sizeof( charText ) );
|
||
|
||
//read data into char array
|
||
//i guess we use a char array so we can actually specify size/width.
|
||
trap_FS_Read( charText, file_len, file );
|
||
//I guess this is needed to mark the EOF.
|
||
charText[file_len] = 0;
|
||
//Free memory. Close Files
|
||
trap_FS_FCloseFile( file );
|
||
|
||
//default values if needed
|
||
CG_InitModelData( ci );
|
||
|
||
//Used to just clear any previous parse temp data
|
||
COM_BeginParseSession();
|
||
|
||
//transfer our data from a char array to a char ptr.
|
||
//needed for the parsing func methinks
|
||
textPtr = charText;
|
||
|
||
token = COM_Parse( &textPtr ); //COM_Parse seems to work by splitting up each line of text by the spaces,
|
||
//and then removes that chunk from the original
|
||
//Okay, we should have the beginning variable first... which should be a '{'
|
||
|
||
//from the looks of this, I think we have to do this after
|
||
//every parse call. O_O
|
||
if ( !token[0] ) {
|
||
Com_Printf( S_COLOR_RED "No data found in model data buffer!\n");
|
||
return qfalse;
|
||
}
|
||
|
||
if ( Q_stricmp(token, "{" ) ) {
|
||
Com_Printf(S_COLOR_RED "Missing { in %s\n", fileName);
|
||
return qfalse;
|
||
}
|
||
|
||
while ( 1 ) {
|
||
token = COM_Parse( &textPtr );
|
||
|
||
if (!token[0] || !token ) { //we've hit the end of the file. w00t! exit!
|
||
break;
|
||
}
|
||
|
||
//if we randomly find a brace in here (ie a sub-struct that may have no header)
|
||
//just skip it. :P
|
||
if ( !Q_stricmpn( token, "{", 1 ) ) {
|
||
SkipBracedSection ( &textPtr );
|
||
}
|
||
|
||
if ( !Q_stricmpn( token, "animsConfig", 11 ) ) {
|
||
if( COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
|
||
ci->animIndex = CG_ParseAnimationFile( token );
|
||
|
||
//no valid anim file found. Don't give up hope though.
|
||
//We have a backup resort at the end if need be. :)
|
||
if ( ci->animIndex == -1 ) {
|
||
Com_Printf( S_COLOR_RED "WARNING: Was unable to load file %s.\n", token );
|
||
}
|
||
|
||
continue;
|
||
}
|
||
|
||
//anim sounds config file
|
||
else if ( !Q_stricmpn( token, "animSoundsConfig", 16 ) ) {
|
||
if ( COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
|
||
//check to see if we have a valid animlist we can sync these
|
||
//sounds to. if not, we'll put the file route asside, and
|
||
//try again at the end.
|
||
if ( ci->animIndex >= 0 ) {
|
||
ci->animSndIndex = CG_ParseAnimationSndFile( token, ci->animIndex );
|
||
|
||
if ( ci->animSndIndex == -1 ) {
|
||
Com_Printf( S_COLOR_RED "WARNING: Unable to load file: %s\n", token );
|
||
}
|
||
}
|
||
else {
|
||
Q_strncpyz( animSndFileRoute, token, sizeof( animSndFileRoute ) );
|
||
}
|
||
|
||
continue;
|
||
}
|
||
|
||
//character's legs model
|
||
else if ( !Q_stricmpn( token, "legsModel", 9 ) ) {
|
||
|
||
if( COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
|
||
ci->legsModel = trap_R_RegisterModel( token );
|
||
if (!ci->legsModel) {
|
||
Com_Printf( S_COLOR_RED "ERROR: Unable to load legs model: %s\n", token);
|
||
return qfalse;
|
||
}
|
||
|
||
//if loaded no anims yet, copy the legs route to this variable,
|
||
//and we'll try again at the end of the function
|
||
//if ( ci->animIndex == -1 ) {
|
||
Q_strncpyz( legsFileRoute, token, sizeof( legsFileRoute ) );
|
||
//} Actually. just copy it regardless. Just in case
|
||
|
||
continue;
|
||
}
|
||
|
||
//character's torso model
|
||
else if ( !Q_stricmpn( token, "torsoModel", 10 ) ) {
|
||
if( COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
ci->torsoModel = trap_R_RegisterModel( token );
|
||
//Com_Printf("Torsomodel passed as %s, %i\n", token, (int)ci->torsoModel);
|
||
|
||
if (!ci->torsoModel) {
|
||
Com_Printf( S_COLOR_RED "ERROR: Unable to load torso model: %s\n", token);
|
||
return qfalse;
|
||
}
|
||
continue;
|
||
}
|
||
|
||
//character's headmodel
|
||
else if ( !Q_stricmpn( token, "headModel", 9 ) ) {
|
||
|
||
//return true = no extra text found on this line - bad! O_O!
|
||
if( COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
|
||
ci->headModel = trap_R_RegisterModel( token );
|
||
if (!ci->headModel) {
|
||
Com_Printf( S_COLOR_RED "ERROR: Unable to load head model: %s\n", token);
|
||
return qfalse;
|
||
}
|
||
continue;
|
||
}
|
||
|
||
//holster model (basically just a null md3 with 2 tags: one for phaser, other for tric)
|
||
else if ( !Q_stricmpn( token, "holsterModel", 12 ) ) {
|
||
|
||
if( COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
|
||
ci->holsterModel = trap_R_RegisterModel( token );
|
||
|
||
//You'd hope like hell this will never happen. :P
|
||
if (!ci->holsterModel) {
|
||
Com_Printf( S_COLOR_RED "ERROR: Unable to load holster model: %s\n", token);
|
||
return qfalse;
|
||
}
|
||
continue;
|
||
}
|
||
|
||
// Custom bolton models... oi O_o
|
||
else if ( !Q_stricmpn( token, "boltonModels", 12 ) ) {
|
||
//needed coz '{' could also be on next line
|
||
token = COM_Parse( &textPtr );
|
||
if ( !token[0] ) { //if that was it
|
||
break;
|
||
} else { //else, if next character is '{'
|
||
if ( !Q_stricmpn( token, "{", 1 ) ) {
|
||
token = COM_Parse( &textPtr );
|
||
if ( !token[0] ) {
|
||
break;
|
||
}
|
||
//loop till we hit the end of the brackets
|
||
i = 0;
|
||
|
||
while ( Q_stricmp( token, "}" ) ) {
|
||
if ( !Q_stricmpn( token, "BOLTON_", 7 ) ) {
|
||
|
||
ci->boltonTags[i].modelBase = GetIDForString( BoltonTable, token );
|
||
|
||
if( COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
|
||
if (!Q_stricmpn( token, "tag_", 4 ) ) {
|
||
Q_strncpyz(ci->boltonTags[i].tagName, token, sizeof (ci->boltonTags[i].tagName) );
|
||
|
||
if( COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
ci->boltonTags[i].tagModel = trap_R_RegisterModel( token );
|
||
|
||
if (!ci->boltonTags[i].tagModel) {
|
||
Com_Printf( S_COLOR_RED "WARNING: Unable to load bolton model: %s\n", token);
|
||
}
|
||
|
||
i++;
|
||
|
||
if (i > MAX_BOLTONS -1) {
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
//Com_Printf("Index: %i, Name: %s, Handle: %i\n", ci->boltonTags[ci->numBoltOns].modelBase, ci->boltonTags[ci->numBoltOns].tagName, ci->boltonTags[ci->numBoltOns].tagModel );
|
||
token = COM_Parse( &textPtr );
|
||
if ( !token[0] ) {
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
//whether char is allowed to wear ranks
|
||
else if ( !Q_stricmpn( token, "hasRanks", 8 ) ) {
|
||
if (COM_ParseInt(&textPtr, &n ) ) {
|
||
continue;
|
||
}
|
||
if ( n > 0 )
|
||
ci->hasRanks = qtrue;
|
||
else
|
||
ci->hasRanks = qfalse;
|
||
continue;
|
||
}
|
||
|
||
//player footsteps.
|
||
//FIXME: Is it possible to make these things dynamic, so we can
|
||
//put in our own footstep sounds?
|
||
/*else if ( !Q_stricmp( token, "footsteps" ) ) {
|
||
token = COM_Parse( &textPtr );
|
||
if ( !token ) {
|
||
break;
|
||
}
|
||
if ( !Q_stricmp( token, "default" ) || !Q_stricmp( token, "normal" ) ) {
|
||
ci->footsteps = FOOTSTEP_NORMAL;
|
||
} else if ( !Q_stricmp( token, "borg" ) ) {
|
||
ci->footsteps = FOOTSTEP_BORG;
|
||
} else if ( !Q_stricmp( token, "reaver" ) ) {
|
||
ci->footsteps = FOOTSTEP_REAVER;
|
||
} else if ( !Q_stricmp( token, "species" ) ) {
|
||
ci->footsteps = FOOTSTEP_SPECIES;
|
||
} else if ( !Q_stricmp( token, "warbot" ) ) {
|
||
ci->footsteps = FOOTSTEP_WARBOT;
|
||
} else if ( !Q_stricmp( token, "boot" ) ) {
|
||
ci->footsteps = FOOTSTEP_BOOT;
|
||
} else if ( !Q_stricmp( token, "flesh" ) ) { // Old Q3 defaults, for compatibility. -PJL
|
||
ci->footsteps = FOOTSTEP_SPECIES;
|
||
} else if ( !Q_stricmp( token, "mech" ) ) { // Ditto
|
||
ci->footsteps = FOOTSTEP_BORG;
|
||
} else if ( !Q_stricmp( token, "energy" ) ) { // Ditto
|
||
ci->footsteps = FOOTSTEP_BORG;
|
||
} else {
|
||
CG_Printf( "Bad footsteps parm in %s: %s\n", fileName, token );
|
||
}
|
||
continue;
|
||
} */
|
||
|
||
//offset for player head in the scoreboard or whatever
|
||
else if ( !Q_stricmp( token, "headoffset" ) ) {
|
||
for ( i = 0 ; i < 3 ; i++ ) {
|
||
token = COM_Parse( &textPtr );
|
||
if ( !token ) {
|
||
break;
|
||
}
|
||
ci->headOffset[i] = atof( token );
|
||
}
|
||
continue;
|
||
}
|
||
|
||
//what gender the character is
|
||
else if ( !Q_stricmpn( token, "sex", 3 ) ) {
|
||
if (COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
if ( token[0] == 'f' || token[0] == 'F' ) {
|
||
ci->gender = GENDER_FEMALE;
|
||
} else if ( token[0] == 'n' || token[0] == 'N' ) {
|
||
ci->gender = GENDER_NEUTER;
|
||
} else {
|
||
ci->gender = GENDER_MALE;
|
||
}
|
||
continue;
|
||
}
|
||
|
||
//file path to model sound files
|
||
else if ( !Q_stricmpn( token, "soundPath", 9 ) ) {
|
||
if (COM_ParseString( &textPtr, &token ) ){
|
||
continue;
|
||
}
|
||
|
||
Q_strncpyz( ci->soundPath, token, sizeof(ci->soundPath) );
|
||
continue;
|
||
}
|
||
|
||
//TiM - The skinset is defined
|
||
else if ( !Q_stricmpn( token, "skinSet", 7 ) ) {
|
||
if ( COM_ParseString( &textPtr, &token ) ) {
|
||
continue;
|
||
}
|
||
|
||
if ( CG_ParseSkinSetDataFile( ci, token, charName, skinName ) )
|
||
{
|
||
skinSetFound = qtrue;
|
||
}
|
||
|
||
continue;
|
||
}
|
||
}
|
||
|
||
//if any of the models or skins were left blank, then output false. Coz we need them. :P
|
||
if (!ci->headModel || !ci->torsoModel || !ci->legsModel ) {
|
||
Com_Printf( S_COLOR_RED "One or more necessary model files weren't loaded from %s\n", fileName );
|
||
return qfalse;
|
||
}
|
||
|
||
if ( !skinSetFound )
|
||
{
|
||
if ( !CG_ParseSkinSetDataFile( ci, va("%s_*", modelName, skinName ), charName, skinName ) )
|
||
{
|
||
CG_Printf( S_COLOR_RED "ERROR: Tried loading default skin set, however it failed.\n");
|
||
}
|
||
}
|
||
|
||
if (!ci->headSkin || !ci->torsoSkin || !ci->legsSkin ) {
|
||
|
||
Com_Printf( S_COLOR_RED "One or more necessary skin files weren't loaded from %s\n", fileName );
|
||
return qfalse;
|
||
}
|
||
|
||
//if modder specified no animations file route, or they did, and it sucked (ie -1 ),
|
||
//Then try looking for one in the same directory as the lower.mdr file
|
||
|
||
//k... the goal of this is to take a string like
|
||
//models/players_rpgx/crewman_male/lower.mdr
|
||
//and turn it into
|
||
//models/players_rpgx/crewman_male/animation.cfg
|
||
|
||
if ( ci->animIndex == -1 && strlen( legsFileRoute ) > 0 ) {
|
||
//get length of file route
|
||
i = (int)strlen(legsFileRoute);
|
||
|
||
while( 1 ) {
|
||
//if we looped all the way to the end.... ie BAD
|
||
if (i <= 0) {
|
||
//we obviously have no animation directory :(
|
||
Com_Printf(S_COLOR_RED "ERROR: Was unable to calculate location of animation.cfg for %s\n", fileName);
|
||
return qfalse;
|
||
}
|
||
|
||
//if this is the first '/' we come across from going from the end to the start
|
||
if (legsFileRoute[i] == '/' ) {
|
||
//copy i bytes of data from token to animpath (effectively giving us the route, with no file)
|
||
Q_strncpyz(legsFileRoute, legsFileRoute, (i = i + 2 )); //+2 for the null char these things auto assign at the end... i think
|
||
break; //won't work without it anyway :P
|
||
}
|
||
i--;
|
||
}
|
||
|
||
//add animation.cfg to the end of the string
|
||
Q_strcat(legsFileRoute, sizeof(legsFileRoute), "animation.cfg");
|
||
|
||
//Com_Printf( S_COLOR_RED "WARNING: Failed to load animation file specified in model config, attempting to load %s\n", legsFileRoute );
|
||
|
||
//parse it ^_^
|
||
ci->animIndex = CG_ParseAnimationFile( legsFileRoute );
|
||
|
||
if ( ci->animIndex < 0 ) {
|
||
Com_Printf( "Tried loading anim data from location %s, however nothing was valid.\n", legsFileRoute );
|
||
return qfalse;
|
||
}
|
||
}
|
||
else {
|
||
if ( !legsFileRoute[0] ) {
|
||
Com_Printf( S_COLOR_RED "Couldn't load/locate any player animation data for player: %s.\n", charName );
|
||
return qfalse;
|
||
}
|
||
}
|
||
|
||
//We'll check again if we can load a sound config file after everything else
|
||
if ( ci->animSndIndex == -1 && animSndFileRoute[0] )
|
||
{
|
||
ci->animSndIndex = CG_ParseAnimationSndFile( animSndFileRoute, ci->animIndex );
|
||
|
||
if ( ci->animSndIndex == -1 ) {
|
||
Com_Printf( S_COLOR_RED "ERROR: Unable to load sound config file: %s.\n", animSndFileRoute );
|
||
}
|
||
}
|
||
|
||
ci->animsFlushed = qfalse;
|
||
|
||
//TiM: Cheap hack - let us specifically check for hazard models
|
||
if ( !Q_stricmp( modelName, "hazard" ) )
|
||
ci->isHazardModel = qtrue;
|
||
|
||
//holy fudgenuggets. after all that checking, we actually made it to the end and have a valid freaking
|
||
//model! OWNED!
|
||
return qtrue;
|
||
}
|
||
|
||
/*
|
||
=============================================================================
|
||
|
||
CLIENT INFO
|
||
|
||
=============================================================================
|
||
*/
|
||
|
||
/*
|
||
//This function has been rpg-x'ed<65>! (by J2J and fixed by RedTechie)
|
||
static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) {
|
||
char *text_p;
|
||
int len;
|
||
int i;
|
||
char *token;
|
||
// char aniname[255];
|
||
float fps;
|
||
int skip;
|
||
char text[20000];
|
||
// char text2[20000];
|
||
fileHandle_t f;
|
||
animation_t *animations;
|
||
|
||
//Com_Printf(S_COLOR_RED"MAX_ANIMATIONS = %i\n", MAX_ANIMATIONS); //not needed
|
||
|
||
animations = ci->animations;
|
||
|
||
// load the file
|
||
len = trap_FS_FOpenFile( filename, &f, FS_READ );
|
||
if ( len <= 0 ) {
|
||
return qfalse;
|
||
}
|
||
if ( len >= sizeof( text ) - 1 ) {
|
||
CG_Printf( "File %s too long\n", filename );
|
||
return qfalse;
|
||
}
|
||
trap_FS_Read( text, len, f );
|
||
text[len] = 0;
|
||
trap_FS_FCloseFile( f );
|
||
|
||
// parse the text
|
||
text_p = text;
|
||
skip = 0; // quite the compiler warning
|
||
|
||
//initialize anim array so that from 0 to MAX_ANIMATIONS, set default values of 0 1 0 100
|
||
for(i = 0; i < MAX_ANIMATIONS; i++)
|
||
{
|
||
animations[i].firstFrame = 0;
|
||
animations[i].numFrames = 0;
|
||
animations[i].loopFrames = -1;
|
||
animations[i].frameLerp = 100; //Before redtechie change 0
|
||
animations[i].initialLerp = 100;//Before redtechie change 0
|
||
}
|
||
|
||
while(1) {
|
||
|
||
token = COM_Parse( &text_p );
|
||
if ( !token || !token[0] ) {
|
||
break;
|
||
}
|
||
|
||
i = GetIDForString(animTable, token);
|
||
|
||
if(i == -1)
|
||
{
|
||
Com_Printf(S_COLOR_RED"WARNING: Unknown token %s in %s\n", token, filename);
|
||
continue;
|
||
}
|
||
|
||
token = COM_Parse( &text_p );
|
||
if ( !token ) {
|
||
break;
|
||
}
|
||
animations[i].firstFrame = atoi( token );
|
||
|
||
token = COM_Parse( &text_p );
|
||
if ( !token ) {
|
||
break;
|
||
}
|
||
animations[i].numFrames = atoi( token );
|
||
|
||
token = COM_Parse( &text_p );
|
||
if ( !token ) {
|
||
break;
|
||
}
|
||
|
||
animations[i].loopFrames = atoi( token );
|
||
|
||
token = COM_Parse( &text_p );
|
||
if ( !token ) {
|
||
break;
|
||
}
|
||
fps = atof( token );
|
||
|
||
//Com_Printf(S_COLOR_RED"INFO: fps = %s - %f\n", token, fps); //debug only
|
||
|
||
if ( fps == 0 )
|
||
{
|
||
fps = 1;//Don't allow divide by zero error
|
||
}
|
||
if ( fps < 0 )
|
||
{//backwards
|
||
animations[i].frameLerp = floor(1000.0f / fps);
|
||
}
|
||
else
|
||
{
|
||
animations[i].frameLerp = ceil(1000.0f / fps);
|
||
}
|
||
|
||
animations[i].initialLerp = ceil(1000.0f / fabs(fps));
|
||
|
||
}
|
||
return qtrue;
|
||
}
|
||
|
||
|
||
*/
|
||
/*
|
||
==========================
|
||
\CG_RegisterClientSkin
|
||
==========================
|
||
*/
|
||
/*
|
||
==========================
|
||
CG_RegisterClientSkin
|
||
==========================
|
||
*/
|
||
/*static qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *modelName, const char *skinName ) {
|
||
char filename[MAX_QPATH];
|
||
|
||
Com_sprintf( filename, sizeof( filename ), "models/players2/%s/lower_%s.skin", modelName, skinName );
|
||
ci->legsSkin = trap_R_RegisterSkin( filename );
|
||
|
||
Com_sprintf( filename, sizeof( filename ), "models/players2/%s/upper_%s.skin", modelName, skinName );
|
||
ci->torsoSkin = trap_R_RegisterSkin( filename );
|
||
|
||
Com_sprintf( filename, sizeof( filename ), "models/players2/%s/head_%s.skin", modelName, skinName );
|
||
ci->headSkin = trap_R_RegisterSkin( filename );
|
||
|
||
//Com_sprintf( filename, sizeof( filename ), "models/players2/%s/groups.cfg", modelName);
|
||
//strcpy(ci->race, BG_RegisterRace( filename ));
|
||
|
||
if ( !ci->legsSkin || !ci->torsoSkin || !ci->headSkin ) {
|
||
return qfalse;
|
||
}
|
||
|
||
return qtrue;
|
||
}*/
|
||
|
||
/*
|
||
==========================
|
||
CG_RegisterClientModelname
|
||
==========================
|
||
*/
|
||
static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *charName, const char *modelName, const char *skinName ) {
|
||
char filename[MAX_QPATH];
|
||
|
||
// load cmodels before models so filecache works
|
||
|
||
/*Com_sprintf( filename, sizeof( filename ), "models/players2/%s/lower.mdr", modelName );
|
||
ci->legsModel = trap_R_RegisterModel( filename );
|
||
if ( !ci->legsModel ) {
|
||
Com_sprintf( filename, sizeof( filename ), "models/players2/%s/lower.md3", modelName );
|
||
ci->legsModel = trap_R_RegisterModel( filename );
|
||
if ( !ci->legsModel ) {
|
||
Com_Printf( S_COLOR_RED"Failed to load model file %s\n", filename );
|
||
return qfalse;
|
||
}
|
||
}
|
||
Com_sprintf( filename, sizeof( filename ), "models/players2/%s/upper.mdr", modelName );
|
||
ci->torsoModel = trap_R_RegisterModel( filename );
|
||
if ( !ci->torsoModel ) {
|
||
Com_sprintf( filename, sizeof( filename ), "models/players2/%s/upper.md3", modelName );
|
||
ci->torsoModel = trap_R_RegisterModel( filename );
|
||
if ( !ci->torsoModel ) {
|
||
Com_Printf( "Failed to load model file %s\n", filename );
|
||
return qfalse;
|
||
}
|
||
}
|
||
|
||
Com_sprintf( filename, sizeof( filename ), "models/players2/%s/head.md3", modelName );
|
||
ci->headModel = trap_R_RegisterModel( filename );
|
||
if ( !ci->headModel ) {
|
||
Com_Printf( "Failed to load model file %s\n", filename );
|
||
return qfalse;
|
||
}
|
||
|
||
// if any skins failed to load, return failure
|
||
if ( !CG_RegisterClientSkin( ci, modelName, skinName ) ) {
|
||
Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName );
|
||
return qfalse;
|
||
}
|
||
|
||
// load the animations
|
||
Com_sprintf( filename, sizeof( filename ), "models/players2/%s/animation.cfg", modelName );
|
||
if ( !CG_ParseAnimationFile( filename, ci ) ) {\
|
||
Com_Printf( "Failed to load animation file %s\n", filename );
|
||
return qfalse;
|
||
}*/
|
||
|
||
if ( !CG_ParseModelDataFile( ci, charName, modelName, skinName) ) {
|
||
//Com_Printf( S_COLOR_RED "ERROR: Failed to parse .model file for character: %s/%s/%s\n", charName, modelName, skinName );
|
||
return qfalse;
|
||
}
|
||
|
||
/*Com_sprintf( filename, sizeof( filename ), "models/players2/%s/icon_%s.jpg", modelName, skinName );
|
||
ci->modelIcon = trap_R_RegisterShaderNoMip( filename );
|
||
if ( !ci->modelIcon ) {
|
||
Com_Printf( "Failed to load icon file: %s\n", filename );
|
||
return qfalse;
|
||
}*/
|
||
|
||
Com_sprintf( filename, sizeof( filename ), "models/players_rpgx/%s/model_icon.jpg", charName );
|
||
ci->modelIcon = trap_R_RegisterShaderNoMip( filename );
|
||
if ( !ci->modelIcon ) {
|
||
Com_Printf( S_COLOR_RED "ERROR: Failed to load icon file: %s\n", filename );
|
||
//return qfalse;
|
||
}
|
||
|
||
return qtrue;
|
||
}
|
||
|
||
/*
|
||
====================
|
||
CG_ColorFromString
|
||
====================
|
||
*/
|
||
/*static void CG_ColorFromString( const char *v, vec3_t color ) {
|
||
int val;
|
||
|
||
VectorClear( color );
|
||
|
||
val = atoi( v );
|
||
|
||
if ( val < 1 || val > 7 ) {
|
||
VectorSet( color, 1, 1, 1 );
|
||
return;
|
||
}
|
||
|
||
if ( val & 1 ) {
|
||
color[2] = 1.0f;
|
||
}
|
||
if ( val & 2 ) {
|
||
color[1] = 1.0f;
|
||
}
|
||
if ( val & 4 ) {
|
||
color[0] = 1.0f;
|
||
}
|
||
}*/
|
||
|
||
/*
|
||
===================
|
||
CG_LoadClientInfo
|
||
|
||
Load it now, taking the disk hits.
|
||
This will usually be deferred to a safe time
|
||
===================
|
||
*/
|
||
static void CG_LoadClientInfo( clientInfo_t *ci , int clientNum) {
|
||
const char *dir, *fallback;
|
||
int i;
|
||
const char *s;
|
||
char temp_string[200];
|
||
|
||
//if ( !CG_RegisterClientModelname( ci, ci->modelName, ci->skinName ) ) {
|
||
|
||
//Com_Printf("charName = %s, modelName = %s, skinName = %s\n", ci->charName, ci->modelName, ci->skinName);
|
||
if ( !CG_RegisterClientModelname( ci, ci->charName, ci->modelName, ci->skinName ) ) {
|
||
if ( cg_buildScript.integer ) {
|
||
CG_Error( "CG_RegisterClientModelname( %s/%s/%s ) failed", ci->charName, ci->modelName, ci->skinName );
|
||
}
|
||
|
||
Com_Printf( S_COLOR_RED "ERROR: Failed to parse .model file for character: %s/%s/%s\n", ci->charName, ci->modelName, ci->skinName );
|
||
|
||
if ( !CG_RegisterClientModelname( ci, ci->charName, DEFAULT_MODEL, ci->skinName ) )
|
||
{
|
||
if ( !CG_RegisterClientModelname( ci, cg_defaultChar.string, DEFAULT_MODEL, ci->skinName ) )
|
||
{
|
||
// fall back
|
||
if ( cgs.gametype >= GT_TEAM )
|
||
{
|
||
// keep skin name
|
||
if ( !CG_RegisterClientModelname( ci, DEFAULT_CHAR, DEFAULT_MODEL, ci->skinName ) ) {
|
||
CG_Error( "DEFAULT_CHAR / model /skin ( %s/%s/%s ) failed to register",
|
||
DEFAULT_CHAR, DEFAULT_MODEL, ci->skinName );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
if ( !CG_RegisterClientModelname( ci, cg_defaultChar.string, DEFAULT_MODEL, DEFAULT_SKIN ) )
|
||
{
|
||
if ( !CG_RegisterClientModelname( ci, DEFAULT_CHAR, DEFAULT_MODEL, DEFAULT_SKIN ) )
|
||
{
|
||
CG_Error( "DEFAULT_CHAR (%s) failed to register", DEFAULT_CHAR );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
// sounds
|
||
dir = ci->soundPath;
|
||
fallback = (ci->gender==GENDER_FEMALE)?"hm_female":"hm_male";
|
||
|
||
for ( i = 0 ; i < MAX_CUSTOM_SOUNDS ; i++ ) {
|
||
s = cg_customSoundNames[i];
|
||
if ( !s ) {
|
||
break;
|
||
}
|
||
ci->sounds[i] = trap_S_RegisterSound( va("sound/voice/%s/misc/%s", dir, s + 1) );
|
||
if ( !ci->sounds[i] ) {
|
||
ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", fallback, s + 1) );
|
||
}
|
||
}
|
||
|
||
ci->deferred = qfalse;
|
||
|
||
Com_sprintf(temp_string, sizeof(temp_string), "%s/%s/%s", ci->charName, ci->modelName, ci->skinName);
|
||
updateSkin(clientNum, temp_string);
|
||
|
||
// reset any existing players and bodies, because they might be in bad
|
||
// frames for this new model
|
||
for ( i = 0 ; i < MAX_GENTITIES ; i++ ) {
|
||
if ( cg_entities[i].currentState.clientNum == clientNum
|
||
&& cg_entities[i].currentState.eType == ET_PLAYER )
|
||
{
|
||
CG_ResetPlayerEntity( &cg_entities[i] );
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
// we need to check here to see if the clientinfo model variable is the same as the one that is in the
|
||
// clientinfo block. This is because it is possible for the server to change skins on us when we hit a CTF
|
||
// teamplay game where groups are defined.
|
||
// most of the time this will not hit
|
||
|
||
void updateSkin(int clientNum, char *new_model)
|
||
{
|
||
char model_string[200];
|
||
|
||
// create string to be checked against
|
||
trap_Cvar_VariableStringBuffer("model", model_string, sizeof(model_string) );
|
||
|
||
if (Q_stricmp(new_model, model_string) && cg.validPPS && (clientNum == cg.predictedPlayerState.clientNum))
|
||
{
|
||
trap_Cvar_Set_No_Modify ("model",new_model);
|
||
}
|
||
}
|
||
|
||
|
||
/*
|
||
======================
|
||
CG_CopyClientInfoModel
|
||
======================
|
||
*/
|
||
static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to ) {
|
||
//int i;
|
||
|
||
VectorCopy( from->headOffset, to->headOffset );
|
||
to->footsteps = from->footsteps;
|
||
to->gender = from->gender;
|
||
to->numTaunts = from->numTaunts;
|
||
|
||
to->legsModel = from->legsModel;
|
||
to->legsSkin = from->legsSkin;
|
||
to->torsoModel = from->torsoModel;
|
||
to->torsoSkin = from->torsoSkin;
|
||
to->headModel = from->headModel;
|
||
to->headSkin = from->headSkin;
|
||
to->modelIcon = from->modelIcon;
|
||
|
||
to->animIndex = from->animIndex;
|
||
to->animSndIndex = from->animSndIndex;
|
||
|
||
to->hasRanks = from->hasRanks;
|
||
|
||
//Blinking
|
||
if ( from->headSkinBlink ) {
|
||
to->headSkinBlink = from->headSkinBlink;
|
||
|
||
if ( from->headBlinkTime.maxSeconds > 0 ) {
|
||
//memcpy( to->headBlinkTime, from->headBlinkTime, sizeof( to->headBlinkTime ) );
|
||
to->headBlinkTime = from->headBlinkTime;
|
||
}
|
||
}
|
||
|
||
//Frowning/Blink Frowning
|
||
if ( from->headSkinFrown ) {
|
||
to->headSkinFrown = from->headSkinFrown;
|
||
|
||
if ( from->headSkinFrownBlink )
|
||
to->headSkinFrownBlink = from->headSkinFrownBlink;
|
||
}
|
||
|
||
//Copy over bolton info
|
||
/*if ( from->boltonTags[0].tagModel && from->boltonTags[0].tagName ) { //if there actually is bolton data...
|
||
for (i = 0; i < MAX_BOLTONS; i++ ) { //loop thru all of them
|
||
if ( from->boltonTags[i].tagModel && from->boltonTags[i].tagName ) { //only work on ones that actually have data.
|
||
to->boltonTags[i].modelBase = from->boltonTags[i].modelBase;
|
||
to->boltonTags[i].tagModel = from->boltonTags[i].tagModel;
|
||
Q_strncpyz( to->boltonTags[i].tagName, from->boltonTags[i].tagName, sizeof (to->boltonTags[i].tagName) );*/
|
||
memcpy( to->boltonTags, from->boltonTags, sizeof(to->boltonTags) );
|
||
// }
|
||
// }
|
||
// }
|
||
|
||
//Talking skin data
|
||
/*if ( from->headSkinTalk[0] ) {
|
||
for (i = 0; i < MAX_TALK_SKINS; i++ ) {
|
||
if ( from->headSkinTalk[i] ) {*/
|
||
memcpy( to->headSkinTalk, from->headSkinTalk, sizeof( to->headSkinTalk ) );
|
||
/* }
|
||
}
|
||
}*/
|
||
|
||
to->holsterModel = from->holsterModel;
|
||
|
||
Q_strncpyz( to->soundPath, from->soundPath, sizeof (to->soundPath) );
|
||
//memcpy( to->animations, from->animations, sizeof( to->animations ) );
|
||
//TiM : New animation method :)
|
||
to->animIndex = from->animIndex;
|
||
memcpy( to->sounds, from->sounds, sizeof( to->sounds ) );
|
||
|
||
to->isHazardModel = from->isHazardModel;
|
||
}
|
||
|
||
/*
|
||
======================
|
||
CG_ScanForExistingClientInfo
|
||
======================
|
||
*/
|
||
static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci ) {
|
||
int i;
|
||
clientInfo_t *match;
|
||
|
||
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
|
||
match = &cgs.clientinfo[ i ];
|
||
if ( !match->infoValid ) {
|
||
continue;
|
||
}
|
||
if ( match->deferred ) {
|
||
continue;
|
||
}
|
||
if ( !Q_stricmp(ci->charName, match->charName) && !Q_stricmp( ci->modelName, match->modelName )
|
||
&& !Q_stricmp( ci->skinName, match->skinName ) ) {
|
||
// this clientinfo is identical, so use it's handles
|
||
|
||
ci->deferred = qfalse;
|
||
|
||
CG_CopyClientInfoModel( match, ci );
|
||
|
||
return qtrue;
|
||
}
|
||
}
|
||
|
||
// nothing matches, so defer the load
|
||
return qfalse;
|
||
}
|
||
|
||
/*
|
||
======================
|
||
CG_SetDeferredClientInfo
|
||
|
||
We aren't going to load it now, so grab some other
|
||
client's info to use until we have some spare time.
|
||
======================
|
||
*/
|
||
static void CG_SetDeferredClientInfo( clientInfo_t *ci, int clientNum ) {
|
||
int i;
|
||
clientInfo_t *match;
|
||
|
||
// if we are in teamplay, only grab a model if the skin is correct
|
||
if ( cgs.gametype >= GT_TEAM ) {
|
||
// this is ONLY for optimization - it's exactly the same effect as CG_LoadClientInfo
|
||
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
|
||
match = &cgs.clientinfo[ i ];
|
||
if ( !match->infoValid ) {
|
||
continue;
|
||
}
|
||
if ( Q_stricmp( ci->skinName, match->skinName ) ) {
|
||
continue;
|
||
}
|
||
ci->deferred = qtrue;
|
||
CG_CopyClientInfoModel( match, ci );
|
||
return;
|
||
}
|
||
|
||
// load the full model, because we don't ever want to show
|
||
// an improper team skin. This will cause a hitch for the first
|
||
// player, when the second enters. Combat shouldn't be going on
|
||
// yet, so it shouldn't matter
|
||
CG_LoadClientInfo( ci, clientNum );
|
||
return;
|
||
}
|
||
|
||
// find the first valid clientinfo and grab its stuff
|
||
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
|
||
match = &cgs.clientinfo[ i ];
|
||
if ( !match->infoValid ) {
|
||
continue;
|
||
}
|
||
|
||
ci->deferred = qtrue;
|
||
CG_CopyClientInfoModel( match, ci );
|
||
return;
|
||
}
|
||
|
||
// we should never get here...
|
||
CG_Printf( "CG_SetDeferredClientInfo: no valid clients!\n" );
|
||
|
||
CG_LoadClientInfo( ci ,clientNum);
|
||
}
|
||
|
||
|
||
/*
|
||
======================
|
||
CG_NewClientInfo
|
||
======================
|
||
*/
|
||
void CG_NewClientInfo( int clientNum ) {
|
||
clientInfo_t *ci;
|
||
clientInfo_t newInfo;
|
||
const char *configstring;
|
||
const char *v;
|
||
char *model = NULL;
|
||
char *skin = NULL;
|
||
size_t len;
|
||
//int i;
|
||
|
||
ci = &cgs.clientinfo[clientNum];
|
||
|
||
configstring = CG_ConfigString( clientNum + CS_PLAYERS );
|
||
if ( !configstring[0] ) {
|
||
memset( ci, 0, sizeof( *ci ) );
|
||
return; // player just left
|
||
}
|
||
|
||
// build into a temp buffer so the defer checks can use
|
||
// the old value
|
||
memset( &newInfo, 0, sizeof( newInfo ) );
|
||
|
||
// isolate the player's name
|
||
v = Info_ValueForKey(configstring, "n");
|
||
Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) );
|
||
|
||
// colors
|
||
//v = Info_ValueForKey( configstring, "c1" );
|
||
//CG_ColorFromString( v, newInfo.color );
|
||
|
||
// bot skill
|
||
v = Info_ValueForKey( configstring, "skill" );
|
||
newInfo.botSkill = atoi( v );
|
||
|
||
// handicap
|
||
v = Info_ValueForKey( configstring, "hc" );
|
||
newInfo.handicap = atoi( v );
|
||
|
||
// wins
|
||
v = Info_ValueForKey( configstring, "w" );
|
||
newInfo.wins = atoi( v );
|
||
|
||
// losses
|
||
v = Info_ValueForKey( configstring, "l" );
|
||
newInfo.losses = atoi( v );
|
||
|
||
// team
|
||
v = Info_ValueForKey( configstring, "t" );
|
||
newInfo.team = atoi( v );
|
||
|
||
// playerclass
|
||
v = Info_ValueForKey( configstring, "p" );
|
||
newInfo.pClass = atoi( v );
|
||
|
||
// model
|
||
v = Info_ValueForKey( configstring, "model" );
|
||
if ( cg_forceModel.integer ) {
|
||
// forcemodel makes everyone use a single model
|
||
// to prevent load hitches
|
||
char charStr[MAX_QPATH];
|
||
char *model;
|
||
char *skin;
|
||
size_t len;
|
||
|
||
trap_Cvar_VariableStringBuffer( "model", charStr, sizeof( charStr ) );
|
||
if ( ( model = strchr( charStr, '/' ) ) == NULL) {
|
||
model = "main";
|
||
skin = "default";
|
||
} else {
|
||
*model = 0; //*model++ = 0;
|
||
len = strlen(model);
|
||
|
||
//if there was a slash, but no model afterwards
|
||
if ( !model || !model[1] ) {
|
||
model = "main";
|
||
}
|
||
|
||
if ( ( skin = strchr( model, '/' ) ) == NULL ) {
|
||
skin = "default";
|
||
} else {
|
||
*skin = 0; //*skin++ = 0;
|
||
|
||
if ( !skin || !skin[1] ) {
|
||
skin = "default";
|
||
}
|
||
|
||
Com_sprintf( model, len - strlen(skin), model);
|
||
}
|
||
}
|
||
|
||
Q_strncpyz( newInfo.skinName, skin, sizeof( newInfo.skinName ) );
|
||
Q_strncpyz( newInfo.modelName, model, sizeof( newInfo.modelName ) );
|
||
Q_strncpyz( newInfo.charName, charStr, sizeof( newInfo.charName ) );
|
||
|
||
// Q_strncpyz( newInfo.modelName, DEFAULT_MODEL, sizeof( newInfo.modelName ) );
|
||
// Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
|
||
|
||
if ( cgs.gametype >= GT_TEAM ) {
|
||
// keep skin name
|
||
skin = strchr( v, '/' );
|
||
if ( model ) {
|
||
Q_strncpyz( newInfo.skinName, skin + 1, sizeof( newInfo.skinName ) );
|
||
}
|
||
}
|
||
} else {
|
||
//Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) );
|
||
//Okay! Here we go! We gotta take a string like kulhane/admiral/teal
|
||
//divide it, and put it into three different vars, accounting for user n00biness
|
||
//(ie mistakes and stuff) along the way.
|
||
|
||
//step 1, take the first bit of the string and put it in the charName var.
|
||
if ( ( model = strchr( v, '/') ) == NULL ) { //if there's no slash
|
||
Q_strncpyz( newInfo.charName, v, sizeof( newInfo.charName ) ); //just set it
|
||
} else { //otherwise, isolate the first bit, and copy that
|
||
len = strlen( v );
|
||
Q_strncpyz( newInfo.charName, v, ((int)len - (int)strlen(model)) + 1 );
|
||
}
|
||
|
||
//Com_Printf("%s\n", newInfo.charName);
|
||
|
||
//slash = strchr( newInfo.modelName, '/' );
|
||
if ( !model || !model[1] ) {
|
||
// modelName didn not include a skin name
|
||
//Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
|
||
Q_strncpyz( newInfo.modelName, "main", sizeof( newInfo.modelName ) );
|
||
Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
|
||
|
||
if ( model && !model[1] )
|
||
{//if we had a slash, but nothing after, clear it
|
||
*model = 0;
|
||
}
|
||
} else {
|
||
model++; //bypass the slash //QVMNOTE
|
||
len = strlen(model);
|
||
skin = strchr( model, '/' );
|
||
|
||
//if there was a model defined, but no skin
|
||
if ( !skin || !skin[1] ) {
|
||
//no skin, but I'm guessing we gotz a model at least
|
||
if ( !skin ) {
|
||
Q_strncpyz( newInfo.modelName, model, sizeof( newInfo.modelName ) );
|
||
}
|
||
else {
|
||
if ( !skin[1] ) {
|
||
Q_strncpyz( newInfo.modelName, model, (int)strlen(model) );
|
||
}
|
||
}
|
||
|
||
Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
|
||
|
||
if ( skin && !skin[1] ) {
|
||
*skin = 0;
|
||
}
|
||
} else {
|
||
skin++; //QVMNOTE
|
||
Q_strncpyz( newInfo.modelName, model, ((int)len - (int)strlen(skin)) );
|
||
Q_strncpyz( newInfo.skinName, skin, sizeof( newInfo.skinName ) );
|
||
}
|
||
|
||
//Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
|
||
// truncate modelName
|
||
*model = 0;
|
||
}
|
||
|
||
}
|
||
|
||
//TiM: PMS - age
|
||
v = Info_ValueForKey( configstring, "age" );
|
||
Q_strncpyz( newInfo.age, v, sizeof(newInfo.age) );
|
||
|
||
//PMS - height
|
||
v = Info_ValueForKey( configstring, "height" );
|
||
newInfo.height = atof( v );
|
||
|
||
//PMS - weight
|
||
v = Info_ValueForKey( configstring, "weight" );
|
||
newInfo.weight = atof( v );
|
||
|
||
//PMS - race
|
||
v = Info_ValueForKey( configstring, "race" );
|
||
Q_strncpyz( newInfo.race, v, sizeof(newInfo.race) );
|
||
|
||
//TiM : Offset for the emote system and solid chairs
|
||
v = Info_ValueForKey( configstring, "of" );
|
||
newInfo.modelOffset = atoi( v );
|
||
//CG_Printf( "Set modeloffset as: %f\n", newInfo.modelOffset );
|
||
|
||
v = Info_ValueForKey( configstring, "admin" );
|
||
newInfo.isAdmin = atoi( v );
|
||
|
||
//ensure the health value is carried over
|
||
//it normally only gets updated when it itself is changed
|
||
//newInfo.health = ci->health;
|
||
//Actually... this might actually screw it up on server start time
|
||
|
||
// scan for an existing clientinfo that matches this modelname
|
||
// so we can avoid loading checks if possible
|
||
if ( !CG_ScanForExistingClientInfo( &newInfo ) ) {
|
||
qboolean forceDefer;
|
||
|
||
forceDefer = trap_MemoryRemaining() < 2000000;
|
||
|
||
// if we are defering loads, just have it pick the first valid
|
||
if ( forceDefer ||
|
||
( cg_deferPlayers.integer && !cg_buildScript.integer && !cg.loading &&
|
||
((clientNum != cg.predictedPlayerState.clientNum) && cg.validPPS) ) ) {
|
||
// keep whatever they had if it won't violate team skins
|
||
if ( ci->infoValid &&
|
||
( cgs.gametype < GT_TEAM || !Q_stricmp( newInfo.skinName, ci->skinName ) ) ) {
|
||
CG_CopyClientInfoModel( ci, &newInfo );
|
||
newInfo.deferred = qtrue;
|
||
} else {
|
||
// use whatever is available
|
||
CG_SetDeferredClientInfo( &newInfo, clientNum );
|
||
}
|
||
// if we are low on memory, leave them with this model
|
||
if ( forceDefer ) {
|
||
CG_Printf( "Memory is low. Using deferred model.\n" );
|
||
newInfo.deferred = qfalse;
|
||
}
|
||
} else {
|
||
CG_LoadClientInfo( &newInfo, clientNum );
|
||
}
|
||
}
|
||
|
||
// replace whatever was there with the new one
|
||
newInfo.infoValid = qtrue;
|
||
*ci = newInfo;
|
||
}
|
||
|
||
|
||
/*
|
||
======================
|
||
CG_LoadDeferredPlayers
|
||
|
||
Called each frame when a player is dead
|
||
and the scoreboard is up
|
||
so deferred players can be loaded
|
||
======================
|
||
*/
|
||
void CG_LoadDeferredPlayers( void ) {
|
||
int i;
|
||
clientInfo_t *ci;
|
||
|
||
// scan for a deferred player to load
|
||
for ( i = 0, ci = cgs.clientinfo ; i < cgs.maxclients ; i++, ci++ ) {
|
||
if ( ci->infoValid && ci->deferred ) {
|
||
// if we are low on memory, leave it deferred
|
||
if ( trap_MemoryRemaining() < 4000000 ) {
|
||
CG_Printf( "Memory is low. Using deferred model.\n" );
|
||
ci->deferred = qfalse;
|
||
continue;
|
||
}
|
||
CG_LoadClientInfo( ci, i );
|
||
// break;
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
======================
|
||
CG_NewDecoyInfo
|
||
|
||
TiM: A decoy was spawned,
|
||
so the relevant data will
|
||
be set up so it may be displayed
|
||
independantly of its spawner player.
|
||
======================
|
||
*/
|
||
void CG_NewDecoyInfo( int decoyNum ) {
|
||
clientInfo_t *ci;
|
||
char *userinfo;
|
||
int i;
|
||
char *v;
|
||
char *temp, *temp2;
|
||
//char charName[MAX_QPATH], modelName[MAX_QPATH], skinName[MAX_QPATH];
|
||
int len;
|
||
qboolean noMemoryLeft=qfalse;
|
||
|
||
ci = &cgs.decoyInfo[decoyNum];
|
||
noMemoryLeft = ( trap_MemoryRemaining() < 4000000 );
|
||
|
||
//First, check if force player models is on. if so, copy all the data from us to the decoy.
|
||
//Or, if we're low on memory, let's do this anyway
|
||
if ( cg_forceModel.integer || noMemoryLeft ) {
|
||
*ci = cgs.clientinfo[cg.predictedPlayerState.clientNum];
|
||
|
||
if ( noMemoryLeft )
|
||
CG_Printf( S_COLOR_RED "WARNING: Very little memory remains. Decoy data is being deferred to player's active data.\n" );
|
||
|
||
ci->infoValid = qtrue;
|
||
return;
|
||
}
|
||
|
||
//CG_Printf( S_COLOR_RED "decoy ID: %i\n", decoyNum );
|
||
|
||
//Get the necessary decoy data
|
||
userinfo = (char *)CG_ConfigString( CS_DECOYS + decoyNum );
|
||
|
||
if ( !userinfo || !userinfo[0] ) { //No data, so flush and continue
|
||
memset( ci, 0, sizeof( clientInfo_t ) );
|
||
return;
|
||
}
|
||
|
||
//CG_Printf( S_COLOR_RED "%s\n", userinfo );
|
||
|
||
//Get model string
|
||
v = Info_ValueForKey( userinfo, "model" );
|
||
|
||
//First thing's first. We need to isolate these into three strings: model, char, skin
|
||
{
|
||
//step 1, take the first bit of the string and put it in the charName var.
|
||
if ( ( temp = strchr( v, '/') ) == NULL ) { //if there's no slash
|
||
Q_strncpyz( ci->charName, v, sizeof( ci->charName ) ); //just set it
|
||
} else { //otherwise, isolate the first bit, and copy that
|
||
len = strlen( v );
|
||
Q_strncpyz( ci->charName, v, ((int)len - (int)strlen(temp)) + 1 );
|
||
}
|
||
|
||
//Com_Printf("%s\n", newInfo.charName);
|
||
|
||
//slash = strchr( newInfo.modelName, '/' );
|
||
if ( !temp || !temp[1] ) {
|
||
// modelName did not include a skin name
|
||
//Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
|
||
Q_strncpyz( ci->modelName, "main", sizeof( ci->modelName ) );
|
||
Q_strncpyz( ci->skinName, "default", sizeof( ci->skinName ) );
|
||
|
||
if ( temp && !temp[1] )
|
||
{//if we had a slash, but nothing after, clear it
|
||
*temp = 0;
|
||
}
|
||
} else {
|
||
temp++; //bypass the slash
|
||
len = strlen(temp);
|
||
temp2 = strchr( temp, '/' );
|
||
|
||
//if there was a model defined, but no skin
|
||
if ( !temp2 || !temp2[1] ) {
|
||
//no skin, but I'm guessing we gotz a model at least
|
||
if ( !temp2 ) {
|
||
Q_strncpyz( ci->modelName, temp, sizeof( ci->modelName ) );
|
||
}
|
||
else {
|
||
if ( !temp2[1] ) {
|
||
Q_strncpyz( ci->modelName, temp, (int)strlen(temp) );
|
||
}
|
||
}
|
||
|
||
Q_strncpyz( ci->skinName, "default", sizeof( ci->skinName ) );
|
||
|
||
if ( temp2 && !temp2[1] ) {
|
||
*temp2 = 0;
|
||
}
|
||
} else {
|
||
temp2++;
|
||
Q_strncpyz( ci->modelName, temp, ((int)len - (int)strlen(temp2)) );
|
||
Q_strncpyz( ci->skinName, temp2, sizeof( ci->skinName ) );
|
||
}
|
||
}
|
||
}
|
||
|
||
//k... get the additional parms from the config string n' put em here
|
||
v = Info_ValueForKey( userinfo, "weight" );
|
||
ci->weight = atof( v );
|
||
v = Info_ValueForKey( userinfo, "height" );
|
||
ci->height = atof( v );
|
||
v = Info_ValueForKey( userinfo, "moOf" );
|
||
ci->modelOffset = atoi( v );
|
||
v = Info_ValueForKey( userinfo, "c" );
|
||
ci->pClass = atoi( v );
|
||
|
||
ci->animsFlushed = qtrue;
|
||
|
||
//Okay... if another player actively has the skin we want, let's pilfer that rather than load it like a schmuck rofl.
|
||
{
|
||
clientInfo_t *match;
|
||
|
||
for ( i = 0; i < cgs.maxclients; i++ ) {
|
||
match = &cgs.clientinfo[i];
|
||
|
||
//We found a match! ^_^
|
||
if ( !Q_stricmp( match->charName, ci->charName ) &&
|
||
!Q_stricmp( match->modelName, ci->modelName ) &&
|
||
!Q_stricmp( match->skinName, ci->skinName ) )
|
||
{
|
||
CG_CopyClientInfoModel( match, ci );
|
||
ci->infoValid = qtrue;
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
//*sigh... guess worse came to worse... we gotta fricken load it. :'(
|
||
if ( !CG_ParseModelDataFile( ci, ci->charName, ci->modelName, ci->skinName ) )
|
||
{
|
||
CG_Printf( S_COLOR_RED "ERROR: Unable to load character for decoy: %s/%s/%s\n", ci->charName, ci->modelName, ci->skinName );
|
||
|
||
if ( !CG_ParseModelDataFile( ci, ci->charName, DEFAULT_MODEL, DEFAULT_SKIN ) )
|
||
{
|
||
if (!CG_ParseModelDataFile( ci, cg_defaultChar.string, ci->modelName, ci->skinName ) )
|
||
{
|
||
if ( !CG_ParseModelDataFile( ci, cg_defaultChar.string, DEFAULT_MODEL, DEFAULT_SKIN ) )
|
||
{
|
||
//if we hit this.... oh so bad... O_o
|
||
if ( !CG_ParseModelDataFile( ci, DEFAULT_CHAR, DEFAULT_MODEL, DEFAULT_SKIN ) )
|
||
CG_Error( "DEFAULT_CHAR / model / skin ( %s/%s/%s ) failed to register", DEFAULT_CHAR, DEFAULT_MODEL, DEFAULT_SKIN );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
ci->infoValid = qtrue;
|
||
}
|
||
|
||
/*
|
||
=============================================================================
|
||
|
||
PLAYER ANIMATION
|
||
|
||
=============================================================================
|
||
*/
|
||
|
||
|
||
/*
|
||
===============
|
||
CG_SetLerpFrameAnimation
|
||
|
||
may include ANIM_TOGGLEBIT
|
||
===============
|
||
*/
|
||
static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
|
||
animation_t *anim;
|
||
|
||
lf->animationNumber = newAnimation;
|
||
newAnimation &= ~ANIM_TOGGLEBIT;
|
||
|
||
if ( newAnimation < 0 || newAnimation >= MAX_ANIMATIONS ) {
|
||
CG_Error( "Bad animation number: %i", newAnimation );
|
||
}
|
||
|
||
//CG_Printf("animIndex: %i\n", ci->animIndex );
|
||
//anim = &ci->animations[ newAnimation ];
|
||
anim = &cg_animsList[ ci->animIndex ].animations[ newAnimation ];
|
||
//CG_Printf(S_COLOR_RED "%i\n", ci->animIndex );
|
||
|
||
lf->animation = anim;
|
||
lf->animationTime = lf->frameTime + anim->initialLerp;
|
||
|
||
if ( cg_debugAnim.integer ) {
|
||
CG_Printf( "Anim: %s (%i)\n", GetStringForID(animTable, newAnimation), newAnimation );
|
||
//CG_Printf( "Anim: %i\n", newAnimation );
|
||
}
|
||
}
|
||
|
||
/*
|
||
===============
|
||
CG_RunLerpFrame
|
||
|
||
Sets cg.snap, cg.oldFrame, and cg.backlerp
|
||
cg.time should be between oldFrameTime and frameTime after exit
|
||
===============
|
||
*/
|
||
static qboolean CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale ) {
|
||
int f;
|
||
animation_t *anim;
|
||
qboolean newFrame = qfalse;
|
||
float frameLerp;
|
||
|
||
// debugging tool to get no animations
|
||
if ( cg_animSpeed.integer == 0 ) {
|
||
lf->oldFrame = lf->frame = lf->backlerp = 0;
|
||
return qfalse;
|
||
}
|
||
|
||
// see if the animation sequence is switching
|
||
if ( newAnimation != lf->animationNumber || !lf->animation ) {
|
||
CG_SetLerpFrameAnimation( ci, lf, newAnimation );
|
||
}
|
||
|
||
// if we have passed the current frame, move it to
|
||
// oldFrame and calculate a new frame
|
||
if ( cg.time >= lf->frameTime ) {
|
||
lf->oldFrame = lf->frame;
|
||
lf->oldFrameTime = lf->frameTime;
|
||
|
||
// get the next frame based on the animation
|
||
anim = lf->animation;
|
||
if ( !anim || !anim->frameLerp ) {
|
||
return qfalse; // shouldn't happen
|
||
}
|
||
//RPG-X Check. Anims with lengths < 0 are emote stubs.
|
||
//If we get one, hardcode to override to default standing.
|
||
//Otherwise, we'll get complicated glitches.
|
||
if ( anim->numFrames < 0 ) {
|
||
CG_SetLerpFrameAnimation( ci, lf, BOTH_STAND1 );
|
||
}
|
||
|
||
//TiM - Calc frame lerp scale here, else the frames
|
||
//just snap to each other
|
||
frameLerp = (float)anim->frameLerp + (anim->frameLerp*(1.0f - speedScale));
|
||
if ( frameLerp < 1.0f )
|
||
frameLerp = 1.0f;
|
||
|
||
//CG_Printf( "Lerp: %f\n", frameLerp );
|
||
|
||
if ( cg.time < lf->animationTime ) {
|
||
lf->frameTime = lf->animationTime; // initial lerp
|
||
} else {
|
||
lf->frameTime = lf->oldFrameTime + frameLerp;//anim->frameLerp;
|
||
}
|
||
f = ( lf->frameTime - lf->animationTime ) / frameLerp;//anim->frameLerp;
|
||
//f *= speedScale; // adjust for haste, etc
|
||
if ( f >= anim->numFrames ) {
|
||
f -= anim->numFrames;
|
||
if ( anim->loopFrames ) {
|
||
f %= anim->loopFrames;
|
||
f += anim->numFrames - anim->loopFrames;
|
||
} else {
|
||
f = anim->numFrames - 1;
|
||
// the animation is stuck at the end, so it
|
||
// can immediately transition to another sequence
|
||
lf->frameTime = cg.time;
|
||
}
|
||
}
|
||
lf->frame = anim->firstFrame + f;
|
||
if ( cg.time > lf->frameTime ) {
|
||
lf->frameTime = cg.time;
|
||
if ( cg_debugAnim.integer ) {
|
||
CG_Printf( "Clamp lf->frameTime\n");
|
||
}
|
||
}
|
||
newFrame = qtrue;
|
||
}
|
||
|
||
if ( lf->frameTime > cg.time + 200 ) {
|
||
lf->frameTime = cg.time;
|
||
}
|
||
|
||
if ( lf->oldFrameTime > cg.time ) {
|
||
lf->oldFrameTime = cg.time;
|
||
}
|
||
// calculate current lerp value
|
||
if ( lf->frameTime == lf->oldFrameTime ) {
|
||
lf->backlerp = 0;
|
||
} else {
|
||
lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
|
||
}
|
||
|
||
return newFrame;
|
||
}
|
||
|
||
|
||
/*
|
||
===============
|
||
CG_ClearLerpFrame
|
||
===============
|
||
*/
|
||
//This function has been rpg-x'ed<65>! (by RedTechie)
|
||
void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) { //RPG-X: RedTechie - Changed type from static void to void
|
||
|
||
if(!lf) return;
|
||
|
||
lf->frameTime = lf->oldFrameTime = cg.time;
|
||
lf->animation = 0;
|
||
CG_SetLerpFrameAnimation( ci, lf, animationNumber );
|
||
lf->oldFrame = lf->frame = lf->animation->firstFrame;
|
||
|
||
//RPG-X: RedTechie - Added this block of code
|
||
/*if ( lf->animation->frameLerp < 0 )
|
||
{//Plays backwards
|
||
lf->oldFrame = lf->frame = (lf->animation->firstFrame + lf->animation->numFrames);
|
||
}
|
||
else
|
||
{
|
||
lf->oldFrame = lf->frame = lf->animation->firstFrame;
|
||
}*/
|
||
|
||
//TiM - Put in, for now
|
||
|
||
}
|
||
|
||
|
||
/*
|
||
===============
|
||
CG_PlayerAnimation
|
||
===============
|
||
*/
|
||
extern qboolean PM_PlayerWalking( int anim );
|
||
extern qboolean PM_PlayerRunning( int anim );
|
||
extern qboolean PM_PlayerCrouchWalking( int anim );
|
||
|
||
static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp,
|
||
int *torsoOld, int *torso, float *torsoBackLerp ) {
|
||
clientInfo_t *ci;
|
||
int clientNum;
|
||
float speedScale=1;
|
||
qboolean newLegsFrame = qfalse;
|
||
qboolean newTorsoFrame = qfalse;
|
||
//float speed;
|
||
qboolean isDecoy = cent->currentState.eFlags & EF_ITEMPLACEHOLDER;
|
||
|
||
clientNum = cent->currentState.clientNum;
|
||
|
||
if ( cg_noPlayerAnims.integer ) {
|
||
*legsOld = *legs = *torsoOld = *torso = 0;
|
||
return;
|
||
}
|
||
|
||
//if ( cent->currentState.powerups & ( 1 << PW_HASTE ) ) {
|
||
// speedScale = 1.5;
|
||
//} else {
|
||
// speedScale = 1;
|
||
//}
|
||
//CG_Printf( "Vel: %f\n", VectorLength(cent->currentState.pos.trDelta));
|
||
|
||
//TiM
|
||
// 250 = default running speed
|
||
// 125 = default walking speed
|
||
// 90 = default crouchwalk speed
|
||
//if ( !isDecoy )
|
||
//{
|
||
// if ( clientNum == cg.snap->ps.clientNum )
|
||
// speed = VectorLength( cg.predictedPlayerState.velocity );
|
||
// else
|
||
// speed = VectorLength(cent->currentState.pos.trDelta);
|
||
// //if ( speed < 50.0f )
|
||
// //speed = 50.0f;
|
||
|
||
// if ( PM_PlayerWalking( cent->currentState.legsAnim ) )
|
||
// {
|
||
// speedScale = speed / 125.0f;
|
||
// }
|
||
// else if ( PM_PlayerRunning( cent->currentState.legsAnim ) )
|
||
// {
|
||
// speedScale = speed / 250.0f;
|
||
// }
|
||
// else if ( PM_PlayerCrouchWalking( cent->currentState.legsAnim ) )
|
||
// {
|
||
// speedScale = speed / 90.0f;
|
||
// }
|
||
// else
|
||
// {
|
||
// speedScale = 1.0f;
|
||
// }
|
||
//}
|
||
|
||
|
||
if ( isDecoy )
|
||
ci = &cgs.decoyInfo[ cent->currentState.eventParm ];
|
||
else
|
||
ci = &cgs.clientinfo[ clientNum ];
|
||
|
||
// do the shuffle turn frames locally
|
||
if ( !cent->clampAngles && cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == BOTH_STAND1 ) { //TORSO_STAND
|
||
newLegsFrame = CG_RunLerpFrame( ci, ¢->pe.legs, LEGS_TURN1, speedScale );
|
||
} else {
|
||
newLegsFrame = CG_RunLerpFrame( ci, ¢->pe.legs, cent->currentState.legsAnim, speedScale );
|
||
}
|
||
|
||
if( newLegsFrame && ci->animSndIndex >= 0 && !(cent->currentState.powerups & ( 1 << PW_INVIS ) ) )
|
||
{
|
||
trace_t tr;
|
||
vec3_t endPoint;
|
||
//qboolean metal = qfalse; //Uberhack meant specifically for metal clank surfaces
|
||
vec3_t mins = { -16, -16, 0 };
|
||
vec3_t maxs = { 16, 16, 0 };
|
||
int surfType;
|
||
|
||
//TiM: Lower based sounds are always to do with things like shoes clopping n' stuff.
|
||
//This portion of code makes sure the player is on a solid surface in order to play this sound
|
||
VectorCopy( cent->lerpOrigin, endPoint);
|
||
endPoint[2] -= 24.50f;
|
||
CG_Trace( &tr, cent->lerpOrigin, mins, maxs, endPoint, cent->currentState.clientNum, MASK_PLAYERSOLID | CONTENTS_LADDER );
|
||
//trap_CM_BoxTrace( &tr, cent->lerpOrigin, endPoint, mins, maxs, 0, MASK_PLAYERSOLID );
|
||
//metal = tr.surfaceFlags & SURF_METALSTEPS || (tr.contents & CONTENTS_LADDER);
|
||
if(tr.surfaceFlags & SURF_METALSTEPS || (tr.contents & CONTENTS_LADDER))
|
||
surfType = 1;
|
||
else if(tr.surfaceFlags & SURF_GRASS)
|
||
surfType = 2;
|
||
else if(tr.surfaceFlags & SURF_GRAVEL)
|
||
surfType = 3;
|
||
else if(tr.surfaceFlags & SURF_SNOW)
|
||
surfType = 4;
|
||
else if(tr.surfaceFlags & SURF_WOOD)
|
||
surfType = 5;
|
||
else
|
||
surfType = 0;
|
||
|
||
//if there's something below us, or we're free floating in something like water/lava/slime
|
||
if ( tr.fraction != 1.0f || (tr.contents & MASK_WATER ) || (tr.contents & CONTENTS_LADDER) ) {
|
||
CG_PlayerAnimSounds( cg_animsSndList[ci->animSndIndex].lowerAnimSounds, cent->pe.legs.frame, cent->currentState.clientNum, /*metal*/surfType );
|
||
}
|
||
}
|
||
|
||
*legsOld = cent->pe.legs.oldFrame;
|
||
*legs = cent->pe.legs.frame;
|
||
*legsBackLerp = cent->pe.legs.backlerp;
|
||
|
||
//if ( PM_PlayerWalking( cent->currentState.torsoAnim ) )
|
||
//{
|
||
// speedScale *= speed / 125.0f;
|
||
//}
|
||
//else if ( PM_PlayerRunning( cent->currentState.torsoAnim ) )
|
||
//{
|
||
// speedScale *= speed / 250.0f;
|
||
//}
|
||
//else if ( PM_PlayerCrouchWalking( cent->currentState.torsoAnim ) )
|
||
//{
|
||
// speedScale *= speed / 90.0f;
|
||
//}
|
||
//else
|
||
//{
|
||
// speedScale = 1.0f;
|
||
//}
|
||
|
||
newTorsoFrame = CG_RunLerpFrame( ci, ¢->pe.torso, cent->currentState.torsoAnim, speedScale );
|
||
|
||
if( newTorsoFrame && ci->animSndIndex >= 0 )
|
||
{
|
||
CG_PlayerAnimSounds( cg_animsSndList[ci->animSndIndex].upperAnimSounds, cent->pe.torso.frame, cent->currentState.clientNum, /*qfalse*/0 );
|
||
}
|
||
|
||
*torsoOld = cent->pe.torso.oldFrame;
|
||
*torso = cent->pe.torso.frame;
|
||
*torsoBackLerp = cent->pe.torso.backlerp;
|
||
}
|
||
|
||
/*
|
||
=============================================================================
|
||
|
||
PLAYER ANGLES
|
||
|
||
=============================================================================
|
||
*/
|
||
|
||
/*
|
||
==================
|
||
CG_SwingAngles
|
||
==================
|
||
*/
|
||
static void CG_SwingAngles( float destination, float swingTolerance, float clampTolerance,
|
||
float speed, float *angle, qboolean *swinging, qboolean pitch ) {
|
||
float swing;
|
||
float move;
|
||
float scale;
|
||
|
||
swing = AngleSubtract( destination, *angle );
|
||
|
||
/*if ( canSwing ) {
|
||
if ( swing == 0 ) {
|
||
*swinging = qfalse;
|
||
} else if ( swing >= clampTolerance || swing <= -clampTolerance ) {
|
||
*swinging = qtrue;
|
||
} else {
|
||
*swinging = qtrue;
|
||
}
|
||
}
|
||
else {*/
|
||
if ( !*swinging ) {
|
||
// see if a swing should be started
|
||
//swing = AngleSubtract( *angle, destination );
|
||
|
||
if ( swing == 0 ) {
|
||
*swinging = qfalse;
|
||
}
|
||
|
||
else if ( !pitch && ( swing >= clampTolerance || swing <= -clampTolerance ) ) {
|
||
*swinging = qtrue;
|
||
}
|
||
|
||
if ( pitch )
|
||
*swinging = qtrue;
|
||
|
||
/*else if ( swing > swingTolerance || swing < -swingTolerance ) {
|
||
*swinging = qtrue;
|
||
}*/
|
||
}
|
||
//}
|
||
|
||
if ( !*swinging ) {
|
||
return;
|
||
}
|
||
|
||
// modify the speed depending on the delta
|
||
// so it doesn't seem so linear
|
||
swing = AngleSubtract( destination, *angle );
|
||
scale = fabs( swing );
|
||
if ( scale < swingTolerance * 0.5 ) {
|
||
scale = 0.5;
|
||
} else if ( scale < swingTolerance ) {
|
||
scale = 1.0;
|
||
} else {
|
||
scale = 2.0;
|
||
}
|
||
|
||
// swing towards the destination angle
|
||
if ( swing >= 0 ) {
|
||
move = cg.frametime * scale * speed;
|
||
if ( move >= swing ) {
|
||
move = swing;
|
||
*swinging = qfalse;
|
||
}
|
||
*angle = AngleMod( *angle + move );
|
||
} else if ( swing < 0 ) {
|
||
move = cg.frametime * scale * -speed;
|
||
if ( move <= swing ) {
|
||
move = swing;
|
||
*swinging = qfalse;
|
||
}
|
||
*angle = AngleMod( *angle + move );
|
||
}
|
||
|
||
// clamp to no more than tolerance
|
||
swing = AngleSubtract( destination, *angle );
|
||
if ( swing > clampTolerance )
|
||
{
|
||
*angle = AngleMod( destination - (clampTolerance - 1) ); //clampTolerance
|
||
}
|
||
else if ( swing < -clampTolerance )
|
||
{
|
||
*angle = AngleMod( destination + (clampTolerance - 1) ); //clampTolerance
|
||
}
|
||
}
|
||
|
||
/*
|
||
=================
|
||
CG_AddPainTwitch
|
||
=================
|
||
*/
|
||
static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) {
|
||
int t;
|
||
float f;
|
||
|
||
t = cg.time - cent->pe.painTime;
|
||
if ( t >= PAIN_TWITCH_TIME ) {
|
||
return;
|
||
}
|
||
|
||
f = 1.0 - (float)t / PAIN_TWITCH_TIME;
|
||
|
||
if ( cent->pe.painDirection ) {
|
||
torsoAngles[ROLL] += 20 * f;
|
||
} else {
|
||
torsoAngles[ROLL] -= 20 * f;
|
||
}
|
||
}
|
||
|
||
|
||
/*
|
||
===============
|
||
CG_PlayerAngles
|
||
|
||
Handles seperate torso motion
|
||
|
||
legs pivot based on direction of movement
|
||
|
||
head always looks exactly at cent->lerpAngles
|
||
|
||
if motion < 20 degrees, show in head only
|
||
if < 45 degrees, also show in torso
|
||
===============
|
||
*/
|
||
|
||
//static float yawClamped;
|
||
//static float headClamp;
|
||
|
||
#define YAW_DELTA 100 //max yaw a head can turn around without looking like an exorcist spoof ;P
|
||
#define PITCH_DELTA 35 //max pitch a head can tilt before looking like the player sepearated their neck O_o
|
||
|
||
extern qboolean PM_PlayerIdling ( int torsoAnim, int legsAnim );
|
||
|
||
static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
|
||
vec3_t legsAngles, torsoAngles, headAngles;
|
||
float dest;
|
||
//float delta;
|
||
static int movementOffsets[8] = { 0, 22, 45, -22, 0, 22, -45, -22 }; //{ 0, 22, 45, -22, 0, 22, -45, -22 };
|
||
vec3_t velocity;
|
||
float speed;
|
||
int dir;
|
||
qboolean offsetPitch;
|
||
clientInfo_t* ci;
|
||
int i;
|
||
|
||
qboolean LockBodyYaw=qfalse; //RPG-X:TiM
|
||
|
||
if ( cent->currentState.eFlags & EF_ITEMPLACEHOLDER )
|
||
ci = &cgs.decoyInfo[cent->currentState.eventParm];
|
||
else
|
||
ci = &cgs.clientinfo[cent->currentState.clientNum];
|
||
|
||
if ( cent->currentState.eFlags & EF_CLAMP_ALL ) {
|
||
|
||
VectorSet( headAngles, 0, cent->pe.legs.yawAngle, 0 );
|
||
VectorSet( torsoAngles, 0, cent->pe.legs.yawAngle, 0 );
|
||
VectorSet( legsAngles, 0, cent->pe.legs.yawAngle, 0 );
|
||
|
||
AnglesSubtract( headAngles, torsoAngles, headAngles );
|
||
AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
|
||
AnglesToAxis( legsAngles, legs );
|
||
AnglesToAxis( torsoAngles, torso );
|
||
AnglesToAxis( headAngles, head );
|
||
return;
|
||
}
|
||
|
||
if( /*( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != BOTH_LADDER_DWN1
|
||
&& ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != BOTH_LADDER_UP1
|
||
&& ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != BOTH_LADDER_IDLE
|
||
&&*/ !( cent->currentState.eFlags & EF_CLAMP_BODY ) )
|
||
{
|
||
LockBodyYaw = qfalse;
|
||
}
|
||
else {
|
||
LockBodyYaw = qtrue;
|
||
|
||
cent->pe.torso.pitchAngle = 0;
|
||
}
|
||
//}
|
||
|
||
VectorCopy( cent->lerpAngles, headAngles );
|
||
VectorClear( legsAngles );
|
||
VectorClear( torsoAngles );
|
||
headAngles[YAW] = AngleMod( headAngles[YAW] );
|
||
//headAngles[PITCH] = AngleMod( headAngles[PITCH] );
|
||
|
||
/*if ( LockBodyYaw && yawClamped == 0.0 )
|
||
yawClamped = headAngles[YAW];
|
||
else if ( !LockBodyYaw ) {
|
||
yawClamped = 0.0;
|
||
}*/
|
||
|
||
if ( LockBodyYaw ) {
|
||
float deltaYaw;
|
||
float turnRatio;
|
||
float finalPitch;
|
||
|
||
//calc ratio of delta from origin yaw to current yaw
|
||
turnRatio = Q_fabs( AngleDelta( cent->pe.torso.yawAngle, headAngles[YAW] ) ) / 90.0f;
|
||
if ( turnRatio > 1.0f )
|
||
turnRatio = 1.0f;
|
||
if ( turnRatio < 0.0f )
|
||
turnRatio = 0.0f;
|
||
|
||
finalPitch = (float)PITCH_DELTA - ( 10.0f * turnRatio );
|
||
|
||
//CG_Printf( "Pitch Before: %f\n", headAngles[PITCH] );
|
||
|
||
//handle head pitch
|
||
//if players are looking down, clamp it so the more yaw there is, the higher they'll be looking.
|
||
//reason being, most humans can't bury their face that far into their shoulders.
|
||
if ( headAngles[PITCH] > finalPitch && headAngles[PITCH] > 0 ) //Looking down. weirdly enough
|
||
{
|
||
headAngles[PITCH] = finalPitch;
|
||
}
|
||
else if ( headAngles[PITCH] < -PITCH_DELTA )
|
||
{
|
||
//delta = headAngles[YAW] + AngleMod( cent->pe.legs.yawAngle + YAW_DELTA);
|
||
//headAngles[YAW] = AngleMod(cent->pe.legs.yawAngle - YAW_DELTA) + delta;
|
||
headAngles[PITCH] = -PITCH_DELTA;
|
||
}
|
||
|
||
//if head yaw is about to rip off the exorcist
|
||
/*if ( ( headAngles[YAW] > AngleMod( cent->pe.legs.yawAngle + YAW_DELTA) )
|
||
&& ( headAngles[YAW] < AngleMod( cent->pe.legs.yawAngle + 180.0f) ) )
|
||
{
|
||
//delta = Q_fabs(headAngles[YAW] - AngleMod( cent->pe.legs.yawAngle + YAW_DELTA));
|
||
//headAngles[YAW] = AngleMod(cent->pe.legs.yawAngle + YAW_DELTA) - delta;
|
||
headAngles[YAW] = AngleMod(cent->pe.legs.yawAngle + YAW_DELTA);
|
||
}
|
||
else if ( headAngles[YAW] < AngleMod( cent->pe.legs.yawAngle - YAW_DELTA)
|
||
&& ( headAngles[YAW] > AngleMod( cent->pe.legs.yawAngle + 180.0f) ) )
|
||
{
|
||
//delta = headAngles[YAW] + AngleMod( cent->pe.legs.yawAngle + YAW_DELTA);
|
||
//headAngles[YAW] = AngleMod(cent->pe.legs.yawAngle - YAW_DELTA) + delta;
|
||
headAngles[YAW] = AngleMod(cent->pe.legs.yawAngle - YAW_DELTA);
|
||
}*/
|
||
|
||
if ( Q_fabs( deltaYaw = AngleDelta( headAngles[YAW], cent->pe.torso.yawAngle ) ) > YAW_DELTA ) {
|
||
if ( deltaYaw > 0 ) {
|
||
headAngles[YAW] = AngleNormalize360 ( cent->pe.torso.yawAngle + YAW_DELTA );
|
||
}
|
||
else {
|
||
headAngles[YAW] = AngleNormalize360 ( cent->pe.torso.yawAngle - YAW_DELTA );
|
||
}
|
||
}
|
||
//CG_Printf( "Pitch After: %f\n", headAngles[PITCH] );
|
||
}
|
||
|
||
// --------- yaw -------------
|
||
|
||
// allow yaw to drift a bit
|
||
if ( !PM_PlayerIdling( cent->currentState.torsoAnim, cent->currentState.legsAnim )
|
||
|| ( cg_liftEnts[cent->currentState.clientNum] > 0/*(cg.time - cgs.levelStartTime)*/ ) ) {
|
||
// if not standing still, always point all in the same direction
|
||
cent->pe.torso.yawing = qtrue; // always center
|
||
cent->pe.torso.pitching = qtrue; // always center
|
||
cent->pe.legs.yawing = qtrue; // always center
|
||
offsetPitch = qfalse;
|
||
}
|
||
else {
|
||
offsetPitch = qtrue;
|
||
}
|
||
|
||
// adjust legs for movement dir
|
||
if ( cent->currentState.eFlags & EF_DEAD ) {
|
||
// don't let dead bodies twitch
|
||
dir = 0;
|
||
} else {
|
||
dir = cent->currentState.angles2[YAW];
|
||
if ( dir < 0 || dir > 7 ) {
|
||
CG_Error( "Bad player movement angle" );
|
||
}
|
||
}
|
||
|
||
//RPG-X Ladder disables character yawing coz it's like they're spinning on air
|
||
if( !LockBodyYaw )
|
||
{
|
||
legsAngles[YAW] = headAngles[YAW] ;
|
||
torsoAngles[YAW] = headAngles[YAW] ;
|
||
|
||
if ( !cg_liftEnts[cent->currentState.clientNum] )
|
||
{
|
||
legsAngles[YAW] += movementOffsets[ dir ];
|
||
torsoAngles[YAW] += 0.25 * movementOffsets[ dir ];
|
||
}
|
||
|
||
CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, ¢->pe.torso.yawAngle, ¢->pe.torso.yawing, qfalse );
|
||
CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, ¢->pe.legs.yawAngle, ¢->pe.legs.yawing, qfalse );
|
||
}
|
||
|
||
//TiM - if turbolifting, rotate us, but then don't lerp
|
||
if ( cg_liftEnts[cent->currentState.clientNum] > 0/*(cg.time - cgs.levelStartTime)*/ )
|
||
{
|
||
if ( !cent->pe.legs.yawing )
|
||
{
|
||
cent->clampAngles = qtrue;
|
||
}
|
||
}
|
||
|
||
if ( cent->clampAngles ) {
|
||
//torsoAngles[YAW] = headAngles[YAW];
|
||
//legsAngles[YAW] = headAngles[YAW];
|
||
cent->pe.torso.yawAngle = headAngles[YAW];
|
||
cent->pe.legs.yawAngle = headAngles[YAW];
|
||
}
|
||
|
||
torsoAngles[YAW] = cent->pe.torso.yawAngle;
|
||
legsAngles[YAW] = cent->pe.legs.yawAngle;
|
||
|
||
if ( !cg_liftEnts[cent->currentState.clientNum] && cent->clampAngles > qfalse )
|
||
cent->clampAngles = qfalse;
|
||
|
||
// --------- pitch -------------
|
||
|
||
//TiM : Add an offset so they don't lean as much when idling
|
||
//Make it default elsewise tho
|
||
// only show a fraction of the pitch angle in the torso
|
||
|
||
//Com_Printf( "headPitch: %f\n", headAngles[PITCH] );
|
||
if ( headAngles[PITCH] > 180 ) {
|
||
dest = (-360 + headAngles[PITCH]) * (offsetPitch==qtrue ? 0.45 : 0.75); //(offsetPitch ? 0.95 : 0.75)
|
||
} else {
|
||
//if offsetPitch enabled (ie, we're in the ideal pose for the cool neck-only rotation)
|
||
//this will make the actual torso pitch delay a tad until it's passed a threshold
|
||
//of 30 degrees in either direction. The overall aim of this is to try and minimize
|
||
//the torso movement so it's more realistically subtle, instead of stupidly, physics defyingly
|
||
//obvious (like being able to bend on a 90 degree ange >_< )
|
||
if ( offsetPitch ) {
|
||
if ( headAngles[PITCH] > 30 ) {
|
||
dest = (headAngles[PITCH] - 30 ) * 0.60;
|
||
} else if ( headAngles[PITCH] < -40 ) {
|
||
dest = ( headAngles[PITCH] + 40 ) * 0.45;
|
||
} else {
|
||
dest = 0;
|
||
}
|
||
}
|
||
else {
|
||
dest = headAngles[PITCH] * 0.75;
|
||
}
|
||
}
|
||
|
||
//I had to lock down the pitch when dead. The player's head was going thru the floor O_o
|
||
if( !LockBodyYaw && !( cent->currentState.eFlags & EF_DEAD ) /*&& !( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson )*/ )
|
||
{ //(offsetPitch ? 10 : 30)
|
||
|
||
if (cent->currentState.eFlags & EF_FULL_ROTATE )
|
||
{
|
||
//CG_Printf("Lerp Detected\n");
|
||
legsAngles[PITCH] = headAngles[PITCH];
|
||
CG_SwingAngles( legsAngles[PITCH], 15, 30, 0.1, ¢->pe.legs.pitchAngle, ¢->pe.legs.pitching, qtrue );
|
||
legsAngles[PITCH] = cent->pe.legs.pitchAngle;
|
||
|
||
torsoAngles[PITCH] = headAngles[PITCH];
|
||
CG_SwingAngles( torsoAngles[PITCH], 15, 30, 0.1, ¢->pe.torso.pitchAngle, ¢->pe.torso.pitching, qtrue );
|
||
torsoAngles[PITCH] = cent->pe.torso.pitchAngle;
|
||
}
|
||
else
|
||
{
|
||
CG_SwingAngles( dest, 15, 30, 0.1, ¢->pe.torso.pitchAngle, ¢->pe.torso.pitching, qtrue );
|
||
torsoAngles[PITCH] = cent->pe.torso.pitchAngle;
|
||
}
|
||
}
|
||
|
||
//Com_Printf("Bitwise operation >>: %i, Bitwise Operation &: %i\n", Q_log2(8192), 10 & 255 );
|
||
//Com_Printf("Atof: %f\n", atof( "0.43284673 t" ) );
|
||
|
||
// --------- talking ----------
|
||
// ------ head rotation -------
|
||
if ( cent->currentState.eFlags & EF_TALKING ) {
|
||
ci->headDebounceTime = cg.time + 1000;
|
||
}
|
||
|
||
if (ci->headDebounceTime > cg.time /*&& !LockBodyYaw*/ ) {
|
||
if ( cent->currentState.eFlags & EF_TALKING ) {
|
||
if ( cg.time > ci->nextTalkAngle || (!ci->talkAngles[PITCH] && !ci->talkAngles[YAW] && !ci->talkAngles[ROLL]) ) {
|
||
|
||
for ( i = 0; i < 3; i++ ) {
|
||
ci->talkAngles[i] = flrandom( -4, 4 );
|
||
}
|
||
|
||
ci->talkDifferential = irandom( 200, 500 );
|
||
ci->nextTalkAngle = cg.time + ci->talkDifferential;
|
||
}
|
||
|
||
}
|
||
else {
|
||
if ( ci->talkAngles[0] != 1 && ci->talkAngles[1] != 1 && ci->talkAngles[2] != 1 ) {
|
||
//VectorCopy(ci->talkAngles, cent->lerpAngles);
|
||
ci->talkDifferential = 300;
|
||
VectorSet(ci->talkAngles, 0, 0, 0 );
|
||
}
|
||
}
|
||
//Com_Printf("Yaw Offset: %f, Yaw: %f, LerpYaw: %f\n", ci->talkAngles[YAW], headAngles[YAW], cent->lerpAngles[YAW]);
|
||
|
||
//if ( (cent->pe.head.pitchAngle != 0.0 && cent->pe.head.yawAngle != 0.0 && cent->pe.head.yawAngle != 0.0)
|
||
// && !VectorCompare( ci->talkAngles, vec3_origin) ) {
|
||
|
||
CG_SwingAngles( ci->talkAngles[PITCH], 30, 30, ci->talkDifferential*0.00005, ¢->pe.head.pitchAngle, ¢->pe.head.pitching, qtrue );
|
||
CG_SwingAngles( ci->talkAngles[YAW], 30, 30, ci->talkDifferential*0.00005, ¢->pe.head.yawAngle, ¢->pe.head.yawing, qtrue );
|
||
CG_SwingAngles( ci->talkAngles[ROLL], 30, 30, ci->talkDifferential*0.00005, ¢->pe.head.rollAngle, ¢->pe.head.rolling, qtrue );
|
||
|
||
headAngles[PITCH] = AngleMod(headAngles[PITCH] + cent->pe.head.pitchAngle);
|
||
headAngles[YAW] = AngleMod(headAngles[YAW] + cent->pe.head.yawAngle);
|
||
headAngles[ROLL] = AngleMod(headAngles[ROLL] + cent->pe.head.rollAngle);
|
||
//}
|
||
}
|
||
|
||
// --------- roll -------------
|
||
//TiM - After I reintegrated velocity into
|
||
//the player state, this code randomly started working lol!
|
||
|
||
// lean towards the direction of travel
|
||
VectorCopy( cent->currentState.pos.trDelta, velocity );
|
||
speed = VectorNormalize( velocity );
|
||
if ( speed ) {
|
||
vec3_t axis[3];
|
||
float side;
|
||
|
||
speed *= 0.04; //0.05 - TiM
|
||
|
||
AnglesToAxis( legsAngles, axis );
|
||
side = speed * DotProduct( velocity, axis[1] );
|
||
legsAngles[ROLL] -= side;
|
||
|
||
side = speed * DotProduct( velocity, axis[0] );
|
||
legsAngles[PITCH] += side;
|
||
}
|
||
|
||
// pain twitch
|
||
CG_AddPainTwitch( cent, torsoAngles );
|
||
|
||
// pull the angles back out of the hierarchial chain
|
||
AnglesSubtract( headAngles, torsoAngles, headAngles );
|
||
AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
|
||
AnglesToAxis( legsAngles, legs );
|
||
AnglesToAxis( torsoAngles, torso );
|
||
AnglesToAxis( headAngles, head );
|
||
}
|
||
|
||
|
||
//==========================================================================
|
||
|
||
/*
|
||
===============
|
||
CG_HasteTrail
|
||
===============
|
||
*/
|
||
/*static void CG_HasteTrail( centity_t *cent ) {
|
||
localEntity_t *smoke;
|
||
vec3_t origin, pos2;
|
||
int anim;
|
||
|
||
if ( cent->trailTime > cg.time ) {
|
||
return;
|
||
}
|
||
anim = cent->pe.legs.animationNumber & ~ANIM_TOGGLEBIT;
|
||
if ( anim != BOTH_RUN1 && anim != BOTH_RUN1 ) { //LEGS_RUN
|
||
return;
|
||
}
|
||
|
||
cent->trailTime += 100;
|
||
if ( cent->trailTime < cg.time ) {
|
||
cent->trailTime = cg.time;
|
||
}
|
||
|
||
VectorCopy( cent->lerpOrigin, origin );
|
||
origin[0] += flrandom(-5,5);
|
||
origin[1] += flrandom(-5,5);
|
||
origin[2] -= 15;
|
||
|
||
AngleVectors(cent->lerpAngles, pos2, NULL, NULL);
|
||
pos2[2]=0;
|
||
VectorMA(origin, -22.0, pos2, pos2);
|
||
|
||
smoke = FX_AddLine(origin, pos2, 1.0, 20.0, -12.0, 0.7, 0.0, 500, cgs.media.hastePuffShader);
|
||
}*/
|
||
|
||
/*
|
||
===============
|
||
CG_FlightTrail
|
||
===============
|
||
*/
|
||
/*static void CG_FlightTrail( centity_t *cent ) {
|
||
localEntity_t *smoke;
|
||
vec3_t origin;
|
||
vec3_t vel;
|
||
vec3_t startrgb={0.5, 0.5, 0.5};
|
||
vec3_t endrgb={0.0,0.0,0.0};
|
||
|
||
VectorCopy( cent->lerpOrigin, origin );
|
||
origin[2] -= flrandom(10,18);
|
||
|
||
VectorSet(vel, flrandom(-10,10), flrandom(-10, 10), flrandom(-30,-50));
|
||
|
||
smoke = FX_AddSprite2(origin, vel, qfalse, 4.0, 4.0, 0.5, 0.0, startrgb, endrgb, flrandom(0,360), 0, 500, cgs.media.flightPuffShader);
|
||
}*/
|
||
|
||
/*
|
||
===============
|
||
CG_TrailItem
|
||
===============
|
||
*/
|
||
/*static void CG_TrailItem( centity_t *cent, qhandle_t hModel ) {
|
||
refEntity_t ent;
|
||
vec3_t angles;
|
||
float frame;
|
||
|
||
if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson )
|
||
{
|
||
return;
|
||
}
|
||
|
||
memset( &ent, 0, sizeof( ent ) );
|
||
|
||
VectorCopy( cent->lerpAngles, angles );
|
||
angles[PITCH] = 0;
|
||
angles[ROLL] = 0;
|
||
angles[YAW] += 180.0; // It's facing the wrong way.
|
||
AnglesToAxis( angles, ent.axis );
|
||
|
||
VectorMA( cent->lerpOrigin, 12, ent.axis[0], ent.origin );
|
||
ent.origin[2] += 4;
|
||
|
||
// Make it animate.
|
||
frame = (cg.time / 100.0);
|
||
ent.renderfx|=RF_WRAP_FRAMES;
|
||
|
||
ent.oldframe = (int)frame;
|
||
ent.frame = (int)frame+1;
|
||
ent.backlerp = (float)(ent.frame) - frame;
|
||
|
||
// if the player is looking at himself in 3rd person, don't show the flag solid, 'cause he can't see!!!
|
||
if (cent->currentState.number == cg.snap->ps.clientNum)
|
||
{
|
||
ent.shaderRGBA[3] = 128;
|
||
ent.renderfx |= RF_FORCE_ENT_ALPHA;
|
||
}
|
||
|
||
VectorScale(ent.axis[0], 0.75, ent.axis[0]);
|
||
VectorScale(ent.axis[1], 0.9, ent.axis[1]);
|
||
VectorScale(ent.axis[2], 0.9, ent.axis[2]);
|
||
ent.nonNormalizedAxes = qtrue;
|
||
|
||
#if 0 // This approach is used if you want the item to autorotate. Since this is the flag, we don't.
|
||
VectorScale( cg.autoAxis[0], 0.75, ent.axis[0] );
|
||
VectorScale( cg.autoAxis[1], 0.75, ent.axis[1] );
|
||
VectorScale( cg.autoAxis[2], 0.75, ent.axis[2] );
|
||
#endif
|
||
|
||
ent.hModel = hModel;
|
||
trap_R_AddRefEntityToScene( &ent );
|
||
}*/
|
||
|
||
/*
|
||
===============
|
||
CG_PlayerPowerups
|
||
===============
|
||
*/
|
||
static void CG_PlayerPowerups( centity_t *cent ) {
|
||
int powerups;
|
||
|
||
powerups = cent->currentState.powerups;
|
||
if ( !powerups ) {
|
||
return;
|
||
}
|
||
|
||
// quad gives a dlight
|
||
/* if ( powerups & ( 1 << PW_QUAD ) ) {
|
||
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2, 0.2, 1.0 );
|
||
}*/
|
||
|
||
// invul gives a dlight
|
||
/* if ( powerups & ( 1 << PW_BOLTON ) ) {
|
||
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.8, 0.8, 0.2 );
|
||
}*/
|
||
|
||
// borg adapt gives a dlight
|
||
//RPG-X TiM
|
||
/*if ( powerups & ( 1 << PW_BEAMING ) ) {
|
||
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2, 1.0, 0.2 );
|
||
}*/
|
||
|
||
// flight plays a looped sound
|
||
// if ( powerups & ( 1 << PW_FLIGHT ) ) {
|
||
// trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.flightSound );
|
||
// }
|
||
|
||
// redflag
|
||
/*if ( powerups & ( 1 << PW_REDFLAG ) ) {
|
||
CG_TrailItem( cent, cgs.media.redFlagModel );
|
||
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1, 0.2, 0.2 );
|
||
}*/
|
||
|
||
// blueflag | RGP-X | GSIO01 | 08/05/2009: no blueflag no more... now borgadapt
|
||
if ( powerups & ( 1 << PW_BORG_ADAPT ) ) {
|
||
//CG_TrailItem( cent, cgs.media.blueFlagModel );
|
||
//trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2, 0.2, 1 );
|
||
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2, 1.0, 0.2 );
|
||
}
|
||
|
||
// haste leaves smoke trails
|
||
/*if ( powerups & ( 1 << PW_HASTE ) && (cent->currentState.groundEntityNum==ENTITYNUM_WORLD)) {
|
||
CG_HasteTrail( cent );
|
||
}*/
|
||
|
||
// haste leaves smoke trails
|
||
// if ( powerups & ( 1 << PW_FLIGHT ) && (cent->currentState.groundEntityNum!=ENTITYNUM_WORLD)) {
|
||
// CG_FlightTrail( cent );
|
||
// }
|
||
|
||
// seeker coolness
|
||
/*if ( powerups & ( 1 << PW_FLASHLIGHT ) )
|
||
{
|
||
CG_Seeker(cent);
|
||
}*/
|
||
}
|
||
|
||
|
||
|
||
|
||
/*
|
||
===============
|
||
CG_PlayerFloatSprite
|
||
|
||
Float a sprite over the player's head
|
||
===============
|
||
*/
|
||
static void CG_PlayerFloatSprite( centity_t *cent, qhandle_t shader ) {
|
||
int rf;
|
||
refEntity_t ent;
|
||
int team;
|
||
|
||
if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson ) {
|
||
rf = RF_THIRD_PERSON; // only show in mirrors
|
||
} else {
|
||
rf = 0;
|
||
}
|
||
|
||
team = cgs.clientinfo[ cent->currentState.clientNum ].team;
|
||
|
||
memset( &ent, 0, sizeof( ent ) );
|
||
VectorCopy( cent->lerpOrigin, ent.origin );
|
||
ent.origin[2] += 48;
|
||
ent.reType = RT_SPRITE;
|
||
ent.customShader = shader;
|
||
ent.data.sprite.radius = 10;
|
||
ent.renderfx = rf;
|
||
if (team==TEAM_RED)
|
||
{
|
||
ent.shaderRGBA[0] = 255;
|
||
ent.shaderRGBA[1] = 64;
|
||
ent.shaderRGBA[2] = 64;
|
||
}
|
||
else if (team==TEAM_BLUE)
|
||
{
|
||
ent.shaderRGBA[0] = 64;
|
||
ent.shaderRGBA[1] = 64;
|
||
ent.shaderRGBA[2] = 255;
|
||
}
|
||
else
|
||
{
|
||
ent.shaderRGBA[0] = 255;
|
||
ent.shaderRGBA[1] = 255;
|
||
ent.shaderRGBA[2] = 255;
|
||
}
|
||
ent.shaderRGBA[3] = 255;
|
||
trap_R_AddRefEntityToScene( &ent );
|
||
}
|
||
|
||
|
||
|
||
/*
|
||
===============
|
||
CG_PlayerSprites
|
||
|
||
Float sprites over the player's head
|
||
===============
|
||
*/
|
||
static void CG_PlayerSprites( centity_t *cent ) {
|
||
// int team;
|
||
|
||
if ( cent->currentState.eFlags & EF_CONNECTION )
|
||
{
|
||
CG_PlayerFloatSprite( cent, cgs.media.connectionShader );
|
||
return;
|
||
}
|
||
|
||
/*
|
||
if ( cent->currentState.eFlags & EF_TALK )
|
||
{
|
||
if ( cgs.clientinfo[cent->currentState.number].pClass == PC_ACTIONHERO )
|
||
{
|
||
CG_PlayerFloatSprite( cent, cgs.media.heroSpriteShader );
|
||
}
|
||
if ( cgs.clientinfo[cent->currentState.number].pClass == PC_BORG )
|
||
{
|
||
if ( (cg_entities[cent->currentState.number].currentState.powerups&(1<<PW_LASER)) )
|
||
{
|
||
CG_PlayerFloatSprite( cent, cgs.media.borgQueenIconShader );
|
||
}
|
||
else
|
||
{
|
||
CG_PlayerFloatSprite( cent, cgs.media.borgIconShader );
|
||
}
|
||
}
|
||
CG_PlayerFloatSprite( cent, cgs.media.chatShader );
|
||
return;
|
||
}
|
||
|
||
//label the action hero
|
||
if ( cgs.clientinfo[cent->currentState.number].pClass == PC_ACTIONHERO )
|
||
{
|
||
CG_PlayerFloatSprite( cent, cgs.media.heroSpriteShader );
|
||
return;
|
||
}
|
||
|
||
//Special hack: if it's Borg who has regen going, must be Borg queen
|
||
if ( cgs.clientinfo[cent->currentState.number].pClass == PC_BORG )
|
||
{
|
||
if ( (cg_entities[cent->currentState.number].currentState.powerups&(1<<PW_LASER)) )
|
||
{
|
||
CG_PlayerFloatSprite( cent, cgs.media.borgQueenIconShader );
|
||
return;
|
||
}
|
||
}
|
||
|
||
//NOTE: Borg *Queen* should have been caught above
|
||
if ( cgs.clientinfo[cent->currentState.number].pClass == PC_BORG )
|
||
{
|
||
CG_PlayerFloatSprite( cent, cgs.media.borgIconShader );
|
||
return;
|
||
}
|
||
|
||
if ( cent->currentState.eFlags & EF_AWARD_FIRSTSTRIKE ) {
|
||
CG_PlayerFloatSprite( cent, cgs.media.medalFirstStrike );
|
||
return;
|
||
}
|
||
|
||
if ( cent->currentState.eFlags & EF_AWARD_IMPRESSIVE ) {
|
||
CG_PlayerFloatSprite( cent, cgs.media.medalImpressive );
|
||
return;
|
||
}
|
||
|
||
if ( cent->currentState.eFlags & EF_AWARD_EXCELLENT ) {
|
||
CG_PlayerFloatSprite( cent, cgs.media.medalExcellent );
|
||
return;
|
||
}
|
||
|
||
if ( cent->currentState.eFlags & EF_AWARD_ACE ) {
|
||
CG_PlayerFloatSprite( cent, cgs.media.medalAce );
|
||
return;
|
||
}
|
||
|
||
if ( cent->currentState.eFlags & EF_AWARD_EXPERT ) {
|
||
CG_PlayerFloatSprite( cent, cgs.media.medalExpert );
|
||
return;
|
||
}
|
||
|
||
if ( cent->currentState.eFlags & EF_AWARD_MASTER ) {
|
||
CG_PlayerFloatSprite( cent, cgs.media.medalMaster );
|
||
return;
|
||
}
|
||
|
||
if ( cent->currentState.eFlags & EF_AWARD_CHAMPION ) {
|
||
CG_PlayerFloatSprite( cent, cgs.media.medalChampion );
|
||
return;
|
||
}
|
||
|
||
team = cgs.clientinfo[ cent->currentState.clientNum ].team;
|
||
if ( !(cent->currentState.eFlags & EF_DEAD) &&
|
||
cg.snap->ps.persistant[PERS_TEAM] == team &&
|
||
cgs.gametype >= GT_TEAM &&
|
||
cent->currentState.number != cg.snap->ps.clientNum ) // Don't show a sprite above a player's own head in 3rd person.
|
||
{
|
||
if (team==TEAM_RED)
|
||
{
|
||
CG_PlayerFloatSprite( cent, cgs.media.teamRedShader );
|
||
}
|
||
else if (team==TEAM_BLUE)
|
||
{
|
||
CG_PlayerFloatSprite( cent, cgs.media.teamBlueShader );
|
||
}
|
||
// else don't show an icon. There currently are no other team types.
|
||
|
||
return;
|
||
}*/
|
||
|
||
//RPG-X: RedTechie - Cloak sprite basiclly other admins will see this only to tell if that player is cloaked and a admin
|
||
//if( cent->currentState.powerups & ( 1 << PW_INVIS ) ){
|
||
// CG_PlayerFloatSprite( cent, cgs.media.cloakspriteShader );
|
||
// return;
|
||
//}
|
||
return;
|
||
|
||
}
|
||
|
||
/*
|
||
===============
|
||
CG_CalcBeamAlpha
|
||
By TiM
|
||
|
||
Calculates the current point
|
||
in a transport cycle so we
|
||
can use it as a fade percentage
|
||
Used in shadows, and on the player
|
||
model itself
|
||
===============
|
||
*/
|
||
#define PLAYER_BEAM_FADETIME_DIV 1.0/(float)PLAYER_BEAM_FADETIME
|
||
|
||
void CG_CalcBeamAlpha( int powerups, beamData_t *beamData ) {
|
||
float beamAlpha = 1.0;
|
||
int bTime = 0;
|
||
|
||
|
||
if ( ( powerups & ( 1 << PW_BEAM_OUT ) ) || ( powerups & ( 1 << PW_QUAD ) ) ) {
|
||
//TiM - SP transporter FX, also base alpha off of phase in transport cycle
|
||
//bTime = cg.time - beamData->beamTimeParam;
|
||
|
||
bTime = cg.time - beamData->beamTimeParam;
|
||
|
||
if (bTime > PLAYER_BEAM_FADE ) {
|
||
if ( bTime < ( PLAYER_BEAM_FADE + PLAYER_BEAM_FADETIME) ) {
|
||
beamAlpha = (float)( bTime - PLAYER_BEAM_FADE ) * PLAYER_BEAM_FADETIME_DIV;
|
||
|
||
//if we're beaming out, invert the alpha value (so we fade out, not in )
|
||
if ( powerups & ( 1 << PW_BEAM_OUT ) ) {
|
||
beamAlpha = 1.0 - beamAlpha;
|
||
}
|
||
|
||
//Com_Printf( "Alpha = %f\n", beamAlpha );
|
||
}
|
||
else {
|
||
if ( powerups & ( 1 << PW_BEAM_OUT ) ) {
|
||
beamAlpha = 0.0;
|
||
}
|
||
else {
|
||
beamAlpha = 1.0;
|
||
}
|
||
}
|
||
}
|
||
else {
|
||
if ( powerups & ( 1 << PW_BEAM_OUT ) ) {
|
||
beamAlpha = 1.0;
|
||
}
|
||
else {
|
||
beamAlpha = 0.0;
|
||
}
|
||
}
|
||
//CG_Printf( "BeamTime: %i, Alpha: %f\n", bTime, beamAlpha );
|
||
}
|
||
|
||
beamData->beamAlpha = beamAlpha;
|
||
}
|
||
|
||
/*
|
||
===============
|
||
CG_PlayerShadow
|
||
|
||
Returns the Z component of the surface being shadowed
|
||
|
||
should it return a full plane instead of a Z?
|
||
===============
|
||
*/
|
||
#define SHADOW_DISTANCE 128
|
||
static qboolean CG_PlayerShadow( centity_t *cent, vec3_t origin, float *shadowPlane, float sizeOffset ) {
|
||
vec3_t end, mins = {-7, -7, 0}, maxs = {7, 7, 2};
|
||
trace_t trace;
|
||
float alpha;
|
||
|
||
*shadowPlane = 0;
|
||
|
||
if ( cg_shadows.integer == 0 ) {
|
||
return qfalse;
|
||
}
|
||
|
||
// no shadows when invisible
|
||
//TiM - handled in two phases. When invis powerup is active, and beyond flash time, or invis is inactvie, and before flashtime
|
||
if (
|
||
( ( cent->currentState.powerups & ( 1 << PW_INVIS ) && cent->cloakTime > 0 && cg.time > cent->cloakTime + Q_FLASH_TIME * 0.5 )
|
||
|| ( !(cent->currentState.powerups & ( 1 << PW_INVIS )) && cent->decloakTime > 0 && cg.time < cent->decloakTime + Q_FLASH_TIME * 0.5 ) ) )
|
||
{
|
||
return qfalse;
|
||
}
|
||
|
||
// send a trace down from the player to the ground
|
||
//VectorCopy( cent->lerpOrigin, end );
|
||
VectorCopy( origin, end );
|
||
end[2] -= SHADOW_DISTANCE;
|
||
|
||
//trap_CM_BoxTrace( &trace, cent->lerpOrigin, end, mins, maxs, 0, MASK_PLAYERSOLID );
|
||
trap_CM_BoxTrace( &trace, origin, end, mins, maxs, 0, MASK_PLAYERSOLID );
|
||
|
||
// no shadow if too high
|
||
if ( trace.fraction == 1.0 ) {
|
||
return qfalse;
|
||
}
|
||
|
||
*shadowPlane = trace.endpos[2] + 1;
|
||
|
||
if ( cg_shadows.integer != 1 ) { // no mark for stencil or projection shadows
|
||
return qtrue;
|
||
}
|
||
|
||
// fade the shadow out with height
|
||
alpha = 1.0 - trace.fraction;
|
||
|
||
//transporter FX - beam alpha
|
||
alpha *= cent->beamData.beamAlpha;
|
||
|
||
if ( alpha == 0.0 ) {
|
||
return qfalse;
|
||
}
|
||
|
||
// --TiM
|
||
|
||
// add the mark as a temporary, so it goes directly to the renderer
|
||
// without taking a spot in the cg_marks array
|
||
CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
|
||
cent->pe.legs.yawAngle, 1,1,1,alpha, qfalse, ( 16 * sizeOffset ), qtrue );
|
||
|
||
return qtrue;
|
||
}
|
||
|
||
|
||
/*
|
||
===============
|
||
CG_PlayerSplash
|
||
|
||
Draw a mark at the water surface
|
||
===============
|
||
*/
|
||
static void CG_PlayerSplash( centity_t *cent ) {
|
||
vec3_t start, end;
|
||
trace_t trace;
|
||
int contents;
|
||
polyVert_t verts[4];
|
||
|
||
float beamRatio = 1.0;
|
||
|
||
if ( !cg_shadows.integer ) {
|
||
return;
|
||
}
|
||
|
||
VectorCopy( cent->lerpOrigin, end );
|
||
end[2] -= 24;
|
||
|
||
// if the feet aren't in liquid, don't make a mark
|
||
// this won't handle moving water brushes, but they wouldn't draw right anyway...
|
||
contents = trap_CM_PointContents( end, 0 );
|
||
if ( !( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ) {
|
||
return;
|
||
}
|
||
|
||
VectorCopy( cent->lerpOrigin, start );
|
||
start[2] += 32;
|
||
|
||
// if the head isn't out of liquid, don't make a mark
|
||
contents = trap_CM_PointContents( start, 0 );
|
||
if ( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
|
||
return;
|
||
}
|
||
|
||
// trace down to find the surface
|
||
trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) );
|
||
|
||
if ( trace.fraction == 1.0 ) {
|
||
return;
|
||
}
|
||
|
||
if ( (cent->currentState.powerups & ( 1 << PW_BEAM_OUT ) ) && ( cg.time > ( cent->beamData.beamTimeParam + 2000 ) ) ) {
|
||
//beamRatio = 1.0f - (( (float)cg.time - ( (float)cent->beamData.beamTimeParam + 2000.0f ) ) / 2000.0f);
|
||
beamRatio = 1.0f - (( (float)cg.time - ( (float)cent->beamData.beamTimeParam + 2000.0f ) ) * 0.0005f);
|
||
//CG_Printf( "Beam Out: %f\n", beamRatio );
|
||
}
|
||
|
||
if ( cent->currentState.powerups & ( 1 << PW_QUAD ) ) {
|
||
//beamRatio = ( ( (float)cg.time - (float)cent->beamData.beamTimeParam ) / 2000.0f );
|
||
beamRatio = ( ( (float)cg.time - (float)cent->beamData.beamTimeParam ) * 0.0005f );
|
||
//CG_Printf( "Beam In: %f\n", beamRatio );
|
||
}
|
||
|
||
if ( beamRatio > 1.0 ) {
|
||
beamRatio = 1.0;
|
||
}
|
||
|
||
if ( beamRatio < 0.0 ) {
|
||
beamRatio = 0.0;
|
||
}
|
||
|
||
// create a mark polygon
|
||
VectorCopy( trace.endpos, verts[0].xyz );
|
||
verts[0].xyz[0] -= 32 * beamRatio;
|
||
verts[0].xyz[1] -= 32 * beamRatio;
|
||
verts[0].st[0] = 0;
|
||
verts[0].st[1] = 0;
|
||
verts[0].modulate[0] = 255;
|
||
verts[0].modulate[1] = 255;
|
||
verts[0].modulate[2] = 255;
|
||
verts[0].modulate[3] = 255;
|
||
|
||
VectorCopy( trace.endpos, verts[1].xyz );
|
||
verts[1].xyz[0] -= 32 * beamRatio;
|
||
verts[1].xyz[1] += 32 * beamRatio;
|
||
verts[1].st[0] = 0;
|
||
verts[1].st[1] = 1;
|
||
verts[1].modulate[0] = 255;
|
||
verts[1].modulate[1] = 255;
|
||
verts[1].modulate[2] = 255;
|
||
verts[1].modulate[3] = 255;
|
||
|
||
VectorCopy( trace.endpos, verts[2].xyz );
|
||
verts[2].xyz[0] += 32 * beamRatio;
|
||
verts[2].xyz[1] += 32 * beamRatio;
|
||
verts[2].st[0] = 1;
|
||
verts[2].st[1] = 1;
|
||
verts[2].modulate[0] = 255;
|
||
verts[2].modulate[1] = 255;
|
||
verts[2].modulate[2] = 255;
|
||
verts[2].modulate[3] = 255;
|
||
|
||
VectorCopy( trace.endpos, verts[3].xyz );
|
||
verts[3].xyz[0] += 32 * beamRatio;
|
||
verts[3].xyz[1] -= 32 * beamRatio;
|
||
verts[3].st[0] = 1;
|
||
verts[3].st[1] = 0;
|
||
verts[3].modulate[0] = 255;
|
||
verts[3].modulate[1] = 255;
|
||
verts[3].modulate[2] = 255;
|
||
verts[3].modulate[3] = 255;
|
||
|
||
trap_R_AddPolyToScene( cgs.media.wakeMarkShader, 4, verts );
|
||
}
|
||
static int timestamp;
|
||
|
||
/*
|
||
===============
|
||
CG_AddRefEntityWithPowerups
|
||
|
||
Adds a piece with modifications or duplications for powerups
|
||
Also called by CG_Missile for quad rockets, but nobody can tell...
|
||
===============
|
||
*/
|
||
void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int eFlags, beamData_t *beamData, int cloakTime, int decloakTime, qboolean borg )
|
||
{
|
||
|
||
//TiM : No more flickering. Flickering Starfleet officers is bad
|
||
/*if ( eFlags & EF_ITEMPLACEHOLDER ) // Hologram Decoy
|
||
{
|
||
float f1, f2;
|
||
|
||
// We used EF_ITEMPLACEHOLDER flag to indicate that this 'player' model
|
||
// is actually a holographic decoy. Now there is a chance that the
|
||
// decoy will flicker a bit because of ordering with alpha shaders...
|
||
|
||
// The lowest the alpha goes is 4.0-2.5-1.0=0.5.
|
||
f1 = 4.0 + 2.5*sin(52.423 + cg.time/205.243);
|
||
f2 = sin(14.232 + cg.time/63.572);
|
||
|
||
f1 = f1+f2;
|
||
if (f1 > 1.0)
|
||
{ // Just draw him solid.
|
||
if ( cg.snap->ps.persistant[PERS_CLASS] == PC_TECH )
|
||
{//technicians can see decoys as grids
|
||
ent->customShader = cgs.media.rezOutShader;
|
||
ent->shaderRGBA[0] =
|
||
ent->shaderRGBA[1] =
|
||
ent->shaderRGBA[2] = 128;
|
||
}
|
||
|
||
trap_R_AddRefEntityToScene( ent );
|
||
}
|
||
else
|
||
{ // Draw him faded.
|
||
if (f1 > 0.8)
|
||
{ // Don't have alphas over 0.8, it just looks bad.
|
||
f1=0.8;
|
||
}
|
||
else if (f1 < 0.1)
|
||
{
|
||
f1=0.1;
|
||
}
|
||
|
||
ent->renderfx |= RF_FORCE_ENT_ALPHA; // Override the skin shader info and use this alpha value.
|
||
ent->shaderRGBA[3] = 255.0*f1;
|
||
trap_R_AddRefEntityToScene( ent );
|
||
ent->renderfx &= ~RF_FORCE_ENT_ALPHA;
|
||
ent->shaderRGBA[3] = 255;
|
||
|
||
// ...with a static shader.
|
||
ent->customShader = cgs.media.holoDecoyShader;
|
||
ent->shaderRGBA[0] =
|
||
ent->shaderRGBA[1] =
|
||
ent->shaderRGBA[2] = 255.0*(1.0-f1); // More solid as the player fades out...
|
||
trap_R_AddRefEntityToScene(ent);
|
||
}
|
||
|
||
return;
|
||
}*/
|
||
if ((eFlags & EF_DEAD) && (timestamp > cg.time))
|
||
{ // Dead. timestamp holds the time of death.
|
||
|
||
float alpha;
|
||
int a;
|
||
|
||
// First draw the entity itself.
|
||
//alpha = (timestamp - cg.time)/2500.0;
|
||
alpha = (timestamp - cg.time) * 0.0004;
|
||
ent->renderfx |= RF_FORCE_ENT_ALPHA;
|
||
a = alpha * 255.0;
|
||
if (a <= 0)
|
||
a=1;
|
||
ent->shaderRGBA[3] = a;
|
||
trap_R_AddRefEntityToScene( ent );
|
||
ent->renderfx &= ~RF_FORCE_ENT_ALPHA;
|
||
ent->shaderRGBA[3] = 255;
|
||
|
||
// 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( powerups & ( 1 << PW_BORG_ADAPT ) )
|
||
{
|
||
ent->renderfx |= RF_FORCE_ENT_ALPHA;
|
||
ent->shaderRGBA[3] = 255;
|
||
trap_R_AddRefEntityToScene(ent);
|
||
ent->customShader = cgs.media.borgFullBodyShieldShader;
|
||
trap_R_AddRefEntityToScene(ent);
|
||
return;
|
||
}
|
||
else if ( powerups & ( 1 << PW_INVIS ) || ( !(powerups & ( 1 << PW_INVIS )) && decloakTime > 0 ) )
|
||
{
|
||
if ( ( cloakTime <= 0 && decloakTime <= 0 ) || ( decloakTime > 0 && cg.time < ( decloakTime + Q_FLASH_TIME * 0.5 ) )
|
||
|| ( cloakTime > 0 && cg.time > ( cloakTime + Q_FLASH_TIME * 0.5 ) ) )
|
||
{
|
||
if ( cgs.clientinfo[cg.snap->ps.clientNum].isAdmin/*cg.snap->ps.persistant[PERS_CLASS] == PC_ADMIN*/ )
|
||
{//admins can see cloaked people
|
||
//RPG-X: RedTechie - Pretty Admin Stuff
|
||
//ent->customShader = cgs.media.teleportEffectShader;
|
||
ent->renderfx |= RF_FORCE_ENT_ALPHA;
|
||
ent->shaderRGBA[3] = (unsigned char)(0.4f * 255.0f);
|
||
trap_R_AddRefEntityToScene( ent );
|
||
}
|
||
else
|
||
return;
|
||
//ent->customShader = cgs.media.invisShader; //TiM : No point since it's a 100% transparent shader. Use the EF_NODRAW flag instead
|
||
}
|
||
else
|
||
trap_R_AddRefEntityToScene( ent );
|
||
}
|
||
else if (powerups & (1<<PW_DISINTEGRATE))
|
||
{
|
||
int dtime;
|
||
|
||
dtime = cg.time-timeParam;
|
||
if (dtime < 1000)
|
||
{
|
||
ent->renderfx |= RF_FORCE_ENT_ALPHA;
|
||
ent->shaderRGBA[3] = 255 - (dtime)*0.25;
|
||
trap_R_AddRefEntityToScene( ent );
|
||
ent->renderfx &= ~RF_FORCE_ENT_ALPHA;
|
||
ent->shaderRGBA[3] = 255;
|
||
}
|
||
|
||
if (dtime < 2000)
|
||
{
|
||
ent->customShader = cgs.media.disruptorShader;
|
||
//ent->shaderTime = timeParam / 1000.0f;
|
||
ent->shaderTime = timeParam * 0.001f;
|
||
trap_R_AddRefEntityToScene( ent );
|
||
}
|
||
}
|
||
else if (powerups & (1<<PW_EXPLODE))
|
||
{
|
||
int dtime;
|
||
|
||
dtime = cg.time-timeParam;
|
||
|
||
if (dtime < 300)
|
||
{
|
||
ent->renderfx |= RF_FORCE_ENT_ALPHA;
|
||
ent->shaderRGBA[3] = (int)(255.0 - (dtime / 300.0) * 254.0);
|
||
trap_R_AddRefEntityToScene( ent );
|
||
ent->renderfx &= ~RF_FORCE_ENT_ALPHA;
|
||
ent->shaderRGBA[3] = 255;
|
||
}
|
||
|
||
if (dtime < 500)
|
||
{
|
||
ent->customShader = cgs.media.explodeShellShader;
|
||
ent->renderfx |= RF_CAP_FRAMES;
|
||
//ent->shaderTime = timeParam / 1000.0f;
|
||
ent->shaderTime = timeParam * 0.001f;
|
||
trap_R_AddRefEntityToScene( ent );
|
||
ent->renderfx &= ~RF_CAP_FRAMES;
|
||
}
|
||
}
|
||
else if (powerups & (1<<PW_GHOST))
|
||
{
|
||
ent->renderfx |= RF_FORCE_ENT_ALPHA;
|
||
//ent->shaderRGBA[3] = 100 + 50*sin(cg.time/200.0);
|
||
ent->shaderRGBA[3] = 100 + 50*sin(cg.time * 0.005);
|
||
trap_R_AddRefEntityToScene( ent );
|
||
ent->renderfx &= ~RF_FORCE_ENT_ALPHA;
|
||
ent->shaderRGBA[3] = 255;
|
||
}
|
||
//SP Transporter Effect
|
||
else if ( powerups & ( 1 << PW_BEAM_OUT ) || powerups & ( 1 << PW_QUAD ) )
|
||
{
|
||
int btime;
|
||
btime = cg.time - beamData->beamTimeParam;
|
||
|
||
if ( btime <= PLAYER_BEAM_FADE ) {
|
||
if ( powerups & ( 1 << PW_BEAM_OUT ) ) {
|
||
ent->shaderRGBA[3] = 255;
|
||
}
|
||
else {
|
||
ent->shaderRGBA[3] = 0;
|
||
}
|
||
}
|
||
else if ( btime >= ( PLAYER_BEAM_FADE + PLAYER_BEAM_FADETIME ) ) {
|
||
if ( powerups & ( 1 << PW_BEAM_OUT ) ) {
|
||
ent->shaderRGBA[3] = 0;
|
||
}
|
||
else {
|
||
ent->shaderRGBA[3] = 255;
|
||
}
|
||
}
|
||
|
||
if (btime > PLAYER_BEAM_FADE && btime < (PLAYER_BEAM_FADE + PLAYER_BEAM_FADETIME) )
|
||
{
|
||
ent->renderfx |= RF_FORCE_ENT_ALPHA;
|
||
ent->shaderRGBA[3] = (int)(255 * beamData->beamAlpha);
|
||
}
|
||
|
||
if ( ent->shaderRGBA[3] > 0 ) {
|
||
trap_R_AddRefEntityToScene( ent );
|
||
ent->renderfx &= ~RF_FORCE_ENT_ALPHA;
|
||
ent->shaderRGBA[3] = 255;
|
||
}
|
||
|
||
if ( btime < 4100 ) {
|
||
ent->customShader = cgs.media.transportShader;
|
||
//ent->shaderTime = beamData->beamTimeParam / 1000.0f;
|
||
ent->shaderTime = beamData->beamTimeParam * 0.001f;
|
||
trap_R_AddRefEntityToScene( ent );
|
||
}
|
||
}
|
||
else
|
||
{
|
||
trap_R_AddRefEntityToScene( ent );
|
||
|
||
//if we did have third person alpha
|
||
if ( ent->renderfx & RF_FORCE_ENT_ALPHA ) {
|
||
ent->renderfx &= ~RF_FORCE_ENT_ALPHA;
|
||
}
|
||
// Quad should JUST be on the weapon now, sparky.
|
||
/* if ( powerups & ( 1 << PW_QUAD ) )
|
||
{
|
||
if (team == TEAM_RED)
|
||
ent->customShader = cgs.media.redQuadShader;
|
||
else
|
||
ent->customShader = cgs.media.quadShader;
|
||
trap_R_AddRefEntityToScene( ent );
|
||
}
|
||
*/
|
||
|
||
/*if ( powerups & ( 1 << PW_LASER ) ) {
|
||
if ( ( ( cg.time / 100 ) % 10 ) == 1 ) {
|
||
ent->customShader = cgs.media.regenShader;
|
||
trap_R_AddRefEntityToScene( ent );
|
||
}
|
||
}*/
|
||
/*if ( powerups & ( 1 << PW_BEAMING ))
|
||
{
|
||
ent->customShader = cgs.media.borgFullBodyShieldShader;
|
||
trap_R_AddRefEntityToScene( ent );
|
||
return;
|
||
}*/
|
||
/* if ( powerups & ( 1 << PW_BOLTON ))
|
||
{
|
||
ent->customShader = cgs.media.battleSuitShader;
|
||
trap_R_AddRefEntityToScene( ent );
|
||
return;
|
||
}*/
|
||
/*if (powerups & (1 << PW_OUCH))
|
||
{
|
||
ent->customShader = cgs.media.holoOuchShader;
|
||
// set rgb to 1 of 16 values from 0 to 255. don't use random so that the three
|
||
//parts of the player model as well as the gun will all look the same
|
||
ent->shaderRGBA[0] =
|
||
ent->shaderRGBA[1] =
|
||
ent->shaderRGBA[2] = ((cg.time % 17)*0.0625)*255.0;//irandom(0,255);
|
||
trap_R_AddRefEntityToScene(ent);
|
||
}*/
|
||
|
||
if (powerups & (1<<PW_ARCWELD_DISINT))
|
||
{
|
||
int dtime;
|
||
|
||
dtime = cg.time-timeParam;
|
||
|
||
if (dtime < irandom(0,4000))
|
||
{
|
||
// Add an electrical shell, faded out over the first three seconds.
|
||
ent->customShader = cgs.media.electricBodyShader;
|
||
// ent->shaderTime = timeParam / 1000.0f;
|
||
ent->shaderRGBA[0] =
|
||
ent->shaderRGBA[1] =
|
||
//ent->shaderRGBA[2] = (int)(1.0 + ((4000.0 - dtime) / 4000.0f * 254.0f ));
|
||
ent->shaderRGBA[2] = (int)(1.0 + ((4000.0 - dtime) * 0.00025f + 256.0f));
|
||
ent->shaderRGBA[3] = 255;
|
||
trap_R_AddRefEntityToScene( ent );
|
||
|
||
if ( random() > 0.95f )
|
||
{
|
||
// Play a zap sound to go it.
|
||
trap_S_StartSound (ent->origin, entNum, CHAN_AUTO, cg_weapons[WP_13].altHitSound);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
#define MAX_SHIELD_TIME 2500.0
|
||
#define MIN_SHIELD_TIME 1750.0
|
||
|
||
|
||
void CG_PlayerShieldHit(int entitynum, vec3_t dir, int amount)
|
||
{
|
||
centity_t *cent;
|
||
int time;
|
||
|
||
if (entitynum<0 || entitynum >= MAX_CLIENTS)
|
||
{
|
||
return;
|
||
}
|
||
|
||
cent = &cg_entities[entitynum];
|
||
|
||
if (amount > 100)
|
||
{
|
||
time = cg.time + MAX_SHIELD_TIME; // 2 sec.
|
||
}
|
||
else
|
||
{
|
||
time = cg.time + 500 + amount*20;
|
||
}
|
||
|
||
if (time > cent->damageTime)
|
||
{
|
||
cent->damageTime = time;
|
||
VectorScale(dir, -1, dir);
|
||
vectoangles(dir, cent->damageAngles);
|
||
}
|
||
}
|
||
|
||
|
||
/*void CG_DrawPlayerShield(centity_t *cent, vec3_t origin)
|
||
{
|
||
refEntity_t ent;
|
||
int alpha;
|
||
float scale;
|
||
|
||
// Don't draw the shield when the player is dead.
|
||
if (cent->currentState.eFlags & EF_DEAD)
|
||
{
|
||
return;
|
||
}
|
||
|
||
memset( &ent, 0, sizeof( ent ) );
|
||
|
||
VectorCopy( origin, ent.origin );
|
||
ent.origin[2] += 10.0;
|
||
AnglesToAxis( cent->damageAngles, ent.axis );
|
||
|
||
alpha = 255.0 * ((cent->damageTime - cg.time) / MIN_SHIELD_TIME) + irandom(0, 16);
|
||
if (alpha>255)
|
||
alpha=255;
|
||
|
||
// Make it bigger, but tighter if more solid
|
||
scale = 1.8 - ((float)alpha*(0.4/255.0)); // Range from 1.4 to 1.8
|
||
VectorScale( ent.axis[0], scale, ent.axis[0] );
|
||
VectorScale( ent.axis[1], scale, ent.axis[1] );
|
||
VectorScale( ent.axis[2], scale, ent.axis[2] );
|
||
|
||
ent.hModel = cgs.media.explosionModel;
|
||
ent.customShader = cgs.media.halfShieldShader;
|
||
ent.shaderRGBA[0] = alpha;
|
||
ent.shaderRGBA[1] = alpha;
|
||
ent.shaderRGBA[2] = alpha;
|
||
ent.shaderRGBA[3] = 255;
|
||
trap_R_AddRefEntityToScene( &ent );
|
||
}*/
|
||
|
||
|
||
/*void CG_PlayerHitFX(centity_t *cent)
|
||
{
|
||
centity_t *curent;
|
||
|
||
// only do the below fx if the cent in question is...uh...me, and it's first person.
|
||
if (cent->currentState.clientNum != cg.predictedPlayerState.clientNum || cg.renderingThirdPerson)
|
||
{
|
||
// Get the NON-PREDICTED player entity, because the predicted one doesn't have the damage info on it.
|
||
curent = &cg_entities[cent->currentState.number];
|
||
|
||
if (curent->damageTime > cg.time)
|
||
{
|
||
CG_DrawPlayerShield(curent, cent->lerpOrigin);
|
||
}
|
||
|
||
return;
|
||
}
|
||
}*/
|
||
|
||
//------------------------------------
|
||
/*void CG_BorgEyebeam( centity_t *cent, const refEntity_t *parent )
|
||
{
|
||
qboolean large = qfalse;
|
||
vec3_t beamOrg, beamEnd;
|
||
trace_t trace;
|
||
refEntity_t temp;
|
||
|
||
CG_PositionEntityOnTag( &temp, parent, parent->hModel, "tag_ear");
|
||
|
||
if ( VectorCompare( temp.origin, parent->origin ))
|
||
{
|
||
// Vectors must be the same so the tag_ear wasn't found
|
||
return;
|
||
}
|
||
//Note the above will also prevent the beam from being drawn in first person view if you don't have a tag_ear
|
||
|
||
// well, we are in thirdperson or whatnot, so we should just render from a bolt-on ( tag_ear )
|
||
if ( cent->currentState.clientNum != cg.predictedPlayerState.clientNum
|
||
|| cg.renderingThirdPerson
|
||
|| cg.snap->ps.pm_type == PM_INTERMISSION )
|
||
{
|
||
VectorCopy( temp.origin, beamOrg );
|
||
VectorMA( beamOrg, 1024, temp.axis[0], beamEnd );//forward to end
|
||
}
|
||
else
|
||
{
|
||
vec3_t axis[3];
|
||
|
||
// stupid offset hack
|
||
AnglesToAxis( cent->lerpAngles, axis );
|
||
VectorMA( cent->lerpOrigin, 26, axis[2], beamOrg );//up
|
||
VectorMA( beamOrg, -26, axis[1], beamOrg );//right
|
||
// VectorMA( beamOrg, 0.2f, axis[0], beamOrg );//forward
|
||
VectorMA( beamOrg, 1024, axis[0], beamEnd );//forward to end
|
||
large = qtrue; // render a fatter line
|
||
}
|
||
|
||
trap_CM_BoxTrace( &trace, beamOrg, beamEnd, NULL, NULL, 0, MASK_SHOT );
|
||
VectorCopy( trace.endpos, beamEnd );
|
||
VectorMA( beamOrg, 0.5, parent->axis[0], beamOrg );//forward
|
||
|
||
FX_BorgEyeBeam( beamOrg, beamEnd, trace.plane.normal, large );
|
||
}*/
|
||
|
||
//------------------------------------------------------------------------------
|
||
//Equip mode features
|
||
|
||
void CG_AttachHolsters ( centity_t *cent, refEntity_t *parent, int weapon )
|
||
{
|
||
refEntity_t holster;
|
||
refEntity_t holsterInner;
|
||
|
||
//CG_FlushRefEnt( parent, &holster );
|
||
//CG_FlushRefEnt( parent, &holsterInner );
|
||
|
||
memset( &holster, 0, sizeof( holster ) );
|
||
VectorCopy( parent->lightingOrigin, holster.lightingOrigin );
|
||
holster.shadowPlane = parent->shadowPlane;
|
||
holster.renderfx = parent->renderfx;
|
||
|
||
memset( &holsterInner, 0, sizeof( holsterInner ) );
|
||
VectorCopy( parent->lightingOrigin, holsterInner.lightingOrigin );
|
||
holsterInner.shadowPlane = parent->shadowPlane;
|
||
holsterInner.renderfx = parent->renderfx;
|
||
|
||
holster.hModel = (weapon == WP_5) ? cgs.media.phaserHolster : cgs.media.tricorderHolster;
|
||
holsterInner.hModel = (weapon == WP_5) ? cgs.media.phaserHolsterInner : cgs.media.tricorderHolsterInner;
|
||
|
||
if ( !holster.hModel ) {
|
||
return;
|
||
}
|
||
|
||
CG_PositionEntityOnTag( &holster, parent, parent->hModel, (weapon == WP_5) ? "tag_p_holster" : "tag_t_holster" );
|
||
CG_PositionEntityOnTag( &holsterInner, &holster, holster.hModel, (weapon == WP_5) ? "tag_phaser" : "tag_tricorder" );
|
||
|
||
CG_AddRefEntityWithPowerups( &holster, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, qfalse );
|
||
|
||
if ( cent->currentState.weapon != weapon ) {
|
||
CG_AddRefEntityWithPowerups( &holsterInner, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, qfalse );
|
||
}
|
||
|
||
}
|
||
|
||
void CG_AttachTools ( centity_t *cent, refEntity_t *parent, int weaponNum )
|
||
{
|
||
refEntity_t tool;
|
||
weaponInfo_t *weaponInfo;
|
||
|
||
weaponInfo = &cg_weapons[weaponNum];
|
||
|
||
//CG_FlushRefEnt( parent, &holster );
|
||
//CG_FlushRefEnt( parent, &holsterInner );
|
||
|
||
memset( &tool, 0, sizeof( tool ) );
|
||
VectorCopy( parent->lightingOrigin, tool.lightingOrigin );
|
||
tool.shadowPlane = parent->shadowPlane;
|
||
tool.renderfx = parent->renderfx;
|
||
|
||
tool.hModel = weaponInfo->weaponModel;
|
||
|
||
if ( !tool.hModel ) {
|
||
return;
|
||
}
|
||
|
||
CG_PositionEntityOnTag( &tool, parent, parent->hModel, (weaponNum == WP_11) ? "tag_torso" : "tag_lhand" );
|
||
|
||
if ( cent->currentState.weapon != weaponNum ) {
|
||
CG_AddRefEntityWithPowerups( &tool, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, qfalse );
|
||
}
|
||
|
||
}
|
||
//--------------------------------------------------------------
|
||
//CG version of the flashlight+laser.
|
||
|
||
extern qboolean CG_CalcMuzzlePoint( centity_t *cent, vec3_t muzzle, qboolean isDecoy );
|
||
|
||
void CG_AddBeamFX( centity_t *cent ) {
|
||
//refEntity_t ent;
|
||
trace_t tr;
|
||
vec3_t origin, forward, end;
|
||
qboolean isDecoy;
|
||
|
||
if ( !( cent->currentState.powerups & ( 1 << PW_LASER ) ) &&
|
||
!( cent->currentState.powerups & ( 1 << PW_FLASHLIGHT ) ) )
|
||
{
|
||
return;
|
||
}
|
||
|
||
isDecoy = (qboolean)(cent->currentState.eFlags & EF_ITEMPLACEHOLDER );
|
||
|
||
//Get origin to render effect
|
||
//==============================
|
||
//if it's us, we get special treatment, wielding uber-smooth feelings. :)
|
||
if ( cent->currentState.clientNum == cg.predictedPlayerState.clientNum && !isDecoy ) {
|
||
VectorCopy( cg.predictedPlayerState.origin, origin );
|
||
origin[2] += (float)cg.predictedPlayerState.viewheight * cgs.clientinfo[cg.predictedPlayerState.clientNum].height;
|
||
|
||
AngleVectors( cg.predictedPlayerState.viewangles, forward, NULL, NULL );
|
||
}
|
||
else { //else, we'll employ a rather hacky (but Official Ravensoft made) way to guess the data we'll need here on CG
|
||
if ( CG_CalcMuzzlePoint( cent, origin, isDecoy ) )
|
||
if ( !isDecoy )
|
||
AngleVectors( cent->lerpAngles, forward, NULL, NULL );
|
||
else
|
||
AngleVectors( cent->currentState.angles, forward, NULL, NULL );
|
||
else
|
||
return;
|
||
}
|
||
|
||
//perform the trace
|
||
VectorMA( origin, 8192, forward, end );
|
||
CG_Trace( &tr, origin, NULL, NULL, end, cent->currentState.clientNum, CONTENTS_SOLID );
|
||
|
||
if (tr.surfaceFlags & SURF_NOIMPACT || tr.surfaceFlags & SURF_SKY ) {
|
||
return;
|
||
}
|
||
|
||
//offset back in a little, so we can actually see the ent lol
|
||
VectorMA( tr.endpos, -0.5, forward, end );
|
||
|
||
//==============================
|
||
|
||
if ( cent->currentState.powerups & ( 1 << PW_LASER ) && cent->beamData.beamTimeParam == 0 ) {
|
||
/*// create the render entity
|
||
memset (&ent, 0, sizeof(ent));
|
||
VectorCopy( end, ent.origin);
|
||
|
||
ent.reType = RT_SPRITE;
|
||
//ent.radius = 2;
|
||
//ent.rotation = 0;
|
||
ent.data.sprite.radius = 2;
|
||
ent.customShader = cgs.media.laserShader;
|
||
trap_R_AddRefEntityToScene( &ent );*/
|
||
|
||
//TiM: based on the shadow code instead. This is so the sprite
|
||
//is always aligned to the normal of the surface it hits, making it
|
||
//act more like a fricken laser. :)
|
||
CG_ImpactMark( cgs.media.laserShader, end, tr.plane.normal,
|
||
0,1,1,1,1, qfalse, 2, qtrue );
|
||
}
|
||
|
||
if ( cent->currentState.powerups & ( 1 << PW_FLASHLIGHT ) && cent->beamData.beamTimeParam == 0 ) {
|
||
vec3_t delta;
|
||
float dist, intensity;
|
||
|
||
//TiM - calc radius based on distance.
|
||
//So it'll simulate real flashlights getting bigger/smaller the closer u are
|
||
VectorSubtract( end, origin, delta );
|
||
dist = VectorNormalize( delta );
|
||
//intensity = ( dist / 256.0f );
|
||
intensity = ( dist * 0.00390625f );
|
||
|
||
if ( intensity > 1.0f )
|
||
intensity = 1.0f;
|
||
if ( intensity < 0.3f )
|
||
intensity = 0.3f;
|
||
|
||
trap_R_AddLightToScene( end, intensity * 200.0f, 1, 1, 1); //200
|
||
}
|
||
}
|
||
|
||
//--------------------------------------------------------------
|
||
|
||
/*
|
||
===============
|
||
CG_Player
|
||
===============
|
||
*/
|
||
#define EYES_BLINK_TIME 250
|
||
void CG_Player( centity_t *cent ) {
|
||
clientInfo_t *ci;
|
||
refEntity_t legs;
|
||
refEntity_t torso;
|
||
refEntity_t head;
|
||
int clientNum;
|
||
int renderfx;
|
||
qboolean shadow, borg = qfalse;
|
||
float shadowPlane = 0;
|
||
//alpha value
|
||
float alpha = cg_thirdPersonAlpha.value;
|
||
int i = 0;
|
||
rankModelData_t* rankModelData = NULL;
|
||
qboolean rankDataValidated = qfalse;
|
||
qboolean isDecoy = qfalse;
|
||
|
||
// the client number is stored in clientNum. It can't be derived
|
||
// from the entity number, because a single client may have
|
||
// multiple corpses on the level using the same clientinfo
|
||
clientNum = cent->currentState.clientNum;
|
||
if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
|
||
CG_Error( "Bad clientNum on player entity");
|
||
}
|
||
|
||
isDecoy = cent->currentState.eFlags & EF_ITEMPLACEHOLDER;
|
||
|
||
//if we're a decoy, use the decoy info instead
|
||
if ( isDecoy )
|
||
ci = &cgs.decoyInfo[ cent->currentState.eventParm ];
|
||
else
|
||
ci = &cgs.clientinfo[ clientNum ];
|
||
|
||
// it is possible to see corpses from disconnected players that may
|
||
// not have valid clientinfo
|
||
if ( !ci->infoValid ) {
|
||
return;
|
||
}
|
||
|
||
//borg = ( ci->pClass == PC_BORG ? qtrue : qfalse );
|
||
borg = qfalse;
|
||
|
||
// If I'm a borg and there is another borg teleporting, at least allow me to see a trail, then return
|
||
/*if ( cg.snap->ps.persistant[PERS_CLASS] == PC_BORG && borg && ( cent->currentState.eFlags & EF_NODRAW ))
|
||
{
|
||
FX_BorgTeleportTrails( cent->lerpOrigin );
|
||
return;
|
||
}*/
|
||
|
||
// add the talk baloon or disconnect icon (not in intermission)
|
||
if ( !cg.intermissionStarted )
|
||
{
|
||
//RPG-X: RedTechie - Make sure there a admin before printing sprites above there head
|
||
if(cgs.clientinfo[cg.snap->ps.clientNum].isAdmin/*cg.snap->ps.persistant[PERS_CLASS] == PC_ADMIN*/){
|
||
CG_PlayerSprites( cent );
|
||
}
|
||
}
|
||
|
||
//TiM Little hack for RGBA shader rendering
|
||
//if we're completely invisible... save us some processing power lol
|
||
if ( alpha <= 0.0 ) {
|
||
return;
|
||
}
|
||
|
||
if (cent->currentState.eFlags & EF_NODRAW)
|
||
{ // Don't draw anymore...
|
||
return;
|
||
}
|
||
|
||
memset( &legs, 0, sizeof(legs) );
|
||
memset( &torso, 0, sizeof(torso) );
|
||
memset( &head, 0, sizeof(head) );
|
||
|
||
//TiM : Manually refresh anims here to make sure it's updated around the board.
|
||
//Previously, new players would be loaded, but anim data wouldn't, resulting in really weird looking poses.
|
||
//Absolutely flushing all current animation data, forcing the code to reset is the only way I managed to get it working O_o
|
||
if ( !ci->animsFlushed ) {
|
||
lerpFrame_t *lf;
|
||
lerpFrame_t *tf;
|
||
|
||
lf = ¢->pe.legs;
|
||
tf = ¢->pe.torso;
|
||
|
||
lf->animation = tf->animation = NULL;
|
||
lf->animationNumber = tf->animationNumber = 0;
|
||
lf->animationTime = tf->animationTime = 0;
|
||
lf->backlerp = tf->backlerp = 0;
|
||
lf->frame = tf->frame = 0;
|
||
lf->frameTime = tf->frameTime = 0;
|
||
lf->oldFrame = tf->oldFrame = 0;
|
||
lf->oldFrameTime = tf->oldFrameTime = 0;
|
||
|
||
//TiM : As much as I'd love to do this, it'll delete current angles too,
|
||
//which results in players abruptly turning sharply when changing models.
|
||
//And might possibly make corpses do the same... which would look creepy lol
|
||
|
||
//memset( ¢->pe.legs, 0, sizeof ( cent->pe.legs ) );
|
||
//memset( ¢->pe.torso, 0, sizeof ( cent->pe.torso ) );
|
||
ci->animsFlushed = qtrue;
|
||
}
|
||
|
||
// get the rotation information
|
||
CG_PlayerAngles( cent, legs.axis, torso.axis, head.axis );
|
||
|
||
// get the animation state (after rotation, to allow feet shuffle)
|
||
CG_PlayerAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp,
|
||
&torso.oldframe, &torso.frame, &torso.backlerp );
|
||
|
||
// add powerups floating behind the player
|
||
CG_PlayerPowerups( cent );
|
||
|
||
//backup catch for the lift entity
|
||
if ( cg_liftEnts[cent->currentState.clientNum] > 0 && cg_liftEnts[cent->currentState.clientNum] < (cg.time - cgs.levelStartTime) )
|
||
cg_liftEnts[cent->currentState.clientNum] = 0;
|
||
|
||
//==========================================================
|
||
|
||
/*CG_CalcBeamAlpha( cent->currentState.powerups, ¢->beamData );
|
||
|
||
// add the shadow
|
||
if ( !(cent->currentState.eFlags & EF_ITEMPLACEHOLDER) )
|
||
{
|
||
shadow = CG_PlayerShadow( cent, &shadowPlane, ci->height );
|
||
}
|
||
else
|
||
{ // - unless we are a hologram...
|
||
shadow=qfalse;
|
||
shadowPlane=0;
|
||
}*/
|
||
|
||
// add a water splash if partially in and out of water
|
||
//CG_PlayerSplash( cent );
|
||
|
||
// get the player model information
|
||
renderfx = 0;
|
||
|
||
if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson && !cg_firstPersonBody.integer && !isDecoy ) {
|
||
renderfx |= RF_THIRD_PERSON; // only draw in mirrors
|
||
}
|
||
|
||
/*if ( cg_shadows.integer == 3 && shadow ) {
|
||
renderfx |= RF_SHADOW_PLANE;
|
||
}*/
|
||
|
||
renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
|
||
|
||
//append this flag if zooming thru the TR-116.
|
||
//It'll render players over everything else. Not quite as good as the TV 116, but it'll do the job. :)
|
||
if ( cg.snap->ps.weapon == WP_7 && cg.zoomed ) {
|
||
renderfx |= RF_DEPTHHACK; //This flag makes making haxx for EF SO EASY!!!! O_O!!!!!
|
||
}
|
||
|
||
// if we've been hit, display proper fullscreen fx
|
||
//CG_PlayerHitFX(cent);
|
||
|
||
// If we are dead, set up the correct fx.
|
||
if (cent->currentState.eFlags & EF_DEAD)
|
||
{
|
||
if (cent->deathTime==0)
|
||
cent->deathTime = cg.time; // Set Death Time so you can see yourself
|
||
|
||
if (cent->currentState.time > cg.time)
|
||
{ // Fading out.
|
||
timestamp=cent->currentState.time;
|
||
shadow = qfalse;
|
||
shadowPlane = 0;
|
||
}
|
||
else
|
||
{
|
||
timestamp = 0;
|
||
}
|
||
}
|
||
else
|
||
cent->deathTime = 0;
|
||
|
||
//
|
||
// add the legs
|
||
//
|
||
legs.hModel = ci->legsModel;
|
||
legs.customSkin = ci->legsSkin;
|
||
|
||
VectorCopy( cent->lerpOrigin, legs.origin );
|
||
|
||
//TiM - A cheap override for some things.
|
||
//If emoting, offset the player model. Good for solid chairs n stuff
|
||
//CG_Printf( "Offset = %f\n", ci->modelOffset );
|
||
if ( ci->modelOffset != 0 ) {
|
||
if ( cent->currentState.eFlags & EF_CLAMP_BODY || cent->currentState.eFlags & EF_CLAMP_ALL || cent->currentState.eFlags & EF_ITEMPLACEHOLDER ) {
|
||
//TiM: A bit of a hacky override. We don't want this on ladder climbing, yet the emote code
|
||
//now forms the basis of the ladder clamp code
|
||
if ( (cent->currentState.legsAnim & ~ANIM_TOGGLEBIT) != BOTH_LADDER_DWN1 &&
|
||
(cent->currentState.legsAnim & ~ANIM_TOGGLEBIT) != BOTH_LADDER_UP1 &&
|
||
(cent->currentState.legsAnim & ~ANIM_TOGGLEBIT) != BOTH_LADDER_IDLE )
|
||
{
|
||
vec3_t offset;
|
||
vec3_t legsYaw;
|
||
|
||
VectorSet( legsYaw, 0, cent->pe.legs.yawAngle, 0 );
|
||
|
||
AngleVectors( legsYaw, offset, NULL, NULL );
|
||
|
||
VectorMA( legs.origin, ci->modelOffset, offset, legs.origin );
|
||
}
|
||
}
|
||
}
|
||
|
||
VectorCopy( cent->lerpOrigin, legs.lightingOrigin );
|
||
//legs.shadowPlane = shadowPlane;
|
||
legs.renderfx = renderfx;
|
||
|
||
legs.nonNormalizedAxes = qtrue;
|
||
VectorScale( legs.axis[0], ci->height, legs.axis[0]);
|
||
VectorScale( legs.axis[1], (ci->height * ci->weight), legs.axis[1]); //weight... i think
|
||
VectorScale( legs.axis[2], ci->height, legs.axis[2]);
|
||
legs.origin[2] = legs.origin[2] - (24.0f * (1.0f - ci->height));
|
||
//Com_Printf( "weight = %f, race = %s\n", ci->weight, ci->race);
|
||
|
||
if ( cg.predictedPlayerState.clientNum == cent->currentState.clientNum && cg.renderingThirdPerson && cg_thirdPersonAlpha.value != 1.0 && !isDecoy ) {
|
||
legs.renderfx |= RF_FORCE_ENT_ALPHA;
|
||
legs.shaderRGBA[3] = (unsigned char)(alpha * 255.0f);
|
||
}
|
||
|
||
VectorCopy (legs.origin, legs.oldorigin); // don't positionally lerp at all
|
||
|
||
// Setup the param, in case it is needed.
|
||
timeParam = cent->deathTime;
|
||
entNum = cent->currentState.number;
|
||
//CG_AddRefEntityWithPowerups( &legs, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, borg );
|
||
|
||
// if the model failed, allow the default nullmodel to be displayed
|
||
if (!legs.hModel) {
|
||
return;
|
||
}
|
||
|
||
//
|
||
// add the torso
|
||
//
|
||
torso.hModel = ci->torsoModel;
|
||
if (!torso.hModel) {
|
||
return;
|
||
}
|
||
|
||
torso.customSkin = ci->torsoSkin;
|
||
|
||
VectorCopy( cent->lerpOrigin, torso.lightingOrigin );
|
||
|
||
CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso" );
|
||
|
||
torso.nonNormalizedAxes = qtrue;
|
||
torso.shadowPlane = shadowPlane;
|
||
torso.renderfx = renderfx;
|
||
|
||
if ( cg.predictedPlayerState.clientNum == cent->currentState.clientNum && cg.renderingThirdPerson && cg_thirdPersonAlpha.value != 1.0 ) {
|
||
torso.renderfx |= RF_FORCE_ENT_ALPHA;
|
||
torso.shaderRGBA[3] = (unsigned char)(alpha * 255.0f);
|
||
}
|
||
|
||
//TiM - If first person rendering, offset the view vector
|
||
if ( !isDecoy && cent->currentState.clientNum == cg.snap->ps.clientNum && cg_firstPersonBody.integer && !cg.renderingThirdPerson /*&&
|
||
!( cent->currentState.eFlags & EF_CLAMP_BODY )*/ ) {
|
||
vec3_t legsYaw;
|
||
vec3_t offset;
|
||
|
||
if ( cent->currentState.legsAnim != cg.fpsBody.anim ) {
|
||
refEntity_t ref;
|
||
vec3_t temp;
|
||
|
||
CG_PositionEntityOnTag( &ref, &torso, torso.hModel, "tag_head");
|
||
VectorSubtract( cg.refdef.vieworg, ref.origin, temp );
|
||
|
||
//make the body smaller if need be
|
||
//if ( cg.refdef.vieworg[2] < ref.origin[2] )
|
||
//{
|
||
// cg.fpsBody.sizeOffset = (cg.refdef.vieworg[2] - legs.origin[2]) / (ref.origin[2] - legs.origin[2]);
|
||
//}
|
||
//else
|
||
// cg.fpsBody.sizeOffset = 0.0f;
|
||
|
||
cg.fpsBody.sizeOffset = 0.9f;
|
||
|
||
//normalize, but don't take Z-axis (vertical) into account
|
||
//cg.fpsBody.offset = 0 + (int)sqrt( (temp[0]*temp[0]) + (temp[1]*temp[1]) );
|
||
cg.fpsBody.offset = 2;
|
||
|
||
cg.fpsBody.anim = cent->currentState.legsAnim ; //+15 for good measure :P
|
||
}
|
||
|
||
if ( cg.fpsBody.offset > 0.0f )
|
||
{
|
||
VectorSet( legsYaw, 0, cent->pe.legs.yawAngle, 0 );
|
||
AngleVectors( legsYaw, offset, NULL, NULL );
|
||
VectorMA( legs.origin, -cg.fpsBody.offset, offset, legs.origin );
|
||
VectorMA( torso.origin, -cg.fpsBody.offset, offset, torso.origin );
|
||
}
|
||
|
||
if ( cg.fpsBody.sizeOffset > 0.0f )
|
||
{
|
||
VectorScale( legs.axis[0], cg.fpsBody.sizeOffset, legs.axis[0] );
|
||
VectorScale( legs.axis[1], cg.fpsBody.sizeOffset, legs.axis[1] );
|
||
VectorScale( legs.axis[2], cg.fpsBody.sizeOffset, legs.axis[2] );
|
||
VectorScale( torso.axis[0], cg.fpsBody.sizeOffset, torso.axis[0] );
|
||
VectorScale( torso.axis[1], cg.fpsBody.sizeOffset, torso.axis[1] );
|
||
VectorScale( torso.axis[2], cg.fpsBody.sizeOffset, torso.axis[2] );
|
||
|
||
legs.origin[2] = legs.origin[2] - (24.0f * (1.0f - cg.fpsBody.sizeOffset));
|
||
torso.origin[2] = torso.origin[2] - (24.0f * (1.0f - cg.fpsBody.sizeOffset));
|
||
}
|
||
|
||
//CG_Printf( "Anim: %i Offset: %i\n", cg.fpsBody.anim, cg.fpsBody.offset );
|
||
}
|
||
|
||
//CG_AddRefEntityWithPowerups( &torso, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, borg );
|
||
|
||
//
|
||
// add the head
|
||
//
|
||
head.hModel = ci->headModel;
|
||
if (!head.hModel) {
|
||
return;
|
||
}
|
||
|
||
head.customSkin = ci->headSkin;
|
||
|
||
if ( !cg_noFrowningHeads.integer && cent->currentState.eFlags & EF_EYES_ANGRY && ci->headSkinFrown ) {
|
||
head.customSkin = ci->headSkinFrown;
|
||
}
|
||
|
||
//BLINK CODE
|
||
//if we have a valid blink skin...
|
||
//Or we're frowning and we have a frown blink skin
|
||
if ( (!cg_noBlinkingHeads.integer && ci->headSkinBlink)
|
||
||
|
||
(( !cg_noFrowningHeads.integer &&
|
||
( cent->currentState.eFlags & EF_EYES_ANGRY )
|
||
&& ci->headSkinFrownBlink) )
|
||
)
|
||
{
|
||
|
||
//if time exceeded blink time and length of time to allocate blink
|
||
//Validate that the blink time won't cause errors
|
||
if ( ( ci->headBlinkTime.minSeconds < ci->headBlinkTime.maxSeconds ) ) {
|
||
if ( cg.time > ci->headBlinkTime.nextTime ) {
|
||
//if blink time has been exceeded, assign a new one
|
||
ci->headBlinkTime.nextTime = ( irandom( ci->headBlinkTime.minSeconds, ci->headBlinkTime.maxSeconds ) * 1000 ) + cg.time;
|
||
}
|
||
}
|
||
|
||
//if time has exceeded next blink time, and is still under 250 from then
|
||
//Or if we've kicked t3h bucket and we're stone dead right now
|
||
//or if we emoted our eyes shut
|
||
if ( ( ( cent->currentState.eFlags & EF_EYES_SHUT )
|
||
|| ( cent->currentState.eFlags & EF_DEAD )
|
||
|| ( cg.time < ci->headBlinkTime.nextTime && cg.time > ci->headBlinkTime.nextTime - EYES_BLINK_TIME ) )
|
||
)
|
||
{
|
||
if ( cent->currentState.eFlags & EF_EYES_ANGRY )
|
||
{
|
||
if ( ci->headSkinFrownBlink )
|
||
head.customSkin = ci->headSkinFrownBlink;
|
||
}
|
||
else
|
||
{
|
||
if ( ci->headSkinBlink )
|
||
head.customSkin = ci->headSkinBlink;
|
||
}
|
||
}
|
||
//Com_Printf( "Max: %i, Min: %i, NextTime: %i, Time: %i\n", ci->headBlinkTime.maxSeconds, ci->headBlinkTime.minSeconds, ci->headBlinkTime.nextTime, cg.time );
|
||
}
|
||
|
||
//TALK CODE
|
||
if ( !cg_noTalkingHeads.integer && (cent->currentState.eFlags & EF_TALKING) && ci->headSkinTalk[0] ) {
|
||
if (cg.time > ci->nextTalkTime ) {
|
||
|
||
while ( i == ci->currentTalkSkin ) {
|
||
i = irandom( 0, 3 );
|
||
}
|
||
ci->currentTalkSkin = i;
|
||
ci->nextTalkTime = cg.time + irandom( 100, 150 );
|
||
}
|
||
if ( ci->headSkinTalk[ci->currentTalkSkin] )
|
||
head.customSkin = ci->headSkinTalk[ci->currentTalkSkin];
|
||
}
|
||
|
||
VectorCopy( cent->lerpOrigin, head.lightingOrigin );
|
||
|
||
CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head" );
|
||
|
||
head.nonNormalizedAxes = qtrue;
|
||
head.shadowPlane = shadowPlane;
|
||
head.renderfx = renderfx;
|
||
|
||
if ( cg.predictedPlayerState.clientNum == cent->currentState.clientNum && cg.renderingThirdPerson && cg_thirdPersonAlpha.value != 1.0 ) {
|
||
head.renderfx |= RF_FORCE_ENT_ALPHA;
|
||
head.shaderRGBA[3] = (unsigned char)(alpha * 255.0f);
|
||
}
|
||
|
||
if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson && cg_firstPersonBody.integer )
|
||
head.renderfx |= RF_THIRD_PERSON;
|
||
//CG_AddRefEntityWithPowerups( &head, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, borg );
|
||
|
||
/*if ( borg && cgs.pModAssimilation )
|
||
{
|
||
CG_BorgEyebeam( cent, &head );
|
||
}*/
|
||
|
||
//player must have just uncloaked. Do the reverse effect
|
||
if ( !(cent->currentState.powerups & ( 1 << PW_INVIS )) && cent->wasCloaked ) {
|
||
//play flash VFX
|
||
if ( cent->decloakTime > 0 ) {
|
||
if ( cg.time < cent->decloakTime + Q_FLASH_TIME ) {
|
||
//calc the middle waypoint for the model
|
||
vec3_t mins, maxs, headTop, avg;
|
||
|
||
trap_R_ModelBounds( head.hModel, mins, maxs );
|
||
VectorCopy( head.origin, headTop );
|
||
headTop[2] += ( maxs[2] - mins[2] );
|
||
|
||
VectorCopy( cent->lerpOrigin, mins );
|
||
mins[2] -= 12;
|
||
|
||
VectorCopy( headTop, maxs );
|
||
|
||
VectorAverage( mins, maxs, avg );
|
||
|
||
if(!ci->silentCloak) {
|
||
//play the VFX
|
||
FX_qFlash( cent, avg, cent->decloakTime );
|
||
}
|
||
}
|
||
else {
|
||
if ( cent->wasCloaked ) {
|
||
cent->wasCloaked = qfalse;
|
||
}
|
||
}
|
||
}
|
||
|
||
if ( cent->decloakTime <= 0 ) {
|
||
cent->decloakTime = cg.time;
|
||
if(!ci->silentCloak) {
|
||
trap_S_StartSound ( NULL, cent->currentState.clientNum, CHAN_AUTO, cgs.media.qFlash );
|
||
}
|
||
}
|
||
}
|
||
else {
|
||
if ( cent->decloakTime >= 0 ) {
|
||
cent->decloakTime = -1;
|
||
}
|
||
}
|
||
|
||
//Get the index for when we cloaked. We'll use this to stay visible for a split second after we cloaked to enable to proper Q-Effect
|
||
//Player just cloaked
|
||
if ( cent->currentState.powerups & ( 1 << PW_INVIS ) ) {
|
||
if ( cent->cloakTime > 0 && cg.time < cent->cloakTime + Q_FLASH_TIME) {
|
||
//calc the middle waypoint for the model
|
||
vec3_t mins, maxs, headTop, avg;
|
||
|
||
trap_R_ModelBounds( head.hModel, mins, maxs );
|
||
VectorCopy( head.origin, headTop );
|
||
headTop[2] += ( maxs[2] - mins[2] );
|
||
|
||
VectorCopy( cent->lerpOrigin, mins );
|
||
mins[2] -= 12;
|
||
|
||
VectorCopy( headTop, maxs );
|
||
|
||
VectorAverage( mins, maxs, avg );
|
||
|
||
if(!ci->silentCloak) {
|
||
//play the VFX
|
||
FX_qFlash( cent, avg, cent->cloakTime );
|
||
}
|
||
|
||
}
|
||
|
||
if ( cent->cloakTime <= 0 ) {
|
||
cent->wasCloaked = qtrue;
|
||
cent->cloakTime = cg.time;
|
||
if(!ci->silentCloak) {
|
||
trap_S_StartSound ( NULL, cent->currentState.clientNum, CHAN_AUTO, cgs.media.qFlash );
|
||
}
|
||
}
|
||
}
|
||
else {
|
||
if ( cent->cloakTime >= 0 )
|
||
cent->cloakTime = -1;
|
||
}
|
||
|
||
//Like EF_DEAD, but when we're beaming
|
||
//=========================================================
|
||
if ( cent->currentState.powerups & ( 1 << PW_BEAM_OUT ) /*&& !( cent->currentState.powerups & ( 1 << PW_INVIS ) )*/ ) {
|
||
vec3_t mins, maxs, headTop;
|
||
|
||
if (cent->beamData.beamTimeParam == 0 && !cent->beamData.beamInDetected ) {
|
||
cent->beamData.beamTimeParam = cg.time;
|
||
CG_AddFullScreenEffect( SCREENFX_SP_TRANSPORTER_OUT, clientNum );
|
||
}
|
||
|
||
//Calculate the bounding region of head so beam flares will end there
|
||
trap_R_ModelBounds( head.hModel, mins, maxs );
|
||
VectorCopy( head.origin, headTop );
|
||
headTop[2] += ( maxs[2] - mins[2] );
|
||
|
||
if ( !(cent->currentState.powerups & ( 1 << PW_INVIS )) )
|
||
FX_SPTransporterLensFlares( cent, headTop, cent->beamData.beamTimeParam );
|
||
}
|
||
else {
|
||
if ( !cent->beamData.beamInDetected ) {
|
||
cent->beamData.beamTimeParam = 0;
|
||
}
|
||
}
|
||
|
||
|
||
if ( cent->currentState.powerups & ( 1 << PW_QUAD ) && !( cent->currentState.powerups & ( 1 << PW_INVIS ) ) ) {
|
||
vec3_t mins, maxs, headTop;
|
||
|
||
if ( cent->beamData.beamInDetected == qfalse ) {
|
||
cent->beamData.beamTimeParam = cg.time;
|
||
cent->beamData.beamInDetected = qtrue;
|
||
CG_AddFullScreenEffect( SCREENFX_SP_TRANSPORTER_IN, clientNum );
|
||
|
||
//normally player ents reset themselves... but we don't to ourselves >.<
|
||
//so do that now
|
||
if ( cent->currentState.clientNum == cg.snap->ps.clientNum ) {
|
||
CG_ResetPlayerEntity( cent );
|
||
}
|
||
}
|
||
|
||
trap_R_ModelBounds( head.hModel, mins, maxs );
|
||
VectorCopy( head.origin, headTop );
|
||
headTop[2] += ( maxs[2] - mins[2] );
|
||
|
||
FX_SPTransporterLensFlares( cent, headTop, cent->beamData.beamTimeParam );
|
||
}
|
||
else {
|
||
if ( cent->beamData.beamInDetected ) {
|
||
cent->beamData.beamTimeParam = 0;
|
||
cent->beamData.beamInDetected = qfalse;
|
||
}
|
||
}
|
||
//=========================================================
|
||
|
||
CG_CalcBeamAlpha( cent->currentState.powerups, ¢->beamData );
|
||
|
||
// add the shadow
|
||
if ( /*!(cent->currentState.eFlags & EF_ITEMPLACEHOLDER)*/ qtrue )
|
||
{
|
||
shadow = CG_PlayerShadow( cent, legs.origin, &shadowPlane, ci->height );
|
||
}
|
||
else
|
||
{ // - unless we are a hologram...
|
||
shadow=qfalse;
|
||
shadowPlane=0;
|
||
}
|
||
|
||
if ( cg_shadows.integer == 3 && shadow ) {
|
||
legs.renderfx |= RF_SHADOW_PLANE;
|
||
torso.renderfx |= RF_SHADOW_PLANE;
|
||
head.renderfx |= RF_SHADOW_PLANE;
|
||
}
|
||
|
||
//TiM : Shadow calc must appear after beam code, or else we get intermittent glitches on transitioning
|
||
legs.shadowPlane = shadowPlane;
|
||
torso.shadowPlane = shadowPlane;
|
||
head.shadowPlane = shadowPlane;
|
||
|
||
//TiM - Added here so it's better in the hierarchy
|
||
CG_PlayerSplash( cent );
|
||
|
||
CG_AddRefEntityWithPowerups( &legs, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, borg );
|
||
CG_AddRefEntityWithPowerups( &torso, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, borg );
|
||
CG_AddRefEntityWithPowerups( &head, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, borg );
|
||
|
||
//TiM: Add player based interpolated vfx such as flashlight and the fricken laser. :)
|
||
CG_AddBeamFX( cent );
|
||
|
||
//
|
||
// add the gun / barrel / flash
|
||
//
|
||
CG_AddPlayerWeapon( &torso, NULL, cent );
|
||
|
||
//=============================================================================
|
||
//TR-116 EyeScope!! :)
|
||
//
|
||
if ( cent->currentState.weapon == WP_7 )
|
||
{
|
||
refEntity_t eyeScope;
|
||
|
||
memset( &eyeScope, 0, sizeof( eyeScope ) );
|
||
VectorCopy( cent->lerpOrigin, eyeScope.lightingOrigin );
|
||
eyeScope.shadowPlane = shadowPlane;
|
||
eyeScope.renderfx = renderfx;
|
||
eyeScope.hModel = cgs.media.tr116EyeScope;
|
||
|
||
if ( !isDecoy && cent->currentState.clientNum == cg.snap->ps.clientNum && !cg.renderingThirdPerson )
|
||
eyeScope.renderfx |= RF_THIRD_PERSON;
|
||
|
||
if ( eyeScope.hModel ) {
|
||
CG_PositionEntityOnTag( &eyeScope, &head, head.hModel, "tag_eyescope" );
|
||
|
||
if ( !VectorCompare( eyeScope.origin, head.origin ) ) {
|
||
CG_AddRefEntityWithPowerups( &eyeScope, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, borg );
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
//SIMS Module
|
||
if ( cent->currentState.powerups & ( 1 << PW_FLASHLIGHT ) )
|
||
{
|
||
refEntity_t flashlight;
|
||
|
||
memset( &flashlight, 0, sizeof( flashlight ) );
|
||
VectorCopy( cent->lerpOrigin, flashlight.lightingOrigin );
|
||
flashlight.shadowPlane = shadowPlane;
|
||
flashlight.renderfx = renderfx;
|
||
flashlight.hModel = cgs.media.simsModule;
|
||
|
||
if ( !isDecoy && cent->currentState.clientNum == cg.snap->ps.clientNum && !cg.renderingThirdPerson )
|
||
flashlight.renderfx |= RF_THIRD_PERSON;
|
||
|
||
if ( flashlight.hModel ) {
|
||
CG_PositionEntityOnTag( &flashlight, &head, head.hModel, "tag_flashlight" );
|
||
|
||
if ( !VectorCompare( flashlight.origin, head.origin ) ) {
|
||
CG_AddRefEntityWithPowerups( &flashlight, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, borg );
|
||
}
|
||
}
|
||
}
|
||
|
||
//medical scanner
|
||
if ( cgs.classData[ci->pClass].isMedic && cent->currentState.weapon == WP_2 )
|
||
{
|
||
refEntity_t scanner;
|
||
|
||
memset( &scanner, 0, sizeof( scanner ) );
|
||
VectorCopy( cent->lerpOrigin, scanner.lightingOrigin );
|
||
scanner.shadowPlane = shadowPlane;
|
||
scanner.renderfx = renderfx;
|
||
scanner.hModel = cgs.media.medicalScanner;
|
||
|
||
if ( scanner.hModel ) {
|
||
CG_PositionEntityOnTag( &scanner, &torso, torso.hModel, "tag_lhand" );
|
||
|
||
if ( !VectorCompare( scanner.origin, torso.origin ) ) {
|
||
CG_AddRefEntityWithPowerups( &scanner, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, borg );
|
||
}
|
||
}
|
||
}
|
||
|
||
//
|
||
|
||
//=============================================================================
|
||
//
|
||
// attach teh holsters
|
||
//
|
||
if ( cent->currentState.powerups & ( 1 << PW_BOLTON ) )
|
||
{
|
||
if ( ci->isHazardModel && !( !cg.renderingThirdPerson && cent->currentState.clientNum == cg.snap->ps.clientNum ) )
|
||
{
|
||
refEntity_t hazardHelmet;
|
||
|
||
memset( &hazardHelmet, 0, sizeof( hazardHelmet ) );
|
||
VectorCopy( cent->lerpOrigin, hazardHelmet.lightingOrigin );
|
||
hazardHelmet.shadowPlane = shadowPlane;
|
||
hazardHelmet.renderfx = renderfx;
|
||
hazardHelmet.hModel = cgs.media.hazardHelmet;
|
||
|
||
if ( cgs.media.hazardHelmet )
|
||
{
|
||
CG_PositionEntityOnTag( &hazardHelmet, &torso, torso.hModel, "tag_head" );
|
||
|
||
//derive new rotation axis from head model
|
||
//else the helmet doesn't rotate with the head, wielding funny results
|
||
AxisCopy( head.axis, hazardHelmet.axis );
|
||
|
||
if ( !VectorCompare( hazardHelmet.origin, vec3_origin ) )
|
||
{
|
||
CG_AddRefEntityWithPowerups( &hazardHelmet, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, borg );
|
||
}
|
||
}
|
||
}
|
||
else if ( ci->holsterModel )
|
||
{
|
||
refEntity_t holsterTags;
|
||
|
||
memset( &holsterTags, 0, sizeof(holsterTags) );
|
||
VectorCopy( cent->lerpOrigin, holsterTags.lightingOrigin );
|
||
holsterTags.shadowPlane = shadowPlane;
|
||
holsterTags.renderfx = renderfx;
|
||
holsterTags.hModel = ci->holsterModel;
|
||
|
||
if ( holsterTags.hModel ) {
|
||
|
||
CG_PositionEntityOnTag( &holsterTags, &legs, legs.hModel, "tag_torso" );
|
||
|
||
trap_R_AddRefEntityToScene( &holsterTags );
|
||
|
||
//TiM - Added an extra bit of data to entitystate, so now, the game
|
||
//should transmit each player's weapon list here, so we can make it dynamic now
|
||
|
||
//if player has the phaser, bolt it
|
||
if ( cent->currentState.time2 & 1 << WP_5 ) {
|
||
CG_AttachHolsters( cent, &holsterTags, WP_5 );
|
||
}
|
||
|
||
//if player has tricorder
|
||
if ( cent->currentState.time2 & 1 << WP_2 ) {
|
||
CG_AttachHolsters( cent, &holsterTags, WP_2 );
|
||
}
|
||
|
||
//if player has medkit
|
||
if ( cent->currentState.time2 & 1 << WP_11 ) {
|
||
CG_AttachTools( cent, &torso, WP_11 );
|
||
}
|
||
|
||
//if player has toolkit
|
||
if ( cent->currentState.time2 & 1 << WP_14 ) {
|
||
CG_AttachTools( cent, &torso, WP_14 );
|
||
}
|
||
|
||
/*switch ( ci->pClass ) {
|
||
case PC_COMMAND:
|
||
case PC_ENGINEER:
|
||
case PC_SECURITY:
|
||
case PC_SCIENCE:
|
||
case PC_ADMIN:
|
||
CG_AttachHolsters( cent, &holsterTags, WP_5 );
|
||
break;
|
||
}
|
||
|
||
switch ( ci->pClass ) {
|
||
case PC_ENGINEER:
|
||
case PC_SECURITY:
|
||
case PC_SCIENCE:
|
||
case PC_MEDICAL:
|
||
case PC_ADMIN:
|
||
CG_AttachHolsters( cent, &holsterTags, WP_2 );
|
||
break;
|
||
}
|
||
|
||
switch ( ci->pClass ) {
|
||
case PC_ENGINEER:
|
||
CG_AttachTools( cent, &torso, WP_14 );
|
||
break;
|
||
}
|
||
|
||
switch ( ci->pClass ) {
|
||
case PC_MEDICAL:
|
||
CG_AttachTools( cent, &torso, WP_11 );
|
||
break;
|
||
}*/
|
||
}
|
||
}
|
||
}
|
||
//=============================================================================
|
||
//
|
||
//Custom Boltons
|
||
|
||
//Com_Printf("Index: %i, Name: %s, Handle: %i\n", ci->boltonTags[0].modelBase, ci->boltonTags[0].tagName, ci->boltonTags[0].tagModel);
|
||
|
||
//If we have boltons...
|
||
if ( ci->boltonTags[0].tagModel ) { //We'll test by seeing if a model was cached into the first slot
|
||
refEntity_t boltOns[MAX_BOLTONS];
|
||
refEntity_t* target = NULL;
|
||
qhandle_t targetModel;
|
||
|
||
for (i = 0; ( ( i < MAX_BOLTONS ) || ( ci->boltonTags[i].tagModel || ci->boltonTags[i].tagName[0] ) ); i++ ) {
|
||
//if there's no data in there... no point to rendering it
|
||
//ROFL... uh, we can't use .modelBase since 0 is a valid entry for that one :P
|
||
if ( !ci->boltonTags[i].tagName[0] || !ci->boltonTags[i].tagModel ) {
|
||
break;
|
||
}
|
||
|
||
memset( &boltOns[i], 0, sizeof(boltOns[i]) );
|
||
VectorCopy( cent->lerpOrigin, boltOns[i].lightingOrigin );
|
||
boltOns[i].renderfx = renderfx;
|
||
boltOns[i].shadowPlane = shadowPlane;
|
||
|
||
boltOns[i].hModel = ci->boltonTags[i].tagModel;
|
||
|
||
//Get the necessary data for which mesh to bolt to
|
||
switch ( ci->boltonTags[i].modelBase ){
|
||
case BOLTON_HEAD:
|
||
target = &head;
|
||
targetModel = ci->headModel;
|
||
break;
|
||
case BOLTON_TORSO:
|
||
target = &torso;
|
||
targetModel = ci->torsoModel;
|
||
break;
|
||
case BOLTON_LEGS:
|
||
default:
|
||
target = &legs;
|
||
targetModel = ci->legsModel;
|
||
break;
|
||
}
|
||
CG_PositionEntityOnTag( &boltOns[i], target, targetModel, ci->boltonTags[i].tagName );
|
||
|
||
if ( VectorCompare( boltOns[i].origin, target->origin ) ) {
|
||
break;
|
||
}
|
||
CG_AddRefEntityWithPowerups( &boltOns[i], cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, borg );
|
||
}
|
||
}
|
||
|
||
//=============================================================================
|
||
// teh much talked about rank system :)
|
||
//
|
||
//
|
||
|
||
//First, check class to determine whether we'll have default or actual rank models displayed
|
||
if ( !cgs.classData[ci->pClass].showRanks || !ci->hasRanks /*ci->pClass == PC_NOCLASS || ci->pClass == PC_ALIEN || ci->pClass == PC_N00B*/ ) {
|
||
if ( cgs.defaultRankData.rankModelData.boltModelPath[0] ) {
|
||
rankModelData = &cgs.defaultRankData.rankModelData;
|
||
rankDataValidated = qtrue;
|
||
}
|
||
}
|
||
else { //Q_log2
|
||
if ( cgs.ranksData[cg.scores[clientNum].score].rankModelData.boltModelPath[0] ) {
|
||
|
||
//Ah... found the error with the ranks displaying wrong. Turns out cg.scores[val] is sorted by score ranking, not clientNum
|
||
//Gotta manually find ourselves in the list.
|
||
for ( i = 0; i < MAX_CLIENTS; i++ ) {
|
||
if ( cg.scores[i].client == clientNum ) {
|
||
break;
|
||
}
|
||
}
|
||
|
||
//rankModelData = &cgs.ranksData[Q_log2( cg.scores[clientNum].score )].rankModelData;
|
||
rankModelData = &cgs.ranksData[cg.scores[i].score].rankModelData;
|
||
if ( rankModelData )
|
||
rankDataValidated = qtrue;
|
||
}
|
||
}
|
||
|
||
if ( !rankDataValidated || cg_noDynamicRanks.integer != 0 ) {
|
||
return;
|
||
}
|
||
|
||
//Now check to see if we actually got any data
|
||
//I've purposely created this deferred kind of rank loading
|
||
//system to try and minimize the amount of shader slots this thing will use at one time. :P
|
||
//No point in loading it until we use it
|
||
if ( rankModelData->boltModelPath[0] ) {
|
||
//if we didn't try to cache it, try now
|
||
if ( !rankModelData->boltModel && !rankModelData->triedToLoad ) {
|
||
rankModelData->boltModel = trap_R_RegisterModel( rankModelData->boltModelPath );
|
||
|
||
if ( !rankModelData->boltModel ) {
|
||
Com_Printf( S_COLOR_RED "Unable to load model file: %s\n", rankModelData->boltModelPath );
|
||
}
|
||
|
||
if ( rankModelData->boltShaderPath[0] ) {
|
||
//rankModelData->boltShader = trap_R_RegisterSkin( rankModelData->boltShaderPath );
|
||
rankModelData->boltShader = trap_R_RegisterShader( rankModelData->boltShaderPath );
|
||
|
||
if ( !rankModelData->boltShader ) {
|
||
Com_Printf( S_COLOR_RED "Unable to load skin: %s\n", rankModelData->boltShaderPath );
|
||
}
|
||
}
|
||
|
||
rankModelData->triedToLoad = qtrue;
|
||
}
|
||
}
|
||
|
||
//Now for the actual renderisation of the model
|
||
|
||
if ( rankModelData->boltModel ) {
|
||
refEntity_t rankPip;
|
||
|
||
memset( &rankPip, 0, sizeof( rankPip ) );
|
||
VectorCopy( cent->lerpOrigin, rankPip.lightingOrigin );
|
||
rankPip.shadowPlane = shadowPlane;
|
||
rankPip.renderfx = renderfx;
|
||
|
||
rankPip.hModel = rankModelData->boltModel;
|
||
if ( rankModelData->boltShader ) {
|
||
//rankPip.customSkin = rankModelData->boltShader;
|
||
rankPip.customShader = rankModelData->boltShader;
|
||
}
|
||
|
||
CG_PositionEntityOnTag( &rankPip, &head, head.hModel, "tag_pip" );
|
||
|
||
if ( VectorCompare( rankPip.origin, head.origin ) ) {
|
||
return;
|
||
}
|
||
|
||
CG_AddRefEntityWithPowerups( &rankPip, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, borg );
|
||
|
||
//for admiral ranks, save the data and re-use, but offset origin+angles
|
||
if ( rankModelData->admiralRank ) {
|
||
/*refEntity_t rankPip1;
|
||
|
||
memset( &rankPip1, 0, sizeof( rankPip1 ) );
|
||
VectorCopy( cent->lerpOrigin, rankPip1.lightingOrigin );
|
||
rankPip.shadowPlane = shadowPlane;
|
||
rankPip.renderfx = renderfx;
|
||
|
||
rankPip1.hModel = rankModelData->boltModel;
|
||
if ( rankModelData->boltShader ) {
|
||
rankPip1.customSkin = rankModelData->boltShader;
|
||
}*/
|
||
|
||
//CG_PositionEntityOnTag( &rankPip1, &head, head.hModel, "tag_pip1" );
|
||
CG_PositionEntityOnTag( &rankPip, &head, head.hModel, "tag_pip1" );
|
||
|
||
if ( VectorCompare( rankPip.origin, head.origin ) ) {
|
||
return;
|
||
}
|
||
|
||
CG_AddRefEntityWithPowerups( &rankPip, cent->currentState.powerups, cent->currentState.eFlags, ¢->beamData, cent->cloakTime, cent->decloakTime, borg );
|
||
|
||
}
|
||
}
|
||
|
||
//TiM - try out the procedural rank quad maker
|
||
//*sob* no normals = doesn't work :'(
|
||
//{
|
||
// refEntity_t pip;
|
||
// polyVert_t verts[4];
|
||
|
||
// //use this to quickly get the tag porsition + orientation
|
||
// CG_PositionEntityOnTag( &pip, &head, head.hModel, "tag_pip" );
|
||
//
|
||
// if ( VectorCompare( pip.origin, vec3_origin ) || cent->beamData.beamAlpha < 0.5f )
|
||
// return;
|
||
|
||
// //lower left
|
||
// verts[0].modulate[0] = 0xff;
|
||
// verts[0].modulate[1] = 0xff;
|
||
// verts[0].modulate[2] = 0xff;
|
||
// verts[0].modulate[3] = 0xff;
|
||
// verts[0].st[0] = 0;
|
||
// verts[0].st[1] = 1;
|
||
//
|
||
// //upper left
|
||
// verts[1].modulate[0] = 0xff;
|
||
// verts[1].modulate[1] = 0xff;
|
||
// verts[1].modulate[2] = 0xff;
|
||
// verts[1].modulate[3] = 0xff;
|
||
// verts[1].st[0] = 0;
|
||
// verts[1].st[1] = 0;
|
||
|
||
// //upper right
|
||
// verts[2].modulate[0] = 0xff;
|
||
// verts[2].modulate[1] = 0xff;
|
||
// verts[2].modulate[2] = 0xff;
|
||
// verts[2].modulate[3] = 0xff;
|
||
// verts[2].st[0] = 1;
|
||
// verts[2].st[1] = 0;
|
||
|
||
// //lower right
|
||
// verts[3].modulate[0] = 0xff;
|
||
// verts[3].modulate[1] = 0xff;
|
||
// verts[3].modulate[2] = 0xff;
|
||
// verts[3].modulate[3] = 0xff;
|
||
// verts[3].st[0] = 1;
|
||
// verts[3].st[1] = 1;
|
||
|
||
// //offset each vert per axis
|
||
// //lower left
|
||
// VectorMA( pip.origin, -10, pip.axis[1], verts[0].xyz ); //shift the vert right
|
||
// VectorMA( verts[0].xyz, -5, pip.axis[2], verts[0].xyz );
|
||
|
||
// //upper left
|
||
// VectorMA( pip.origin, -10, pip.axis[1], verts[1].xyz ); //shift the vert right
|
||
// VectorMA( verts[1].xyz, 5, pip.axis[2], verts[1].xyz );
|
||
|
||
// //upper right
|
||
// VectorMA( pip.origin, 10, pip.axis[1], verts[2].xyz ); //shift the vert right
|
||
// VectorMA( verts[2].xyz, 5, pip.axis[2], verts[2].xyz );
|
||
|
||
// //lower right
|
||
// VectorMA( pip.origin, 10, pip.axis[1], verts[3].xyz ); //shift the vert right
|
||
// VectorMA( verts[3].xyz, -5, pip.axis[2], verts[3].xyz );
|
||
|
||
// trap_R_AddPolyToScene( rankModelData->boltShader, 4, verts );
|
||
//}
|
||
}
|
||
|
||
//=====================================================================
|
||
|
||
/*
|
||
===============
|
||
CG_ResetPlayerEntity
|
||
|
||
A player just came into view or teleported, so reset all animation info
|
||
===============
|
||
*/
|
||
void CG_ResetPlayerEntity( centity_t *cent ) {
|
||
qboolean isDecoy=qfalse;
|
||
|
||
isDecoy = (cent->currentState.eFlags & EF_ITEMPLACEHOLDER);
|
||
|
||
cent->errorTime = -99999; // guarantee no error decay added
|
||
cent->extrapolated = qfalse;
|
||
|
||
if ( !isDecoy ) {
|
||
CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], ¢->pe.legs, cent->currentState.legsAnim );
|
||
CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], ¢->pe.torso, cent->currentState.torsoAnim );
|
||
}
|
||
else {
|
||
CG_ClearLerpFrame( &cgs.decoyInfo[ cent->currentState.eventParm ], ¢->pe.legs, cent->currentState.legsAnim );
|
||
CG_ClearLerpFrame( &cgs.decoyInfo[ cent->currentState.eventParm ], ¢->pe.torso, cent->currentState.torsoAnim );
|
||
}
|
||
|
||
BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin );
|
||
BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles );
|
||
|
||
VectorCopy( cent->lerpOrigin, cent->rawOrigin );
|
||
VectorCopy( cent->lerpAngles, cent->rawAngles );
|
||
|
||
//TiM - Only do this if not emoting. Otherwise, if we go away, then come back, clamped players face different directions O_O
|
||
//ignore this for decoys too. they're static, so this won't affect them anyway
|
||
|
||
if ( !isDecoy && ( ( cent->currentState.eFlags & EF_CLAMP_BODY) || ( cent->currentState.eFlags & EF_CLAMP_ALL) ) ) {
|
||
//blah
|
||
}
|
||
else {
|
||
memset( ¢->pe.legs, 0, sizeof( cent->pe.legs ) );
|
||
cent->pe.legs.yawAngle = cent->rawAngles[YAW];
|
||
cent->pe.legs.yawing = qfalse;
|
||
cent->pe.legs.pitchAngle = 0;
|
||
cent->pe.legs.pitching = qfalse;
|
||
|
||
memset( ¢->pe.torso, 0, sizeof( cent->pe.legs ) );
|
||
cent->pe.torso.yawAngle = cent->rawAngles[YAW];
|
||
cent->pe.torso.yawing = qfalse;
|
||
cent->pe.torso.pitchAngle = cent->rawAngles[PITCH];
|
||
cent->pe.torso.pitching = qfalse;
|
||
}
|
||
|
||
if ( cg_debugPosition.integer ) {
|
||
CG_Printf("%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle );
|
||
}
|
||
}
|
||
|