game: add ai_model_scale from ReRelease code

Based on: https://github.com/Paril/quake2-rerelease-dll.git
This commit is contained in:
Denis Pauk 2024-12-25 16:42:23 +02:00
parent 9029beb87d
commit c6338f0c36
6 changed files with 26 additions and 5 deletions

View file

@ -1194,27 +1194,27 @@ Cmd_Wave_f(edict_t *ent)
switch (i)
{
case 0:
case GESTURE_FLIP_OFF:
gi.cprintf(ent, PRINT_HIGH, "flipoff\n");
ent->s.frame = FRAME_flip01 - 1;
ent->client->anim_end = FRAME_flip12;
break;
case 1:
case GESTURE_SALUTE:
gi.cprintf(ent, PRINT_HIGH, "salute\n");
ent->s.frame = FRAME_salute01 - 1;
ent->client->anim_end = FRAME_salute11;
break;
case 2:
case GESTURE_TAUNT:
gi.cprintf(ent, PRINT_HIGH, "taunt\n");
ent->s.frame = FRAME_taunt01 - 1;
ent->client->anim_end = FRAME_taunt17;
break;
case 3:
case GESTURE_WAVE:
gi.cprintf(ent, PRINT_HIGH, "wave\n");
ent->s.frame = FRAME_wave01 - 1;
ent->client->anim_end = FRAME_wave11;
break;
case 4:
case GESTURE_POINT:
default:
gi.cprintf(ent, PRINT_HIGH, "point\n");
ent->s.frame = FRAME_point01 - 1;

View file

@ -105,6 +105,7 @@ cvar_t *g_swap_speed;
cvar_t *g_language;
cvar_t *g_itemsbobeffect;
cvar_t *g_start_items;
cvar_t *ai_model_scale;
cvar_t *g_game;
static void G_RunFrame(void);

View file

@ -1132,6 +1132,12 @@ monster_start(edict_t *self)
self->monsterinfo.checkattack = M_CheckAttack;
}
if (ai_model_scale->value > 0)
{
scale = ai_model_scale->value;
VectorSet(self->rrs.scale, scale, scale, scale);
}
scale = 0;
for (i = 0; i < 3; i++)

View file

@ -56,6 +56,18 @@ typedef enum
SOLID_BSP /* bsp clip, touch on edge */
} solid_t;
typedef enum
{
GESTURE_NONE = -1,
GESTURE_FLIP_OFF,
GESTURE_SALUTE,
GESTURE_TAUNT,
GESTURE_WAVE,
GESTURE_POINT,
GESTURE_POINT_NO_PING,
GESTURE_MAX
} gesture_type_t;
/* =============================================================== */
/* link_t is only used for entity area links now */

View file

@ -693,6 +693,7 @@ extern cvar_t *g_swap_speed;
extern cvar_t *g_language;
extern cvar_t *g_itemsbobeffect;
extern cvar_t *g_start_items;
extern cvar_t *ai_model_scale;
extern cvar_t *g_game;
/* this is for the count of monsters */

View file

@ -267,6 +267,7 @@ InitGame(void)
g_itemsbobeffect = gi.cvar("g_itemsbobeffect", "0", CVAR_ARCHIVE);
g_game = gi.cvar("game", "", 0);
g_start_items = gi.cvar("g_start_items", "", 0);
ai_model_scale = gi.cvar("ai_model_scale", "0", 0);
/* initilize localization */
LocalizationInit();