diff options
author | Tim Angus <tim@ngus.net> | 2004-02-07 19:33:00 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2004-02-07 19:33:00 +0000 |
commit | 062269e2abb237a37d9a33a6de46974a599408b4 (patch) | |
tree | 134243f756ad60f2ca8dcf6c898411946ef1f9a3 /src/cgame/cg_players.c | |
parent | b3b15cc492b10515706085ae5199713535c1624b (diff) |
* Fixed a wall walking bug (DEAR GOD WHEN WILL IT END)
* Shadow is now rendered on walls as well as the ground
* Buildables are now vulnerable in the prebuild stage
* Alien buildables take longer to build
* A bunch of other stuff
Diffstat (limited to 'src/cgame/cg_players.c')
-rw-r--r-- | src/cgame/cg_players.c | 51 |
1 files changed, 39 insertions, 12 deletions
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c index ce288e52..65a34d2e 100644 --- a/src/cgame/cg_players.c +++ b/src/cgame/cg_players.c @@ -1342,7 +1342,7 @@ static void CG_PlayerWWSmoothing( centity_t *cent, vec3_t in[ 3 ], vec3_t out[ 3 if( VectorCompare( ceilingNormal, cent->pe.lastNormal ) && VectorCompare( refNormal, surfNormal ) ) { - VectorCopy( in, rotAxis ); + VectorCopy( in[ 1 ], rotAxis ); rotAngle = 180.0f; } else @@ -1714,10 +1714,24 @@ Returns the Z component of the surface being shadowed #define SHADOW_DISTANCE 128 static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane, pClass_t class ) { - vec3_t end, mins = { -15, -15, 0 }, maxs = { 15, 15, 2 }; - trace_t trace; - float alpha; + vec3_t end, mins, maxs; + trace_t trace; + float alpha; + entityState_t *es = ¢->currentState; + vec3_t surfNormal = { 0.0f, 0.0f, 1.0f }; + BG_FindBBoxForClass( class, mins, maxs, NULL, NULL, NULL ); + mins[ 2 ] = 0.0f; + maxs[ 2 ] = 2.0f; + + 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 ) @@ -1725,7 +1739,7 @@ static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane, pClass_t c // send a trace down from the player to the ground VectorCopy( cent->lerpOrigin, end ); - end[ 2 ] -= SHADOW_DISTANCE; + VectorMA( cent->lerpOrigin, -SHADOW_DISTANCE, surfNormal, end ); trap_CM_BoxTrace( &trace, cent->lerpOrigin, end, mins, maxs, 0, MASK_PLAYERSOLID ); @@ -1733,7 +1747,14 @@ static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane, pClass_t c if( trace.fraction == 1.0 || trace.startsolid || trace.allsolid ) return qfalse; - *shadowPlane = trace.endpos[ 2 ] + 1; + //TA: 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; @@ -1744,8 +1765,8 @@ static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane, pClass_t c // 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, alpha,alpha,alpha,1, qfalse, - 24 * BG_FindShadowScaleForClass( class ), qtrue ); + cent->pe.legs.yawAngle, alpha, alpha, alpha, 1, qfalse, + 24.0f * BG_FindShadowScaleForClass( class ), qtrue ); return qtrue; } @@ -1964,7 +1985,7 @@ int CG_AmbientLight( vec3_t point ) return (int)((float)( result[ 0 ] + result[ 1 ] + result[ 2 ] ) / 3.0f ); } -#define TRACE_DEPTH 128.0f +#define TRACE_DEPTH 32.0f /* =============== @@ -1982,7 +2003,7 @@ void CG_Player( centity_t *cent ) refEntity_t head; int clientNum; int renderfx; - qboolean shadow; + qboolean shadow = qfalse; float shadowPlane; entityState_t *es = ¢->currentState; pClass_t class = ( es->powerups >> 8 ) & 0xFF; @@ -2068,6 +2089,8 @@ void CG_Player( centity_t *cent ) 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 @@ -2119,7 +2142,11 @@ void CG_Player( centity_t *cent ) 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 ); - VectorMA( legs.origin, tr.fraction * -TRACE_DEPTH, surfNormal, legs.origin ); + + //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 @@ -2229,7 +2256,7 @@ void CG_Corpse( centity_t *cent ) entityState_t *es = ¢->currentState; int corpseNum; int renderfx; - qboolean shadow; + qboolean shadow = qfalse; float shadowPlane; vec3_t origin, liveZ, deadZ; float scale; |