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authorTim Angus <tim@ngus.net>2003-12-21 03:46:43 +0000
committerTim Angus <tim@ngus.net>2003-12-21 03:46:43 +0000
commitcdb8781108f8a7665f9b0bbd990e51b5e86449b1 (patch)
treed1ad34d34fd7d64e6df28ecc64d404fa91f3fb9f /src/cgame
parent111e880bee11be3687bf4a06ed5c768c98bbc1a6 (diff)
* Added a means of overriding class and buildable media settings via cfg file
* View locking works again * Trapper projectile is displayed properly
Diffstat (limited to 'src/cgame')
-rw-r--r--src/cgame/cg_buildable.c6
-rw-r--r--src/cgame/cg_main.c4
-rw-r--r--src/cgame/cg_players.c21
3 files changed, 23 insertions, 8 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c
index 51176488..2715529e 100644
--- a/src/cgame/cg_buildable.c
+++ b/src/cgame/cg_buildable.c
@@ -730,6 +730,9 @@ void CG_GhostBuildable( buildable_t buildable )
CG_CapTrace( &tr, start, mins, maxs, end, ps->clientNum, MASK_PLAYERSOLID );
VectorMA( entity_origin, tr.fraction * -TRACE_DEPTH, tr.plane.normal, ent.origin );
+ //offset on the Z axis if required
+ VectorMA( ent.origin, BG_FindZOffsetForBuildable( buildable ), tr.plane.normal, ent.origin );
+
VectorCopy( ent.origin, ent.lightingOrigin );
VectorCopy( ent.origin, ent.oldorigin ); // don't positionally lerp at all
@@ -942,6 +945,9 @@ void CG_Buildable( centity_t *cent )
VectorMA( ent.origin, tr.fraction * -TRACE_DEPTH, surfNormal, ent.origin );
}
+ //offset on the Z axis if required
+ VectorMA( ent.origin, BG_FindZOffsetForBuildable( es->modelindex ), surfNormal, ent.origin );
+
VectorCopy( ent.origin, ent.oldorigin ); // don't positionally lerp at all
VectorCopy( ent.origin, ent.lightingOrigin );
diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c
index 53cecc20..249b86c9 100644
--- a/src/cgame/cg_main.c
+++ b/src/cgame/cg_main.c
@@ -1666,6 +1666,10 @@ void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum )
//inform UI to repress cursor whilst loading
trap_Cvar_Set( "ui_loading", "1" );
+ //TA: load overrides
+ BG_InitClassOverrides( );
+ BG_InitBuildableOverrides( );
+
//TA: dyn memory
CG_InitMemory( );
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index 22db91e1..9dd06cd7 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -1564,7 +1564,7 @@ Returns the Z component of the surface being shadowed
===============
*/
#define SHADOW_DISTANCE 128
-static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane )
+static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane, pClass_t class )
{
vec3_t end, mins = { -15, -15, 0 }, maxs = { 15, 15, 2 };
trace_t trace;
@@ -1596,7 +1596,8 @@ static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane )
// add the mark as a temporary, so it goes directly to the renderer
// without taking a spot in the cg_marks array
CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
- cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse, 24, qtrue );
+ cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse,
+ 24 * BG_FindShadowScaleForClass( class ), qtrue );
return qtrue;
}
@@ -1836,12 +1837,13 @@ void CG_Player( centity_t *cent )
qboolean shadow;
float shadowPlane;
entityState_t *es = &cent->currentState;
- int class = ( es->powerups >> 8 ) & 0xFF;
+ pClass_t class = ( es->powerups >> 8 ) & 0xFF;
float scale;
vec3_t tempAxis[ 3 ], tempAxis2[ 3 ];
vec3_t angles;
int held = es->modelindex;
pTeam_t team = es->powerups & 0xFF;
+ vec3_t surfNormal = { 0.0f, 0.0f, 1.0f };
// the client number is stored in clientNum. It can't be derived
// from the entity number, because a single client may have
@@ -1911,9 +1913,7 @@ void CG_Player( centity_t *cent )
CG_PlayerSprites( cent );
// add the shadow
- //TA: but only for humans FIXME this is dumb
- /*if( team == PTE_HUMANS )*/
- shadow = CG_PlayerShadow( cent, &shadowPlane );
+ shadow = CG_PlayerShadow( cent, &shadowPlane, class );
// add a water splash if partially in and out of water
CG_PlayerSplash( cent );
@@ -1951,7 +1951,7 @@ void CG_Player( centity_t *cent )
//move the origin closer into the wall with a CapTrace
if( es->eFlags & EF_WALLCLIMB && !( es->eFlags & EF_DEAD ) && !( cg.intermissionStarted ) )
{
- vec3_t surfNormal, start, end, mins, maxs;
+ vec3_t start, end, mins, maxs;
trace_t tr;
if( es->eFlags & EF_WALLCLIMBCEILING )
@@ -1982,6 +1982,11 @@ void CG_Player( centity_t *cent )
legs.nonNormalizedAxes = qtrue;
}
+ //offset on the Z axis if required
+ VectorMA( legs.origin, BG_FindZOffsetForClass( class ), surfNormal, legs.origin );
+ VectorCopy( legs.origin, legs.lightingOrigin );
+ VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all
+
trap_R_AddRefEntityToScene( &legs );
// if the model failed, allow the default nullmodel to be displayed
@@ -2121,7 +2126,7 @@ void CG_Corpse( centity_t *cent )
}
// add the shadow
- shadow = CG_PlayerShadow( cent, &shadowPlane );
+ shadow = CG_PlayerShadow( cent, &shadowPlane, es->clientNum );
// get the player model information
renderfx = 0;