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authorTim Angus <tim@ngus.net>2004-02-08 04:21:15 +0000
committerTim Angus <tim@ngus.net>2004-02-08 04:21:15 +0000
commit055a13bec0d3d74077cec23f41c50dc71f4bf0ef (patch)
tree4d233e092851ac95dc08c4a2c825dd860d1c055f /src/cgame/cg_view.c
parent062269e2abb237a37d9a33a6de46974a599408b4 (diff)
* Fixed dropping off the ceiling as a wall walker
* When dropping from the ceiling cg_wwSmoothTime is multiplied by 1.5
Diffstat (limited to 'src/cgame/cg_view.c')
-rw-r--r--src/cgame/cg_view.c19
1 files changed, 14 insertions, 5 deletions
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index 9a5b8aaf..29b55d71 100644
--- a/src/cgame/cg_view.c
+++ b/src/cgame/cg_view.c
@@ -913,7 +913,7 @@ static void CG_DrawSurfNormal( void )
CG_addSmoothOp
===============
*/
-void CG_addSmoothOp( vec3_t rotAxis, float rotAngle )
+void CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod )
{
int i;
@@ -927,6 +927,7 @@ void CG_addSmoothOp( vec3_t rotAxis, float rotAngle )
VectorCopy( rotAxis, cg.sList[ i ].rotAxis );
cg.sList[ i ].rotAngle = rotAngle;
cg.sList[ i ].time = cg.time;
+ cg.sList[ i ].timeMod = timeMod;
return;
}
}
@@ -946,6 +947,7 @@ static void CG_smoothWWTransitions( playerState_t *ps, const vec3_t in, vec3_t o
vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f };
int i;
float stLocal, sFraction, rotAngle;
+ float smoothTime, timeMod;
qboolean performed = qfalse;
vec3_t inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ];
@@ -965,8 +967,11 @@ static void CG_smoothWWTransitions( playerState_t *ps, const vec3_t in, vec3_t o
if( VectorCompare( ceilingNormal, cg.lastNormal ) &&
VectorCompare( refNormal, surfNormal ) )
{
- AngleVectors( in, NULL, rotAxis, NULL );
+ AngleVectors( in, temp, NULL, NULL );
+ ProjectPointOnPlane( rotAxis, temp, refNormal );
+ VectorNormalize( rotAxis );
rotAngle = 180.0f;
+ timeMod = 1.5f;
}
else
{
@@ -985,19 +990,23 @@ static void CG_smoothWWTransitions( playerState_t *ps, const vec3_t in, vec3_t o
VectorAdd( rotAxis, temp, rotAxis );
VectorNormalize( rotAxis );
+
+ timeMod = 1.0f;
}
//add the op
- CG_addSmoothOp( rotAxis, rotAngle );
+ CG_addSmoothOp( rotAxis, rotAngle, timeMod );
}
//iterate through ops
for( i = MAXSMOOTHS - 1; i >= 0; i-- )
{
+ smoothTime = (int)( cg_wwSmoothTime.integer * cg.sList[ i ].timeMod );
+
//if this op has time remaining, perform it
- if( cg.time < cg.sList[ i ].time + cg_wwSmoothTime.integer )
+ if( cg.time < cg.sList[ i ].time + smoothTime )
{
- stLocal = 1.0f - ( ( ( cg.sList[ i ].time + cg_wwSmoothTime.integer ) - cg.time ) / cg_wwSmoothTime.integer );
+ stLocal = 1.0f - ( ( ( cg.sList[ i ].time + smoothTime ) - cg.time ) / smoothTime );
sFraction = -( cos( stLocal * M_PI ) + 1.0f ) / 2.0f;
RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis,