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authorMikko Tiusanen <ams@daug.net>2014-05-04 01:18:52 +0300
committerMikko Tiusanen <ams@daug.net>2014-05-04 01:18:52 +0300
commit01beb9919b95479d8be040bec74abc5cc67a5e43 (patch)
tree65f0b79e793848491832756a4c3a32b23668fab3 /src/cgame/cg_players.c
parent191d731da136b7ee959a17e63111c9146219a768 (diff)
Initial import.
Diffstat (limited to 'src/cgame/cg_players.c')
-rw-r--r--src/cgame/cg_players.c2512
1 files changed, 2512 insertions, 0 deletions
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
new file mode 100644
index 0000000..32f3fb8
--- /dev/null
+++ b/src/cgame/cg_players.c
@@ -0,0 +1,2512 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+// cg_players.c -- handle the media and animation for player entities
+
+
+#include "cg_local.h"
+
+char *cg_customSoundNames[ MAX_CUSTOM_SOUNDS ] =
+{
+ "*death1.wav",
+ "*death2.wav",
+ "*death3.wav",
+ "*jump1.wav",
+ "*pain25_1.wav",
+ "*pain50_1.wav",
+ "*pain75_1.wav",
+ "*pain100_1.wav",
+ "*falling1.wav",
+ "*gasp.wav",
+ "*drown.wav",
+ "*fall1.wav",
+ "*taunt.wav"
+};
+
+
+/*
+================
+CG_CustomSound
+
+================
+*/
+sfxHandle_t CG_CustomSound( int clientNum, const char *soundName )
+{
+ clientInfo_t *ci;
+ int i;
+
+ if( soundName[ 0 ] != '*' )
+ return trap_S_RegisterSound( soundName, qfalse );
+
+ if( clientNum < 0 || clientNum >= MAX_CLIENTS )
+ clientNum = 0;
+
+ ci = &cgs.clientinfo[ clientNum ];
+
+ for( i = 0; i < MAX_CUSTOM_SOUNDS && cg_customSoundNames[ i ]; i++ )
+ {
+ if( !strcmp( soundName, cg_customSoundNames[ i ] ) )
+ return ci->sounds[ i ];
+ }
+
+ CG_Error( "Unknown custom sound: %s", soundName );
+ return 0;
+}
+
+
+
+/*
+=============================================================================
+
+CLIENT INFO
+
+=============================================================================
+*/
+
+/*
+======================
+CG_ParseAnimationFile
+
+Read a configuration file containing animation coutns and rates
+models/players/visor/animation.cfg, etc
+======================
+*/
+static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci )
+{
+ char *text_p, *prev;
+ int len;
+ int i;
+ char *token;
+ float fps;
+ int skip;
+ char text[ 20000 ];
+ fileHandle_t f;
+ animation_t *animations;
+
+ animations = ci->animations;
+
+ // load the file
+ len = trap_FS_FOpenFile( filename, &f, FS_READ );
+ if( len < 0 )
+ return qfalse;
+
+ if( len == 0 || len >= sizeof( text ) - 1 )
+ {
+ CG_Printf( "File %s is %s\n", filename, len == 0 ? "empty" : "too long" );
+ trap_FS_FCloseFile( f );
+ 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
+
+ ci->footsteps = FOOTSTEP_NORMAL;
+ VectorClear( ci->headOffset );
+ ci->gender = GENDER_MALE;
+ ci->fixedlegs = qfalse;
+ ci->fixedtorso = qfalse;
+ ci->nonsegmented = qfalse;
+
+ // read optional parameters
+ while( 1 )
+ {
+ prev = text_p; // so we can unget
+ token = COM_Parse( &text_p );
+
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "footsteps" ) )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "default" ) || !Q_stricmp( token, "normal" ) )
+ ci->footsteps = FOOTSTEP_NORMAL;
+ else if( !Q_stricmp( token, "flesh" ) )
+ ci->footsteps = FOOTSTEP_FLESH;
+ else if( !Q_stricmp( token, "none" ) )
+ ci->footsteps = FOOTSTEP_NONE;
+ else if( !Q_stricmp( token, "custom" ) )
+ ci->footsteps = FOOTSTEP_CUSTOM;
+ else
+ CG_Printf( "Bad footsteps parm in %s: %s\n", filename, token );
+
+ 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, "fixedlegs" ) )
+ {
+ ci->fixedlegs = qtrue;
+ continue;
+ }
+ else if( !Q_stricmp( token, "fixedtorso" ) )
+ {
+ ci->fixedtorso = qtrue;
+ continue;
+ }
+ else if( !Q_stricmp( token, "nonsegmented" ) )
+ {
+ ci->nonsegmented = qtrue;
+ 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 );
+ }
+
+ if( !ci->nonsegmented )
+ {
+ // read information for each frame
+ for( i = 0; i < MAX_PLAYER_ANIMATIONS; i++ )
+ {
+ token = COM_Parse( &text_p );
+
+ if( !*token )
+ {
+ if( i >= TORSO_GETFLAG && i <= TORSO_NEGATIVE )
+ {
+ animations[ i ].firstFrame = animations[ TORSO_GESTURE ].firstFrame;
+ animations[ i ].frameLerp = animations[ TORSO_GESTURE ].frameLerp;
+ animations[ i ].initialLerp = animations[ TORSO_GESTURE ].initialLerp;
+ animations[ i ].loopFrames = animations[ TORSO_GESTURE ].loopFrames;
+ animations[ i ].numFrames = animations[ TORSO_GESTURE ].numFrames;
+ animations[ i ].reversed = qfalse;
+ animations[ i ].flipflop = qfalse;
+ continue;
+ }
+
+ break;
+ }
+
+ animations[ i ].firstFrame = atoi( token );
+
+ // leg only frames are adjusted to not count the upper body only frames
+ if( i == LEGS_WALKCR )
+ skip = animations[ LEGS_WALKCR ].firstFrame - animations[ TORSO_GESTURE ].firstFrame;
+
+ if( i >= LEGS_WALKCR && i<TORSO_GETFLAG )
+ animations[ i ].firstFrame -= skip;
+
+ token = COM_Parse( &text_p );
+ if( !*token )
+ break;
+
+ animations[ i ].numFrames = atoi( token );
+ animations[ i ].reversed = qfalse;
+ animations[ i ].flipflop = qfalse;
+
+ // if numFrames is negative the animation is reversed
+ if( animations[ i ].numFrames < 0 )
+ {
+ animations[ i ].numFrames = -animations[ i ].numFrames;
+ animations[ i ].reversed = qtrue;
+ }
+
+ 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_PLAYER_ANIMATIONS )
+ {
+ CG_Printf( "Error parsing animation file: %s", filename );
+ return qfalse;
+ }
+ // crouch backward animation
+ memcpy( &animations[ LEGS_BACKCR ], &animations[ LEGS_WALKCR ], sizeof( animation_t ) );
+ animations[ LEGS_BACKCR ].reversed = qtrue;
+ // walk backward animation
+ memcpy( &animations[ LEGS_BACKWALK ], &animations[ LEGS_WALK ], sizeof( animation_t ) );
+ animations[ LEGS_BACKWALK ].reversed = qtrue;
+ // flag moving fast
+ animations[ FLAG_RUN ].firstFrame = 0;
+ animations[ FLAG_RUN ].numFrames = 16;
+ animations[ FLAG_RUN ].loopFrames = 16;
+ animations[ FLAG_RUN ].frameLerp = 1000 / 15;
+ animations[ FLAG_RUN ].initialLerp = 1000 / 15;
+ animations[ FLAG_RUN ].reversed = qfalse;
+ // flag not moving or moving slowly
+ animations[ FLAG_STAND ].firstFrame = 16;
+ animations[ FLAG_STAND ].numFrames = 5;
+ animations[ FLAG_STAND ].loopFrames = 0;
+ animations[ FLAG_STAND ].frameLerp = 1000 / 20;
+ animations[ FLAG_STAND ].initialLerp = 1000 / 20;
+ animations[ FLAG_STAND ].reversed = qfalse;
+ // flag speeding up
+ animations[ FLAG_STAND2RUN ].firstFrame = 16;
+ animations[ FLAG_STAND2RUN ].numFrames = 5;
+ animations[ FLAG_STAND2RUN ].loopFrames = 1;
+ animations[ FLAG_STAND2RUN ].frameLerp = 1000 / 15;
+ animations[ FLAG_STAND2RUN ].initialLerp = 1000 / 15;
+ animations[ FLAG_STAND2RUN ].reversed = qtrue;
+ }
+ else
+ {
+ // read information for each frame
+ for( i = 0; i < MAX_NONSEG_PLAYER_ANIMATIONS; i++ )
+ {
+ 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 );
+ animations[ i ].reversed = qfalse;
+ animations[ i ].flipflop = qfalse;
+
+ // if numFrames is negative the animation is reversed
+ if( animations[ i ].numFrames < 0 )
+ {
+ animations[ i ].numFrames = -animations[ i ].numFrames;
+ animations[ i ].reversed = qtrue;
+ }
+
+ 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_NONSEG_PLAYER_ANIMATIONS )
+ {
+ CG_Printf( "Error parsing animation file: %s", filename );
+ return qfalse;
+ }
+
+ // walk backward animation
+ memcpy( &animations[ NSPA_WALKBACK ], &animations[ NSPA_WALK ], sizeof( animation_t ) );
+ animations[ NSPA_WALKBACK ].reversed = qtrue;
+ }
+
+ return qtrue;
+}
+
+/*
+==========================
+CG_RegisterClientSkin
+==========================
+*/
+static qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *modelName, const char *skinName )
+{
+ char filename[ MAX_QPATH ];
+
+ if( !ci->nonsegmented )
+ {
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName );
+ ci->legsSkin = trap_R_RegisterSkin( filename );
+ if( !ci->legsSkin )
+ Com_Printf( "Leg skin load failure: %s\n", filename );
+
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName );
+ ci->torsoSkin = trap_R_RegisterSkin( filename );
+ if( !ci->torsoSkin )
+ Com_Printf( "Torso skin load failure: %s\n", filename );
+
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/head_%s.skin", modelName, skinName );
+ ci->headSkin = trap_R_RegisterSkin( filename );
+ if( !ci->headSkin )
+ Com_Printf( "Head skin load failure: %s\n", filename );
+
+ if( !ci->legsSkin || !ci->torsoSkin || !ci->headSkin )
+ return qfalse;
+ }
+ else
+ {
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/nonseg_%s.skin", modelName, skinName );
+ ci->nonSegSkin = trap_R_RegisterSkin( filename );
+ if( !ci->nonSegSkin )
+ Com_Printf( "Non-segmented skin load failure: %s\n", filename );
+
+ if( !ci->nonSegSkin )
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+==========================
+CG_RegisterClientModelname
+==========================
+*/
+static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelName, const char *skinName )
+{
+ char filename[ MAX_QPATH * 2 ];
+
+ // do this first so the nonsegmented property is set
+ // load the animations
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
+ if( !CG_ParseAnimationFile( filename, ci ) )
+ {
+ Com_Printf( "Failed to load animation file %s\n", filename );
+ return qfalse;
+ }
+
+ // load cmodels before models so filecache works
+
+ if( !ci->nonsegmented )
+ {
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
+ ci->legsModel = trap_R_RegisterModel( filename );
+ if( !ci->legsModel )
+ {
+ Com_Printf( "Failed to load model file %s\n", filename );
+ return qfalse;
+ }
+
+ Com_sprintf( filename, sizeof( filename ), "models/players/%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/players/%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;
+ }
+ }
+ else
+ {
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/nonseg.md3", modelName );
+ ci->nonSegModel = trap_R_RegisterModel( filename );
+ if( !ci->nonSegModel )
+ {
+ 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;
+ }
+
+ return qtrue;
+}
+
+
+/*
+===================
+CG_LoadClientInfo
+
+Load it now, taking the disk hits
+===================
+*/
+static void CG_LoadClientInfo( clientInfo_t *ci )
+{
+ const char *dir;
+ int i;
+ const char *s;
+ int clientNum;
+
+ if( !CG_RegisterClientModelname( ci, ci->modelName, ci->skinName ) )
+ CG_Error( "CG_RegisterClientModelname( %s, %s ) failed", ci->modelName, ci->skinName );
+
+ // sounds
+ dir = ci->modelName;
+
+ for( i = 0; i < MAX_CUSTOM_SOUNDS; i++ )
+ {
+ s = cg_customSoundNames[ i ];
+
+ if( !s )
+ break;
+
+ // fanny about a bit with sounds that are missing
+ if( !CG_FileExists( va( "sound/player/%s/%s", dir, s + 1 ) ) )
+ {
+ //file doesn't exist
+
+ if( i == 11 || i == 8 ) //fall or falling
+ {
+ ci->sounds[ i ] = trap_S_RegisterSound( "sound/null.wav", qfalse );
+ }
+ else
+ {
+ if( i == 9 ) //gasp
+ s = cg_customSoundNames[ 7 ]; //pain100_1
+ else if( i == 10 ) //drown
+ s = cg_customSoundNames[ 0 ]; //death1
+
+ ci->sounds[ i ] = trap_S_RegisterSound( va( "sound/player/%s/%s", dir, s + 1 ), qfalse );
+ }
+ }
+ else
+ {
+ ci->sounds[ i ] = trap_S_RegisterSound( va( "sound/player/%s/%s", dir, s + 1 ), qfalse );
+ }
+ }
+
+ if( ci->footsteps == FOOTSTEP_CUSTOM )
+ {
+ for( i = 0; i < 4; i++ )
+ {
+ ci->customFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/%s/step%d.wav", dir, i + 1 ), qfalse );
+ if( !ci->customFootsteps[ i ] )
+ ci->customFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/footsteps/step%d.wav", i + 1 ), qfalse );
+
+ ci->customMetalFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/%s/clank%d.wav", dir, i + 1 ), qfalse );
+ if( !ci->customMetalFootsteps[ i ] )
+ ci->customMetalFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/footsteps/clank%d.wav", i + 1 ), qfalse );
+ }
+ }
+
+ // reset any existing players and bodies, because they might be in bad
+ // frames for this new model
+ clientNum = ci - cgs.clientinfo;
+ 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 ] );
+ }
+}
+
+/*
+======================
+CG_CopyClientInfoModel
+======================
+*/
+static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to )
+{
+ VectorCopy( from->headOffset, to->headOffset );
+ to->footsteps = from->footsteps;
+ to->gender = from->gender;
+
+ 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->nonSegModel = from->nonSegModel;
+ to->nonSegSkin = from->nonSegSkin;
+ to->nonsegmented = from->nonsegmented;
+ to->modelIcon = from->modelIcon;
+
+ memcpy( to->animations, from->animations, sizeof( to->animations ) );
+ memcpy( to->sounds, from->sounds, sizeof( to->sounds ) );
+ memcpy( to->customFootsteps, from->customFootsteps, sizeof( to->customFootsteps ) );
+ memcpy( to->customMetalFootsteps, from->customMetalFootsteps, sizeof( to->customMetalFootsteps ) );
+}
+
+
+/*
+======================
+CG_GetCorpseNum
+======================
+*/
+static int CG_GetCorpseNum( class_t class )
+{
+ int i;
+ clientInfo_t *match;
+ char *modelName;
+ char *skinName;
+
+ modelName = BG_ClassConfig( class )->modelName;
+ skinName = BG_ClassConfig( class )->skinName;
+
+ for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ )
+ {
+ match = &cgs.corpseinfo[ i ];
+
+ if( !match->infoValid )
+ continue;
+
+ if( !Q_stricmp( modelName, match->modelName ) &&
+ !Q_stricmp( skinName, match->skinName ) )
+ {
+ // this clientinfo is identical, so use it's handles
+ return i;
+ }
+ }
+
+ //something has gone horribly wrong
+ return -1;
+}
+
+
+/*
+======================
+CG_ScanForExistingClientInfo
+======================
+*/
+static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci )
+{
+ int i;
+ clientInfo_t *match;
+
+ for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ )
+ {
+ match = &cgs.corpseinfo[ i ];
+
+ if( !match->infoValid )
+ continue;
+
+ if( !Q_stricmp( ci->modelName, match->modelName ) &&
+ !Q_stricmp( ci->skinName, match->skinName ) )
+ {
+ // this clientinfo is identical, so use it's handles
+ CG_CopyClientInfoModel( match, ci );
+
+ return qtrue;
+ }
+ }
+
+ // shouldn't happen
+ return qfalse;
+}
+
+
+/*
+======================
+CG_PrecacheClientInfo
+======================
+*/
+void CG_PrecacheClientInfo( class_t class, char *model, char *skin )
+{
+ clientInfo_t *ci;
+ clientInfo_t newInfo;
+
+ ci = &cgs.corpseinfo[ class ];
+
+ // the old value
+ memset( &newInfo, 0, sizeof( newInfo ) );
+
+ // model
+ Q_strncpyz( newInfo.modelName, model, sizeof( newInfo.modelName ) );
+
+ // modelName did not include a skin name
+ if( !skin )
+ Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
+ else
+ Q_strncpyz( newInfo.skinName, skin, sizeof( newInfo.skinName ) );
+
+ newInfo.infoValid = qtrue;
+
+ // actually register the models
+ *ci = newInfo;
+ CG_LoadClientInfo( ci );
+}
+
+/*
+=============
+CG_StatusMessages
+
+Print messages for player status changes
+=============
+*/
+static void CG_StatusMessages( clientInfo_t *new, clientInfo_t *old )
+{
+ if( !old->infoValid )
+ return;
+
+ if( strcmp( new->name, old->name ) )
+ CG_Printf( "%s" S_COLOR_WHITE " ^5renamed to %s\n", old->name, new->name );
+
+ if( old->team != new->team )
+ {
+ if( new->team == TEAM_NONE )
+ {
+ if ( old->team == TEAM_ALIENS )
+ CG_Printf( "%s" S_COLOR_WHITE " ^1left the ^1%ss^1\n", new->name, BG_TeamName( old->team ) );
+ else
+ CG_Printf( "%s" S_COLOR_WHITE " ^4left the ^4%ss^1\n", new->name, BG_TeamName( old->team ) );
+ }
+ else if( old->team == TEAM_NONE )
+ {
+ if ( new->team == TEAM_ALIENS )
+ CG_Printf( "%s" S_COLOR_WHITE " ^1joined the ^1%ss^1\n", new->name, BG_TeamName( new->team ) );
+ else
+ CG_Printf( "%s" S_COLOR_WHITE " ^4joined the ^4%ss^1\n", new->name, BG_TeamName( new->team ) );
+ }
+ else
+ {
+ if ( old->team == TEAM_ALIENS )
+ CG_Printf( "%s" S_COLOR_WHITE " ^1left the ^1%ss^7 ^5and ^4joined the ^4%ss^7\n", new->name, BG_TeamName( old->team ), BG_TeamName( new->team ) );
+ else
+ CG_Printf( "%s" S_COLOR_WHITE " ^4left the ^4%ss^7 ^5and ^1joined the ^1%ss^7\n", new->name, BG_TeamName( old->team ), BG_TeamName( new->team ) );
+ }
+ }
+}
+
+/*
+======================
+CG_NewClientInfo
+======================
+*/
+void CG_NewClientInfo( int clientNum )
+{
+ clientInfo_t *ci;
+ clientInfo_t newInfo;
+ const char *configstring;
+ const char *v;
+ char *slash;
+
+ ci = &cgs.clientinfo[ clientNum ];
+
+ configstring = CG_ConfigString( clientNum + CS_PLAYERS );
+ if( !configstring[ 0 ] )
+ {
+ memset( ci, 0, sizeof( *ci ) );
+ return; // player just left
+ }
+
+ // the old value
+ memset( &newInfo, 0, sizeof( newInfo ) );
+
+ // grab our own ignoreList
+ if( clientNum == cg.predictedPlayerState.clientNum )
+ {
+ v = Info_ValueForKey( configstring, "ig" );
+ Com_ClientListParse( &cgs.ignoreList, v );
+ }
+
+ // isolate the player's name
+ v = Info_ValueForKey( configstring, "n" );
+ Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) );
+
+ // team
+ v = Info_ValueForKey( configstring, "t" );
+ newInfo.team = atoi( v );
+
+ // if this is us, execute team-specific config files
+ // the spectator config is a little unreliable because it's easy to get on
+ // to the spectator team without joining it - e.g. when a new game starts.
+ // It's not a big deal because the spec config is the least important
+ // slash used anyway.
+ // I guess it's possible for someone to change teams during a restart and
+ // for that to then be missed here. But that's rare enough that people can
+ // just exec the configs manually, I think.
+ if( clientNum == cg.clientNum && ci->infoValid &&
+ ci->team != newInfo.team )
+ {
+ char config[ MAX_CVAR_VALUE_STRING ];
+
+ trap_Cvar_VariableStringBuffer(
+ va( "cg_%sConfig", BG_TeamName( newInfo.team ) ),
+ config, sizeof( config ) );
+
+ if( config[ 0 ] )
+ trap_SendConsoleCommand( va( "exec \"%s\"\n", config ) );
+ }
+
+ // model
+ v = Info_ValueForKey( configstring, "model" );
+ Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) );
+
+ slash = strchr( newInfo.modelName, '/' );
+
+ if( !slash )
+ {
+ // modelName didn not include a skin name
+ Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
+ }
+ else
+ {
+ Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
+ // truncate modelName
+ *slash = 0;
+ }
+
+ // voice
+ v = Info_ValueForKey( configstring, "v" );
+ Q_strncpyz( newInfo.voice, v, sizeof( newInfo.voice ) );
+
+ CG_StatusMessages( &newInfo, ci );
+
+ // replace whatever was there with the new one
+ newInfo.infoValid = qtrue;
+ *ci = newInfo;
+
+ // scan for an existing clientinfo that matches this modelname
+ // so we can avoid loading checks if possible
+ if( !CG_ScanForExistingClientInfo( ci ) )
+ CG_LoadClientInfo( ci );
+}
+
+
+
+/*
+=============================================================================
+
+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_PLAYER_TOTALANIMATIONS )
+ CG_Error( "Bad animation number: %i", newAnimation );
+
+ anim = &ci->animations[ newAnimation ];
+
+ lf->animation = anim;
+ lf->animationTime = lf->frameTime + anim->initialLerp;
+
+ if( cg_debugAnim.integer )
+ CG_Printf( "Anim: %i\n", newAnimation );
+}
+
+/*
+===============
+CG_RunPlayerLerpFrame
+
+Sets cg.snap, cg.oldFrame, and cg.backlerp
+cg.time should be between oldFrameTime and frameTime after exit
+===============
+*/
+static void CG_RunPlayerLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale )
+{
+ // see if the animation sequence is switching
+ if( newAnimation != lf->animationNumber || !lf->animation )
+ CG_SetLerpFrameAnimation( ci, lf, newAnimation );
+
+ CG_RunLerpFrame( lf, speedScale );
+}
+
+
+/*
+===============
+CG_ClearLerpFrame
+===============
+*/
+static void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber )
+{
+ lf->frameTime = lf->oldFrameTime = cg.time;
+ CG_SetLerpFrameAnimation( ci, lf, animationNumber );
+ lf->oldFrame = lf->frame = lf->animation->firstFrame;
+}
+
+
+/*
+===============
+CG_PlayerAnimation
+===============
+*/
+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 = 1.0f;
+
+ clientNum = cent->currentState.clientNum;
+
+ if( cg_noPlayerAnims.integer )
+ {
+ *legsOld = *legs = *torsoOld = *torso = 0;
+ return;
+ }
+
+ ci = &cgs.clientinfo[ clientNum ];
+
+ // do the shuffle turn frames locally
+ if( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE )
+ CG_RunPlayerLerpFrame( ci, &cent->pe.legs, LEGS_TURN, speedScale );
+ else
+ CG_RunPlayerLerpFrame( ci, &cent->pe.legs, cent->currentState.legsAnim, speedScale );
+
+ *legsOld = cent->pe.legs.oldFrame;
+ *legs = cent->pe.legs.frame;
+ *legsBackLerp = cent->pe.legs.backlerp;
+
+ CG_RunPlayerLerpFrame( ci, &cent->pe.torso, cent->currentState.torsoAnim, speedScale );
+
+ *torsoOld = cent->pe.torso.oldFrame;
+ *torso = cent->pe.torso.frame;
+ *torsoBackLerp = cent->pe.torso.backlerp;
+}
+
+
+/*
+===============
+CG_PlayerNonSegAnimation
+===============
+*/
+static void CG_PlayerNonSegAnimation( centity_t *cent, int *nonSegOld,
+ int *nonSeg, float *nonSegBackLerp )
+{
+ clientInfo_t *ci;
+ int clientNum;
+ float speedScale = 1.0f;
+
+ clientNum = cent->currentState.clientNum;
+
+ if( cg_noPlayerAnims.integer )
+ {
+ *nonSegOld = *nonSeg = 0;
+ return;
+ }
+
+ ci = &cgs.clientinfo[ clientNum ];
+
+ // do the shuffle turn frames locally
+ if( cent->pe.nonseg.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == NSPA_STAND )
+ CG_RunPlayerLerpFrame( ci, &cent->pe.nonseg, NSPA_TURN, speedScale );
+ else
+ CG_RunPlayerLerpFrame( ci, &cent->pe.nonseg, cent->currentState.legsAnim, speedScale );
+
+ *nonSegOld = cent->pe.nonseg.oldFrame;
+ *nonSeg = cent->pe.nonseg.frame;
+ *nonSegBackLerp = cent->pe.nonseg.backlerp;
+}
+
+/*
+=============================================================================
+
+PLAYER ANGLES
+
+=============================================================================
+*/
+
+/*
+==================
+CG_SwingAngles
+==================
+*/
+static void CG_SwingAngles( float destination, float swingTolerance, float clampTolerance,
+ float speed, float *angle, qboolean *swinging )
+{
+ float swing;
+ float move;
+ float scale;
+
+ if( !*swinging )
+ {
+ // see if a swing should be started
+ swing = AngleSubtract( *angle, destination );
+
+ 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 ) );
+ else if( swing < -clampTolerance )
+ *angle = AngleMod( destination + ( clampTolerance - 1 ) );
+}
+
+/*
+=================
+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 void CG_PlayerAngles( centity_t *cent, vec3_t srcAngles,
+ vec3_t legs[ 3 ], vec3_t torso[ 3 ], vec3_t head[ 3 ] )
+{
+ vec3_t legsAngles, torsoAngles, headAngles;
+ float dest;
+ static int movementOffsets[ 8 ] = { 0, 22, 45, -22, 0, 22, -45, -22 };
+ vec3_t velocity;
+ float speed;
+ int dir, clientNum;
+ clientInfo_t *ci;
+
+ VectorCopy( srcAngles, headAngles );
+ headAngles[ YAW ] = AngleMod( headAngles[ YAW ] );
+ VectorClear( legsAngles );
+ VectorClear( torsoAngles );
+
+ // --------- yaw -------------
+
+ // allow yaw to drift a bit
+ if( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE ||
+ ( cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND )
+ {
+ // 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
+ }
+
+ // adjust legs for movement dir
+ if( cent->currentState.eFlags & EF_DEAD )
+ {
+ // don't let dead bodies twitch
+ dir = 0;
+ }
+ else
+ {
+ // did use angles2.. now uses time2.. looks a bit funny but time2 isn't used othwise
+ dir = cent->currentState.time2;
+ if( dir < 0 || dir > 7 )
+ CG_Error( "Bad player movement angle" );
+ }
+
+ legsAngles[ YAW ] = headAngles[ YAW ] + movementOffsets[ dir ];
+ torsoAngles[ YAW ] = headAngles[ YAW ] + 0.25 * movementOffsets[ dir ];
+
+ // torso
+ if( cent->currentState.eFlags & EF_DEAD )
+ {
+ CG_SwingAngles( torsoAngles[ YAW ], 0, 0, cg_swingSpeed.value,
+ &cent->pe.torso.yawAngle, &cent->pe.torso.yawing );
+ CG_SwingAngles( legsAngles[ YAW ], 0, 0, cg_swingSpeed.value,
+ &cent->pe.legs.yawAngle, &cent->pe.legs.yawing );
+ }
+ else
+ {
+ CG_SwingAngles( torsoAngles[ YAW ], 25, 90, cg_swingSpeed.value,
+ &cent->pe.torso.yawAngle, &cent->pe.torso.yawing );
+ CG_SwingAngles( legsAngles[ YAW ], 40, 90, cg_swingSpeed.value,
+ &cent->pe.legs.yawAngle, &cent->pe.legs.yawing );
+ }
+
+ torsoAngles[ YAW ] = cent->pe.torso.yawAngle;
+ legsAngles[ YAW ] = cent->pe.legs.yawAngle;
+
+ // --------- pitch -------------
+
+ // only show a fraction of the pitch angle in the torso
+ if( headAngles[ PITCH ] > 180 )
+ dest = ( -360 + headAngles[ PITCH ] ) * 0.75f;
+ else
+ dest = headAngles[ PITCH ] * 0.75f;
+
+ CG_SwingAngles( dest, 15, 30, 0.1f, &cent->pe.torso.pitchAngle, &cent->pe.torso.pitching );
+ torsoAngles[ PITCH ] = cent->pe.torso.pitchAngle;
+
+ //
+ clientNum = cent->currentState.clientNum;
+
+ if( clientNum >= 0 && clientNum < MAX_CLIENTS )
+ {
+ ci = &cgs.clientinfo[ clientNum ];
+ if( ci->fixedtorso )
+ torsoAngles[ PITCH ] = 0.0f;
+ }
+
+ // --------- roll -------------
+
+
+ // lean towards the direction of travel
+ VectorCopy( cent->currentState.pos.trDelta, velocity );
+ speed = VectorNormalize( velocity );
+
+ if( speed )
+ {
+ vec3_t axis[ 3 ];
+ float side;
+
+ speed *= 0.05f;
+
+ AnglesToAxis( legsAngles, axis );
+ side = speed * DotProduct( velocity, axis[ 1 ] );
+ legsAngles[ ROLL ] -= side;
+
+ side = speed * DotProduct( velocity, axis[ 0 ] );
+ legsAngles[ PITCH ] += side;
+ }
+
+ //
+ clientNum = cent->currentState.clientNum;
+
+ if( clientNum >= 0 && clientNum < MAX_CLIENTS )
+ {
+ ci = &cgs.clientinfo[ clientNum ];
+
+ if( ci->fixedlegs )
+ {
+ legsAngles[ YAW ] = torsoAngles[ YAW ];
+ legsAngles[ PITCH ] = 0.0f;
+ legsAngles[ ROLL ] = 0.0f;
+ }
+ }
+
+ // 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 );
+}
+
+#define MODEL_WWSMOOTHTIME 200
+
+/*
+===============
+CG_PlayerWWSmoothing
+
+Smooth the angles of transitioning wall walkers
+===============
+*/
+static void CG_PlayerWWSmoothing( centity_t *cent, vec3_t in[ 3 ], vec3_t out[ 3 ] )
+{
+ entityState_t *es = &cent->currentState;
+ int i;
+ vec3_t surfNormal, rotAxis, temp;
+ vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
+ vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f };
+ float stLocal, sFraction, rotAngle;
+ vec3_t inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ];
+
+ //set surfNormal
+ if( !(es->eFlags & EF_WALLCLIMB ) )
+ VectorCopy( refNormal, surfNormal );
+ else if( !( es->eFlags & EF_WALLCLIMBCEILING ) )
+ VectorCopy( es->angles2, surfNormal );
+ else
+ VectorCopy( ceilingNormal, surfNormal );
+
+ AxisCopy( in, inAxis );
+
+ if( !VectorCompare( surfNormal, cent->pe.lastNormal ) )
+ {
+ //if we moving from the ceiling to the floor special case
+ //( x product of colinear vectors is undefined)
+ if( VectorCompare( ceilingNormal, cent->pe.lastNormal ) &&
+ VectorCompare( refNormal, surfNormal ) )
+ {
+ VectorCopy( in[ 1 ], rotAxis );
+ rotAngle = 180.0f;
+ }
+ else
+ {
+ AxisCopy( cent->pe.lastAxis, lastAxis );
+ rotAngle = DotProduct( inAxis[ 0 ], lastAxis[ 0 ] ) +
+ DotProduct( inAxis[ 1 ], lastAxis[ 1 ] ) +
+ DotProduct( inAxis[ 2 ], lastAxis[ 2 ] );
+
+ rotAngle = RAD2DEG( acos( ( rotAngle - 1.0f ) / 2.0f ) );
+
+ CrossProduct( lastAxis[ 0 ], inAxis[ 0 ], temp );
+ VectorCopy( temp, rotAxis );
+ CrossProduct( lastAxis[ 1 ], inAxis[ 1 ], temp );
+ VectorAdd( rotAxis, temp, rotAxis );
+ CrossProduct( lastAxis[ 2 ], inAxis[ 2 ], temp );
+ VectorAdd( rotAxis, temp, rotAxis );
+
+ VectorNormalize( rotAxis );
+ }
+
+ //iterate through smooth array
+ for( i = 0; i < MAXSMOOTHS; i++ )
+ {
+ //found an unused index in the smooth array
+ if( cent->pe.sList[ i ].time + MODEL_WWSMOOTHTIME < cg.time )
+ {
+ //copy to array and stop
+ VectorCopy( rotAxis, cent->pe.sList[ i ].rotAxis );
+ cent->pe.sList[ i ].rotAngle = rotAngle;
+ cent->pe.sList[ i ].time = cg.time;
+ break;
+ }
+ }
+ }
+
+ //iterate through ops
+ for( i = MAXSMOOTHS - 1; i >= 0; i-- )
+ {
+ //if this op has time remaining, perform it
+ if( cg.time < cent->pe.sList[ i ].time + MODEL_WWSMOOTHTIME )
+ {
+ stLocal = 1.0f - ( ( ( cent->pe.sList[ i ].time + MODEL_WWSMOOTHTIME ) - cg.time ) / MODEL_WWSMOOTHTIME );
+ sFraction = -( cos( stLocal * M_PI ) + 1.0f ) / 2.0f;
+
+ RotatePointAroundVector( outAxis[ 0 ], cent->pe.sList[ i ].rotAxis,
+ inAxis[ 0 ], sFraction * cent->pe.sList[ i ].rotAngle );
+ RotatePointAroundVector( outAxis[ 1 ], cent->pe.sList[ i ].rotAxis,
+ inAxis[ 1 ], sFraction * cent->pe.sList[ i ].rotAngle );
+ RotatePointAroundVector( outAxis[ 2 ], cent->pe.sList[ i ].rotAxis,
+ inAxis[ 2 ], sFraction * cent->pe.sList[ i ].rotAngle );
+
+ AxisCopy( outAxis, inAxis );
+ }
+ }
+
+ //outAxis has been copied to inAxis
+ AxisCopy( inAxis, out );
+}
+
+/*
+===============
+CG_PlayerNonSegAngles
+
+Resolve angles for non-segmented models
+===============
+*/
+static void CG_PlayerNonSegAngles( centity_t *cent, vec3_t srcAngles, vec3_t nonSegAxis[ 3 ] )
+{
+ vec3_t localAngles;
+ vec3_t velocity;
+ float speed;
+ int dir;
+ entityState_t *es = &cent->currentState;
+ vec3_t surfNormal;
+ vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f };
+
+ VectorCopy( srcAngles, localAngles );
+ localAngles[ YAW ] = AngleMod( localAngles[ YAW ] );
+ localAngles[ PITCH ] = 0.0f;
+ localAngles[ ROLL ] = 0.0f;
+
+ //set surfNormal
+ if( !( es->eFlags & EF_WALLCLIMBCEILING ) )
+ VectorCopy( es->angles2, surfNormal );
+ else
+ VectorCopy( ceilingNormal, surfNormal );
+
+ //make sure that WW transitions don't cause the swing stuff to go nuts
+ if( !VectorCompare( surfNormal, cent->pe.lastNormal ) )
+ {
+ //stop CG_SwingAngles having an eppy
+ cent->pe.nonseg.yawAngle = localAngles[ YAW ];
+ cent->pe.nonseg.yawing = qfalse;
+ }
+
+ // --------- yaw -------------
+
+ // allow yaw to drift a bit
+ if( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != NSPA_STAND )
+ {
+ // if not standing still, always point all in the same direction
+ cent->pe.nonseg.yawing = qtrue; // always center
+ }
+
+ // adjust legs for movement dir
+ if( cent->currentState.eFlags & EF_DEAD )
+ {
+ // don't let dead bodies twitch
+ dir = 0;
+ }
+ else
+ {
+ // did use angles2.. now uses time2.. looks a bit funny but time2 isn't used othwise
+ dir = cent->currentState.time2;
+ if( dir < 0 || dir > 7 )
+ CG_Error( "Bad player movement angle" );
+ }
+
+ // torso
+ if( cent->currentState.eFlags & EF_DEAD )
+ {
+ CG_SwingAngles( localAngles[ YAW ], 0, 0, cg_swingSpeed.value,
+ &cent->pe.nonseg.yawAngle, &cent->pe.nonseg.yawing );
+ }
+ else
+ {
+ CG_SwingAngles( localAngles[ YAW ], 40, 90, cg_swingSpeed.value,
+ &cent->pe.nonseg.yawAngle, &cent->pe.nonseg.yawing );
+ }
+
+ localAngles[ YAW ] = cent->pe.nonseg.yawAngle;
+
+ // --------- pitch -------------
+
+ //NO PITCH!
+
+
+ // --------- roll -------------
+
+
+ // lean towards the direction of travel
+ VectorCopy( cent->currentState.pos.trDelta, velocity );
+ speed = VectorNormalize( velocity );
+
+ if( speed )
+ {
+ vec3_t axis[ 3 ];
+ float side;
+
+ //much less than with the regular model system
+ speed *= 0.01f;
+
+ AnglesToAxis( localAngles, axis );
+ side = speed * DotProduct( velocity, axis[ 1 ] );
+ localAngles[ ROLL ] -= side;
+
+ side = speed * DotProduct( velocity, axis[ 0 ] );
+ localAngles[ PITCH ] += side;
+ }
+
+ //FIXME: PAIN[123] animations?
+ // pain twitch
+ //CG_AddPainTwitch( cent, torsoAngles );
+
+ AnglesToAxis( localAngles, nonSegAxis );
+}
+
+
+//==========================================================================
+
+/*
+===============
+CG_PlayerUpgrade
+===============
+*/
+static void CG_PlayerUpgrades( centity_t *cent, refEntity_t *torso )
+{
+ int held, active;
+ refEntity_t jetpack;
+ refEntity_t battpack;
+ refEntity_t flash;
+ entityState_t *es = &cent->currentState;
+
+ held = es->modelindex;
+ active = es->modelindex2;
+
+ if( held & ( 1 << UP_JETPACK ) )
+ {
+ memset( &jetpack, 0, sizeof( jetpack ) );
+ VectorCopy( torso->lightingOrigin, jetpack.lightingOrigin );
+ jetpack.shadowPlane = torso->shadowPlane;
+ jetpack.renderfx = torso->renderfx;
+
+ jetpack.hModel = cgs.media.jetpackModel;
+
+ //identity matrix
+ AxisCopy( axisDefault, jetpack.axis );
+
+ //FIXME: change to tag_back when it exists
+ CG_PositionRotatedEntityOnTag( &jetpack, torso, torso->hModel, "tag_head" );
+
+ trap_R_AddRefEntityToScene( &jetpack );
+
+ if( active & ( 1 << UP_JETPACK ) )
+ {
+ if( es->pos.trDelta[ 2 ] > 10.0f )
+ {
+ if( cent->jetPackState != JPS_ASCENDING )
+ {
+ if( CG_IsParticleSystemValid( &cent->jetPackPS ) )
+ CG_DestroyParticleSystem( &cent->jetPackPS );
+
+ cent->jetPackPS = CG_SpawnNewParticleSystem( cgs.media.jetPackAscendPS );
+ cent->jetPackState = JPS_ASCENDING;
+ }
+
+ trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin,
+ vec3_origin, cgs.media.jetpackAscendSound );
+ }
+ else if( es->pos.trDelta[ 2 ] < -10.0f )
+ {
+ if( cent->jetPackState != JPS_DESCENDING )
+ {
+ if( CG_IsParticleSystemValid( &cent->jetPackPS ) )
+ CG_DestroyParticleSystem( &cent->jetPackPS );
+
+ cent->jetPackPS = CG_SpawnNewParticleSystem( cgs.media.jetPackDescendPS );
+ cent->jetPackState = JPS_DESCENDING;
+ }
+
+ trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin,
+ vec3_origin, cgs.media.jetpackDescendSound );
+ }
+ else
+ {
+ if( cent->jetPackState != JPS_HOVERING )
+ {
+ if( CG_IsParticleSystemValid( &cent->jetPackPS ) )
+ CG_DestroyParticleSystem( &cent->jetPackPS );
+
+ cent->jetPackPS = CG_SpawnNewParticleSystem( cgs.media.jetPackHoverPS );
+ cent->jetPackState = JPS_HOVERING;
+ }
+
+ trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin,
+ vec3_origin, cgs.media.jetpackIdleSound );
+ }
+
+ memset( &flash, 0, sizeof( flash ) );
+ VectorCopy( torso->lightingOrigin, flash.lightingOrigin );
+ flash.shadowPlane = torso->shadowPlane;
+ flash.renderfx = torso->renderfx;
+
+ flash.hModel = cgs.media.jetpackFlashModel;
+ if( !flash.hModel )
+ return;
+
+ AxisCopy( axisDefault, flash.axis );
+
+ CG_PositionRotatedEntityOnTag( &flash, &jetpack, jetpack.hModel, "tag_flash" );
+ trap_R_AddRefEntityToScene( &flash );
+
+ if( CG_IsParticleSystemValid( &cent->jetPackPS ) )
+ {
+ CG_SetAttachmentTag( &cent->jetPackPS->attachment,
+ jetpack, jetpack.hModel, "tag_flash" );
+ CG_SetAttachmentCent( &cent->jetPackPS->attachment, cent );
+ CG_AttachToTag( &cent->jetPackPS->attachment );
+ }
+ }
+ else if( CG_IsParticleSystemValid( &cent->jetPackPS ) )
+ {
+ CG_DestroyParticleSystem( &cent->jetPackPS );
+ cent->jetPackState = JPS_OFF;
+ }
+ }
+ else if( CG_IsParticleSystemValid( &cent->jetPackPS ) )
+ {
+ CG_DestroyParticleSystem( &cent->jetPackPS );
+ cent->jetPackState = JPS_OFF;
+ }
+
+ if( held & ( 1 << UP_BATTPACK ) )
+ {
+ memset( &battpack, 0, sizeof( battpack ) );
+ VectorCopy( torso->lightingOrigin, battpack.lightingOrigin );
+ battpack.shadowPlane = torso->shadowPlane;
+ battpack.renderfx = torso->renderfx;
+
+ battpack.hModel = cgs.media.battpackModel;
+
+ //identity matrix
+ AxisCopy( axisDefault, battpack.axis );
+
+ //FIXME: change to tag_back when it exists
+ CG_PositionRotatedEntityOnTag( &battpack, torso, torso->hModel, "tag_head" );
+
+ trap_R_AddRefEntityToScene( &battpack );
+ }
+
+ if( es->eFlags & EF_BLOBLOCKED )
+ {
+ vec3_t temp, origin, up = { 0.0f, 0.0f, 1.0f };
+ trace_t tr;
+ float size;
+
+ VectorCopy( es->pos.trBase, temp );
+ temp[ 2 ] -= 4096.0f;
+
+ CG_Trace( &tr, es->pos.trBase, NULL, NULL, temp, es->number, MASK_SOLID );
+ VectorCopy( tr.endpos, origin );
+
+ size = 32.0f;
+
+ if( size > 0.0f )
+ CG_ImpactMark( cgs.media.creepShader, origin, up,
+ 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, qfalse, size, qtrue );
+ }
+}
+
+
+/*
+===============
+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;
+
+ if( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson )
+ rf = RF_THIRD_PERSON; // only show in mirrors
+ else
+ rf = 0;
+
+ memset( &ent, 0, sizeof( ent ) );
+ VectorCopy( cent->lerpOrigin, ent.origin );
+ ent.origin[ 2 ] += 48;
+ ent.reType = RT_SPRITE;
+ ent.customShader = shader;
+ ent.radius = 10;
+ ent.renderfx = rf;
+ 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 )
+{
+ if( cent->currentState.eFlags & EF_CONNECTION )
+ {
+ CG_PlayerFloatSprite( cent, cgs.media.connectionShader );
+ return;
+ }
+
+
+}
+
+/*
+===============
+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, float *shadowPlane, class_t class )
+{
+ vec3_t end, mins, maxs;
+ trace_t trace;
+ float alpha;
+ entityState_t *es = &cent->currentState;
+ vec3_t surfNormal = { 0.0f, 0.0f, 1.0f };
+
+ BG_ClassBoundingBox( class, mins, maxs, NULL, NULL, NULL );
+ mins[ 2 ] = 0.0f;
+ maxs[ 2 ] = 2.0f;
+
+ // cloak
+ if( es->eFlags & EF_MOVER_STOP )
+ return qfalse;
+
+ if( es->eFlags & EF_WALLCLIMB )
+ {
+ if( es->eFlags & EF_WALLCLIMBCEILING )
+ VectorSet( surfNormal, 0.0f, 0.0f, -1.0f );
+ else
+ VectorCopy( es->angles2, surfNormal );
+ }
+
+ *shadowPlane = 0;
+
+ if( cg_shadows.integer == 0 )
+ return qfalse;
+
+ // send a trace down from the player to the ground
+ VectorCopy( cent->lerpOrigin, end );
+ VectorMA( cent->lerpOrigin, -SHADOW_DISTANCE, surfNormal, end );
+
+ trap_CM_BoxTrace( &trace, cent->lerpOrigin, end, mins, maxs, 0, MASK_PLAYERSOLID );
+
+ // no shadow if too high
+ if( trace.fraction == 1.0 || trace.startsolid || trace.allsolid )
+ return qfalse;
+
+ // FIXME: stencil shadows will be broken for walls.
+ // Unfortunately there isn't much that can be
+ // done since Q3 references only the Z coord
+ // of the shadowPlane
+ if( surfNormal[ 2 ] < 0.0f )
+ *shadowPlane = trace.endpos[ 2 ] - 1.0f;
+ else
+ *shadowPlane = trace.endpos[ 2 ] + 1.0f;
+
+ 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;
+
+ // 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, 0.0f, 0.0f, 0.0f, alpha, qfalse,
+ 24.0f * BG_ClassConfig( class )->shadowScale, qtrue );
+
+ return qtrue;
+}
+
+
+/*
+===============
+CG_PlayerSplash
+
+Draw a mark at the water surface
+===============
+*/
+static void CG_PlayerSplash( centity_t *cent, class_t class )
+{
+ vec3_t start, end;
+ vec3_t mins, maxs;
+ trace_t trace;
+ int contents;
+
+ if( !cg_shadows.integer )
+ return;
+
+ BG_ClassBoundingBox( class, mins, maxs, NULL, NULL, NULL );
+
+ VectorCopy( cent->lerpOrigin, end );
+ end[ 2 ] += mins[ 2 ];
+
+ // 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 == 1.0f )
+ return;
+
+ CG_ImpactMark( cgs.media.wakeMarkShader, trace.endpos, trace.plane.normal,
+ cent->pe.legs.yawAngle, 1.0f, 1.0f, 1.0f, 1.0f, qfalse,
+ 32.0f * BG_ClassConfig( class )->shadowScale, qtrue );
+}
+
+
+/*
+=================
+CG_LightVerts
+=================
+*/
+int CG_LightVerts( vec3_t normal, int numVerts, polyVert_t *verts )
+{
+ int i, j;
+ float incoming;
+ vec3_t ambientLight;
+ vec3_t lightDir;
+ vec3_t directedLight;
+
+ trap_R_LightForPoint( verts[ 0 ].xyz, ambientLight, directedLight, lightDir );
+
+ for( i = 0; i < numVerts; i++ )
+ {
+ incoming = DotProduct( normal, lightDir );
+
+ if( incoming <= 0 )
+ {
+ verts[ i ].modulate[ 0 ] = ambientLight[ 0 ];
+ verts[ i ].modulate[ 1 ] = ambientLight[ 1 ];
+ verts[ i ].modulate[ 2 ] = ambientLight[ 2 ];
+ verts[ i ].modulate[ 3 ] = 255;
+ continue;
+ }
+
+ j = ( ambientLight[ 0 ] + incoming * directedLight[ 0 ] );
+
+ if( j > 255 )
+ j = 255;
+
+ verts[ i ].modulate[ 0 ] = j;
+
+ j = ( ambientLight[ 1 ] + incoming * directedLight[ 1 ] );
+
+ if( j > 255 )
+ j = 255;
+
+ verts[ i ].modulate[ 1 ] = j;
+
+ j = ( ambientLight[ 2 ] + incoming * directedLight[ 2 ] );
+
+ if( j > 255 )
+ j = 255;
+
+ verts[ i ].modulate[ 2 ] = j;
+
+ verts[ i ].modulate[ 3 ] = 255;
+ }
+ return qtrue;
+}
+
+
+/*
+=================
+CG_LightFromDirection
+=================
+*/
+int CG_LightFromDirection( vec3_t point, vec3_t direction )
+{
+ int j;
+ float incoming;
+ vec3_t ambientLight;
+ vec3_t lightDir;
+ vec3_t directedLight;
+ vec3_t result;
+
+ trap_R_LightForPoint( point, ambientLight, directedLight, lightDir );
+
+ incoming = DotProduct( direction, lightDir );
+
+ if( incoming <= 0 )
+ {
+ result[ 0 ] = ambientLight[ 0 ];
+ result[ 1 ] = ambientLight[ 1 ];
+ result[ 2 ] = ambientLight[ 2 ];
+ return (int)( (float)( result[ 0 ] + result[ 1 ] + result[ 2 ] ) / 3.0f );
+ }
+
+ j = ( ambientLight[ 0 ] + incoming * directedLight[ 0 ] );
+
+ if( j > 255 )
+ j = 255;
+
+ result[ 0 ] = j;
+
+ j = ( ambientLight[ 1 ] + incoming * directedLight[ 1 ] );
+
+ if( j > 255 )
+ j = 255;
+
+ result[ 1 ] = j;
+
+ j = ( ambientLight[ 2 ] + incoming * directedLight[ 2 ] );
+
+ if( j > 255 )
+ j = 255;
+
+ result[ 2 ] = j;
+
+ return (int)((float)( result[ 0 ] + result[ 1 ] + result[ 2 ] ) / 3.0f );
+}
+
+
+/*
+=================
+CG_AmbientLight
+=================
+*/
+int CG_AmbientLight( vec3_t point )
+{
+ vec3_t ambientLight;
+ vec3_t lightDir;
+ vec3_t directedLight;
+ vec3_t result;
+
+ trap_R_LightForPoint( point, ambientLight, directedLight, lightDir );
+
+ result[ 0 ] = ambientLight[ 0 ];
+ result[ 1 ] = ambientLight[ 1 ];
+ result[ 2 ] = ambientLight[ 2 ];
+ return (int)((float)( result[ 0 ] + result[ 1 ] + result[ 2 ] ) / 3.0f );
+}
+
+#define TRACE_DEPTH 32.0f
+
+/*
+===============
+CG_Player
+===============
+*/
+void CG_Player( centity_t *cent )
+{
+ clientInfo_t *ci;
+
+ // NOTE: legs is used for nonsegmented models
+ // this helps reduce code to be changed
+ refEntity_t legs;
+ refEntity_t torso;
+ refEntity_t head;
+ int clientNum;
+ int renderfx;
+ qboolean shadow = qfalse;
+ float shadowPlane = 0.0f;
+ entityState_t *es = &cent->currentState;
+ class_t class = ( es->misc >> 8 ) & 0xFF;
+ float scale;
+ vec3_t tempAxis[ 3 ], tempAxis2[ 3 ];
+ vec3_t angles;
+ int held = es->modelindex;
+ vec3_t surfNormal = { 0.0f, 0.0f, 1.0f };
+
+ // 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 = es->clientNum;
+ if( clientNum < 0 || clientNum >= MAX_CLIENTS )
+ CG_Error( "Bad clientNum on player entity" );
+
+ ci = &cgs.clientinfo[ clientNum ];
+
+ // it is possible to see corpses from disconnected players that may
+ // not have valid clientinfo
+ if( !ci->infoValid )
+ return;
+
+ //don't draw
+ if( es->eFlags & EF_NODRAW )
+ return;
+
+ // get the player model information
+ renderfx = 0;
+ if( es->number == cg.snap->ps.clientNum )
+ {
+ if( !cg.renderingThirdPerson )
+ renderfx = RF_THIRD_PERSON; // only draw in mirrors
+ else if( cg_cameraMode.integer )
+ return;
+ }
+
+ if( cg_drawBBOX.integer )
+ {
+ vec3_t mins, maxs;
+
+ BG_ClassBoundingBox( class, mins, maxs, NULL, NULL, NULL );
+ CG_DrawBoundingBox( cent->lerpOrigin, mins, maxs );
+ }
+
+ memset( &legs, 0, sizeof( legs ) );
+ memset( &torso, 0, sizeof( torso ) );
+ memset( &head, 0, sizeof( head ) );
+
+ VectorCopy( cent->lerpAngles, angles );
+ AnglesToAxis( cent->lerpAngles, tempAxis );
+
+ //rotate lerpAngles to floor
+ if( es->eFlags & EF_WALLCLIMB &&
+ BG_RotateAxis( es->angles2, tempAxis, tempAxis2, qtrue, es->eFlags & EF_WALLCLIMBCEILING ) )
+ AxisToAngles( tempAxis2, angles );
+ else
+ VectorCopy( cent->lerpAngles, angles );
+
+ //normalise the pitch
+ if( angles[ PITCH ] < -180.0f )
+ angles[ PITCH ] += 360.0f;
+
+ // get the rotation information
+ if( !ci->nonsegmented )
+ CG_PlayerAngles( cent, angles, legs.axis, torso.axis, head.axis );
+ else
+ CG_PlayerNonSegAngles( cent, angles, legs.axis );
+
+ AxisCopy( legs.axis, tempAxis );
+
+ //rotate the legs axis to back to the wall
+ if( es->eFlags & EF_WALLCLIMB &&
+ BG_RotateAxis( es->angles2, legs.axis, tempAxis, qfalse, es->eFlags & EF_WALLCLIMBCEILING ) )
+ AxisCopy( tempAxis, legs.axis );
+
+ //smooth out WW transitions so the model doesn't hop around
+ CG_PlayerWWSmoothing( cent, legs.axis, legs.axis );
+
+ AxisCopy( tempAxis, cent->pe.lastAxis );
+
+ // get the animation state (after rotation, to allow feet shuffle)
+ if( !ci->nonsegmented )
+ CG_PlayerAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp,
+ &torso.oldframe, &torso.frame, &torso.backlerp );
+ else
+ CG_PlayerNonSegAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp );
+
+ // add the talk baloon or disconnect icon
+ CG_PlayerSprites( cent );
+
+ // add the shadow
+ if( ( es->number == cg.snap->ps.clientNum && cg.renderingThirdPerson ) ||
+ es->number != cg.snap->ps.clientNum )
+ shadow = CG_PlayerShadow( cent, &shadowPlane, class );
+
+ // add a water splash if partially in and out of water
+ CG_PlayerSplash( cent, class );
+
+ if( cg_shadows.integer == 3 && shadow )
+ renderfx |= RF_SHADOW_PLANE;
+
+ renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
+
+ //
+ // add the legs
+ //
+ if( !ci->nonsegmented )
+ {
+ legs.hModel = ci->legsModel;
+
+ if( held & ( 1 << UP_LIGHTARMOUR ) )
+ legs.customSkin = cgs.media.larmourLegsSkin;
+ else
+ legs.customSkin = ci->legsSkin;
+ // we can't hit what we can't see :P
+ if( es->eFlags & EF_MOVER_STOP )
+ {
+ if( ci->team != cg.snap->ps.stats[ STAT_TEAM ] )
+ legs.customShader = cgs.media.invisibleShader;
+ else
+ legs.customShader = cgs.media.invisibleShaderTeam;
+ }
+
+ }
+ else
+ {
+ legs.hModel = ci->nonSegModel;
+ legs.customSkin = ci->nonSegSkin;
+
+ // we can't hit what we can't see :P
+ if( es->weapon == WP_ALEVEL1_UPG )
+ {
+ if( es->eFlags & EF_MOVER_STOP )
+ {
+ if( !cent->invisible )
+ {
+ cent->invisibleTime = cg.time;
+ cent->invisible = qtrue;
+ }
+ }
+ else
+ {
+ if( cent->invisible )
+ {
+ cent->invisibleTime = cg.time;
+ cent->invisible = qfalse;
+ }
+ }
+
+ if( cent->invisible )
+ {
+ legs.shaderTime = cent->invisibleTime/1000.0f;
+
+ if( cg.time - cent->invisibleTime < 1000.0f )
+ legs.customShader = cgs.media.invisibleFadeShader;
+
+ else{
+ if( ci->team != cg.snap->ps.stats[ STAT_TEAM ] )
+ legs.customShader = cgs.media.invisibleShader;
+ else
+ legs.customShader = cgs.media.invisibleShaderTeam;
+ }
+ }
+ else
+ {
+ if( cg.time - cent->invisibleTime < 500.0f )
+ {
+ legs.shaderTime = (cent->invisibleTime+500.0f)/1000.0f;
+ legs.customShader = cgs.media.invisibleFadeShader;
+ }
+ }
+ }
+
+ if( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == NSPA_SWIM && es->weapon == WP_ALEVEL5)
+ {
+ trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.hummelSound );
+ }
+
+
+ }
+
+ VectorCopy( cent->lerpOrigin, legs.origin );
+
+ VectorCopy( cent->lerpOrigin, legs.lightingOrigin );
+ legs.shadowPlane = shadowPlane;
+ legs.renderfx = renderfx;
+ VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all
+
+ //move the origin closer into the wall with a CapTrace
+ if( es->eFlags & EF_WALLCLIMB && !( es->eFlags & EF_DEAD ) && !( cg.intermissionStarted ) )
+ {
+ vec3_t start, end, mins, maxs;
+ trace_t tr;
+
+ if( es->eFlags & EF_WALLCLIMBCEILING )
+ VectorSet( surfNormal, 0.0f, 0.0f, -1.0f );
+ else
+ VectorCopy( es->angles2, surfNormal );
+
+ BG_ClassBoundingBox( class, mins, maxs, NULL, NULL, NULL );
+
+ VectorMA( legs.origin, -TRACE_DEPTH, surfNormal, end );
+ VectorMA( legs.origin, 1.0f, surfNormal, start );
+ CG_CapTrace( &tr, start, mins, maxs, end, es->number, MASK_PLAYERSOLID );
+
+ //if the trace misses completely then just use legs.origin
+ //apparently capsule traces are "smaller" than box traces
+ if( tr.fraction != 1.0f )
+ VectorMA( legs.origin, tr.fraction * -TRACE_DEPTH, surfNormal, legs.origin );
+
+ VectorCopy( legs.origin, legs.lightingOrigin );
+ VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all
+ }
+
+ //rescale the model
+ scale = BG_ClassConfig( class )->modelScale;
+
+ if( scale != 1.0f )
+ {
+ VectorScale( legs.axis[ 0 ], scale, legs.axis[ 0 ] );
+ VectorScale( legs.axis[ 1 ], scale, legs.axis[ 1 ] );
+ VectorScale( legs.axis[ 2 ], scale, legs.axis[ 2 ] );
+
+ legs.nonNormalizedAxes = qtrue;
+ }
+
+ //offset on the Z axis if required
+ VectorMA( legs.origin, BG_ClassConfig( class )->zOffset, surfNormal, legs.origin );
+ VectorCopy( legs.origin, legs.lightingOrigin );
+ VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all
+
+ trap_R_AddRefEntityToScene( &legs );
+
+ // if the model failed, allow the default nullmodel to be displayed
+ if( !legs.hModel )
+ return;
+
+ if( !ci->nonsegmented )
+ {
+ //
+ // add the torso
+ //
+ torso.hModel = ci->torsoModel;
+
+ if( held & ( 1 << UP_LIGHTARMOUR ) )
+ torso.customSkin = cgs.media.larmourTorsoSkin;
+ else
+ torso.customSkin = ci->torsoSkin;
+
+ // we can't hit what we can't see :P
+ if( es->eFlags & EF_MOVER_STOP )
+ {
+ if( ci->team != cg.snap->ps.stats[ STAT_TEAM ] )
+ torso.customShader = cgs.media.invisibleShader;
+ else
+ torso.customShader = cgs.media.invisibleShaderTeam;
+ }
+
+ if( !torso.hModel )
+ return;
+
+ VectorCopy( cent->lerpOrigin, torso.lightingOrigin );
+
+ CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso" );
+
+ torso.shadowPlane = shadowPlane;
+ torso.renderfx = renderfx;
+
+ trap_R_AddRefEntityToScene( &torso );
+
+ //
+ // add the head
+ //
+ head.hModel = ci->headModel;
+
+ if( held & ( 1 << UP_HELMET ) )
+ head.customSkin = cgs.media.larmourHeadSkin;
+ else
+ head.customSkin = ci->headSkin;
+
+ // we can't hit what we can't see :P
+ if( es->eFlags & EF_MOVER_STOP )
+ {
+ if( ci->team != cg.snap->ps.stats[ STAT_TEAM ] )
+ head.customShader = cgs.media.invisibleShader;
+ else
+ head.customShader = cgs.media.invisibleShaderTeam;
+ }
+
+ if( !head.hModel )
+ return;
+
+ VectorCopy( cent->lerpOrigin, head.lightingOrigin );
+
+ CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head" );
+
+ head.shadowPlane = shadowPlane;
+ head.renderfx = renderfx;
+
+ trap_R_AddRefEntityToScene( &head );
+
+
+ // if this player has been hit with poison cloud, add an effect PS
+ if( ( es->eFlags & EF_POISONCLOUDED ) &&
+ ( es->number != cg.snap->ps.clientNum || cg.renderingThirdPerson ) )
+ {
+ if( !CG_IsParticleSystemValid( &cent->poisonCloudedPS ) )
+ cent->poisonCloudedPS = CG_SpawnNewParticleSystem( cgs.media.poisonCloudedPS );
+
+ CG_SetAttachmentTag( &cent->poisonCloudedPS->attachment,
+ head, head.hModel, "tag_head" );
+ CG_SetAttachmentCent( &cent->poisonCloudedPS->attachment, cent );
+ CG_AttachToTag( &cent->poisonCloudedPS->attachment );
+ }
+ else if( CG_IsParticleSystemValid( &cent->poisonCloudedPS ) )
+ CG_DestroyParticleSystem( &cent->poisonCloudedPS );
+ }
+
+ //
+ // add the gun / barrel / flash
+ //
+ if( es->weapon != WP_NONE )
+ {
+ if( !ci->nonsegmented )
+ CG_AddPlayerWeapon( &torso, NULL, cent );
+ else
+ CG_AddPlayerWeapon( &legs, NULL, cent );
+ }
+
+ CG_PlayerUpgrades( cent, &torso );
+
+ //sanity check that particle systems are stopped when dead
+ if( es->eFlags & EF_DEAD )
+ {
+ if( CG_IsParticleSystemValid( &cent->muzzlePS ) )
+ CG_DestroyParticleSystem( &cent->muzzlePS );
+
+ if( CG_IsParticleSystemValid( &cent->jetPackPS ) )
+ CG_DestroyParticleSystem( &cent->jetPackPS );
+ }
+
+ VectorCopy( surfNormal, cent->pe.lastNormal );
+}
+
+/*
+===============
+CG_Corpse
+===============
+*/
+void CG_Corpse( centity_t *cent )
+{
+ clientInfo_t *ci;
+ refEntity_t legs;
+ refEntity_t torso;
+ refEntity_t head;
+ entityState_t *es = &cent->currentState;
+ int corpseNum;
+ int renderfx;
+ qboolean shadow = qfalse;
+ float shadowPlane;
+ vec3_t origin, liveZ, deadZ;
+ float scale;
+
+ corpseNum = CG_GetCorpseNum( es->clientNum );
+
+ if( corpseNum < 0 || corpseNum >= MAX_CLIENTS )
+ CG_Error( "Bad corpseNum on corpse entity: %d", corpseNum );
+
+ ci = &cgs.corpseinfo[ corpseNum ];
+
+ // it is possible to see corpses from disconnected players that may
+ // not have valid clientinfo
+ if( !ci->infoValid )
+ return;
+
+ memset( &legs, 0, sizeof( legs ) );
+ memset( &torso, 0, sizeof( torso ) );
+ memset( &head, 0, sizeof( head ) );
+
+ VectorCopy( cent->lerpOrigin, origin );
+ BG_ClassBoundingBox( es->clientNum, liveZ, NULL, NULL, deadZ, NULL );
+ origin[ 2 ] -= ( liveZ[ 2 ] - deadZ[ 2 ] );
+
+ VectorCopy( es->angles, cent->lerpAngles );
+
+ // get the rotation information
+ if( !ci->nonsegmented )
+ CG_PlayerAngles( cent, cent->lerpAngles, legs.axis, torso.axis, head.axis );
+ else
+ CG_PlayerNonSegAngles( cent, cent->lerpAngles, legs.axis );
+
+ //set the correct frame (should always be dead)
+ if( cg_noPlayerAnims.integer )
+ legs.oldframe = legs.frame = torso.oldframe = torso.frame = 0;
+ else if( !ci->nonsegmented )
+ {
+ memset( &cent->pe.legs, 0, sizeof( lerpFrame_t ) );
+ CG_RunPlayerLerpFrame( ci, &cent->pe.legs, es->legsAnim, 1 );
+ legs.oldframe = cent->pe.legs.oldFrame;
+ legs.frame = cent->pe.legs.frame;
+ legs.backlerp = cent->pe.legs.backlerp;
+
+ memset( &cent->pe.torso, 0, sizeof( lerpFrame_t ) );
+ CG_RunPlayerLerpFrame( ci, &cent->pe.torso, es->torsoAnim, 1 );
+ torso.oldframe = cent->pe.torso.oldFrame;
+ torso.frame = cent->pe.torso.frame;
+ torso.backlerp = cent->pe.torso.backlerp;
+ }
+ else
+ {
+ memset( &cent->pe.nonseg, 0, sizeof( lerpFrame_t ) );
+ CG_RunPlayerLerpFrame( ci, &cent->pe.nonseg, es->legsAnim, 1 );
+ legs.oldframe = cent->pe.nonseg.oldFrame;
+ legs.frame = cent->pe.nonseg.frame;
+ legs.backlerp = cent->pe.nonseg.backlerp;
+ }
+
+ // add the shadow
+ shadow = CG_PlayerShadow( cent, &shadowPlane, es->clientNum );
+
+ // get the player model information
+ renderfx = 0;
+
+ if( cg_shadows.integer == 3 && shadow )
+ renderfx |= RF_SHADOW_PLANE;
+
+ renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
+
+ //
+ // add the legs
+ //
+ if( !ci->nonsegmented )
+ {
+ legs.hModel = ci->legsModel;
+ legs.customSkin = ci->legsSkin;
+ }
+ else
+ {
+ legs.hModel = ci->nonSegModel;
+ legs.customSkin = ci->nonSegSkin;
+ }
+
+ VectorCopy( origin, legs.origin );
+
+ VectorCopy( origin, legs.lightingOrigin );
+ legs.shadowPlane = shadowPlane;
+ legs.renderfx = renderfx;
+ legs.origin[ 2 ] += BG_ClassConfig( es->clientNum )->zOffset;
+ VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all
+
+ //rescale the model
+ scale = BG_ClassConfig( es->clientNum )->modelScale;
+
+ if( scale != 1.0f )
+ {
+ VectorScale( legs.axis[ 0 ], scale, legs.axis[ 0 ] );
+ VectorScale( legs.axis[ 1 ], scale, legs.axis[ 1 ] );
+ VectorScale( legs.axis[ 2 ], scale, legs.axis[ 2 ] );
+
+ legs.nonNormalizedAxes = qtrue;
+ }
+
+ trap_R_AddRefEntityToScene( &legs );
+
+ // if the model failed, allow the default nullmodel to be displayed
+ if( !legs.hModel )
+ return;
+
+ if( !ci->nonsegmented )
+ {
+ //
+ // add the torso
+ //
+ torso.hModel = ci->torsoModel;
+ if( !torso.hModel )
+ return;
+
+ torso.customSkin = ci->torsoSkin;
+
+ VectorCopy( origin, torso.lightingOrigin );
+
+ CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso" );
+
+ torso.shadowPlane = shadowPlane;
+ torso.renderfx = renderfx;
+
+ trap_R_AddRefEntityToScene( &torso );
+
+ //
+ // add the head
+ //
+ head.hModel = ci->headModel;
+ if( !head.hModel )
+ return;
+
+ head.customSkin = ci->headSkin;
+
+ VectorCopy( origin, head.lightingOrigin );
+
+ CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head");
+
+ head.shadowPlane = shadowPlane;
+ head.renderfx = renderfx;
+
+ trap_R_AddRefEntityToScene( &head );
+ }
+}
+
+
+//=====================================================================
+
+/*
+===============
+CG_ResetPlayerEntity
+
+A player just came into view or teleported, so reset all animation info
+===============
+*/
+void CG_ResetPlayerEntity( centity_t *cent )
+{
+ cent->errorTime = -99999; // guarantee no error decay added
+ cent->extrapolated = qfalse;
+
+ CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ],
+ &cent->pe.legs, cent->currentState.legsAnim );
+ CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ],
+ &cent->pe.torso, cent->currentState.torsoAnim );
+ CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ],
+ &cent->pe.nonseg, cent->currentState.legsAnim );
+
+ BG_EvaluateTrajectory( &cent->currentState.pos, cg.time, cent->lerpOrigin );
+ BG_EvaluateTrajectory( &cent->currentState.apos, cg.time, cent->lerpAngles );
+
+ VectorCopy( cent->lerpOrigin, cent->rawOrigin );
+ VectorCopy( cent->lerpAngles, cent->rawAngles );
+
+ memset( &cent->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( &cent->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;
+
+ memset( &cent->pe.nonseg, 0, sizeof( cent->pe.nonseg ) );
+ cent->pe.nonseg.yawAngle = cent->rawAngles[ YAW ];
+ cent->pe.nonseg.yawing = qfalse;
+ cent->pe.nonseg.pitchAngle = cent->rawAngles[ PITCH ];
+ cent->pe.nonseg.pitching = qfalse;
+
+ if( cg_debugPosition.integer )
+ CG_Printf( "%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle );
+}
+
+/*
+==================
+CG_PlayerDisconnect
+
+Player disconnecting
+==================
+*/
+void CG_PlayerDisconnect( vec3_t org )
+{
+ particleSystem_t *ps;
+
+ trap_S_StartSound( org, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.disconnectSound );
+
+ ps = CG_SpawnNewParticleSystem( cgs.media.disconnectPS );
+
+ if( CG_IsParticleSystemValid( &ps ) )
+ {
+ CG_SetAttachmentPoint( &ps->attachment, org );
+ CG_AttachToPoint( &ps->attachment );
+ }
+}
+
+centity_t *CG_GetPlayerLocation( void )
+{
+ int i;
+ centity_t *eloc, *best;
+ float bestlen, len;
+ vec3_t origin;
+
+ best = NULL;
+ bestlen = 3.0f * 8192.0f * 8192.0f;
+
+ VectorCopy( cg.predictedPlayerState.origin, origin );
+
+ for( i = MAX_CLIENTS; i < MAX_GENTITIES; i++ )
+ {
+ eloc = &cg_entities[ i ];
+ if( !eloc->valid || eloc->currentState.eType != ET_LOCATION )
+ continue;
+
+ len = DistanceSquared(origin, eloc->lerpOrigin);
+
+ if( len > bestlen )
+ continue;
+
+ if( !trap_R_inPVS( origin, eloc->lerpOrigin ) )
+ continue;
+
+ bestlen = len;
+ best = eloc;
+ }
+
+ return best;
+}
+