diff options
author | Tim Angus <tim@ngus.net> | 2005-10-03 20:52:19 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2005-10-03 20:52:19 +0000 |
commit | 57a17f003806d9326b64317babf866d6111c0abb (patch) | |
tree | 9783aa743a70eadc3c2e6d88117d145d6d1ba3cb /src/cgame/cg_weapons.c | |
parent | e6f475ab2290ff7bc847336ed1f211f2092ac602 (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.c | 261 |
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( ¢->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( ¢->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 = ¢->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( ¢->muzzlePS ) && - CG_IsParticleSystemInfinite( cent->muzzlePS ) ) ) + if( !CG_IsParticleSystemValid( ¢->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 ); } |