diff options
author | Tim Angus <tim@ngus.net> | 2003-09-24 17:33:27 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2003-09-24 17:33:27 +0000 |
commit | a17c3a4d4a9a719a630e7a3a78d640e950337d21 (patch) | |
tree | b556d2a397fbea09b0fdc8e25e94ca9100855af8 /src/cgame/cg_ents.c | |
parent | 51f8195fe9846eaf3482da7ccce44064a7c2900a (diff) |
* Impact and muzzle flashes now use new particle system
* Hitscan weapons now use more generalised impact events
* Added functions that are called when an entity leaves and enters the PVS
Diffstat (limited to 'src/cgame/cg_ents.c')
-rw-r--r-- | src/cgame/cg_ents.c | 175 |
1 files changed, 100 insertions, 75 deletions
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c index e7a8bd22..43897f4e 100644 --- a/src/cgame/cg_ents.c +++ b/src/cgame/cg_ents.c @@ -312,6 +312,31 @@ static void CG_Speaker( centity_t *cent ) /* =============== +CG_LaunchMissile +=============== +*/ +static void CG_LaunchMissile( centity_t *cent ) +{ + entityState_t *es; + const weaponInfo_t *weapon; + particleSystem_t *ps; + + es = ¢->currentState; + if( es->weapon > WP_NUM_WEAPONS ) + es->weapon = 0; + + weapon = &cg_weapons[ es->weapon ]; + + if( weapon->missileParticleSystem ) + { + ps = CG_SpawnNewParticleSystem( weapon->missileParticleSystem ); + CG_SetParticleSystemCent( ps, cent ); + CG_AttachParticleSystemToCent( ps ); + } +} + +/* +=============== CG_Missile =============== */ @@ -360,90 +385,35 @@ static void CG_Missile( centity_t *cent ) VectorCopy( cent->lerpOrigin, ent.origin ); VectorCopy( cent->lerpOrigin, ent.oldorigin ); - switch( cent->currentState.weapon ) + if( weapon->usesSpriteMissle ) { - case WP_BLASTER: - ent.reType = RT_SPRITE; - ent.radius = 4; - ent.rotation = 0; - ent.customShader = cgs.media.blasterShader; - trap_R_AddRefEntityToScene( &ent ); - switchBugWorkaround = qtrue; - break; - - case WP_PULSE_RIFLE: - ent.reType = RT_SPRITE; - ent.radius = 4; - ent.rotation = 0; - ent.customShader = cgs.media.plasmaBallShader; - trap_R_AddRefEntityToScene( &ent ); - switchBugWorkaround = qtrue; - break; - - case WP_LUCIFER_CANNON: - ent.skinNum = cg.clientFrame & 1; - ent.hModel = weapon->missileModel; - ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW; - - // convert direction of travel into axis - if( VectorNormalize2( s1->pos.trDelta, ent.axis[ 0 ] ) == 0 ) - ent.axis[ 0 ][ 2 ] = 1; - - RotateAroundDirection( ent.axis, cg.time / 4 ); - - fraction = (float)s1->generic1 / (float)LCANNON_TOTAL_CHARGE; - VectorScale( ent.axis[ 0 ], fraction, ent.axis[ 0 ] ); - VectorScale( ent.axis[ 1 ], fraction, ent.axis[ 1 ] ); - VectorScale( ent.axis[ 2 ], fraction, ent.axis[ 2 ] ); - ent.nonNormalizedAxes = qtrue; - - break; - - case WP_HIVE: - //FIXME: - ent.reType = RT_SPRITE; - ent.radius = 4; - ent.rotation = 0; - ent.customShader = cgs.media.blasterShader; - trap_R_AddRefEntityToScene( &ent ); - switchBugWorkaround = qtrue; - break; - -/* case WP_LOCKBLOB_LAUNCHER: - //FIXME: - break;*/ - -/* case WP_POUNCE_UPG: - //FIXME: - break;*/ - - case WP_FLAMER: - //TA: don't actually display the missile (use the particle engine) - switchBugWorkaround = qtrue; - break; - - default: - // flicker between two skins - ent.skinNum = cg.clientFrame & 1; - ent.hModel = weapon->missileModel; - ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW; + ent.reType = RT_SPRITE; + ent.radius = weapon->missileSpriteSize; + ent.rotation = 0; + ent.customShader = weapon->missileSprite; + } + else + { + ent.hModel = weapon->missileModel; + ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW; - // convert direction of travel into axis - if( VectorNormalize2( s1->pos.trDelta, ent.axis[ 0 ] ) == 0 ) - ent.axis[ 0 ][ 2 ] = 1; + // convert direction of travel into axis + if( VectorNormalize2( s1->pos.trDelta, ent.axis[ 0 ] ) == 0 ) + ent.axis[ 0 ][ 2 ] = 1; + if( weapon->missileRotates ) + { // spin as it moves if( s1->pos.trType != TR_STATIONARY ) RotateAroundDirection( ent.axis, cg.time / 4 ); else RotateAroundDirection( ent.axis, s1->time ); + } } - if( switchBugWorkaround ) - return; - - // add to refresh list, possibly with quad glow - CG_AddRefEntityWithPowerups( &ent, s1->powerups, TEAM_FREE ); + //only refresh if there is something to display + if( weapon->missileSprite || weapon->missileModel ) + trap_R_AddRefEntityToScene( &ent ); } /* @@ -877,6 +847,44 @@ static void CG_CalcEntityLerpPositions( centity_t *cent ) } +/* +=============== +CG_CEntityPVSEnter + +=============== +*/ +static void CG_CEntityPVSEnter( centity_t *cent ) +{ + int i; + + if( cg_debugPVS.integer ) + CG_Printf( "Entity %d entered PVS\n", cent->currentState.number ); + + switch( cent->currentState.eType ) + { + case ET_MISSILE: + CG_LaunchMissile( cent ); + break; + } + + //clear any particle systems from previous uses of this centity_t + cent->muzzlePS = NULL; + cent->muzzlePsTrigger = qfalse; +} + + +/* +=============== +CG_CEntityPVSLeave + +=============== +*/ +static void CG_CEntityPVSLeave( centity_t *cent ) +{ + if( cg_debugPVS.integer ) + CG_Printf( "Entity %d left PVS\n", cent->currentState.number ); +} + /* =============== @@ -1017,7 +1025,7 @@ void CG_AddPacketEntities( void ) cg.ep.numAlienClients = 0; cg.ep.numHumanClients = 0; - for( num = 0 ; num < cg.snap->numEntities ; num++ ) + for( num = 0; num < cg.snap->numEntities; num++ ) { cent = &cg_entities[ cg.snap->entities[ num ].number ]; @@ -1055,11 +1063,28 @@ void CG_AddPacketEntities( void ) //Com_Printf( "%d %d\n", cgIP.numAlienClients, cgIP.numHumanClients ); + for( num = 0; num < MAX_GENTITIES; num++ ) + cg_entities[ num ].valid = qfalse; + // add each entity sent over by the server for( num = 0; num < cg.snap->numEntities; num++ ) { cent = &cg_entities[ cg.snap->entities[ num ].number ]; + cent->valid = qtrue; CG_AddCEntity( cent ); } + + for( num = 0; num < MAX_GENTITIES; num++ ) + { + cent = &cg_entities[ num ]; + + if( cent->valid && !cent->oldValid ) + CG_CEntityPVSEnter( cent ); + else if( !cent->valid && cent->oldValid ) + CG_CEntityPVSLeave( cent ); + + cent->oldValid = cent->valid; + } + } |