diff options
author | Tim Angus <tim@ngus.net> | 2005-11-25 16:21:10 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2005-11-25 16:21:10 +0000 |
commit | 3460e8bf9381c61e1bef98b78d320a8bd52b7f5f (patch) | |
tree | 4e9fd1150b31476e22078364a7782c8327f4efb8 /src/cgame | |
parent | 63f0272dd145b10c349163ba465fcbcf5ac48e0d (diff) |
* Removal of remaining hard coded effects
* Removal of local entities system
* Particle system enhancements to replace functionality lost by removing localents
Diffstat (limited to 'src/cgame')
-rw-r--r-- | src/cgame/cg_buildable.c | 136 | ||||
-rw-r--r-- | src/cgame/cg_event.c | 9 | ||||
-rw-r--r-- | src/cgame/cg_local.h | 226 | ||||
-rw-r--r-- | src/cgame/cg_main.c | 107 | ||||
-rw-r--r-- | src/cgame/cg_marks.c | 22 | ||||
-rw-r--r-- | src/cgame/cg_particles.c | 270 | ||||
-rw-r--r-- | src/cgame/cg_players.c | 56 | ||||
-rw-r--r-- | src/cgame/cg_servercmds.c | 1 | ||||
-rw-r--r-- | src/cgame/cg_trails.c | 10 | ||||
-rw-r--r-- | src/cgame/cg_view.c | 1 | ||||
-rw-r--r-- | src/cgame/cg_weapons.c | 85 |
11 files changed, 399 insertions, 524 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c index 1daaf464..954b1aa3 100644 --- a/src/cgame/cg_buildable.c +++ b/src/cgame/cg_buildable.c @@ -34,39 +34,6 @@ char *cg_buildableSoundNames[ MAX_BUILDABLE_ANIMATIONS ] = static sfxHandle_t defaultAlienSounds[ MAX_BUILDABLE_ANIMATIONS ]; static sfxHandle_t defaultHumanSounds[ MAX_BUILDABLE_ANIMATIONS ]; - -/* -================== -CG_AlienBuildableExplosionFragment -================== -*/ -void CG_AlienBuildableExplosionFragment( vec3_t origin, vec3_t velocity, qhandle_t hModel ) -{ - localEntity_t *le; - refEntity_t *re; - - le = CG_AllocLocalEntity( ); - re = &le->refEntity; - - le->leType = LE_FRAGMENT; - le->startTime = cg.time; - le->endTime = le->startTime + 5000 + random( ) * 3000; - - VectorCopy( origin, re->origin ); - AxisCopy( axisDefault, re->axis ); - re->hModel = hModel; - - le->pos.trType = TR_GRAVITY; - VectorCopy( origin, le->pos.trBase ); - VectorCopy( velocity, le->pos.trDelta ); - le->pos.trTime = cg.time; - - le->bounceFactor = 0.3; - - le->leBounceSoundType = LEBS_BLOOD; - le->leMarkType = LEMT_GREENBLOOD; -} - /* =================== CG_AlienBuildableExplosion @@ -74,38 +41,12 @@ CG_AlienBuildableExplosion Generated a bunch of gibs launching out from a location =================== */ -#define GGIB_VELOCITY 250 -#define GGIB_JUMP 250 void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir ) { - vec3_t velocity; particleSystem_t *ps; - qhandle_t gibModel = cgs.media.alienGib1; - int i; trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.alienBuildableExplosion ); - // allow gibs to be turned off for speed - if( cg_gibs.integer ) - { - for( i = 1; i <= 8; i++ ) - { - velocity[ 0 ] = crandom( ) * GGIB_VELOCITY; - velocity[ 1 ] = crandom( ) * GGIB_VELOCITY; - velocity[ 2 ] = GGIB_JUMP + crandom( ) * GGIB_VELOCITY; - - switch( i ) - { - case 1: case 5: gibModel = cgs.media.alienGib1; break; - case 2: case 6: gibModel = cgs.media.alienGib2; break; - case 3: case 7: gibModel = cgs.media.alienGib3; break; - case 4: case 8: gibModel = cgs.media.alienGib4; break; - } - - CG_AlienBuildableExplosionFragment( origin, velocity, gibModel ); - } - } - //particle system ps = CG_SpawnNewParticleSystem( cgs.media.alienBuildableDestroyedPS ); @@ -117,41 +58,6 @@ void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir ) } } - -/* -================== -CG_HumanBuildableExplosionFragment -================== -*/ -static void CG_HumanBuildableExplosionFragment( vec3_t origin, vec3_t velocity, qhandle_t hModel ) -{ - localEntity_t *le; - refEntity_t *re; - - le = CG_AllocLocalEntity( ); - re = &le->refEntity; - - le->leType = LE_FRAGMENT; - le->startTime = cg.time; - le->endTime = le->startTime + 10000 + ( crandom( ) * 3000 ); - - VectorCopy( origin, re->origin ); - AxisCopy( axisDefault, re->axis ); - re->hModel = hModel; - re->shaderTime = cg.time / 1000.0f; - - le->pos.trType = TR_GRAVITY; - VectorCopy( origin, le->pos.trBase ); - VectorCopy( velocity, le->pos.trDelta ); - le->pos.trTime = cg.time; - - le->bounceFactor = 0.3; - - le->leBounceSoundType = LEBS_BANG; - le->leMarkType = LEMT_BANG; -} - - /* ================= CG_HumanBuildableExplosion @@ -159,54 +65,12 @@ CG_HumanBuildableExplosion Called for human buildables as they are destroyed ================= */ -#define EXF_VELOCITY 250 -#define EXF_JUMP 250 void CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir ) { - vec3_t lightColor, fragOrigin, velocity; - localEntity_t *le; - int i; - qhandle_t gibModel = cgs.media.metalGib1; particleSystem_t *ps; - lightColor[ 0 ] = 1; - lightColor[ 1 ] = 0.75; - lightColor[ 2 ] = 0.0; - trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.humanBuildableExplosion ); - // - // create the explosion -- only the light is important really - // - le = CG_MakeExplosion( origin, dir, cgs.media.dishFlashModel, - cgs.media.explosionShader, - 1000, qtrue ); - le->light = 300; - VectorCopy( lightColor, le->lightColor ); - - //fragments - for( i = 1; i <= 8; i++ ) - { - VectorCopy( origin, fragOrigin ); - velocity[ 0 ] = crandom( ) * EXF_VELOCITY; - velocity[ 1 ] = crandom( ) * EXF_VELOCITY; - velocity[ 2 ] = EXF_JUMP + crandom( ) * EXF_VELOCITY; - - switch( i ) - { - case 1: gibModel = cgs.media.metalGib1; break; - case 2: gibModel = cgs.media.metalGib2; break; - case 3: gibModel = cgs.media.metalGib3; break; - case 4: gibModel = cgs.media.metalGib4; break; - case 5: gibModel = cgs.media.metalGib5; break; - case 6: gibModel = cgs.media.metalGib6; break; - case 7: gibModel = cgs.media.metalGib7; break; - case 8: gibModel = cgs.media.metalGib8; break; - } - - CG_HumanBuildableExplosionFragment( fragOrigin, velocity, gibModel ); - } - //particle system ps = CG_SpawnNewParticleSystem( cgs.media.humanBuildableDestroyedPS ); diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c index dfafc18e..459d45f2 100644 --- a/src/cgame/cg_event.c +++ b/src/cgame/cg_event.c @@ -671,14 +671,12 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) // case EV_PLAYER_TELEPORT_IN: DEBUGNAME( "EV_PLAYER_TELEPORT_IN" ); - trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.teleInSound ); - CG_SpawnEffect( position ); + //deprecated break; case EV_PLAYER_TELEPORT_OUT: DEBUGNAME( "EV_PLAYER_TELEPORT_OUT" ); - trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.teleOutSound ); - CG_SpawnEffect( position ); + CG_PlayerDisconnect( position ); break; case EV_BUILD_CONSTRUCT: @@ -824,8 +822,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) case EV_GIB_PLAYER: DEBUGNAME( "EV_GIB_PLAYER" ); - trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.gibSound ); - CG_GibPlayer( cent->lerpOrigin ); + // no gibbing break; case EV_STOPLOOPINGSOUND: diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h index 8b619648..908cd1b3 100644 --- a/src/cgame/cg_local.h +++ b/src/cgame/cg_local.h @@ -268,9 +268,30 @@ typedef struct baseParticle_s float bounceFracRandFrac; qboolean bounceCull; + char bounceMarkName[ MAX_QPATH ]; + qhandle_t bounceMark; + float bounceMarkRadius; + float bounceMarkRadiusRandFrac; + float bounceMarkCount; + float bounceMarkCountRandFrac; + + char bounceSoundName[ MAX_QPATH ]; + qhandle_t bounceSound; + float bounceSoundCount; + float bounceSoundCountRandFrac; + pLerpValues_t radius; pLerpValues_t alpha; pLerpValues_t rotation; + + qboolean dynamicLight; + pLerpValues_t dLightRadius; + byte dLightColor[ 3 ]; + + int colorDelay; + float colorDelayRandFrac; + byte initialColor[ 3 ]; + byte finalColor[ 3 ]; char childSystemName[ MAX_QPATH ]; qhandle_t childSystemHandle; @@ -364,6 +385,9 @@ typedef struct particle_s int birthTime; int lifeTime; + float bounceMarkRadius; + int bounceMarkCount; + int bounceSoundCount; qboolean atRest; vec3_t origin; @@ -380,6 +404,10 @@ typedef struct particle_s pLerpValues_t alpha; pLerpValues_t rotation; + pLerpValues_t dLightRadius; + + int colorDelay; + qhandle_t model; lerpFrame_t lf; vec3_t lastAxis[ 3 ]; @@ -630,9 +658,6 @@ typedef struct centity_s //====================================================================== -// local entities are created as a result of events or predicted actions, -// and live independantly from all server transmitted entities - typedef struct markPoly_s { struct markPoly_s *prevMark, *nextMark; @@ -644,79 +669,6 @@ typedef struct markPoly_s polyVert_t verts[ MAX_VERTS_ON_POLY ]; } markPoly_t; - -typedef enum -{ - LE_MARK, - LE_EXPLOSION, - LE_SPRITE_EXPLOSION, - LE_FRAGMENT, - LE_MOVE_SCALE_FADE, - LE_FALL_SCALE_FADE, - LE_FADE_RGB, - LE_SCALE_FADE -} leType_t; - -typedef enum -{ - LEF_PUFF_DONT_SCALE = 0x0001, // do not scale size over time - LEF_TUMBLE = 0x0002 // tumble over time, used for ejecting shells -} leFlag_t; - -typedef enum -{ - LEMT_NONE, - LEMT_BURN, - LEMT_BLOOD, - LEMT_GREENBLOOD, //TA: when aliens are injured - LEMT_BANG //TA: human item explosions -} leMarkType_t; // fragment local entities can leave marks on walls - -typedef enum -{ - LEBS_NONE, - LEBS_BLOOD, - LEBS_BANG, //TA: human item explosions - LEBS_BRASS -} leBounceSoundType_t; // fragment local entities can make sounds on impacts - -typedef struct localEntity_s -{ - struct localEntity_s *prev, *next; - leType_t leType; - int leFlags; - - int startTime; - int endTime; - int fadeInTime; - - float lifeRate; // 1.0 / (endTime - startTime) - - trajectory_t pos; - trajectory_t angles; - - float bounceFactor; // 0.0 = no bounce, 1.0 = perfect - - float color[4]; - - float radius; - - float light; - vec3_t lightColor; - - leMarkType_t leMarkType; // mark to leave on fragment impact - leBounceSoundType_t leBounceSoundType; - - refEntity_t refEntity; - - unsigned int sortKey; - - //TA: lightning bolt endpoint entities - int srcENum, destENum; - int vOffset; - int maxRange; -} localEntity_t; - //====================================================================== @@ -841,15 +793,11 @@ typedef struct weaponInfoMode_s qhandle_t muzzleParticleSystem; qboolean alwaysImpact; - qhandle_t impactModel; - qhandle_t impactModelShader; qhandle_t impactParticleSystem; qhandle_t impactMark; qhandle_t impactMarkSize; sfxHandle_t impactSound[ 4 ]; //random impact sound sfxHandle_t impactFleshSound[ 4 ]; //random impact sound - float impactDlight; - vec3_t impactDlightColor; } weaponInfoMode_t; // each WP_* weapon enum has an associated weaponInfo_t @@ -1181,41 +1129,8 @@ typedef struct qhandle_t whiteShader; qhandle_t outlineShader; - qhandle_t deferShader; - - // gib explosions - qhandle_t gibAbdomen; - qhandle_t gibArm; - qhandle_t gibChest; - qhandle_t gibFist; - qhandle_t gibFoot; - qhandle_t gibForearm; - qhandle_t gibIntestine; - qhandle_t gibLeg; - qhandle_t gibSkull; - qhandle_t gibBrain; - - qhandle_t metalGib1; - qhandle_t metalGib2; - qhandle_t metalGib3; - qhandle_t metalGib4; - qhandle_t metalGib5; - qhandle_t metalGib6; - qhandle_t metalGib7; - qhandle_t metalGib8; - - qhandle_t alienGib1; - qhandle_t alienGib2; - qhandle_t alienGib3; - qhandle_t alienGib4; - - qhandle_t gibSpark1; - qhandle_t gibSpark2; - qhandle_t level2ZapTS; - qhandle_t friendShader; - qhandle_t balloonShader; qhandle_t connectionShader; @@ -1224,22 +1139,7 @@ typedef struct qhandle_t tracerShader; qhandle_t crosshairShader[ WP_NUM_WEAPONS ]; qhandle_t backTileShader; - qhandle_t noammoShader; - - qhandle_t smokePuffShader; - qhandle_t smokePuffRageProShader; - qhandle_t shotgunSmokePuffShader; - qhandle_t waterBubbleShader; - qhandle_t bloodTrailShader; - - //TA: extra stuff - qhandle_t explosionShader; - qhandle_t greenBloodTrailShader; - qhandle_t greenBloodMarkShader; - qhandle_t greenBloodExplosionShader; - qhandle_t explosionTrailShader; - - qhandle_t flameExplShader; + qhandle_t creepShader; qhandle_t scannerShader; @@ -1250,45 +1150,22 @@ typedef struct qhandle_t numberShaders[ 11 ]; qhandle_t shadowMarkShader; - - // wall mark shaders qhandle_t wakeMarkShader; - qhandle_t bloodMarkShader; - qhandle_t bulletMarkShader; - qhandle_t burnMarkShader; - qhandle_t holeMarkShader; - qhandle_t energyMarkShader; - //TA: buildable shaders + // buildable shaders qhandle_t greenBuildShader; qhandle_t redBuildShader; qhandle_t noPowerShader; qhandle_t humanSpawningShader; - // weapon effect models - qhandle_t bulletFlashModel; - qhandle_t ringFlashModel; - qhandle_t dishFlashModel; - - // weapon effect shaders - qhandle_t bloodExplosionShader; - - // special effects models - qhandle_t teleportEffectModel; - qhandle_t teleportEffectShader; + // disconnect + qhandle_t disconnectPS; + qhandle_t disconnectSound; // sounds sfxHandle_t tracerSound; sfxHandle_t selectSound; sfxHandle_t footsteps[ FOOTSTEP_TOTAL ][ 4 ]; - sfxHandle_t gibSound; - sfxHandle_t gibBounce1Sound; - sfxHandle_t gibBounce2Sound; - sfxHandle_t gibBounce3Sound; - sfxHandle_t metalGibBounceSound; - sfxHandle_t teleInSound; - sfxHandle_t teleOutSound; - sfxHandle_t respawnSound; sfxHandle_t talkSound; sfxHandle_t landSound; sfxHandle_t fallSound; @@ -1360,6 +1237,10 @@ typedef struct qhandle_t humanBuildableDestroyedPS; qhandle_t alienBuildableDamagedPS; qhandle_t alienBuildableDestroyedPS; + + qhandle_t alienBleedPS; + qhandle_t humanBleedPS; + qhandle_t teslaZapTS; sfxHandle_t lCannonWarningSound; @@ -1694,7 +1575,7 @@ void CG_DrawLoadingScreen( void ); void CG_UpdateMediaFraction( float newFract ); // -// cg_player.c +// cg_players.c // void CG_Player( centity_t *cent ); void CG_Corpse( centity_t *cent ); @@ -1703,6 +1584,8 @@ void CG_AddRefEntityWithPowerups( refEntity_t *ent, int powerups, int tea void CG_NewClientInfo( int clientNum ); void CG_PrecacheClientInfo( pClass_t class, char *model, char *skin ); sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ); +void CG_PlayerDisconnect( vec3_t org ); +void CG_Bleed( vec3_t origin, vec3_t normal, int entityNum ); // // cg_buildable.c @@ -1809,35 +1692,6 @@ void CG_ImpactMark( qhandle_t markShader, float radius, qboolean temporary ); // -// cg_localents.c -// -void CG_InitLocalEntities( void ); -localEntity_t *CG_AllocLocalEntity( void ); -void CG_AddLocalEntities( void ); - -// -// cg_effects.c -// -localEntity_t *CG_SmokePuff( const vec3_t p, - const vec3_t vel, - float radius, - float r, float g, float b, float a, - float duration, - int startTime, - int fadeInTime, - int leFlags, - qhandle_t hShader ); -void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ); -void CG_SpawnEffect( vec3_t org ); -void CG_GibPlayer( vec3_t playerOrigin ); - -void CG_Bleed( vec3_t origin, int entityNum ); - -localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir, - qhandle_t hModel, qhandle_t shader, int msec, - qboolean isSprite ); - -// // cg_snapshot.c // void CG_ProcessSnapshots( void ); diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c index dbb2b1ea..98d2788d 100644 --- a/src/cgame/cg_main.c +++ b/src/cgame/cg_main.c @@ -617,24 +617,19 @@ static void CG_RegisterSounds( void ) cgs.media.alienL4ChargePrepare = trap_S_RegisterSound( "sound/player/level4/charge_prepare.wav", qtrue ); cgs.media.alienL4ChargeStart = trap_S_RegisterSound( "sound/player/level4/charge_start.wav", qtrue ); - cgs.media.tracerSound = trap_S_RegisterSound( "sound/weapons/machinegun/buletby1.wav", qfalse ); + cgs.media.tracerSound = trap_S_RegisterSound( "sound/weapons/machinegun/buletby1.wav", qfalse ); //FIXME cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change.wav", qfalse ); - cgs.media.gibSound = trap_S_RegisterSound( "sound/player/gibsplt1.wav", qfalse ); - cgs.media.gibBounce1Sound = trap_S_RegisterSound( "sound/player/gibimp1.wav", qfalse ); - cgs.media.gibBounce2Sound = trap_S_RegisterSound( "sound/player/gibimp2.wav", qfalse ); - cgs.media.gibBounce3Sound = trap_S_RegisterSound( "sound/player/gibimp3.wav", qfalse ); - cgs.media.teleInSound = trap_S_RegisterSound( "sound/world/telein.wav", qfalse ); - cgs.media.teleOutSound = trap_S_RegisterSound( "sound/world/teleout.wav", qfalse ); - cgs.media.respawnSound = trap_S_RegisterSound( "sound/items/respawn1.wav", qfalse ); + cgs.media.talkSound = trap_S_RegisterSound( "sound/player/talk.wav", qfalse ); //FIXME + cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav", qfalse ); //FIXME - cgs.media.talkSound = trap_S_RegisterSound( "sound/player/talk.wav", qfalse ); - cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav", qfalse ); + cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse ); //FIXME + cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse ); //FIXME + cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse ); //FIXME - cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse ); - cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse ); - cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse ); + cgs.media.disconnectSound = trap_S_RegisterSound( "sound/world/telein.wav", qfalse ); //FIXME + //FIXME for( i = 0; i < 4; i++ ) { Com_sprintf( name, sizeof( name ), "sound/player/footsteps/step%i.wav", i + 1 ); @@ -672,7 +667,6 @@ static void CG_RegisterSounds( void ) cgs.gameSounds[ i ] = trap_S_RegisterSound( soundName, qfalse ); } - //TA: cgs.media.jetpackDescendSound = trap_S_RegisterSound( "sound/upgrades/jetpack/low.wav", qfalse ); cgs.media.jetpackIdleSound = trap_S_RegisterSound( "sound/upgrades/jetpack/idle.wav", qfalse ); cgs.media.jetpackAscendSound = trap_S_RegisterSound( "sound/upgrades/jetpack/hi.wav", qfalse ); @@ -687,14 +681,13 @@ static void CG_RegisterSounds( void ) cgs.media.humanBuildableExplosion = trap_S_RegisterSound( "sound/buildables/human/explosion.wav", qfalse ); cgs.media.humanBuildablePrebuild = trap_S_RegisterSound( "sound/buildables/human/prebuild.wav", qfalse ); - cgs.media.metalGibBounceSound = trap_S_RegisterSound( "sound/buildables/human/fragmentbounce.wav", qfalse ); for( i = 0; i < 4; i++ ) cgs.media.humanBuildableDamage[ i ] = trap_S_RegisterSound( va( "sound/buildables/human/damage%d.wav", i ), qfalse ); - cgs.media.hgrenb1aSound = trap_S_RegisterSound( "sound/weapons/grenade/hgrenb1a.wav", qfalse ); - cgs.media.hgrenb2aSound = trap_S_RegisterSound( "sound/weapons/grenade/hgrenb2a.wav", qfalse ); + cgs.media.hgrenb1aSound = trap_S_RegisterSound( "sound/weapons/grenade/hgrenb1a.wav", qfalse ); //FIXME + cgs.media.hgrenb2aSound = trap_S_RegisterSound( "sound/weapons/grenade/hgrenb2a.wav", qfalse ); //FIXME cgs.media.repeaterUseSound = trap_S_RegisterSound( "sound/buildables/repeater/use.wav", qfalse ); @@ -754,35 +747,19 @@ static void CG_RegisterGraphics( void ) for( i = 0; i < 11; i++ ) cgs.media.numberShaders[ i ] = trap_R_RegisterShader( sb_nums[ i ] ); - cgs.media.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" ); - - cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" ); + cgs.media.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" ); //FIXME - cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" ); - cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" ); - cgs.media.shotgunSmokePuffShader = trap_R_RegisterShader( "shotgunSmokePuff" ); - cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" ); - cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" ); - - //TA: extra stuff - cgs.media.explosionShader = trap_R_RegisterShader( "grenadeExplosion" ); - cgs.media.greenBloodTrailShader = trap_R_RegisterShader( "greenBloodTrail" ); - cgs.media.greenBloodMarkShader = trap_R_RegisterShader( "greenBloodMark" ); - cgs.media.explosionTrailShader = trap_R_RegisterShader( "explosionTrail" ); + cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" ); //FIXME? cgs.media.creepShader = trap_R_RegisterShader( "creep" ); cgs.media.scannerBlipShader = trap_R_RegisterShader( "gfx/2d/blip" ); cgs.media.scannerLineShader = trap_R_RegisterShader( "gfx/2d/stalk" ); - cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" ); - - cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" ); + cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" ); //FIXME cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" ); - cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" ); - cgs.media.noammoShader = trap_R_RegisterShader( "icons/noammo" ); - cgs.media.friendShader = trap_R_RegisterShader( "sprites/foe" ); + cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" ); //FIXME //TA: building shaders @@ -796,58 +773,17 @@ static void CG_RegisterGraphics( void ) cgs.media.upgradeClassIconShader = trap_R_RegisterShader( "icons/icona_upgrade.tga" ); - cgs.media.gibAbdomen = trap_R_RegisterModel( "models/gibs/abdomen.md3" ); - cgs.media.gibArm = trap_R_RegisterModel( "models/gibs/arm.md3" ); - cgs.media.gibChest = trap_R_RegisterModel( "models/gibs/chest.md3" ); - cgs.media.gibFist = trap_R_RegisterModel( "models/gibs/fist.md3" ); - cgs.media.gibFoot = trap_R_RegisterModel( "models/gibs/foot.md3" ); - cgs.media.gibForearm = trap_R_RegisterModel( "models/gibs/forearm.md3" ); - cgs.media.gibIntestine = trap_R_RegisterModel( "models/gibs/intestine.md3" ); - cgs.media.gibLeg = trap_R_RegisterModel( "models/gibs/leg.md3" ); - cgs.media.gibSkull = trap_R_RegisterModel( "models/gibs/skull.md3" ); - cgs.media.gibBrain = trap_R_RegisterModel( "models/gibs/brain.md3" ); - - cgs.media.metalGib1 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib1.md3" ); - cgs.media.metalGib2 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib2.md3" ); - cgs.media.metalGib3 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib3.md3" ); - cgs.media.metalGib4 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib4.md3" ); - cgs.media.metalGib5 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib5.md3" ); - cgs.media.metalGib6 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib6.md3" ); - cgs.media.metalGib7 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib7.md3" ); - cgs.media.metalGib8 = trap_R_RegisterModel( "models/fx/metal_gibs/m_gib8.md3" ); - - cgs.media.gibSpark1 = trap_R_RegisterShader( "models/fx/metal_gibs/spark.jpg" ); - cgs.media.gibSpark2 = trap_R_RegisterShader( "models/fx/metal_gibs/spark2.jpg" ); - - cgs.media.alienGib1 = trap_R_RegisterModel( "models/fx/alien_gibs/a_gib1.md3" ); - cgs.media.alienGib2 = trap_R_RegisterModel( "models/fx/alien_gibs/a_gib2.md3" ); - cgs.media.alienGib3 = trap_R_RegisterModel( "models/fx/alien_gibs/a_gib3.md3" ); - cgs.media.alienGib4 = trap_R_RegisterModel( "models/fx/alien_gibs/a_gib4.md3" ); - - cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" ); - - cgs.media.bloodExplosionShader = trap_R_RegisterShader( "bloodExplosion" ); - cgs.media.greenBloodExplosionShader = trap_R_RegisterShader( "greenBloodExplosion" ); - - cgs.media.bulletFlashModel = trap_R_RegisterModel( "models/weaphits/bullet.md3" ); - cgs.media.ringFlashModel = trap_R_RegisterModel( "models/weaphits/ring02.md3" ); - cgs.media.dishFlashModel = trap_R_RegisterModel( "models/weaphits/boom01.md3" ); - cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/misc/telep.md3" ); - cgs.media.teleportEffectShader = trap_R_RegisterShader( "teleportEffect" ); + cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" ); //FIXME? + + cgs.media.disconnectPS = CG_RegisterParticleSystem( "disconnectPS" ); CG_UpdateMediaFraction( 0.7f ); memset( cg_weapons, 0, sizeof( cg_weapons ) ); memset( cg_upgrades, 0, sizeof( cg_upgrades ) ); - // wall marks - cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" ); - cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" ); - cgs.media.holeMarkShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk" ); - cgs.media.energyMarkShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk" ); - cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" ); - cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" ); - cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" ); + cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" ); //FIXME + cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" ); //FIXME cgs.media.poisonCloudPS = CG_RegisterParticleSystem( "poisonCloudPS" ); cgs.media.alienEvolvePS = CG_RegisterParticleSystem( "alienEvolvePS" ); @@ -862,6 +798,9 @@ static void CG_RegisterGraphics( void ) cgs.media.humanBuildableDestroyedPS = CG_RegisterParticleSystem( "humanBuildableDestroyedPS" ); cgs.media.alienBuildableDestroyedPS = CG_RegisterParticleSystem( "alienBuildableDestroyedPS" ); + cgs.media.alienBleedPS = CG_RegisterParticleSystem( "alienBleedPS" ); + cgs.media.humanBleedPS = CG_RegisterParticleSystem( "humanBleedPS" ); + // register the inline models cgs.numInlineModels = trap_CM_NumInlineModels( ); @@ -1822,8 +1761,6 @@ void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) cg.loading = qfalse; // future players will be deferred - CG_InitLocalEntities( ); - CG_InitMarkPolys( ); // remove the last loading update diff --git a/src/cgame/cg_marks.c b/src/cgame/cg_marks.c index b9c09009..cc8979de 100644 --- a/src/cgame/cg_marks.c +++ b/src/cgame/cg_marks.c @@ -253,28 +253,6 @@ void CG_AddMarks( void ) continue; } - // fade out the energy bursts - if( mp->markShader == cgs.media.energyMarkShader ) - { - - fade = 450 - 450 * ( (cg.time - mp->time ) / 3000.0 ); - if( fade < 255 ) - { - if( fade < 0 ) - fade = 0; - - if( mp->verts[ 0 ].modulate[ 0 ] != 0 ) - { - for( j = 0; j < mp->poly.numVerts; j++ ) - { - mp->verts[ j ].modulate[ 0 ] = mp->color[ 0 ] * fade; - mp->verts[ j ].modulate[ 1 ] = mp->color[ 1 ] * fade; - mp->verts[ j ].modulate[ 2 ] = mp->color[ 2 ] * fade; - } - } - } - } - // fade all marks out with time t = mp->time + MARK_TOTAL_TIME - cg.time; if( t < MARK_FADE_TIME ) diff --git a/src/cgame/cg_particles.c b/src/cgame/cg_particles.c index 02d4b5f8..8e77f075 100644 --- a/src/cgame/cg_particles.c +++ b/src/cgame/cg_particles.c @@ -156,6 +156,21 @@ static particle_t *CG_SpawnNewParticle( baseParticle_t *bp, particleEjector_t *p p->rotation.initial = CG_RandomiseValue( bp->rotation.initial, bp->rotation.initialRandFrac ); p->rotation.final = CG_RandomiseValue( bp->rotation.final, bp->rotation.finalRandFrac ); + p->dLightRadius.delay = + (int)CG_RandomiseValue( (float)bp->dLightRadius.delay, bp->dLightRadius.delayRandFrac ); + p->dLightRadius.initial = + CG_RandomiseValue( bp->dLightRadius.initial, bp->dLightRadius.initialRandFrac ); + p->dLightRadius.final = + CG_RandomiseValue( bp->dLightRadius.final, bp->dLightRadius.finalRandFrac ); + + p->colorDelay = CG_RandomiseValue( bp->colorDelay, bp->colorDelayRandFrac ); + + p->bounceMarkRadius = CG_RandomiseValue( bp->bounceMarkRadius, bp->bounceMarkRadiusRandFrac ); + p->bounceMarkCount = + round( CG_RandomiseValue( (float)bp->bounceMarkCount, bp->bounceMarkCountRandFrac ) ); + p->bounceSoundCount = + round( CG_RandomiseValue( (float)bp->bounceSoundCount, bp->bounceSoundCountRandFrac ) ); + if( bp->numModels ) { p->model = bp->models[ rand( ) % bp->numModels ]; @@ -496,6 +511,12 @@ qhandle_t CG_RegisterParticleSystem( char *name ) for( k = 0; k < bp->numModels; k++ ) bp->models[ k ] = trap_R_RegisterModel( bp->modelNames[ k ] ); + if( bp->bounceMarkName[ 0 ] != '\0' ) + bp->bounceMark = trap_R_RegisterShader( bp->bounceMarkName ); + + if( bp->bounceSoundName[ 0 ] != '\0' ) + bp->bounceSound = trap_S_RegisterSound( bp->bounceSoundName, qfalse ); + //recursively register any children if( bp->childSystemName[ 0 ] != '\0' ) { @@ -584,6 +605,28 @@ static void CG_ParseValueAndVariance( char *token, float *value, float *variance *variance = localVariance; } +/* +=============== +CG_ParseColor +=============== +*/ +static qboolean CG_ParseColor( byte *c, char **text_p ) +{ + char *token; + int i; + + for( i = 0; i <= 2; i++ ) + { + token = COM_Parse( text_p ); + + if( !Q_stricmp( token, "" ) ) + return qfalse; + + c[ i ] = (int)( (float)0xFF * atof_neg( token, qfalse ) ); + } + + return qtrue; +} /* =============== @@ -632,6 +675,53 @@ static qboolean CG_ParseParticle( baseParticle_t *bp, char **text_p ) continue; } + else if( !Q_stricmp( token, "bounceMark" ) ) + { + token = COM_Parse( text_p ); + if( !*token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->bounceMarkCount = number; + bp->bounceMarkCountRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !*token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->bounceMarkRadius = number; + bp->bounceMarkRadiusRandFrac = randFrac; + + token = COM_ParseExt( text_p, qfalse ); + if( !*token ) + break; + + Q_strncpyz( bp->bounceMarkName, token, MAX_QPATH ); + + continue; + } + else if( !Q_stricmp( token, "bounceSound" ) ) + { + token = COM_Parse( text_p ); + if( !*token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->bounceSoundCount = number; + bp->bounceSoundCountRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !*token ) + break; + + Q_strncpyz( bp->bounceSoundName, token, MAX_QPATH ); + + continue; + } else if( !Q_stricmp( token, "shader" ) ) { if( bp->numModels > 0 ) @@ -967,6 +1057,64 @@ static qboolean CG_ParseParticle( baseParticle_t *bp, char **text_p ) continue; } + else if( !Q_stricmp( token, "dynamicLight" ) ) + { + bp->dynamicLight = qtrue; + + token = COM_Parse( text_p ); + if( !*token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->dLightRadius.delay = (int)number; + bp->dLightRadius.delayRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !*token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->dLightRadius.initial = number; + bp->dLightRadius.initialRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !*token ) + break; + + if( !Q_stricmp( token, "-" ) ) + { + bp->dLightRadius.final = PARTICLES_SAME_AS_INITIAL; + bp->dLightRadius.finalRandFrac = 0.0f; + } + else + { + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->dLightRadius.final = number; + bp->dLightRadius.finalRandFrac = randFrac; + } + + token = COM_Parse( text_p ); + if( !*token ) + break; + + if( !Q_stricmp( token, "{" ) ) + { + if( !CG_ParseColor( bp->dLightColor, text_p ) ) + break; + + token = COM_Parse( text_p ); + if( Q_stricmp( token, "}" ) ) + { + CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); + break; + } + } + + continue; + } else if( !Q_stricmp( token, "cullOnStartSolid" ) ) { bp->cullOnStartSolid = qtrue; @@ -1051,6 +1199,69 @@ static qboolean CG_ParseParticle( baseParticle_t *bp, char **text_p ) continue; } + else if( !Q_stricmp( token, "color" ) ) + { + token = COM_Parse( text_p ); + if( !*token ) + break; + + CG_ParseValueAndVariance( token, &number, &randFrac, qfalse ); + + bp->colorDelay = (int)number; + bp->colorDelayRandFrac = randFrac; + + token = COM_Parse( text_p ); + if( !*token ) + break; + + if( !Q_stricmp( token, "{" ) ) + { + if( !CG_ParseColor( bp->initialColor, text_p ) ) + break; + + token = COM_Parse( text_p ); + if( Q_stricmp( token, "}" ) ) + { + CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); + break; + } + + token = COM_Parse( text_p ); + if( !*token ) + break; + + if( !Q_stricmp( token, "-" ) ) + { + bp->finalColor[ 0 ] = bp->initialColor[ 0 ]; + bp->finalColor[ 1 ] = bp->initialColor[ 1 ]; + bp->finalColor[ 2 ] = bp->initialColor[ 2 ]; + } + else if( !Q_stricmp( token, "{" ) ) + { + if( !CG_ParseColor( bp->finalColor, text_p ) ) + break; + + token = COM_Parse( text_p ); + if( Q_stricmp( token, "}" ) ) + { + CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" ); + break; + } + } + else + { + CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" ); + break; + } + } + else + { + CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" ); + break; + } + + continue; + } else if( !Q_stricmp( token, "rotation" ) ) { token = COM_Parse( text_p ); @@ -1145,6 +1356,18 @@ static qboolean CG_ParseParticle( baseParticle_t *bp, char **text_p ) return qfalse; } +/* +=============== +CG_InitialiseBaseParticle +=============== +*/ +static void CG_InitialiseBaseParticle( baseParticle_t *bp ) +{ + memset( bp, 0, sizeof( baseParticle_t ) ); + + memset( bp->initialColor, 0xFF, sizeof( bp->initialColor ) ); + memset( bp->finalColor, 0xFF, sizeof( bp->finalColor ) ); +} /* =============== @@ -1171,6 +1394,8 @@ static qboolean CG_ParseParticleEjector( baseParticleEjector_t *bpe, char **text if( !Q_stricmp( token, "{" ) ) { + CG_InitialiseBaseParticle( &baseParticles[ numBaseParticles ] ); + if( !CG_ParseParticle( &baseParticles[ numBaseParticles ], text_p ) ) { CG_Printf( S_COLOR_RED "ERROR: failed to parse particle\n" ); @@ -1909,6 +2134,19 @@ static void CG_EvaluateParticlePhysics( particle_t *p ) p->velocity[ 2 ] < -cg.frametime * p->velocity[ 2 ] ) ) p->atRest = qtrue; + if( bp->bounceMarkName[ 0 ] && p->bounceMarkCount > 0 ) + { + CG_ImpactMark( bp->bounceMark, trace.endpos, trace.plane.normal, + random( ) * 360, 1, 1, 1, 1, qtrue, bp->bounceMarkRadius, qfalse ); + p->bounceMarkCount--; + } + + if( bp->bounceSoundName[ 0 ] && p->bounceSoundCount > 0 ) + { + trap_S_StartSound( trace.endpos, ENTITYNUM_WORLD, CHAN_AUTO, bp->bounceSound ); + p->bounceSoundCount--; + } + VectorCopy( trace.endpos, p->origin ); } @@ -2036,21 +2274,32 @@ static void CG_RenderParticle( particle_t *p ) p->lifeTime, p->radius.delay ) ); + re.shaderTime = p->birthTime / 1000.0f; + if( bp->numFrames ) //shader based { re.reType = RT_SPRITE; - re.shaderTime = p->birthTime / 1000.0f; //FIXME: allow user to change? - //apply environmental lighting to the particle if( bp->realLight ) { trap_R_LightForPoint( p->origin, alight, dlight, lightdir ); for( i = 0; i <= 2; i++ ) - re.shaderRGBA[ i ] = (int)alight[ i ]; + re.shaderRGBA[ i ] = (byte)alight[ i ]; } else - for( i = 0; i <= 3; re.shaderRGBA[ i++ ] = 0xFF ); + { + vec3_t colorRange; + + VectorSubtract( bp->finalColor, + bp->initialColor, colorRange ); + + VectorMA( bp->initialColor, + CG_CalculateTimeFrac( p->birthTime, + p->lifeTime, + p->colorDelay ), + colorRange, re.shaderRGBA ); + } re.shaderRGBA[ 3 ] = (byte)( (float)0xFF * CG_LerpValues( p->alpha.initial, @@ -2136,9 +2385,20 @@ static void CG_RenderParticle( particle_t *p ) } if( bps->thirdPersonOnly && - CG_AttachmentCentNum( &ps->attachment ) == cg.snap->ps.clientNum ) + CG_AttachmentCentNum( &ps->attachment ) == cg.snap->ps.clientNum && + !cg.renderingThirdPerson ) re.renderfx |= RF_THIRD_PERSON; + if( bp->dynamicLight && !( re.renderfx & RF_THIRD_PERSON ) ) + { + trap_R_AddLightToScene( p->origin, + CG_LerpValues( p->dLightRadius.initial, p->dLightRadius.final, + CG_CalculateTimeFrac( p->birthTime, p->lifeTime, p->dLightRadius.delay ) ), + (float)bp->dLightColor[ 0 ] / (float)0xFF, + (float)bp->dLightColor[ 1 ] / (float)0xFF, + (float)bp->dLightColor[ 2 ] / (float)0xFF ); + } + VectorCopy( p->origin, re.origin ); trap_R_AddRefEntityToScene( &re ); diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c index dce04324..d1a361d8 100644 --- a/src/cgame/cg_players.c +++ b/src/cgame/cg_players.c @@ -2511,3 +2511,59 @@ void CG_ResetPlayerEntity( centity_t *cent ) CG_Printf( "%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle ); } +/* +================== +CG_PlayerDisconnect + +Player disconnecting +================== +*/ +void CG_PlayerDisconnect( vec3_t org ) +{ + particleSystem_t *ps; + + trap_S_StartSound( org, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.disconnectSound ); + + ps = CG_SpawnNewParticleSystem( cgs.media.disconnectPS ); + + if( CG_IsParticleSystemValid( &ps ) ) + { + CG_SetAttachmentPoint( &ps->attachment, org ); + CG_AttachToPoint( &ps->attachment ); + } +} + +/* +================= +CG_Bleed + +This is the spurt of blood when a character gets hit +================= +*/ +void CG_Bleed( vec3_t origin, vec3_t normal, int entityNum ) +{ + pTeam_t team = cgs.clientinfo[ entityNum ].team; + qhandle_t bleedPS; + particleSystem_t *ps; + + if( !cg_blood.integer ) + return; + + if( team == PTE_ALIENS ) + bleedPS = cgs.media.alienBleedPS; + else if( team == PTE_HUMANS ) + bleedPS = cgs.media.humanBleedPS; + else + return; + + ps = CG_SpawnNewParticleSystem( bleedPS ); + + if( CG_IsParticleSystemValid( &ps ) ) + { + CG_SetAttachmentPoint( &ps->attachment, origin ); + CG_SetAttachmentCent( &ps->attachment, &cg_entities[ entityNum ] ); + CG_AttachToPoint( &ps->attachment ); + + CG_SetParticleSystemNormal( ps, normal ); + } +} diff --git a/src/cgame/cg_servercmds.c b/src/cgame/cg_servercmds.c index a92fa37e..24a869a0 100644 --- a/src/cgame/cg_servercmds.c +++ b/src/cgame/cg_servercmds.c @@ -481,7 +481,6 @@ static void CG_MapRestart( void ) if( cg_showmiss.integer ) CG_Printf( "CG_MapRestart\n" ); - CG_InitLocalEntities( ); CG_InitMarkPolys( ); // make sure the "3 frags left" warnings play again diff --git a/src/cgame/cg_trails.c b/src/cgame/cg_trails.c index 6f9aefcf..c745b2bb 100644 --- a/src/cgame/cg_trails.c +++ b/src/cgame/cg_trails.c @@ -925,20 +925,20 @@ static qboolean CG_ParseTrailBeam( baseTrailBeam_t *btb, char **text_p ) /* =============== -CG_InitialiseTrailBeam +CG_InitialiseBaseTrailBeam =============== */ -static void CG_InitialiseTrailBeam( baseTrailBeam_t *btb ) +static void CG_InitialiseBaseTrailBeam( baseTrailBeam_t *btb ) { memset( btb, 0, sizeof( baseTrailBeam_t ) ); btb->numSegments = 1; - btb->frontWidth = btb->backWidth = 8.0f; + btb->frontWidth = btb->backWidth = 1.0f; btb->frontAlpha = btb->backAlpha = 1.0f; memset( btb->frontColor, 0xFF, sizeof( btb->frontColor ) ); memset( btb->backColor, 0xFF, sizeof( btb->backColor ) ); - btb->segmentTime = 250; + btb->segmentTime = 100; btb->textureType = TBTT_STRETCH; btb->frontTextureCoord = 0.0f; @@ -966,7 +966,7 @@ static qboolean CG_ParseTrailSystem( baseTrailSystem_t *bts, char **text_p, cons if( !Q_stricmp( token, "{" ) ) { - CG_InitialiseTrailBeam( &baseTrailBeams[ numBaseTrailBeams ] ); + CG_InitialiseBaseTrailBeam( &baseTrailBeams[ numBaseTrailBeams ] ); if( !CG_ParseTrailBeam( &baseTrailBeams[ numBaseTrailBeams ], text_p ) ) { diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c index 59016dc4..89a072ab 100644 --- a/src/cgame/cg_view.c +++ b/src/cgame/cg_view.c @@ -1313,7 +1313,6 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demo { CG_AddPacketEntities( ); // after calcViewValues, so predicted player state is correct CG_AddMarks( ); - CG_AddLocalEntities( ); } CG_AddViewWeapon( &cg.predictedPlayerState ); diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c index 7df8b0fa..f47f75ab 100644 --- a/src/cgame/cg_weapons.c +++ b/src/cgame/cg_weapons.c @@ -220,28 +220,6 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p continue; } - else if( !Q_stricmp( token, "impactModel" ) ) - { - token = COM_Parse( text_p ); - if( !token ) - break; - - wim->impactModel = trap_R_RegisterModel( token ); - - if( !wim->impactModel ) - CG_Printf( S_COLOR_RED "ERROR: impact model not found %s\n", token ); - - token = COM_Parse( text_p ); - if( !token ) - break; - - wim->impactModelShader = trap_R_RegisterShader( token ); - - if( !wim->impactModelShader ) - CG_Printf( S_COLOR_RED "ERROR: impact model shader not found %s\n", token ); - - continue; - } else if( !Q_stricmp( token, "impactMark" ) ) { int size = 0; @@ -313,36 +291,6 @@ static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p continue; } - else if( !Q_stricmp( token, "impactDlightColor" ) ) - { - for( i = 0 ; i < 3 ; i++ ) - { - token = COM_Parse( text_p ); - if( !token ) - break; - - 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; - } else if( !Q_stricmp( token, "alwaysImpact" ) ) { wim->alwaysImpact = qtrue; @@ -1529,23 +1477,14 @@ Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing void CG_MissileHitWall( weapon_t weaponNum, weaponMode_t weaponMode, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType ) { - qhandle_t mod = 0; qhandle_t mark = 0; - qhandle_t shader = 0; qhandle_t ps = 0; int c; float radius = 1.0f; - float light = 0.0f; - 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; - shader = weapon->wim[ weaponMode ].impactModelShader; - light = weapon->wim[ weaponMode ].impactDlight; - VectorCopy( weapon->wim[ weaponMode ].impactDlightColor, lightColor ); ps = weapon->wim[ weaponMode ].impactParticleSystem; if( soundType == IMPACTSOUND_FLESH ) @@ -1595,16 +1534,6 @@ void CG_MissileHitWall( weapon_t weaponNum, weaponMode_t weaponMode, int clientN } // - // create the explosion - // - if( mod ) - { - le = CG_MakeExplosion( origin, dir, mod, shader, 600, qfalse ); - le->light = light; - VectorCopy( lightColor, le->lightColor ); - } - - // // impact mark // if( radius > 0.0f ) @@ -1617,11 +1546,16 @@ void CG_MissileHitWall( weapon_t weaponNum, weaponMode_t weaponMode, int clientN CG_MissileHitPlayer ================= */ -void CG_MissileHitPlayer( weapon_t weaponNum, weaponMode_t weaponMode, vec3_t origin, vec3_t dir, int entityNum ) +void CG_MissileHitPlayer( weapon_t weaponNum, weaponMode_t weaponMode, + vec3_t origin, vec3_t dir, int entityNum ) { + vec3_t normal; weaponInfo_t *weapon = &cg_weapons[ weaponNum ]; - CG_Bleed( origin, entityNum ); + VectorCopy( dir, normal ); + VectorInverse( normal ); + + CG_Bleed( origin, normal, entityNum ); if( weapon->wim[ weaponMode ].alwaysImpact ) CG_MissileHitWall( weaponNum, weaponMode, 0, origin, dir, IMPACTSOUND_FLESH ); @@ -1776,8 +1710,6 @@ 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 ); @@ -1786,7 +1718,7 @@ void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, // impact splash and mark if( flesh ) - CG_Bleed( end, fleshEntityNum ); + CG_Bleed( end, normal, fleshEntityNum ); else CG_MissileHitWall( WP_MACHINEGUN, WPM_PRIMARY, 0, end, normal, IMPACTSOUND_DEFAULT ); } @@ -1831,7 +1763,6 @@ static void CG_ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, int othe VectorMA( end, u, up, end ); CG_Trace( &tr, origin, NULL, NULL, end, otherEntNum, MASK_SHOT ); - CG_BubbleTrail( origin, end, 32 ); if( !( tr.surfaceFlags & SURF_NOIMPACT ) ) { |