diff options
author | Tim Angus <tim@ngus.net> | 2004-03-03 05:22:52 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2004-03-03 05:22:52 +0000 |
commit | 0825a563b705c50de551951c4c131d0482935c45 (patch) | |
tree | 980527e27a664251cd6ab4bccddcf72eabd00bf3 /src/cgame/cg_buildable.c | |
parent | b217fba48b8bff70880b33301502adf42ac61973 (diff) |
* Fixed chasecam engagement bug
* Raised turret effectiveness again
* Raised human weapon damage by 5%
* Refactored buildable rendering code
* Buildable rendering now falls back to a box trace when a cap trace misses
* Human ckit can't repair destroyed buildables
* Human reactor strengthened by 50%
Diffstat (limited to 'src/cgame/cg_buildable.c')
-rw-r--r-- | src/cgame/cg_buildable.c | 135 |
1 files changed, 55 insertions, 80 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c index 0cf39a86..d5f6871e 100644 --- a/src/cgame/cg_buildable.c +++ b/src/cgame/cg_buildable.c @@ -687,7 +687,49 @@ static void CG_BuildableAnimation( centity_t *cent, int *old, int *now, float *b } } -#define TRACE_DEPTH 128.0f +#define TRACE_DEPTH 64.0f + +/* +=============== +CG_PositionAndOrientateBuildable +=============== +*/ +static void CG_PositionAndOrientateBuildable( const vec3_t angles, const vec3_t inOrigin, + const vec3_t normal, const int skipNumber, + const vec3_t mins, const vec3_t maxs, + vec3_t outAxis[ 3 ], vec3_t outOrigin ) +{ + vec3_t forward, start, end; + trace_t tr; + + AngleVectors( angles, forward, NULL, NULL ); + VectorCopy( normal, outAxis[ 2 ] ); + ProjectPointOnPlane( outAxis[ 0 ], forward, outAxis[ 2 ] ); + + if( !VectorNormalize( outAxis[ 0 ] ) ) + { + AngleVectors( angles, NULL, NULL, forward ); + ProjectPointOnPlane( outAxis[ 0 ], forward, outAxis[ 2 ] ); + VectorNormalize( outAxis[ 0 ] ); + } + + CrossProduct( outAxis[ 0 ], outAxis[ 2 ], outAxis[ 1 ] ); + outAxis[ 1 ][ 0 ] = -outAxis[ 1 ][ 0 ]; + outAxis[ 1 ][ 1 ] = -outAxis[ 1 ][ 1 ]; + outAxis[ 1 ][ 2 ] = -outAxis[ 1 ][ 2 ]; + + VectorMA( inOrigin, -TRACE_DEPTH, normal, end ); + VectorMA( inOrigin, 1.0f, normal, start ); + CG_CapTrace( &tr, start, mins, maxs, end, skipNumber, MASK_PLAYERSOLID ); + + if( tr.fraction == 1.0f ) + { + //erm we missed completely - try again with a box trace + CG_Trace( &tr, start, mins, maxs, end, skipNumber, MASK_PLAYERSOLID ); + } + + VectorMA( inOrigin, tr.fraction * -TRACE_DEPTH, normal, outOrigin ); +} /* ================== @@ -705,61 +747,14 @@ void CG_GhostBuildable( buildable_t buildable ) ps = &cg.predictedPlayerState; - memset ( &ent, 0, sizeof( ent ) ); - - if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING ) - { - if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) - VectorSet( normal, 0.0f, 0.0f, -1.0f ); - else - VectorCopy( cg.predictedPlayerState.grapplePoint, normal ); - } - else - VectorSet( normal, 0.0f, 0.0f, 1.0f ); - - VectorCopy( cg.predictedPlayerState.viewangles, angles ); - - AngleVectors( angles, forward, NULL, NULL ); - CrossProduct( forward, normal, cross ); - VectorNormalize( cross ); - CrossProduct( normal, cross, forward ); - VectorNormalize( forward ); - - VectorCopy( ps->origin, player_origin ); - - distance = BG_FindBuildDistForClass( ps->stats[ STAT_PCLASS ] ); - VectorMA( player_origin, distance, forward, entity_origin ); - - VectorCopy( entity_origin, target_origin ); - VectorMA( entity_origin, 32, normal, entity_origin ); - VectorMA( target_origin, -128, normal, target_origin ); + memset( &ent, 0, sizeof( ent ) ); BG_FindBBoxForBuildable( buildable, mins, maxs ); - - CG_Trace( &tr, entity_origin, mins, maxs, target_origin, ps->clientNum, MASK_PLAYERSOLID ); - VectorCopy( tr.endpos, entity_origin ); - VectorMA( entity_origin, 0.1f, normal, entity_origin ); - AngleVectors( angles, forward, NULL, NULL ); - VectorCopy( tr.plane.normal, ent.axis[ 2 ] ); - ProjectPointOnPlane( ent.axis[ 0 ], forward, ent.axis[ 2 ] ); - - if( !VectorNormalize( ent.axis[ 0 ] ) ) - { - AngleVectors( angles, NULL, NULL, forward ); - ProjectPointOnPlane( ent.axis[ 0 ], forward, ent.axis[ 2 ] ); - VectorNormalize( ent.axis[ 0 ] ); - } - - CrossProduct( ent.axis[ 0 ], ent.axis[ 2 ], ent.axis[ 1 ] ); - ent.axis[ 1 ][ 0 ] = -ent.axis[ 1 ][ 0 ]; - ent.axis[ 1 ][ 1 ] = -ent.axis[ 1 ][ 1 ]; - ent.axis[ 1 ][ 2 ] = -ent.axis[ 1 ][ 2 ]; + BG_PositionBuildableRelativeToPlayer( ps, mins, maxs, CG_Trace, entity_origin, angles, &tr ); - VectorMA( entity_origin, -TRACE_DEPTH, tr.plane.normal, end ); - VectorMA( entity_origin, 1.0f, tr.plane.normal, start ); - CG_CapTrace( &tr, start, mins, maxs, end, ps->clientNum, MASK_PLAYERSOLID ); - VectorMA( entity_origin, tr.fraction * -TRACE_DEPTH, tr.plane.normal, ent.origin ); + CG_PositionAndOrientateBuildable( ps->viewangles, entity_origin, tr.plane.normal, ps->clientNum, + mins, maxs, ent.axis, ent.origin ); //offset on the Z axis if required VectorMA( ent.origin, BG_FindZOffsetForBuildable( buildable ), tr.plane.normal, ent.origin ); @@ -912,10 +907,9 @@ void CG_Buildable( centity_t *cent ) refEntity_t ent; entityState_t *es = ¢->currentState; vec3_t angles; - vec3_t forward, surfNormal, xNormal, end, start, mins, maxs; + vec3_t forward, surfNormal, xNormal, mins, maxs; vec3_t refNormal = { 0.0f, 0.0f, 1.0f }; float rotAngle; - trace_t tr; buildableTeam_t team = BG_FindTeamForBuildable( es->modelindex ); //must be before EF_NODRAW check @@ -938,36 +932,13 @@ void CG_Buildable( centity_t *cent ) VectorCopy( cent->lerpOrigin, ent.lightingOrigin ); VectorCopy( es->origin2, surfNormal ); - CrossProduct( surfNormal, refNormal, xNormal ); - VectorNormalize( xNormal ); - rotAngle = RAD2DEG( acos( DotProduct( surfNormal, refNormal ) ) ); VectorCopy( es->angles, angles ); BG_FindBBoxForBuildable( es->modelindex, mins, maxs ); - - AngleVectors( angles, forward, NULL, NULL ); - VectorCopy( surfNormal, ent.axis[ 2 ] ); - ProjectPointOnPlane( ent.axis[ 0 ], forward, ent.axis[ 2 ] ); - if( !VectorNormalize( ent.axis[ 0 ] ) ) - { - AngleVectors( angles, NULL, NULL, forward ); - ProjectPointOnPlane( ent.axis[ 0 ], forward, ent.axis[ 2 ] ); - VectorNormalize( ent.axis[ 0 ] ); - } - - CrossProduct( ent.axis[ 0 ], ent.axis[ 2 ], ent.axis[ 1 ] ); - ent.axis[ 1 ][ 0 ] = -ent.axis[ 1 ][ 0 ]; - ent.axis[ 1 ][ 1 ] = -ent.axis[ 1 ][ 1 ]; - ent.axis[ 1 ][ 2 ] = -ent.axis[ 1 ][ 2 ]; - if( es->pos.trType == TR_STATIONARY ) - { - VectorMA( ent.origin, -TRACE_DEPTH, surfNormal, end ); - VectorMA( ent.origin, 1.0f, surfNormal, start ); - CG_CapTrace( &tr, start, mins, maxs, end, es->number, MASK_PLAYERSOLID ); - VectorMA( ent.origin, tr.fraction * -TRACE_DEPTH, surfNormal, ent.origin ); - } + CG_PositionAndOrientateBuildable( angles, ent.origin, surfNormal, es->number, + mins, maxs, ent.axis, ent.origin ); //offset on the Z axis if required VectorMA( ent.origin, BG_FindZOffsetForBuildable( es->modelindex ), surfNormal, ent.origin ); @@ -996,9 +967,13 @@ void CG_Buildable( centity_t *cent ) CG_BuildableAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp ); - // add to refresh list + //add to refresh list trap_R_AddRefEntityToScene( &ent ); + CrossProduct( surfNormal, refNormal, xNormal ); + VectorNormalize( xNormal ); + rotAngle = RAD2DEG( acos( DotProduct( surfNormal, refNormal ) ) ); + //turret barrel bit if( cg_buildables[ es->modelindex ].models[ 1 ] ) { |