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authorTim Angus <tim@ngus.net>2001-01-15 04:06:42 +0000
committerTim Angus <tim@ngus.net>2001-01-15 04:06:42 +0000
commit64806bda9892ce84e0b5e11ce5e5f9052c1183b3 (patch)
treeb3e6b5c05c901b13031710c4d28cf21baae71b3b
parentdfa6ae440ddddaaf22e4b32dbc6d31b13e162d4d (diff)
Half-done revamping defmenus; bug fixes;MCU
-rw-r--r--src/cgame/cg_draw.c77
-rw-r--r--src/cgame/cg_event.c4
-rw-r--r--src/cgame/cg_local.h24
-rw-r--r--src/cgame/cg_main.c24
-rw-r--r--src/game/bg_pmove.c8
-rw-r--r--src/game/bg_public.h3
-rw-r--r--src/game/g_active.c31
-rw-r--r--src/game/g_client.c12
-rw-r--r--src/game/g_cmds.c39
-rw-r--r--src/game/g_local.h3
10 files changed, 136 insertions, 89 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index 02457071..e92e8652 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -337,63 +337,49 @@ CG_DrawLighting
static void CG_DrawLighting( void )
{
centity_t *cent;
- byte lum;
- static byte lastLum;
+ int currentLum;
+ static int lum;
vec3_t point, direction;
cent = &cg_entities[cg.snap->ps.clientNum];
VectorCopy( cent->lerpOrigin, point );
- //TA: when wall climbing the viewheight is not straight up
- if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
- VectorMA( point, 32, cg.predictedPlayerState.grapplePoint, point );
- else
- point[ 2 ] += 32;
AngleVectors( cg.predictedPlayerState.viewangles, direction, NULL, NULL );
- lum = CG_LightFromDirection( point, direction );
+ currentLum = CG_LightFromDirection( point, direction );
//CG_Printf( "%d\n", lum );
- if( abs( lastLum - lum ) > 4 )
- lastLum = lum;
-
- if( BG_activated( UP_NVG, cg.snap->ps.stats ) )
- CG_DrawPic( 0, 0, 640, 480, cgs.media.humanNV );
+ if( abs( lum - currentLum ) > 4 )
+ lum = currentLum;
switch( cg.snap->ps.stats[ STAT_PCLASS ] )
{
case PCL_D_BASE:
case PCL_D_BUILDER:
- if( lastLum < 10 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav80 );
- else if( lastLum >= 10 && lastLum < 16 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav75 );
- else if( lastLum >= 16 && lastLum < 22 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav70 );
- else if( lastLum >= 22 && lastLum < 28 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav65 );
- else if( lastLum >= 28 && lastLum < 34 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav60 );
- else if( lastLum >= 34 && lastLum < 40 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav55 );
- else if( lastLum >= 40 && lastLum < 46 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav50 );
- else if( lastLum >= 46 && lastLum < 53 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav45 );
- else if( lastLum >= 53 && lastLum < 61 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav40 );
- else if( lastLum >= 61 && lastLum < 70 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav35 );
- else if( lastLum >= 70 && lastLum < 80 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav30 );
- else if( lastLum >= 80 && lastLum < 100 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav25 );
- else if( lastLum >= 100 && lastLum < 130 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav20 );
- else if( lastLum >= 130 && lastLum < 180 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav15 );
- else if( lastLum >= 180 )
- CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav10 );
+ if( lum < 10 )
+ CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav9 );
+ else if( lum >= 10 && lum < 16 )
+ CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav8 );
+ else if( lum >= 16 && lum < 22 )
+ CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav7 );
+ else if( lum >= 22 && lum < 28 )
+ CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav6 );
+ else if( lum >= 28 && lum < 34 )
+ CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav5 );
+ else if( lum >= 34 && lum < 40 )
+ CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav4 );
+ else if( lum >= 40 && lum < 46 )
+ CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav3 );
+ else if( lum >= 46 && lum < 53 )
+ CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav2 );
+ else if( lum >= 53 )
+ CG_DrawPic( -4, -4, 648, 488, cgs.media.droidNav1 );
+
+ break;
+
+ case PCL_H_BASE:
+ if( BG_activated( UP_NVG, cg.snap->ps.stats ) )
+ CG_DrawPic( 0, 0, 640, 480, cgs.media.humanNV );
break;
}
@@ -424,8 +410,6 @@ static void CG_DrawStatusBar( void ) {
vec4_t hcolor;
vec3_t angles;
vec3_t origin;
- byte lum;
- static byte lastLum;
static float colors[4][4] = {
// { 0.2, 1.0, 0.2, 1.0 } , { 1.0, 0.2, 0.2, 1.0 }, {0.5, 0.5, 0.5, 1} };
{ 0.3f, 0.4f, 0.3f, 1.0f } , // normal
@@ -1284,7 +1268,7 @@ static void CG_DrawLowerRight( void ) {
}
//y = CG_DrawScores( y );
- y = CG_DrawPoints( y );
+ //y = CG_DrawPoints( y );
y = CG_DrawPowerups( y );
}
@@ -2243,6 +2227,7 @@ static void CG_Draw2D( void ) {
CG_DrawSpectator();
CG_DrawCrosshair();
CG_DrawCrosshairNames();
+ CG_DrawLighting();
} else {
// don't draw any status if dead or the scoreboard is being explicitly shown
if ( !cg.showScores && cg.snap->ps.stats[STAT_HEALTH] > 0 ) {
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index 231972ee..b33c742e 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -443,6 +443,10 @@ void CG_Menu( centity_t *cent, int eventParm )
trap_SendConsoleCommand( "menu hbuildmenu\n" );
break;
+ case MN_MCU:
+ trap_SendConsoleCommand( "menu hmcumenu\n" );
+ break;
+
default:
Com_Printf( "cgame: debug: no such menu no %d\n", eventParm );
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h
index 9e342591..4874d0cf 100644
--- a/src/cgame/cg_local.h
+++ b/src/cgame/cg_local.h
@@ -737,21 +737,15 @@ typedef struct {
qhandle_t explosionTrailShader;
qhandle_t humanNV;
- qhandle_t droidNav10;
- qhandle_t droidNav15;
- qhandle_t droidNav20;
- qhandle_t droidNav25;
- qhandle_t droidNav30;
- qhandle_t droidNav35;
- qhandle_t droidNav40;
- qhandle_t droidNav45;
- qhandle_t droidNav50;
- qhandle_t droidNav55;
- qhandle_t droidNav60;
- qhandle_t droidNav65;
- qhandle_t droidNav70;
- qhandle_t droidNav75;
- qhandle_t droidNav80;
+ qhandle_t droidNav9;
+ qhandle_t droidNav8;
+ qhandle_t droidNav7;
+ qhandle_t droidNav6;
+ qhandle_t droidNav5;
+ qhandle_t droidNav4;
+ qhandle_t droidNav3;
+ qhandle_t droidNav2;
+ qhandle_t droidNav1;
qhandle_t droidHealth;
qhandle_t flameShader;
diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c
index 4d86b0c1..7583d402 100644
--- a/src/cgame/cg_main.c
+++ b/src/cgame/cg_main.c
@@ -793,21 +793,15 @@ static void CG_RegisterGraphics( void ) {
//TA: screenfades
cgs.media.humanNV = trap_R_RegisterShader( "humanNV" );
- cgs.media.droidNav10 = trap_R_RegisterShader( "droidNav10" );
- cgs.media.droidNav15 = trap_R_RegisterShader( "droidNav15" );
- cgs.media.droidNav20 = trap_R_RegisterShader( "droidNav20" );
- cgs.media.droidNav25 = trap_R_RegisterShader( "droidNav25" );
- cgs.media.droidNav30 = trap_R_RegisterShader( "droidNav30" );
- cgs.media.droidNav35 = trap_R_RegisterShader( "droidNav35" );
- cgs.media.droidNav40 = trap_R_RegisterShader( "droidNav40" );
- cgs.media.droidNav45 = trap_R_RegisterShader( "droidNav45" );
- cgs.media.droidNav50 = trap_R_RegisterShader( "droidNav50" );
- cgs.media.droidNav55 = trap_R_RegisterShader( "droidNav55" );
- cgs.media.droidNav60 = trap_R_RegisterShader( "droidNav60" );
- cgs.media.droidNav65 = trap_R_RegisterShader( "droidNav65" );
- cgs.media.droidNav70 = trap_R_RegisterShader( "droidNav70" );
- cgs.media.droidNav75 = trap_R_RegisterShader( "droidNav75" );
- cgs.media.droidNav80 = trap_R_RegisterShader( "droidNav80" );
+ cgs.media.droidNav9 = trap_R_RegisterShader( "droidNav9" );
+ cgs.media.droidNav8 = trap_R_RegisterShader( "droidNav8" );
+ cgs.media.droidNav7 = trap_R_RegisterShader( "droidNav7" );
+ cgs.media.droidNav6 = trap_R_RegisterShader( "droidNav6" );
+ cgs.media.droidNav5 = trap_R_RegisterShader( "droidNav5" );
+ cgs.media.droidNav4 = trap_R_RegisterShader( "droidNav4" );
+ cgs.media.droidNav3 = trap_R_RegisterShader( "droidNav3" );
+ cgs.media.droidNav2 = trap_R_RegisterShader( "droidNav2" );
+ cgs.media.droidNav1 = trap_R_RegisterShader( "droidNav1" );
cgs.media.droidHealth = trap_R_RegisterShader( "gfx/2d/droidhealth.tga" );
cgs.media.armorModel = trap_R_RegisterModel( "models/powerups/armor/armor_yel.md3" );
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index bffc47fc..6787e250 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -422,7 +422,7 @@ static float PM_CmdScale( usercmd_t *cmd ) {
aForward = abs( cmd->forwardmove );
aRight = abs( cmd->rightmove );
- if( ( aForward <= 64 && aForward > 5 ) && ( aRight <= 64 && aRight > 5 ) )
+ if( ( aForward <= 64 && aForward > 5 ) || ( aRight <= 64 && aRight > 5 ) )
{
//restore stamina
pm->ps->stats[ STAT_STAMINA ] += (dTime/5);
@@ -1550,6 +1550,9 @@ static void PM_GroundClimbTrace( void )
if( abc[ 2 ] == 0 )
correction = 0;
+ if( correction > 32768 )
+ correction -= 32768;
+
//phew! - correct the angle
pm->ps->delta_angles[ YAW ] -= correction;
}
@@ -2229,7 +2232,6 @@ static void PM_Weapon( void ) {
pm->ps->pm_flags &= ~PMF_USE_ITEM_HELD;
}*/
-
// make weapon function
if ( pm->ps->weaponTime > 0 ) {
pm->ps->weaponTime -= pml.msec;
@@ -2397,7 +2399,7 @@ static void PM_Weapon( void ) {
addTime = 800;
break;
case WP_FLAMER:
- addTime = 80;
+ addTime = 150;
break;
case WP_RAILGUN:
addTime = 1500;
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index ad113b31..a4e6ea46 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -506,7 +506,8 @@ typedef enum
MN_DROID,
MN_HUMAN,
MN_ABUILD,
- MN_HBUILD
+ MN_HBUILD,
+ MN_MCU
} dynMenu_t;
// animations
diff --git a/src/game/g_active.c b/src/game/g_active.c
index b6c7d41b..e4a1ffbf 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -356,7 +356,7 @@ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
client->oldbuttons = client->buttons;
client->buttons = ucmd->buttons;
- if ( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) )
+ if( ( client->buttons & BUTTON_ATTACK ) && !( client->oldbuttons & BUTTON_ATTACK ) )
{
if( client->pers.pteam == PTE_NONE )
{
@@ -371,13 +371,13 @@ void SpectatorThink( gentity_t *ent, usercmd_t *ucmd ) {
G_AddPredictableEvent( ent, EV_MENU, MN_HUMAN );
}
}
-
+
// attack button cycles through spectators
//TA: messes with the menus
- /*if ( ( client->buttons & BUTTON_ATTACK ) &&
+ if ( ( client->buttons & BUTTON_ATTACK ) &&
!( client->oldbuttons & BUTTON_ATTACK ) &&
- ( client->sess.spectatorState != SPECTATOR_LOCKED ) )
- Cmd_FollowCycle_f( ent, 1 );*/
+ ( client->sess.spectatorState == SPECTATOR_FREE ) )
+ Cmd_FollowCycle_f( ent, 1 );
}
@@ -882,6 +882,27 @@ void ClientThink_real( gentity_t *ent ) {
client->buttons = ucmd->buttons;
client->latched_buttons |= client->buttons & ~client->oldbuttons;
+ //TA: look for MCU infront of player
+ if( ( client->buttons & BUTTON_GETFLAG ) && !( client->oldbuttons & BUTTON_GETFLAG ) )
+ {
+ if( client->pers.pteam == PTE_HUMANS )
+ {
+ trace_t mcu;
+ vec3_t view, point;
+ gentity_t *mcuEntity;
+
+ AngleVectors( client->ps.viewangles, view, NULL, NULL );
+ VectorMA( client->ps.origin, 200, view, point );
+ trap_Trace( &mcu, client->ps.origin, NULL, NULL, point, ent->s.number, MASK_SHOT );
+
+ mcuEntity = &g_entities[ mcu.entityNum ];
+
+ //bring up a menu if its there
+ if( !Q_stricmp( mcuEntity->classname, "team_human_mcu" ) )
+ G_AddPredictableEvent( ent, EV_MENU, MN_MCU );
+ }
+ }
+
// check for respawning
if ( client->ps.stats[STAT_HEALTH] <= 0 ) {
// wait for the attack button to be pressed
diff --git a/src/game/g_client.c b/src/game/g_client.c
index 422ebc84..49868661 100644
--- a/src/game/g_client.c
+++ b/src/game/g_client.c
@@ -1356,8 +1356,16 @@ void ClientSpawn(gentity_t *ent) {
client->ps.clientNum = index;
- /*BG_packWeapon( WP_MACHINEGUN, client->ps.stats );
- BG_packAmmoArray( WP_MACHINEGUN, client->ps.ammo, client->ps.powerups, CS_MG, 4, 4 );*/
+ if( client->pers.pitem == WP_MACHINEGUN )
+ {
+ BG_packWeapon( WP_MACHINEGUN, client->ps.stats );
+ BG_packAmmoArray( WP_MACHINEGUN, client->ps.ammo, client->ps.powerups, CS_MG, 4, 4 );
+ }
+ else if( client->pers.pitem == WP_HBUILD )
+ {
+ BG_packWeapon( WP_HBUILD, client->ps.stats );
+ BG_packAmmoArray( WP_HBUILD, client->ps.ammo, client->ps.powerups, 0, 0, 0 );
+ }
client->ps.stats[ STAT_ABILITIES ] |= SCA_TAKESFALLDAMAGE;
client->ps.stats[ STAT_ABILITIES ] |= SCA_CANJUMP;
diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c
index 104ec02b..09884232 100644
--- a/src/game/g_cmds.c
+++ b/src/game/g_cmds.c
@@ -1556,6 +1556,12 @@ void Cmd_Class_f( gentity_t *ent )
if( ent->client->pers.pteam == PTE_DROIDS )
{
+ if( ent->client->pers.pclass != 0 )
+ {
+ trap_SendServerCommand( ent-g_entities, va("print \"You must be dead to use the class command\n\"" ) );
+ return;
+ }
+
if( !Q_stricmp(s, "0") )
ent->client->pers.pclass = PCL_D_BUILDER;
else if( !Q_stricmp(s, "1") )
@@ -1594,8 +1600,19 @@ void Cmd_Class_f( gentity_t *ent )
}
else if( ent->client->pers.pteam == PTE_HUMANS )
{
+ if( ent->client->pers.pclass != 0 )
+ {
+ trap_SendServerCommand( ent-g_entities, va("print \"You must be dead to use the class command\n\"" ) );
+ return;
+ }
+
ent->client->pers.pclass = PCL_H_BASE;
+ if( !Q_stricmp( s, "0" ) )
+ ent->client->pers.pitem = WP_MACHINEGUN;
+ else if( !Q_stricmp( s, "1" ) )
+ ent->client->pers.pitem = WP_HBUILD;
+
if( ent->client->torch != NULL )
Cmd_TorchOff_f( ent );
@@ -1758,10 +1775,30 @@ Cmd_Buy_f
*/
void Cmd_Buy_f( gentity_t *ent )
{
- char s[ MAX_TOKEN_CHARS ];
+ char s[ MAX_TOKEN_CHARS ];
+ vec3_t distance;
+ int i;
+ gentity_t *mcuEntity;
+ qboolean nearMCU = qfalse;
trap_Argv( 1, s, sizeof( s ) );
+ for ( i = 1, mcuEntity = g_entities + i; i < level.num_entities; i++, mcuEntity++ )
+ {
+ if( !Q_stricmp( mcuEntity->classname, "team_human_mcu" ) )
+ {
+ VectorSubtract( ent->s.pos.trBase, mcuEntity->s.origin, distance );
+ if( VectorLength( distance ) <= 100 )
+ nearMCU = qtrue;
+ }
+ }
+
+ if( !nearMCU )
+ {
+ trap_SendServerCommand( ent-g_entities, va("print \"You must be near an MCU\n\"" ) );
+ return;
+ }
+
if( ent->client->pers.pteam != PTE_HUMANS )
return;
diff --git a/src/game/g_local.h b/src/game/g_local.h
index 81ed6966..54d73c90 100644
--- a/src/game/g_local.h
+++ b/src/game/g_local.h
@@ -258,7 +258,8 @@ typedef struct {
int pclass; //TA: player class (copied to ent->client->ps.stats[ STAT_PCLASS ] once spawned)
//not really persistant.. this is just a nice place to stick it :)
- int pteam; //TA: player team (team deathmatch is too complex to alter) (copied to ps.stats[ STAT_PTEAM ])
+ int pitem; //TA: humans have a starting item
+ int pteam; //TA: player team (copied to ps.stats[ STAT_PTEAM ])
} clientPersistant_t;
// this structure is cleared on each ClientSpawn(),