diff options
author | Tim Angus <tim@ngus.net> | 2004-01-20 17:50:56 +0000 |
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committer | Tim Angus <tim@ngus.net> | 2004-01-20 17:50:56 +0000 |
commit | 96abedcb8c792d4ad2c77bcf522b7998b165bdb0 (patch) | |
tree | 8f87adadf7e6c854e5de8ef884549ac53a93501a /src | |
parent | c60908dce88434be260a07a804c8985c763ed7f8 (diff) |
* Changed taunt animation handling on nonseg models
* Fixed yaw swing bug on wall walking models
* Added cg_drawBBOX to... draw BBOXes
Diffstat (limited to 'src')
-rw-r--r-- | src/cgame/cg_ents.c | 35 | ||||
-rw-r--r-- | src/cgame/cg_local.h | 3 | ||||
-rw-r--r-- | src/cgame/cg_main.c | 2 | ||||
-rw-r--r-- | src/cgame/cg_players.c | 18 | ||||
-rw-r--r-- | src/game/bg_pmove.c | 11 |
5 files changed, 65 insertions, 4 deletions
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c index 682d8aad..c4b7ecc9 100644 --- a/src/cgame/cg_ents.c +++ b/src/cgame/cg_ents.c @@ -1112,5 +1112,40 @@ void CG_AddPacketEntities( void ) CG_AddCEntity( cent ); } + //make an attempt at drawing bounding boxes of selected entity types + if( cg_drawBBOX.integer ) + { + for( num = 0; num < cg.snap->numEntities; num++ ) + { + float x, zd, zu; + vec3_t mins, maxs; + entityState_t *es; + + cent = &cg_entities[ cg.snap->entities[ num ].number ]; + es = ¢->currentState; + + switch( es->eType ) + { + case ET_PLAYER: + case ET_BUILDABLE: + case ET_MISSILE: + case ET_CORPSE: + x = ( es->solid & 255 ); + zd = ( ( es->solid >> 8 ) & 255 ); + zu = ( ( es->solid >> 16 ) & 255 ) - 32; + + mins[ 0 ] = mins[ 1 ] = -x; + maxs[ 0 ] = maxs[ 1 ] = x; + mins[ 2 ] = -zd; + maxs[ 2 ] = zu; + + CG_DrawBoundingBox( es->origin, mins, maxs ); + break; + + default: + break; + } + } + } } diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h index ccd8789e..40644e84 100644 --- a/src/cgame/cg_local.h +++ b/src/cgame/cg_local.h @@ -394,6 +394,8 @@ typedef struct float barrelAngle; int barrelTime; qboolean barrelSpinning; + + vec3_t lastNormal; } playerEntity_t; typedef struct lightFlareStatus_s @@ -1410,6 +1412,7 @@ extern vmCvar_t cg_oldPlasma; extern vmCvar_t cg_trueLightning; extern vmCvar_t cg_creepRes; extern vmCvar_t cg_drawSurfNormal; +extern vmCvar_t cg_drawBBOX; extern vmCvar_t cg_debugAlloc; extern vmCvar_t cg_wwSmoothTime; extern vmCvar_t cg_wwFollow; diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c index da6b5cba..ee007318 100644 --- a/src/cgame/cg_main.c +++ b/src/cgame/cg_main.c @@ -190,6 +190,7 @@ vmCvar_t cg_oldPlasma; vmCvar_t cg_trueLightning; vmCvar_t cg_creepRes; vmCvar_t cg_drawSurfNormal; +vmCvar_t cg_drawBBOX; vmCvar_t cg_debugAlloc; vmCvar_t cg_wwSmoothTime; vmCvar_t cg_wwFollow; @@ -289,6 +290,7 @@ static cvarTable_t cvarTable[ ] = { &cg_noVoiceText, "cg_noVoiceText", "0", CVAR_ARCHIVE }, { &cg_creepRes, "cg_creepRes", "16", CVAR_ARCHIVE }, { &cg_drawSurfNormal, "cg_drawSurfNormal", "0", CVAR_CHEAT }, + { &cg_drawBBOX, "cg_drawBBOX", "0", CVAR_CHEAT }, { &cg_debugAlloc, "cg_debugAlloc", "0", 0 }, { &cg_wwSmoothTime, "cg_wwSmoothTime", "300", CVAR_ARCHIVE }, { &cg_wwFollow, "cg_wwFollow", "1", CVAR_ARCHIVE|CVAR_USERINFO }, diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c index 60d76253..8c7711d8 100644 --- a/src/cgame/cg_players.c +++ b/src/cgame/cg_players.c @@ -1320,12 +1320,30 @@ static void CG_PlayerNonSegAngles( centity_t *cent, vec3_t srcAngles, vec3_t non float speed; int dir, clientNum; clientInfo_t *ci; + entityState_t *es = ¢->currentState; + vec3_t surfNormal; + vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f }; VectorCopy( srcAngles, localAngles ); localAngles[ YAW ] = AngleMod( localAngles[ YAW ] ); localAngles[ PITCH ] = 0.0f; localAngles[ ROLL ] = 0.0f; + //set surfNormal + if( !( es->eFlags & EF_WALLCLIMBCEILING ) ) + VectorCopy( es->angles2, surfNormal ); + else + VectorCopy( ceilingNormal, surfNormal ); + + //make sure that WW transitions don't cause the swing stuff to go nuts + if( !VectorCompare( surfNormal, cent->pe.lastNormal ) ) + { + VectorCopy( surfNormal, cent->pe.lastNormal ); + + cent->pe.nonseg.yawAngle = localAngles[ YAW ]; + cent->pe.nonseg.yawing = qfalse; + } + // --------- yaw ------------- // allow yaw to drift a bit diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index b90db531..4f8fe643 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -2984,10 +2984,13 @@ static void PM_Animate( void ) } else { - PM_ForceLegsAnim( NSPA_GESTURE ); - pm->ps->torsoTimer = TIMER_GESTURE; - - PM_AddEvent( EV_TAUNT ); + if( pm->ps->torsoTimer == 0 ) + { + PM_ForceLegsAnim( NSPA_GESTURE ); + pm->ps->torsoTimer = TIMER_GESTURE; + + PM_AddEvent( EV_TAUNT ); + } } } } |