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https://github.com/yquake2/yquake2remaster.git
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menu: show player weapon model in preview
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parent
acea97c16f
commit
a9219192e0
1 changed files with 55 additions and 21 deletions
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@ -6064,7 +6064,7 @@ extern float CalcFov(float fov_x, float w, float h);
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* Model animation
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*/
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static void
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PlayerConfig_AnimateModel(entity_t *entity, int curTime)
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PlayerConfig_AnimateModel(entity_t *entity, int count, int curTime)
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{
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const cvar_t *cl_start_frame, *cl_end_frame;
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int startFrame, endFrame;
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@ -6076,8 +6076,13 @@ PlayerConfig_AnimateModel(entity_t *entity, int curTime)
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if (startFrame >= 0 && endFrame > startFrame)
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{
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/* salute male 84..94 frame */
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entity->frame = (curTime / 100) % (endFrame - startFrame) + startFrame;
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int i;
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for (i = 0; i < count; i ++)
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{
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/* salute male 84..94 frame */
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entity[i].frame = (curTime / 100) % (endFrame - startFrame) + startFrame;
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}
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}
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}
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@ -6102,38 +6107,67 @@ PlayerConfig_MenuDraw(void)
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&& (s_player_skin_box.curvalue >= 0
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&& s_player_skin_box.curvalue < s_skinnames[s_player_model_box.curvalue].num))
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{
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entity_t entity;
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entity_t entities[2];
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char scratch[MAX_QPATH];
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char* mdlname = s_modelname.data[s_player_model_box.curvalue];
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char* imgname = s_skinnames[s_player_model_box.curvalue].data[s_player_skin_box.curvalue];
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int i, curTime;
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memset(&entity, 0, sizeof(entity));
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memset(&entities, 0, sizeof(entities));
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Com_sprintf(scratch, sizeof(scratch), "players/%s/tris.md2", mdlname);
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entity.model = R_RegisterModel(scratch);
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entities[0].model = R_RegisterModel(scratch);
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Com_sprintf(scratch, sizeof(scratch), "players/%s/%s.pcx", mdlname,
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imgname);
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entity.skin = R_RegisterSkin(scratch);
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entities[0].skin = R_RegisterSkin(scratch);
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entity.flags = RF_FULLBRIGHT;
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entity.origin[0] = 80;
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entity.origin[1] = 0;
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entity.origin[2] = 0;
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VectorCopy(entity.origin, entity.oldorigin);
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entity.frame = 0;
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entity.oldframe = 0;
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entity.backlerp = 0.0;
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curTime = Sys_Milliseconds();
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/* multiplayer weapons loaded */
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if (num_cl_weaponmodels)
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{
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int weapon_id;
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/* change weapon every 3 rounds */
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weapon_id = curTime / 9000;
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weapon_id = weapon_id % num_cl_weaponmodels;
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/* show weapon also */
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Com_sprintf(scratch, sizeof(scratch),
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"players/%s/%s", mdlname, cl_weaponmodels[weapon_id]);
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entities[1].model = R_RegisterModel(scratch);
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}
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/* no such weapon model */
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if (!entities[1].model)
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{
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/* show weapon also */
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Com_sprintf(scratch, sizeof(scratch),
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"players/%s/weapon.md2", mdlname);
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entities[1].model = R_RegisterModel(scratch);
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}
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int curTime = Sys_Milliseconds();
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PlayerConfig_AnimateModel(&entity, curTime);
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// one full turn is 3s = 3000ms => 3000/360 deg per millisecond
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curTime = curTime % 3000;
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entity.angles[1] = (float)curTime/(3000.0f/360.0f);
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for (i = 0; i < 2; i++)
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{
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entities[i].flags = RF_FULLBRIGHT;
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entities[i].origin[0] = 80;
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entities[i].origin[1] = 0;
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entities[i].origin[2] = 0;
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VectorCopy(entities[i].origin, entities[i].oldorigin);
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entities[i].frame = 0;
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entities[i].oldframe = 0;
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entities[i].backlerp = 0.0;
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// one full turn is 3s = 3000ms => 3000/360 deg per millisecond
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entities[i].angles[1] = (float)curTime/(3000.0f/360.0f);
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}
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PlayerConfig_AnimateModel(entities, 2, curTime);
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refdef.areabits = 0;
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refdef.num_entities = 1;
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refdef.entities = &entity;
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refdef.num_entities = (entities[1].model) ? 2 : 1;
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refdef.entities = entities;
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refdef.lightstyles = 0;
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refdef.rdflags = RDF_NOWORLDMODEL;
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