From ee25f4aadf87fa2852bb345062eeecea9e86d1dc Mon Sep 17 00:00:00 2001 From: Paweł Redman Date: Wed, 8 Apr 2015 21:45:16 +0200 Subject: Revert human physics to vq3. --- src/cgame/cg_draw.c | 73 ++----------------------------------------------- src/cgame/cg_tutorial.c | 11 -------- src/cgame/cg_view.c | 12 -------- 3 files changed, 2 insertions(+), 94 deletions(-) (limited to 'src/cgame') diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c index 0af9839..570276b 100644 --- a/src/cgame/cg_draw.c +++ b/src/cgame/cg_draw.c @@ -375,34 +375,10 @@ static void CG_DrawPlayerStamina( int ownerDraw, rectDef_t *rect, vec4_t backColor, vec4_t foreColor, qhandle_t shader ) { - playerState_t *ps = &cg.snap->ps; - float stamina = ps->stats[ STAT_STAMINA ]; - float maxStaminaBy3 = (float)STAMINA_MAX / 3.0f; float progress; vec4_t color; - switch( ownerDraw ) - { - case CG_PLAYER_STAMINA_1: - progress = ( stamina - 2 * (int)maxStaminaBy3 ) / maxStaminaBy3; - break; - case CG_PLAYER_STAMINA_2: - progress = ( stamina - (int)maxStaminaBy3 ) / maxStaminaBy3; - break; - case CG_PLAYER_STAMINA_3: - progress = stamina / maxStaminaBy3; - break; - case CG_PLAYER_STAMINA_4: - progress = ( stamina + STAMINA_MAX ) / STAMINA_MAX; - break; - default: - return; - } - - if( progress > 1.0f ) - progress = 1.0f; - else if( progress < 0.0f ) - progress = 0.0f; + progress = 0.0f; Vector4Lerp( progress, backColor, foreColor, color ); @@ -419,25 +395,9 @@ CG_DrawPlayerStaminaBolt static void CG_DrawPlayerStaminaBolt( rectDef_t *rect, vec4_t backColor, vec4_t foreColor, qhandle_t shader ) { - float stamina = cg.snap->ps.stats[ STAT_STAMINA ]; vec4_t color; - if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_SPEEDBOOST ) - { - if( stamina >= 0 ) - Vector4Lerp( ( sin( cg.time / 150.0f ) + 1 ) / 2, - backColor, foreColor, color ); - else - Vector4Lerp( ( sin( cg.time / 2000.0f ) + 1 ) / 2, - backColor, foreColor, color ); - } - else - { - if( stamina < 0 ) - Vector4Copy( backColor, color ); - else - Vector4Copy( foreColor, color ); - } + Vector4Copy( backColor, color ); trap_R_SetColor( color ); CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader ); @@ -3460,31 +3420,6 @@ void CG_RunMenuScript( char **args ) } //END TA UI - -/* -================ -CG_DrawLighting - -================ -*/ -static void CG_DrawLighting( void ) -{ - // centity_t *cent; - - // cent = &cg_entities[ cg.snap->ps.clientNum ]; - - //fade to black if stamina is low - if( ( cg.snap->ps.stats[ STAT_STAMINA ] < STAMINA_BLACKOUT_LEVEL ) && - ( cg.snap->ps.stats[ STAT_TEAM ] == TEAM_HUMANS ) ) - { - vec4_t black = { 0, 0, 0, 0 }; - black[ 3 ] = 1.0 - ( (float)( cg.snap->ps.stats[ STAT_STAMINA ] + 1000 ) / 200.0f ); - trap_R_SetColor( black ); - CG_DrawPic( 0, 0, 640, 480, cgs.media.whiteShader ); - trap_R_SetColor( NULL ); - } -} - /* =============================================================================== @@ -4162,10 +4097,6 @@ static void CG_Draw2D( void ) if( cg.levelShot ) return; - // fading to black if stamina runs out - // (only 2D that can't be disabled) - CG_DrawLighting( ); - if( cg_draw2D.integer == 0 ) return; diff --git a/src/cgame/cg_tutorial.c b/src/cgame/cg_tutorial.c index d36ecac..d2f01b3 100644 --- a/src/cgame/cg_tutorial.c +++ b/src/cgame/cg_tutorial.c @@ -514,17 +514,6 @@ static void CG_HumanText( char *text, playerState_t *ps ) BG_Upgrade( UP_MEDKIT )->humanName ) ); } - if( ps->stats[ STAT_STAMINA ] <= STAMINA_BLACKOUT_LEVEL ) - { - Q_strcat( text, MAX_TUTORIAL_TEXT, - "You are blacking out. Stop sprinting to recover stamina\n" ); - } - else if( ps->stats[ STAT_STAMINA ] <= STAMINA_SLOW_LEVEL ) - { - Q_strcat( text, MAX_TUTORIAL_TEXT, - "Your stamina is low. Stop sprinting to recover\n" ); - } - switch( cg.nearUsableBuildable ) { case BA_H_ARMOURY: diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c index 1221fe9..333e421 100644 --- a/src/cgame/cg_view.c +++ b/src/cgame/cg_view.c @@ -809,18 +809,6 @@ void CG_OffsetFirstPersonView( void ) cg.predictedPlayerState.pm_type == PM_JETPACK ) ) { angles[PITCH] += cg.bobfracsin * bob2 * 0.5; - - // heavy breathing effects //FIXME: sound - if( cg.predictedPlayerState.stats[ STAT_STAMINA ] < STAMINA_BREATHING_LEVEL ) - { - float deltaBreath = ( cg.predictedPlayerState.stats[ STAT_STAMINA ] - - STAMINA_BREATHING_LEVEL ) / -250.0; - float deltaAngle = cos( (float)cg.time/150.0 ) * deltaBreath; - - deltaAngle += ( deltaAngle < 0 ? -deltaAngle : deltaAngle ) * 0.5; - - angles[ PITCH ] -= deltaAngle; - } } //=================================== -- cgit