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authorTim Angus <tim@ngus.net>2005-10-03 20:52:19 +0000
committerTim Angus <tim@ngus.net>2005-10-03 20:52:19 +0000
commit57a17f003806d9326b64317babf866d6111c0abb (patch)
tree9783aa743a70eadc3c2e6d88117d145d6d1ba3cb /src/cgame/cg_weapons.c
parente6f475ab2290ff7bc847336ed1f211f2092ac602 (diff)
* Removed jump pad code (and associated media loading)
* Removed loading of some Q3 cruft * Spilled events attached to temporary entities are now reattached to their original entities, fixing the missing flame bug * Fixed "suicide god" bug * Fixed bug where zap ignores armour * Fixed missing particle systems when follow-spectating * Fixed potential bug involving dodgy pointer arithmetic in CG_LoadClientInfo * Cleaned up logic in CG_AddPlayerWeapon * MASK_SHOT traces no longer collide with corpses * Corpses timeout in 20 seconds instead of 60 * Improved robustness of spawn validation, fixing the bug on transit * A crapload of whitespace fixes
Diffstat (limited to 'src/cgame/cg_weapons.c')
-rw-r--r--src/cgame/cg_weapons.c261
1 files changed, 127 insertions, 134 deletions
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index df33af35..dcef9f82 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -130,7 +130,7 @@ static void CG_ShotgunEjectBrass( centity_t *cent )
xoffset[ 2 ] = offset[ 0 ] * v[ 0 ][ 2 ] + offset[ 1 ] * v[ 1 ][ 2 ] + offset[ 2 ] * v[ 2 ][ 2 ];
VectorAdd( cent->lerpOrigin, xoffset, re->origin );
VectorCopy( re->origin, le->pos.trBase );
-
+
if( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER )
waterScale = 0.10f;
@@ -166,7 +166,7 @@ void CG_TeslaTrail( vec3_t start, vec3_t end, int srcENum, int destENum )
{
localEntity_t *le;
refEntity_t *re;
-
+
//add a bunch of bolt segments
le = CG_AllocLocalEntity( );
re = &le->refEntity;
@@ -212,9 +212,9 @@ void CG_RegisterUpgrade( int upgradeNum )
if( !BG_FindNameForUpgrade( upgradeNum ) )
CG_Error( "Couldn't find upgrade %i", upgradeNum );
-
+
upgradeInfo->humanName = BG_FindHumanNameForUpgrade( upgradeNum );
-
+
//la la la la la, i'm not listening!
if( upgradeNum == UP_GRENADE )
upgradeInfo->upgradeIcon = cg_weapons[ WP_GRENADE ].weaponIcon;
@@ -256,7 +256,7 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
while( 1 )
{
token = COM_Parse( text_p );
-
+
if( !token )
break;
@@ -270,7 +270,7 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
break;
wim->missileModel = trap_R_RegisterModel( token );
-
+
if( !wim->missileModel )
CG_Printf( S_COLOR_RED "ERROR: missile model not found %s\n", token );
@@ -279,16 +279,16 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
else if( !Q_stricmp( token, "missileSprite" ) )
{
int size = 0;
-
+
token = COM_Parse( text_p );
if( !token )
break;
size = atoi( token );
-
+
if( size < 0 )
size = 0;
-
+
token = COM_Parse( text_p );
if( !token )
break;
@@ -296,7 +296,7 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
wim->missileSprite = trap_R_RegisterShader( token );
wim->missileSpriteSize = size;
wim->usesSpriteMissle = qtrue;
-
+
if( !wim->missileSprite )
CG_Printf( S_COLOR_RED "ERROR: missile sprite not found %s\n", token );
@@ -315,27 +315,27 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
token = COM_Parse( text_p );
if( !token )
break;
-
- wim->missileAnimStartFrame = atoi( token );
-
+
+ wim->missileAnimStartFrame = atoi( token );
+
token = COM_Parse( text_p );
if( !token )
break;
-
- wim->missileAnimNumFrames = atoi( token );
-
+
+ wim->missileAnimNumFrames = atoi( token );
+
token = COM_Parse( text_p );
if( !token )
break;
-
- wim->missileAnimFrameRate = atoi( token );
-
+
+ wim->missileAnimFrameRate = atoi( token );
+
token = COM_Parse( text_p );
if( !token )
break;
-
- wim->missileAnimLooping = atoi( token );
-
+
+ wim->missileAnimLooping = atoi( token );
+
continue;
}
else if( !Q_stricmp( token, "missileParticleSystem" ) )
@@ -345,7 +345,7 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
break;
wim->missileParticleSystem = CG_RegisterParticleSystem( token );
-
+
if( !wim->missileParticleSystem )
CG_Printf( S_COLOR_RED "ERROR: missile particle system not found %s\n", token );
@@ -358,7 +358,7 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
break;
wim->muzzleParticleSystem = CG_RegisterParticleSystem( token );
-
+
if( !wim->muzzleParticleSystem )
CG_Printf( S_COLOR_RED "ERROR: muzzle particle system not found %s\n", token );
@@ -371,7 +371,7 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
break;
wim->impactParticleSystem = CG_RegisterParticleSystem( token );
-
+
if( !wim->impactParticleSystem )
CG_Printf( S_COLOR_RED "ERROR: impact particle system not found %s\n", token );
@@ -384,7 +384,7 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
break;
wim->impactModel = trap_R_RegisterModel( token );
-
+
if( !wim->impactModel )
CG_Printf( S_COLOR_RED "ERROR: impact model not found %s\n", token );
@@ -393,7 +393,7 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
break;
wim->impactModelShader = trap_R_RegisterShader( token );
-
+
if( !wim->impactModelShader )
CG_Printf( S_COLOR_RED "ERROR: impact model shader not found %s\n", token );
@@ -402,23 +402,23 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
else if( !Q_stricmp( token, "impactMark" ) )
{
int size = 0;
-
+
token = COM_Parse( text_p );
if( !token )
break;
size = atoi( token );
-
+
if( size < 0 )
size = 0;
-
+
token = COM_Parse( text_p );
if( !token )
break;
wim->impactMark = trap_R_RegisterShader( token );
wim->impactMarkSize = size;
-
+
if( !wim->impactMark )
CG_Printf( S_COLOR_RED "ERROR: impact mark shader not found %s\n", token );
@@ -427,47 +427,47 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
else if( !Q_stricmp( token, "impactSound" ) )
{
int index = 0;
-
+
token = COM_Parse( text_p );
if( !token )
break;
index = atoi( token );
-
+
if( index < 0 )
index = 0;
else if( index > 3 )
index = 3;
-
+
token = COM_Parse( text_p );
if( !token )
break;
wim->impactSound[ index ] = trap_S_RegisterSound( token, qfalse );
-
+
continue;
}
else if( !Q_stricmp( token, "impactFleshSound" ) )
{
int index = 0;
-
+
token = COM_Parse( text_p );
if( !token )
break;
index = atoi( token );
-
+
if( index < 0 )
index = 0;
else if( index > 3 )
index = 3;
-
+
token = COM_Parse( text_p );
if( !token )
break;
wim->impactFleshSound[ index ] = trap_S_RegisterSound( token, qfalse );
-
+
continue;
}
else if( !Q_stricmp( token, "impactDlightColor" ) )
@@ -480,22 +480,22 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
wim->impactDlightColor[ i ] = atof( token );
}
-
+
continue;
}
else if( !Q_stricmp( token, "impactDlight" ) )
{
int size = 0;
-
+
token = COM_Parse( text_p );
if( !token )
break;
size = atoi( token );
-
+
if( size < 0 )
size = 0;
-
+
wim->impactDlight = size;
continue;
@@ -516,7 +516,7 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
wim->flashDlightColor[ i ] = atof( token );
}
-
+
continue;
}
else if( !Q_stricmp( token, "continuousFlash" ) )
@@ -535,22 +535,22 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
wim->missileDlightColor[ i ] = atof( token );
}
-
+
continue;
}
else if( !Q_stricmp( token, "missileDlight" ) )
{
int size = 0;
-
+
token = COM_Parse( text_p );
if( !token )
break;
size = atoi( token );
-
+
if( size < 0 )
size = 0;
-
+
wim->missileDlight = size;
continue;
@@ -562,7 +562,7 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
break;
wim->firingSound = trap_S_RegisterSound( token, qfalse );
-
+
continue;
}
else if( !Q_stricmp( token, "missileSound" ) )
@@ -572,30 +572,30 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p
break;
wim->missileSound = trap_S_RegisterSound( token, qfalse );
-
+
continue;
}
else if( !Q_stricmp( token, "flashSound" ) )
{
int index = 0;
-
+
token = COM_Parse( text_p );
if( !token )
break;
index = atoi( token );
-
+
if( index < 0 )
index = 0;
else if( index > 3 )
index = 3;
-
+
token = COM_Parse( text_p );
if( !token )
break;
wim->flashSound[ index ] = trap_S_RegisterSound( token, qfalse );
-
+
continue;
}
else if( !Q_stricmp( token, "}" ) )
@@ -637,7 +637,7 @@ static qboolean CG_ParseWeaponFile( const char *filename, weaponInfo_t *wi )
CG_Printf( "File %s too long\n", filename );
return qfalse;
}
-
+
trap_FS_Read( text, len, f );
text[ len ] = 0;
trap_FS_FCloseFile( f );
@@ -649,7 +649,7 @@ static qboolean CG_ParseWeaponFile( const char *filename, weaponInfo_t *wi )
while( 1 )
{
token = COM_Parse( &text_p );
-
+
if( !token )
break;
@@ -671,7 +671,7 @@ static qboolean CG_ParseWeaponFile( const char *filename, weaponInfo_t *wi )
//start parsing ejectors again
weaponMode = WPM_NONE;
-
+
continue;
}
else if( !Q_stricmp( token, "primary" ) )
@@ -692,13 +692,13 @@ static qboolean CG_ParseWeaponFile( const char *filename, weaponInfo_t *wi )
else if( !Q_stricmp( token, "weaponModel" ) )
{
char path[ MAX_QPATH ];
-
+
token = COM_Parse( &text_p );
if( !token )
break;
wi->weaponModel = trap_R_RegisterModel( token );
-
+
if( !wi->weaponModel )
CG_Printf( S_COLOR_RED "ERROR: weapon model not found %s\n", token );
@@ -719,7 +719,7 @@ static qboolean CG_ParseWeaponFile( const char *filename, weaponInfo_t *wi )
if( !wi->handsModel )
wi->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" );
-
+
continue;
}
else if( !Q_stricmp( token, "idleSound" ) )
@@ -729,7 +729,7 @@ static qboolean CG_ParseWeaponFile( const char *filename, weaponInfo_t *wi )
break;
wi->readySound = trap_S_RegisterSound( token, qfalse );
-
+
continue;
}
else if( !Q_stricmp( token, "icon" ) )
@@ -739,7 +739,7 @@ static qboolean CG_ParseWeaponFile( const char *filename, weaponInfo_t *wi )
break;
wi->weaponIcon = wi->ammoIcon = trap_R_RegisterShader( token );
-
+
if( !wi->weaponIcon )
CG_Printf( S_COLOR_RED "ERROR: weapon icon not found %s\n", token );
@@ -748,23 +748,23 @@ static qboolean CG_ParseWeaponFile( const char *filename, weaponInfo_t *wi )
else if( !Q_stricmp( token, "crosshair" ) )
{
int size = 0;
-
+
token = COM_Parse( &text_p );
if( !token )
break;
size = atoi( token );
-
+
if( size < 0 )
size = 0;
-
+
token = COM_Parse( &text_p );
if( !token )
break;
wi->crossHair = trap_R_RegisterShader( token );
wi->crossHairSize = size;
-
+
if( !wi->crossHair )
CG_Printf( S_COLOR_RED "ERROR: weapon crosshair not found %s\n", token );
@@ -809,14 +809,14 @@ void CG_RegisterWeapon( int weaponNum )
if( !BG_FindNameForWeapon( weaponNum ) )
CG_Error( "Couldn't find weapon %i", weaponNum );
-
+
Com_sprintf( path, MAX_QPATH, "models/weapons/%s/weapon.cfg", BG_FindNameForWeapon( weaponNum ) );
-
+
weaponInfo->humanName = BG_FindHumanNameForWeapon( weaponNum );
if( !CG_ParseWeaponFile( path, weaponInfo ) )
Com_Printf( S_COLOR_RED "ERROR: failed to parse %s\n", path );
-
+
// calc midpoint for rotation
trap_R_ModelBounds( weaponInfo->weaponModel, mins, maxs );
for( i = 0 ; i < 3 ; i++ )
@@ -855,7 +855,7 @@ void CG_InitWeapons( void )
for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
CG_RegisterWeapon( i );
-
+
cgs.media.lightningShader = trap_R_RegisterShader( "models/ammo/tesla/tesla_bolt");
cgs.media.lightningExplosionModel = trap_R_RegisterModel( "models/weaphits/crackle.md3" );
}
@@ -921,7 +921,7 @@ static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles )
// gun angles from bobbing
//TA: bob amount is class dependant
bob = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );
-
+
if( bob != 0 )
{
angles[ ROLL ] += scale * cg.bobfracsin * 0.005;
@@ -1004,12 +1004,19 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
weapon_t weaponNum;
weaponMode_t weaponMode;
weaponInfo_t *weapon;
- centity_t *nonPredictedCent;
qboolean noGunModel;
+ qboolean firing;
weaponNum = cent->currentState.weapon;
weaponMode = cent->currentState.generic1;
-
+
+ if( ( ( cent->currentState.eFlags & EF_FIRING ) && weaponMode == WPM_PRIMARY ) ||
+ ( ( cent->currentState.eFlags & EF_FIRING2 ) && weaponMode == WPM_SECONDARY ) ||
+ ( ( cent->currentState.eFlags & EF_FIRING3 ) && weaponMode == WPM_TERTIARY ) )
+ firing = qtrue;
+ else
+ firing = qfalse;
+
CG_RegisterWeapon( weaponNum );
weapon = &cg_weapons[ weaponNum ];
@@ -1033,13 +1040,13 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
cg.weapon1Time = cg.time;
cg.weapon1Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING );
}
-
+
if( cg.weapon2Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING2 ) )
{
cg.weapon2Time = cg.time;
cg.weapon2Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING2 );
}
-
+
if( cg.weapon3Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING3 ) )
{
cg.weapon3Time = cg.time;
@@ -1050,13 +1057,12 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
gun.hModel = weapon->weaponModel;
noGunModel = ( ( !ps || cg.renderingThirdPerson ) && weapon->disableIn3rdPerson ) || !gun.hModel;
-
+
if( !ps )
{
// add weapon ready sound
- if( ( cent->currentState.eFlags & EF_FIRING ) && weapon->wim[ weaponMode ].firingSound )
+ if( firing && weapon->wim[ weaponMode ].firingSound )
{
- // lightning gun and guantlet make a different sound when fire is held down
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
weapon->wim[ weaponMode ].firingSound );
}
@@ -1090,15 +1096,6 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
}
}
- // make sure we aren't looking at cg.predictedPlayerEntity for LG
- nonPredictedCent = &cg_entities[ cent->currentState.clientNum ];
-
- // if the index of the nonPredictedCent is not the same as the clientNum
- // then this is a fake player (like on teh single player podiums), so
- // go ahead and use the cent
- if( ( nonPredictedCent - cg_entities ) != cent->currentState.clientNum )
- nonPredictedCent = cent;
-
if( CG_IsParticleSystemValid( &cent->muzzlePS ) )
{
if( ps || cg.renderingThirdPerson ||
@@ -1111,16 +1108,12 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
}
//if the PS is infinite disable it when not firing
- if( ( ( !( cent->currentState.eFlags & EF_FIRING ) && weaponMode == WPM_PRIMARY ) ||
- ( !( cent->currentState.eFlags & EF_FIRING2 ) && weaponMode == WPM_SECONDARY ) ||
- ( !( cent->currentState.eFlags & EF_FIRING3 ) && weaponMode == WPM_TERTIARY ) ) &&
- CG_IsParticleSystemInfinite( cent->muzzlePS ) )
+ if( !firing && CG_IsParticleSystemInfinite( cent->muzzlePS ) )
CG_DestroyParticleSystem( &cent->muzzlePS );
}
-
+
// add the flash
- if( !( weapon->wim[ weaponMode ].continuousFlash &&
- ( nonPredictedCent->currentState.eFlags & EF_FIRING ) ) )
+ if( !weapon->wim[ weaponMode ].continuousFlash || !firing )
{
// impulse flash
if( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME )
@@ -1144,7 +1137,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
CG_PositionRotatedEntityOnTag( &flash, parent, parent->hModel, "tag_weapon" );
else
CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash" );
-
+
trap_R_AddRefEntityToScene( &flash );
}
@@ -1154,7 +1147,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
if( weapon->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger )
{
cent->muzzlePS = CG_SpawnNewParticleSystem( weapon->wim[ weaponMode ].muzzleParticleSystem );
-
+
if( noGunModel )
CG_SetParticleSystemTag( cent->muzzlePS, *parent, parent->hModel, "tag_weapon" );
else
@@ -1164,7 +1157,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
CG_AttachParticleSystemToTag( cent->muzzlePS );
cent->muzzlePsTrigger = qfalse;
}
-
+
// make a dlight for the flash
if( weapon->wim[ weaponMode ].flashDlightColor[ 0 ] ||
weapon->wim[ weaponMode ].flashDlightColor[ 1 ] ||
@@ -1208,7 +1201,7 @@ void CG_AddViewWeapon( playerState_t *ps )
//TA: no weapon carried - can't draw it
if( weapon == WP_NONE )
return;
-
+
if( ps->pm_type == PM_INTERMISSION )
return;
@@ -1221,7 +1214,7 @@ void CG_AddViewWeapon( playerState_t *ps )
if( ps->stats[ STAT_MISC ] > ( LCANNON_TOTAL_CHARGE - ( LCANNON_TOTAL_CHARGE / 3 ) ) )
trap_S_AddLoopingSound( ps->clientNum, ps->origin, vec3_origin, cgs.media.lCannonWarningSound );
}
-
+
// no gun if in third person view
if( cg.renderingThirdPerson )
return;
@@ -1233,10 +1226,10 @@ void CG_AddViewWeapon( playerState_t *ps )
VectorCopy( cg.refdef.vieworg, origin );
VectorMA( origin, -8, cg.refdef.viewaxis[ 2 ], origin );
-
+
if( cent->muzzlePS )
CG_SetParticleSystemOrigin( cent->muzzlePS, origin );
-
+
//check for particle systems
if( wi->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger )
{
@@ -1246,7 +1239,7 @@ void CG_AddViewWeapon( playerState_t *ps )
CG_AttachParticleSystemToOrigin( cent->muzzlePS );
cent->muzzlePsTrigger = qfalse;
}
-
+
return;
}
@@ -1278,7 +1271,7 @@ void CG_AddViewWeapon( playerState_t *ps )
VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 0 ], hand.origin );
VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 1 ], hand.origin );
}
-
+
AnglesToAxis( angles, hand.axis );
// map torso animations to weapon animations
@@ -1326,7 +1319,7 @@ static qboolean CG_WeaponSelectable( weapon_t weapon )
//TA: this is a pain in the ass
//if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) )
// return qfalse;
-
+
if( !BG_InventoryContainsWeapon( weapon, cg.snap->ps.stats ) )
return qfalse;
@@ -1386,7 +1379,7 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
else if( cg.weaponSelect > 32 && !CG_UpgradeSelectable( cg.weaponSelect ) )
CG_NextWeapon_f( );
}
-
+
// showing weapon select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
@@ -1402,9 +1395,9 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
iconsize = height;
length = width / height;
}
-
+
selectWindow = length / 2;
-
+
for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
{
if( !BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) )
@@ -1422,7 +1415,7 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
{
if( !BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) )
continue;
-
+
if( i == cg.weaponSelect - 32 )
selectedItem = numItems;
@@ -1435,7 +1428,7 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
{
int displacement = i - selectWindow;
int item = displacement + selectedItem;
-
+
if( ( item >= 0 ) && ( item < numItems ) )
{
trap_R_SetColor( color );
@@ -1444,7 +1437,7 @@ void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
CG_DrawPic( x, y, iconsize, iconsize, cg_weapons[ items[ item ] ].weaponIcon );
else if( items[ item ] > 32 )
CG_DrawPic( x, y, iconsize, iconsize, cg_upgrades[ items[ item ] - 32 ].upgradeIcon );
-
+
trap_R_SetColor( NULL );
/* if( displacement == 0 )
@@ -1469,13 +1462,13 @@ void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle )
int x, w;
char *name;
float *color;
-
+
color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME );
if( !color )
return;
-
+
trap_R_SetColor( color );
-
+
// draw the selected name
if( cg.weaponSelect <= 32 )
{
@@ -1520,7 +1513,7 @@ void CG_NextWeapon_f( void )
if( !cg.snap )
return;
-
+
if( cg.snap->ps.pm_flags & PMF_FOLLOW )
{
trap_SendClientCommand( "followprev\n" );
@@ -1547,7 +1540,7 @@ void CG_NextWeapon_f( void )
break;
}
}
-
+
if( i == 64 )
cg.weaponSelect = original;
}
@@ -1564,7 +1557,7 @@ void CG_PrevWeapon_f( void )
if( !cg.snap )
return;
-
+
if( cg.snap->ps.pm_flags & PMF_FOLLOW )
{
trap_SendClientCommand( "follownext\n" );
@@ -1579,7 +1572,7 @@ void CG_PrevWeapon_f( void )
cg.weaponSelect--;
if( cg.weaponSelect == -1 )
cg.weaponSelect = 63;
-
+
if( cg.weaponSelect <= 32 )
{
if( CG_WeaponSelectable( cg.weaponSelect ) )
@@ -1591,7 +1584,7 @@ void CG_PrevWeapon_f( void )
break;
}
}
-
+
if( i == 64 )
cg.weaponSelect = original;
}
@@ -1607,7 +1600,7 @@ void CG_Weapon_f( void )
if( !cg.snap )
return;
-
+
if( cg.snap->ps.pm_flags & PMF_FOLLOW )
return;
@@ -1650,7 +1643,7 @@ void CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode )
es = &cent->currentState;
weaponNum = es->weapon;
-
+
if( weaponNum == WP_NONE )
return;
@@ -1659,7 +1652,7 @@ void CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode )
CG_Error( "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" );
return;
}
-
+
wi = &cg_weapons[ weaponNum ];
// mark the entity as muzzle flashing, so when it is added it will
@@ -1668,18 +1661,18 @@ void CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode )
if( wi->wim[ weaponMode ].muzzleParticleSystem )
{
- if( !( CG_IsParticleSystemValid( &cent->muzzlePS ) &&
- CG_IsParticleSystemInfinite( cent->muzzlePS ) ) )
+ if( !CG_IsParticleSystemValid( &cent->muzzlePS ) ||
+ !CG_IsParticleSystemInfinite( cent->muzzlePS ) )
cent->muzzlePsTrigger = qtrue;
}
-
+
// play a sound
for( c = 0; c < 4; c++ )
{
if( !wi->wim[ weaponMode ].flashSound[ c ] )
break;
}
-
+
if( c > 0 )
{
c = rand( ) % c;
@@ -1726,7 +1719,7 @@ void CG_MissileHitWall( weapon_t weaponNum, weaponMode_t weaponMode, int clientN
vec3_t lightColor = { 0.0f, 0.0f, 0.0f };
localEntity_t *le;
weaponInfo_t *weapon = &cg_weapons[ weaponNum ];
-
+
mark = weapon->wim[ weaponMode ].impactMark;
radius = weapon->wim[ weaponMode ].impactMarkSize;
mod = weapon->wim[ weaponMode ].impactModel;
@@ -1743,7 +1736,7 @@ void CG_MissileHitWall( weapon_t weaponNum, weaponMode_t weaponMode, int clientN
if( !weapon->wim[ weaponMode ].impactFleshSound[ c ] )
break;
}
-
+
if( c > 0 )
{
c = rand( ) % c;
@@ -1759,7 +1752,7 @@ void CG_MissileHitWall( weapon_t weaponNum, weaponMode_t weaponMode, int clientN
if( !weapon->wim[ weaponMode ].impactSound[ c ] )
break;
}
-
+
if( c > 0 )
{
c = rand( ) % c;
@@ -1776,7 +1769,7 @@ void CG_MissileHitWall( weapon_t weaponNum, weaponMode_t weaponMode, int clientN
CG_SetParticleSystemNormal( partSystem, dir );
CG_AttachParticleSystemToOrigin( partSystem );
}
-
+
//
// create the explosion
//
@@ -1803,7 +1796,7 @@ CG_MissileHitPlayer
void CG_MissileHitPlayer( weapon_t weaponNum, weaponMode_t weaponMode, vec3_t origin, vec3_t dir, int entityNum )
{
weaponInfo_t *weapon = &cg_weapons[ weaponNum ];
-
+
CG_Bleed( origin, entityNum );
if( weapon->wim[ weaponMode ].alwaysImpact )
@@ -1921,7 +1914,7 @@ static qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle )
}
cent = &cg_entities[entityNum];
-
+
if( !cent->currentValid )
return qfalse;
@@ -1929,7 +1922,7 @@ static qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle )
AngleVectors( cent->currentState.apos.trBase, forward, NULL, NULL );
anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
-
+
if( anim == LEGS_WALKCR || anim == LEGS_IDLECR )
muzzle[ 2 ] += CROUCH_VIEWHEIGHT;
else
@@ -1960,7 +1953,7 @@ void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh,
if( CG_CalcMuzzlePoint( sourceEntityNum, start ) )
{
CG_BubbleTrail( start, end, 32 );
-
+
// draw a tracer
if( random( ) < cg_tracerChance.value )
CG_Tracer( start, end );
@@ -2041,7 +2034,7 @@ void CG_ShotgunFire( entityState_t *es )
VectorNormalize( v );
VectorScale( v, 32, v );
VectorAdd( es->pos.trBase, v, v );
-
+
CG_ShotgunPattern( es->pos.trBase, es->origin2, es->eventParm, es->otherEntityNum );
}