diff options
author | Tim Angus <tim@ngus.net> | 2003-02-17 02:55:04 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2003-02-17 02:55:04 +0000 |
commit | fd57fb6f7e2cc60829d7634c8ab5cb9e892c6459 (patch) | |
tree | f299d52350356e408d4a535c5581d63b405bb153 /src | |
parent | 3bbc2a94f76d09a2ffabda0deb57dbbabe1bdada (diff) |
* Aliens no longer employ weapon models
* Different attack animations triggered for primary, secondary etc..
Diffstat (limited to 'src')
-rw-r--r-- | src/cgame/cg_players.c | 37 | ||||
-rw-r--r-- | src/game/bg_pmove.c | 8 |
2 files changed, 27 insertions, 18 deletions
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c index 3f285ac1..30c16d9a 100644 --- a/src/cgame/cg_players.c +++ b/src/cgame/cg_players.c @@ -1930,11 +1930,12 @@ void CG_Player( centity_t *cent ) vec3_t tempAxis[ 3 ], tempAxis2[ 3 ]; vec3_t angles; int held = es->modelindex; + pTeam_t team = es->powerups & 0xFF; // the client number is stored in clientNum. It can't be derived // from the entity number, because a single client may have // multiple corpses on the level using the same clientinfo - clientNum = cent->currentState.clientNum; + clientNum = es->clientNum; if( clientNum < 0 || clientNum >= MAX_CLIENTS ) CG_Error( "Bad clientNum on player entity" ); @@ -1947,7 +1948,7 @@ void CG_Player( centity_t *cent ) // get the player model information renderfx = 0; - if( cent->currentState.number == cg.snap->ps.clientNum ) + if( es->number == cg.snap->ps.clientNum ) { if( !cg.renderingThirdPerson ) renderfx = RF_THIRD_PERSON; // only draw in mirrors @@ -1996,7 +1997,7 @@ void CG_Player( centity_t *cent ) // add the shadow //TA: but only for humans - if( ( cent->currentState.powerups & 0xFF ) == PTE_HUMANS ) + if( team == PTE_HUMANS ) shadow = CG_PlayerShadow( cent, &shadowPlane ); // add a water splash if partially in and out of water @@ -2041,7 +2042,7 @@ void CG_Player( centity_t *cent ) if( es->eFlags & EF_WALLCLIMBCEILING ) VectorSet( surfNormal, 0.0f, 0.0f, -1.0f ); else - VectorCopy( cent->currentState.angles2, surfNormal ); + VectorCopy( es->angles2, surfNormal ); BG_FindBBoxForClass( class, mins, maxs, NULL, NULL, NULL ); @@ -2130,7 +2131,8 @@ void CG_Player( centity_t *cent ) // // add the gun / barrel / flash // - CG_AddPlayerWeapon( &torso, NULL, cent ); + if( team == PTE_HUMANS ) + CG_AddPlayerWeapon( &torso, NULL, cent ); CG_PlayerUpgrades( cent, &torso ); } @@ -2146,6 +2148,7 @@ void CG_Corpse( centity_t *cent ) refEntity_t legs; refEntity_t torso; refEntity_t head; + entityState_t *es = ¢->currentState; int corpseNum; int renderfx; qboolean shadow; @@ -2153,7 +2156,7 @@ void CG_Corpse( centity_t *cent ) vec3_t origin, liveZ, deadZ; float scale; - corpseNum = CG_GetCorpseNum( cent->currentState.clientNum ); + corpseNum = CG_GetCorpseNum( es->clientNum ); if( corpseNum < 0 || corpseNum >= MAX_CLIENTS ) CG_Error( "Bad corpseNum on corpse entity: %d", corpseNum ); @@ -2170,10 +2173,10 @@ void CG_Corpse( centity_t *cent ) memset( &head, 0, sizeof( head ) ); VectorCopy( cent->lerpOrigin, origin ); - BG_FindBBoxForClass( cent->currentState.clientNum, liveZ, NULL, NULL, deadZ, NULL ); + BG_FindBBoxForClass( es->clientNum, liveZ, NULL, NULL, deadZ, NULL ); origin[ 2 ] -= ( liveZ[ 2 ] - deadZ[ 2 ] ); - VectorCopy( cent->currentState.angles, cent->lerpAngles ); + VectorCopy( es->angles, cent->lerpAngles ); // get the rotation information if( !ci->nonsegmented ) @@ -2186,19 +2189,19 @@ void CG_Corpse( centity_t *cent ) legs.oldframe = legs.frame = torso.oldframe = torso.frame = 0; else if( !ci->nonsegmented ) { - CG_RunLerpFrame( ci, ¢->pe.legs, cent->currentState.legsAnim, 1 ); + CG_RunLerpFrame( ci, ¢->pe.legs, es->legsAnim, 1 ); legs.oldframe = cent->pe.legs.oldFrame; legs.frame = cent->pe.legs.frame; legs.backlerp = cent->pe.legs.backlerp; - CG_RunLerpFrame( ci, ¢->pe.torso, cent->currentState.torsoAnim, 1 ); + CG_RunLerpFrame( ci, ¢->pe.torso, es->torsoAnim, 1 ); torso.oldframe = cent->pe.torso.oldFrame; torso.frame = cent->pe.torso.frame; torso.backlerp = cent->pe.torso.backlerp; } else { - CG_RunLerpFrame( ci, ¢->pe.nonseg, cent->currentState.legsAnim, 1 ); + CG_RunLerpFrame( ci, ¢->pe.nonseg, es->legsAnim, 1 ); legs.oldframe = cent->pe.nonseg.oldFrame; legs.frame = cent->pe.nonseg.frame; legs.backlerp = cent->pe.nonseg.backlerp; @@ -2237,7 +2240,7 @@ void CG_Corpse( centity_t *cent ) VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all //rescale the model - scale = BG_FindModelScaleForClass( cent->currentState.clientNum ); + scale = BG_FindModelScaleForClass( es->clientNum ); if( scale != 1.0f ) { @@ -2248,7 +2251,7 @@ void CG_Corpse( centity_t *cent ) legs.nonNormalizedAxes = qtrue; } - //CG_AddRefEntityWithPowerups( &legs, cent->currentState.powerups, ci->team ); + //CG_AddRefEntityWithPowerups( &legs, es->powerups, ci->team ); trap_R_AddRefEntityToScene( &legs ); // if the model failed, allow the default nullmodel to be displayed @@ -2273,7 +2276,7 @@ void CG_Corpse( centity_t *cent ) torso.shadowPlane = shadowPlane; torso.renderfx = renderfx; - //CG_AddRefEntityWithPowerups( &torso, cent->currentState.powerups, ci->team ); + //CG_AddRefEntityWithPowerups( &torso, es->powerups, ci->team ); trap_R_AddRefEntityToScene( &torso ); // @@ -2292,14 +2295,14 @@ void CG_Corpse( centity_t *cent ) head.shadowPlane = shadowPlane; head.renderfx = renderfx; - //CG_AddRefEntityWithPowerups( &head, cent->currentState.powerups, ci->team ); + //CG_AddRefEntityWithPowerups( &head, es->powerups, ci->team ); trap_R_AddRefEntityToScene( &head ); } if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS ) { - if( cent->currentState.powerups == cg.predictedPlayerState.clientNum || - cent->currentState.powerups == 65535 ) //65535 = 16bit signed -1 + if( es->powerups == cg.predictedPlayerState.clientNum || + es->powerups == 65535 ) //65535 = 16bit signed -1 { //draw indicator CG_PlayerFloatSprite( cent, cgs.media.friendShader ); diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index 5c57a6f7..f8615e30 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -2611,7 +2611,13 @@ static void PM_Weapon( void ) PM_StartTorsoAnim( TORSO_ATTACK ); else { - PM_ForceLegsAnim( NSPA_ATTACK3 ); + if( attack1 ) + PM_ForceLegsAnim( NSPA_ATTACK1 ); + else if( attack2 ) + PM_ForceLegsAnim( NSPA_ATTACK2 ); + else if( attack3 ) + PM_ForceLegsAnim( NSPA_ATTACK3 ); + pm->ps->torsoTimer = TIMER_ATTACK; } |