diff options
Diffstat (limited to 'mod/src/cgame/cg_weapons.c')
-rw-r--r-- | mod/src/cgame/cg_weapons.c | 1810 |
1 files changed, 0 insertions, 1810 deletions
diff --git a/mod/src/cgame/cg_weapons.c b/mod/src/cgame/cg_weapons.c deleted file mode 100644 index 7297c518..00000000 --- a/mod/src/cgame/cg_weapons.c +++ /dev/null @@ -1,1810 +0,0 @@ -// Copyright (C) 1999-2000 Id Software, Inc. -// -// cg_weapons.c -- events and effects dealing with weapons - -/* - * Portions Copyright (C) 2000-2001 Tim Angus - * - * This program is free software; you can redistribute it and/or modify it - * under the terms of the OSML - Open Source Modification License v1.0 as - * described in the file COPYING which is distributed with this source - * code. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. - */ - -#include "cg_local.h" - -/* -================= -CG_RegisterUpgrade - -The server says this item is used on this level -================= -*/ -void CG_RegisterUpgrade( int upgradeNum ) -{ - upgradeInfo_t *upgradeInfo; - char *icon; - - upgradeInfo = &cg_upgrades[ upgradeNum ]; - - if( upgradeNum == 0 ) - return; - - if( upgradeInfo->registered ) - return; - - memset( upgradeInfo, 0, sizeof( *upgradeInfo ) ); - upgradeInfo->registered = qtrue; - - 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; - else if( ( icon = BG_FindIconForUpgrade( upgradeNum ) ) ) - upgradeInfo->upgradeIcon = trap_R_RegisterShader( icon ); -} - -/* -=============== -CG_InitUpgrades - -Precaches upgrades -=============== -*/ -void CG_InitUpgrades( void ) -{ - int i; - - memset( cg_upgrades, 0, sizeof( cg_upgrades ) ); - - for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) - CG_RegisterUpgrade( i ); -} - - -/* -=============== -CG_ParseWeaponModeSection - -Parse a weapon mode section -=============== -*/ -static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p ) -{ - char *token; - int i; - - // read optional parameters - while( 1 ) - { - token = COM_Parse( text_p ); - - if( !token ) - break; - - if( !Q_stricmp( token, "" ) ) - return qfalse; - - if( !Q_stricmp( token, "missileModel" ) ) - { - token = COM_Parse( text_p ); - if( !token ) - break; - - wim->missileModel = trap_R_RegisterModel( token ); - - if( !wim->missileModel ) - CG_Printf( S_COLOR_RED "ERROR: missile model not found %s\n", token ); - - continue; - } - 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; - - 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 ); - - continue; - } - else if( !Q_stricmp( token, "missileRotates" ) ) - { - wim->missileRotates = qtrue; - - continue; - } - else if( !Q_stricmp( token, "missileAnimates" ) ) - { - wim->missileAnimates = qtrue; - - token = COM_Parse( text_p ); - if( !token ) - break; - - wim->missileAnimStartFrame = atoi( token ); - - token = COM_Parse( text_p ); - if( !token ) - break; - - wim->missileAnimNumFrames = atoi( token ); - - token = COM_Parse( text_p ); - if( !token ) - break; - - wim->missileAnimFrameRate = atoi( token ); - - token = COM_Parse( text_p ); - if( !token ) - break; - - wim->missileAnimLooping = atoi( token ); - - continue; - } - else if( !Q_stricmp( token, "missileParticleSystem" ) ) - { - token = COM_Parse( text_p ); - if( !token ) - break; - - wim->missileParticleSystem = CG_RegisterParticleSystem( token ); - - if( !wim->missileParticleSystem ) - CG_Printf( S_COLOR_RED "ERROR: missile particle system not found %s\n", token ); - - continue; - } - else if( !Q_stricmp( token, "missileTrailSystem" ) ) - { - token = COM_Parse( text_p ); - if( !token ) - break; - - wim->missileTrailSystem = CG_RegisterTrailSystem( token ); - - if( !wim->missileTrailSystem ) - CG_Printf( S_COLOR_RED "ERROR: missile trail system not found %s\n", token ); - - continue; - } - else if( !Q_stricmp( token, "muzzleParticleSystem" ) ) - { - token = COM_Parse( text_p ); - if( !token ) - break; - - wim->muzzleParticleSystem = CG_RegisterParticleSystem( token ); - - if( !wim->muzzleParticleSystem ) - CG_Printf( S_COLOR_RED "ERROR: muzzle particle system not found %s\n", token ); - - continue; - } - else if( !Q_stricmp( token, "impactParticleSystem" ) ) - { - token = COM_Parse( text_p ); - if( !token ) - break; - - wim->impactParticleSystem = CG_RegisterParticleSystem( token ); - - if( !wim->impactParticleSystem ) - CG_Printf( S_COLOR_RED "ERROR: impact particle system not found %s\n", token ); - - continue; - } - 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 ); - - continue; - } - 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, "alwaysImpact" ) ) - { - wim->alwaysImpact = qtrue; - - continue; - } - else if( !Q_stricmp( token, "flashDLightColor" ) ) - { - for( i = 0 ; i < 3 ; i++ ) - { - token = COM_Parse( text_p ); - if( !token ) - break; - - wim->flashDlightColor[ i ] = atof( token ); - } - - continue; - } - else if( !Q_stricmp( token, "continuousFlash" ) ) - { - wim->continuousFlash = qtrue; - - continue; - } - else if( !Q_stricmp( token, "missileDlightColor" ) ) - { - for( i = 0 ; i < 3 ; i++ ) - { - token = COM_Parse( text_p ); - if( !token ) - break; - - 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; - } - else if( !Q_stricmp( token, "firingSound" ) ) - { - token = COM_Parse( text_p ); - if( !token ) - break; - - wim->firingSound = trap_S_RegisterSound( token, qfalse ); - - continue; - } - else if( !Q_stricmp( token, "missileSound" ) ) - { - token = COM_Parse( text_p ); - if( !token ) - 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, "}" ) ) - return qtrue; //reached the end of this weapon section - else - { - CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in weapon section\n", token ); - return qfalse; - } - } - - return qfalse; -} - - -/* -====================== -CG_ParseWeaponFile - -Parses a configuration file describing a weapon -====================== -*/ -static qboolean CG_ParseWeaponFile( const char *filename, weaponInfo_t *wi ) -{ - char *text_p; - int len; - char *token; - char text[ 20000 ]; - fileHandle_t f; - weaponMode_t weaponMode = WPM_NONE; - - // load the file - len = trap_FS_FOpenFile( filename, &f, FS_READ ); - if( len <= 0 ) - return qfalse; - - if( len >= sizeof( text ) - 1 ) - { - CG_Printf( "File %s too long\n", filename ); - return qfalse; - } - - trap_FS_Read( text, len, f ); - text[ len ] = 0; - trap_FS_FCloseFile( f ); - - // parse the text - text_p = text; - - // read optional parameters - while( 1 ) - { - token = COM_Parse( &text_p ); - - if( !token ) - break; - - if( !Q_stricmp( token, "" ) ) - break; - - if( !Q_stricmp( token, "{" ) ) - { - if( weaponMode == WPM_NONE ) - { - CG_Printf( S_COLOR_RED "ERROR: weapon mode section started without a declaration\n" ); - return qfalse; - } - else if( !CG_ParseWeaponModeSection( &wi->wim[ weaponMode ], &text_p ) ) - { - CG_Printf( S_COLOR_RED "ERROR: failed to parse weapon mode section\n" ); - return qfalse; - } - - //start parsing ejectors again - weaponMode = WPM_NONE; - - continue; - } - else if( !Q_stricmp( token, "primary" ) ) - { - weaponMode = WPM_PRIMARY; - continue; - } - else if( !Q_stricmp( token, "secondary" ) ) - { - weaponMode = WPM_SECONDARY; - continue; - } - else if( !Q_stricmp( token, "tertiary" ) ) - { - weaponMode = WPM_TERTIARY; - continue; - } - 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 ); - - strcpy( path, token ); - COM_StripExtension( path, path ); - strcat( path, "_flash.md3" ); - wi->flashModel = trap_R_RegisterModel( path ); - - strcpy( path, token ); - COM_StripExtension( path, path ); - strcat( path, "_barrel.md3" ); - wi->barrelModel = trap_R_RegisterModel( path ); - - strcpy( path, token ); - COM_StripExtension( path, path ); - strcat( path, "_hand.md3" ); - wi->handsModel = trap_R_RegisterModel( path ); - - if( !wi->handsModel ) - wi->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" ); - - continue; - } - else if( !Q_stricmp( token, "idleSound" ) ) - { - token = COM_Parse( &text_p ); - if( !token ) - break; - - wi->readySound = trap_S_RegisterSound( token, qfalse ); - - continue; - } - else if( !Q_stricmp( token, "icon" ) ) - { - token = COM_Parse( &text_p ); - if( !token ) - 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 ); - - continue; - } - 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 ); - - continue; - } - else if( !Q_stricmp( token, "disableIn3rdPerson" ) ) - { - wi->disableIn3rdPerson = qtrue; - - continue; - } - - Com_Printf( S_COLOR_RED "ERROR: unknown token '%s'\n", token ); - return qfalse; - } - - return qtrue; -} - -/* -================= -CG_RegisterWeapon -================= -*/ -void CG_RegisterWeapon( int weaponNum ) -{ - weaponInfo_t *weaponInfo; - char path[ MAX_QPATH ]; - vec3_t mins, maxs; - int i; - - weaponInfo = &cg_weapons[ weaponNum ]; - - if( weaponNum == 0 ) - return; - - if( weaponInfo->registered ) - return; - - memset( weaponInfo, 0, sizeof( *weaponInfo ) ); - weaponInfo->registered = qtrue; - - 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++ ) - weaponInfo->weaponMidpoint[ i ] = mins[ i ] + 0.5 * ( maxs[ i ] - mins[ i ] ); - - //FIXME: - for( i = WPM_NONE + 1; i < WPM_NUM_WEAPONMODES; i++ ) - weaponInfo->wim[ i ].loopFireSound = qfalse; -} - -/* -=============== -CG_InitWeapons - -Precaches weapons -=============== -*/ -void CG_InitWeapons( void ) -{ - int i; - - memset( cg_weapons, 0, sizeof( cg_weapons ) ); - - for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ ) - CG_RegisterWeapon( i ); - - cgs.media.level2ZapTS = CG_RegisterTrailSystem( "models/weapons/lev2zap/lightning" ); -} - - -/* -======================================================================================== - -VIEW WEAPON - -======================================================================================== -*/ - -/* -================= -CG_MapTorsoToWeaponFrame - -================= -*/ -static int CG_MapTorsoToWeaponFrame( clientInfo_t *ci, int frame ) -{ - - // change weapon - if( frame >= ci->animations[ TORSO_DROP ].firstFrame && - frame < ci->animations[ TORSO_DROP ].firstFrame + 9 ) - return frame - ci->animations[ TORSO_DROP ].firstFrame + 6; - - // stand attack - if( frame >= ci->animations[ TORSO_ATTACK ].firstFrame && - frame < ci->animations[ TORSO_ATTACK ].firstFrame + 6 ) - return 1 + frame - ci->animations[ TORSO_ATTACK ].firstFrame; - - // stand attack 2 - if( frame >= ci->animations[ TORSO_ATTACK2 ].firstFrame && - frame < ci->animations[ TORSO_ATTACK2 ].firstFrame + 6 ) - return 1 + frame - ci->animations[ TORSO_ATTACK2 ].firstFrame; - - return 0; -} - - -/* -============== -CG_CalculateWeaponPosition -============== -*/ -static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) -{ - float scale; - int delta; - float fracsin; - float bob; - - VectorCopy( cg.refdef.vieworg, origin ); - VectorCopy( cg.refdefViewAngles, angles ); - - // on odd legs, invert some angles - if( cg.bobcycle & 1 ) - scale = -cg.xyspeed; - else - scale = cg.xyspeed; - - // 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; - angles[ YAW ] += scale * cg.bobfracsin * 0.01; - angles[ PITCH ] += cg.xyspeed * cg.bobfracsin * 0.005; - } - - // drop the weapon when landing - if( !BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_NOWEAPONDRIFT ) ) - { - delta = cg.time - cg.landTime; - if( delta < LAND_DEFLECT_TIME ) - origin[ 2 ] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; - else if( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) - origin[ 2 ] += cg.landChange*0.25 * - ( LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta ) / LAND_RETURN_TIME; - - // idle drift - scale = cg.xyspeed + 40; - fracsin = sin( cg.time * 0.001 ); - angles[ ROLL ] += scale * fracsin * 0.01; - angles[ YAW ] += scale * fracsin * 0.01; - angles[ PITCH ] += scale * fracsin * 0.01; - } -} - - -/* -====================== -CG_MachinegunSpinAngle -====================== -*/ -#define SPIN_SPEED 0.9 -#define COAST_TIME 1000 -static float CG_MachinegunSpinAngle( centity_t *cent ) -{ - int delta; - float angle; - float speed; - - delta = cg.time - cent->pe.barrelTime; - if( cent->pe.barrelSpinning ) - angle = cent->pe.barrelAngle + delta * SPIN_SPEED; - else - { - if( delta > COAST_TIME ) - delta = COAST_TIME; - - speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME ); - angle = cent->pe.barrelAngle + delta * speed; - } - - if( cent->pe.barrelSpinning == !( cent->currentState.eFlags & EF_FIRING ) ) - { - cent->pe.barrelTime = cg.time; - cent->pe.barrelAngle = AngleMod( angle ); - cent->pe.barrelSpinning = !!( cent->currentState.eFlags & EF_FIRING ); - //TA: um? - } - - return angle; -} - - -/* -============= -CG_AddPlayerWeapon - -Used for both the view weapon (ps is valid) and the world modelother character models (ps is NULL) -The main player will have this called for BOTH cases, so effects like light and -sound should only be done on the world model case. -============= -*/ -void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent ) -{ - refEntity_t gun; - refEntity_t barrel; - refEntity_t flash; - vec3_t angles; - weapon_t weaponNum; - weaponMode_t weaponMode; - weaponInfo_t *weapon; - qboolean noGunModel; - qboolean firing; - - weaponNum = cent->currentState.weapon; - weaponMode = cent->currentState.generic1; - - if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) - weaponMode = WPM_PRIMARY; - - 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 ]; - - // add the weapon - memset( &gun, 0, sizeof( gun ) ); - VectorCopy( parent->lightingOrigin, gun.lightingOrigin ); - gun.shadowPlane = parent->shadowPlane; - gun.renderfx = parent->renderfx; - - // set custom shading for railgun refire rate - if( ps ) - { - gun.shaderRGBA[ 0 ] = 255; - gun.shaderRGBA[ 1 ] = 255; - gun.shaderRGBA[ 2 ] = 255; - gun.shaderRGBA[ 3 ] = 255; - - //set weapon[1/2]Time when respective buttons change state - if( cg.weapon1Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING ) ) - { - 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; - cg.weapon3Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING3 ); - } - } - - gun.hModel = weapon->weaponModel; - - noGunModel = ( ( !ps || cg.renderingThirdPerson ) && weapon->disableIn3rdPerson ) || !gun.hModel; - - if( !ps ) - { - // add weapon ready sound - if( firing && weapon->wim[ weaponMode ].firingSound ) - { - trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, - weapon->wim[ weaponMode ].firingSound ); - } - else if( weapon->readySound ) - trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound ); - } - - if( !noGunModel ) - { - CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon" ); - - trap_R_AddRefEntityToScene( &gun ); - - // add the spinning barrel - if( weapon->barrelModel ) - { - memset( &barrel, 0, sizeof( barrel ) ); - VectorCopy( parent->lightingOrigin, barrel.lightingOrigin ); - barrel.shadowPlane = parent->shadowPlane; - barrel.renderfx = parent->renderfx; - - barrel.hModel = weapon->barrelModel; - angles[ YAW ] = 0; - angles[ PITCH ] = 0; - angles[ ROLL ] = CG_MachinegunSpinAngle( cent ); - AnglesToAxis( angles, barrel.axis ); - - CG_PositionRotatedEntityOnTag( &barrel, &gun, weapon->weaponModel, "tag_barrel" ); - - trap_R_AddRefEntityToScene( &barrel ); - } - } - - if( CG_IsParticleSystemValid( ¢->muzzlePS ) ) - { - if( ps || cg.renderingThirdPerson || - cent->currentState.number != cg.predictedPlayerState.clientNum ) - { - if( noGunModel ) - CG_SetAttachmentTag( ¢->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" ); - else - CG_SetAttachmentTag( ¢->muzzlePS->attachment, gun, weapon->weaponModel, "tag_flash" ); - } - - //if the PS is infinite disable it when not firing - if( !firing && CG_IsParticleSystemInfinite( cent->muzzlePS ) ) - CG_DestroyParticleSystem( ¢->muzzlePS ); - } - - // add the flash - if( !weapon->wim[ weaponMode ].continuousFlash || !firing ) - { - // impulse flash - if( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME ) - return; - } - - memset( &flash, 0, sizeof( flash ) ); - VectorCopy( parent->lightingOrigin, flash.lightingOrigin ); - flash.shadowPlane = parent->shadowPlane; - flash.renderfx = parent->renderfx; - - flash.hModel = weapon->flashModel; - if( flash.hModel ) - { - angles[ YAW ] = 0; - angles[ PITCH ] = 0; - angles[ ROLL ] = crandom( ) * 10; - AnglesToAxis( angles, flash.axis ); - - if( noGunModel ) - CG_PositionRotatedEntityOnTag( &flash, parent, parent->hModel, "tag_weapon" ); - else - CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash" ); - - trap_R_AddRefEntityToScene( &flash ); - } - - if( ps || cg.renderingThirdPerson || - cent->currentState.number != cg.predictedPlayerState.clientNum ) - { - if( weapon->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger ) - { - cent->muzzlePS = CG_SpawnNewParticleSystem( weapon->wim[ weaponMode ].muzzleParticleSystem ); - - if( CG_IsParticleSystemValid( ¢->muzzlePS ) ) - { - if( noGunModel ) - CG_SetAttachmentTag( ¢->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" ); - else - CG_SetAttachmentTag( ¢->muzzlePS->attachment, gun, weapon->weaponModel, "tag_flash" ); - - CG_SetAttachmentCent( ¢->muzzlePS->attachment, cent ); - CG_AttachToTag( ¢->muzzlePS->attachment ); - } - - cent->muzzlePsTrigger = qfalse; - } - - // make a dlight for the flash - if( weapon->wim[ weaponMode ].flashDlightColor[ 0 ] || - weapon->wim[ weaponMode ].flashDlightColor[ 1 ] || - weapon->wim[ weaponMode ].flashDlightColor[ 2 ] ) - { - trap_R_AddLightToScene( flash.origin, 300 + ( rand( ) & 31 ), - weapon->wim[ weaponMode ].flashDlightColor[ 0 ], - weapon->wim[ weaponMode ].flashDlightColor[ 1 ], - weapon->wim[ weaponMode ].flashDlightColor[ 2 ] ); - } - } -} - -/* -============== -CG_AddViewWeapon - -Add the weapon, and flash for the player's view -============== -*/ -void CG_AddViewWeapon( playerState_t *ps ) -{ - refEntity_t hand; - centity_t *cent; - clientInfo_t *ci; - float fovOffset; - vec3_t angles; - weaponInfo_t *wi; - weapon_t weapon = ps->weapon; - weaponMode_t weaponMode = ps->generic1; - - if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) - weaponMode = WPM_PRIMARY; - - CG_RegisterWeapon( weapon ); - wi = &cg_weapons[ weapon ]; - cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum]; - - if( ( ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) || - ( ps->stats[ STAT_STATE ] & SS_INFESTING ) || - ( ps->stats[ STAT_STATE ] & SS_HOVELING ) ) - return; - - //TA: no weapon carried - can't draw it - if( weapon == WP_NONE ) - return; - - if( ps->pm_type == PM_INTERMISSION ) - return; - - //TA: draw a prospective buildable infront of the player - if( ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE ) - CG_GhostBuildable( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ); - - if( weapon == WP_LUCIFER_CANNON && ps->stats[ STAT_MISC ] > 0 ) - { - 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; - - // allow the gun to be completely removed - if( !cg_drawGun.integer ) - { - vec3_t origin; - - VectorCopy( cg.refdef.vieworg, origin ); - VectorMA( origin, -8, cg.refdef.viewaxis[ 2 ], origin ); - - if( cent->muzzlePS ) - CG_SetAttachmentPoint( ¢->muzzlePS->attachment, origin ); - - //check for particle systems - if( wi->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger ) - { - cent->muzzlePS = CG_SpawnNewParticleSystem( wi->wim[ weaponMode ].muzzleParticleSystem ); - - if( CG_IsParticleSystemValid( ¢->muzzlePS ) ) - { - CG_SetAttachmentPoint( ¢->muzzlePS->attachment, origin ); - CG_SetAttachmentCent( ¢->muzzlePS->attachment, cent ); - CG_AttachToPoint( ¢->muzzlePS->attachment ); - } - cent->muzzlePsTrigger = qfalse; - } - - return; - } - - // don't draw if testing a gun model - if( cg.testGun ) - return; - - // drop gun lower at higher fov - //if ( cg_fov.integer > 90 ) { - //TA: the client side variable isn't used ( shouldn't iD have done this anyway? ) - if( cg.refdef.fov_y > 90 ) - fovOffset = -0.4 * ( cg.refdef.fov_y - 90 ); - else - fovOffset = 0; - - memset( &hand, 0, sizeof( hand ) ); - - // set up gun position - CG_CalculateWeaponPosition( hand.origin, angles ); - - VectorMA( hand.origin, cg_gun_x.value, cg.refdef.viewaxis[ 0 ], hand.origin ); - VectorMA( hand.origin, cg_gun_y.value, cg.refdef.viewaxis[ 1 ], hand.origin ); - VectorMA( hand.origin, ( cg_gun_z.value + fovOffset ), cg.refdef.viewaxis[ 2 ], hand.origin ); - - if( weapon == WP_LUCIFER_CANNON && ps->stats[ STAT_MISC ] > 0 ) - { - float fraction = (float)ps->stats[ STAT_MISC ] / (float)LCANNON_TOTAL_CHARGE; - - 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 - if( cg_gun_frame.integer ) - { - // development tool - hand.frame = hand.oldframe = cg_gun_frame.integer; - hand.backlerp = 0; - } - else - { - // get clientinfo for animation map - ci = &cgs.clientinfo[ cent->currentState.clientNum ]; - hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame ); - hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame ); - hand.backlerp = cent->pe.torso.backlerp; - } - - hand.hModel = wi->handsModel; - hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT; - - // add everything onto the hand - CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity ); -} - -/* -============================================================================== - -WEAPON SELECTION - -============================================================================== -*/ - -/* -=============== -CG_WeaponSelectable -=============== -*/ -static qboolean CG_WeaponSelectable( weapon_t weapon ) -{ - //int ammo, clips; - // - //BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips ); - // - //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; - - return qtrue; -} - - -/* -=============== -CG_UpgradeSelectable -=============== -*/ -static qboolean CG_UpgradeSelectable( upgrade_t upgrade ) -{ - if( !BG_InventoryContainsUpgrade( upgrade, cg.snap->ps.stats ) ) - return qfalse; - - return qtrue; -} - - -#define ICON_BORDER 4 - -/* -=================== -CG_DrawItemSelect -=================== -*/ -void CG_DrawItemSelect( rectDef_t *rect, vec4_t color ) -{ - int i; - int x = rect->x; - int y = rect->y; - int width = rect->w; - int height = rect->h; - int iconsize; - int items[ 64 ]; - int numItems = 0, selectedItem = 0; - int length; - int selectWindow; - qboolean vertical; - centity_t *cent; - playerState_t *ps; - - cent = &cg_entities[ cg.snap->ps.clientNum ]; - ps = &cg.snap->ps; - - // don't display if dead - if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 ) - return; - - if( !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) - { - // first make sure that whatever it selected is actually selectable - if( cg.weaponSelect <= 32 && !CG_WeaponSelectable( cg.weaponSelect ) ) - CG_NextWeapon_f( ); - 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; - - if( height > width ) - { - vertical = qtrue; - iconsize = width; - length = height / width; - } - else if( height <= width ) - { - vertical = qfalse; - 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 ) ) - continue; - - if( i == cg.weaponSelect ) - selectedItem = numItems; - - CG_RegisterWeapon( i ); - items[ numItems ] = i; - numItems++; - } - - for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ ) - { - if( !BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) ) - continue; - - if( i == cg.weaponSelect - 32 ) - selectedItem = numItems; - - CG_RegisterUpgrade( i ); - items[ numItems ] = i + 32; - numItems++; - } - - for( i = 0; i < length; i++ ) - { - int displacement = i - selectWindow; - int item = displacement + selectedItem; - - if( ( item >= 0 ) && ( item < numItems ) ) - { - trap_R_SetColor( color ); - - if( items[ item ] <= 32 ) - 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 ) - CG_DrawPic( x, y, iconsize, iconsize, cgs.media.selectShader );*/ - } - - if( vertical ) - y += iconsize; - else - x += iconsize; - } -} - - -/* -=================== -CG_DrawItemSelectText -=================== -*/ -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 ) - { - if( cg_weapons[ cg.weaponSelect ].registered && - BG_InventoryContainsWeapon( cg.weaponSelect, cg.snap->ps.stats ) ) - { - if( ( name = cg_weapons[ cg.weaponSelect ].humanName ) ) - { - w = CG_Text_Width( name, scale, 0 ); - x = rect->x + rect->w / 2; - CG_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle ); - } - } - } - else if( cg.weaponSelect > 32 ) - { - if( cg_upgrades[ cg.weaponSelect - 32 ].registered && - BG_InventoryContainsUpgrade( cg.weaponSelect - 32, cg.snap->ps.stats ) ) - { - if( ( name = cg_upgrades[ cg.weaponSelect - 32 ].humanName ) ) - { - w = CG_Text_Width( name, scale, 0 ); - x = rect->x + rect->w / 2; - CG_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle ); - } - } - } - - trap_R_SetColor( NULL ); -} - - -/* -=============== -CG_NextWeapon_f -=============== -*/ -void CG_NextWeapon_f( void ) -{ - int i; - int original; - - if( !cg.snap ) - return; - - if( cg.snap->ps.pm_flags & PMF_FOLLOW ) - { - trap_SendClientCommand( "followprev\n" ); - return; - } - - cg.weaponSelectTime = cg.time; - original = cg.weaponSelect; - - for( i = 0; i < 64; i++ ) - { - cg.weaponSelect++; - if( cg.weaponSelect == 64 ) - cg.weaponSelect = 0; - - if( cg.weaponSelect <= 32 ) - { - if( CG_WeaponSelectable( cg.weaponSelect ) ) - break; - } - else if( cg.weaponSelect > 32 ) - { - if( CG_UpgradeSelectable( cg.weaponSelect - 32 ) ) - break; - } - } - - if( i == 64 ) - cg.weaponSelect = original; -} - -/* -=============== -CG_PrevWeapon_f -=============== -*/ -void CG_PrevWeapon_f( void ) -{ - int i; - int original; - - if( !cg.snap ) - return; - - if( cg.snap->ps.pm_flags & PMF_FOLLOW ) - { - trap_SendClientCommand( "follownext\n" ); - return; - } - - cg.weaponSelectTime = cg.time; - original = cg.weaponSelect; - - for( i = 0; i < 64; i++ ) - { - cg.weaponSelect--; - if( cg.weaponSelect == -1 ) - cg.weaponSelect = 63; - - if( cg.weaponSelect <= 32 ) - { - if( CG_WeaponSelectable( cg.weaponSelect ) ) - break; - } - else if( cg.weaponSelect > 32 ) - { - if( CG_UpgradeSelectable( cg.weaponSelect - 32 ) ) - break; - } - } - - if( i == 64 ) - cg.weaponSelect = original; -} - -/* -=============== -CG_Weapon_f -=============== -*/ -void CG_Weapon_f( void ) -{ - int num; - - if( !cg.snap ) - return; - - if( cg.snap->ps.pm_flags & PMF_FOLLOW ) - return; - - num = atoi( CG_Argv( 1 ) ); - - if( num < 1 || num > 31 ) - return; - - cg.weaponSelectTime = cg.time; - - if( !BG_InventoryContainsWeapon( num, cg.snap->ps.stats ) ) - return; // don't have the weapon - - cg.weaponSelect = num; -} - - -/* -=================================================================================================== - -WEAPON EVENTS - -=================================================================================================== -*/ - -/* -================ -CG_FireWeapon - -Caused by an EV_FIRE_WEAPON event -================ -*/ -void CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode ) -{ - entityState_t *es; - int c; - weaponInfo_t *wi; - weapon_t weaponNum; - - es = ¢->currentState; - - weaponNum = es->weapon; - - if( weaponNum == WP_NONE ) - return; - - if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) - weaponMode = WPM_PRIMARY; - - if( weaponNum >= WP_NUM_WEAPONS ) - { - 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 - // append the flash to the weapon model - cent->muzzleFlashTime = cg.time; - - if( wi->wim[ weaponMode ].muzzleParticleSystem ) - { - 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; - if( wi->wim[ weaponMode ].flashSound[ c ] ) - trap_S_StartSound( NULL, es->number, CHAN_WEAPON, wi->wim[ weaponMode ].flashSound[ c ] ); - } -} - - -/* -================= -CG_MissileHitWall - -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 mark = 0; - qhandle_t ps = 0; - int c; - float radius = 1.0f; - weaponInfo_t *weapon = &cg_weapons[ weaponNum ]; - - if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) - weaponMode = WPM_PRIMARY; - - mark = weapon->wim[ weaponMode ].impactMark; - radius = weapon->wim[ weaponMode ].impactMarkSize; - ps = weapon->wim[ weaponMode ].impactParticleSystem; - - if( soundType == IMPACTSOUND_FLESH ) - { - //flesh sound - for( c = 0; c < 4; c++ ) - { - if( !weapon->wim[ weaponMode ].impactFleshSound[ c ] ) - break; - } - - if( c > 0 ) - { - c = rand( ) % c; - if( weapon->wim[ weaponMode ].impactFleshSound[ c ] ) - trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weapon->wim[ weaponMode ].impactFleshSound[ c ] ); - } - } - else - { - //normal sound - for( c = 0; c < 4; c++ ) - { - if( !weapon->wim[ weaponMode ].impactSound[ c ] ) - break; - } - - if( c > 0 ) - { - c = rand( ) % c; - if( weapon->wim[ weaponMode ].impactSound[ c ] ) - trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weapon->wim[ weaponMode ].impactSound[ c ] ); - } - } - - //create impact particle system - if( ps ) - { - particleSystem_t *partSystem = CG_SpawnNewParticleSystem( ps ); - - if( CG_IsParticleSystemValid( &partSystem ) ) - { - CG_SetAttachmentPoint( &partSystem->attachment, origin ); - CG_SetParticleSystemNormal( partSystem, dir ); - CG_AttachToPoint( &partSystem->attachment ); - } - } - - // - // impact mark - // - if( radius > 0.0f ) - CG_ImpactMark( mark, origin, dir, random( ) * 360, 1, 1, 1, 1, qfalse, radius, qfalse ); -} - - -/* -================= -CG_MissileHitPlayer -================= -*/ -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 ]; - - VectorCopy( dir, normal ); - VectorInverse( normal ); - - CG_Bleed( origin, normal, entityNum ); - - if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES ) - weaponMode = WPM_PRIMARY; - - if( weapon->wim[ weaponMode ].alwaysImpact ) - CG_MissileHitWall( weaponNum, weaponMode, 0, origin, dir, IMPACTSOUND_FLESH ); -} - - -/* -============================================================================ - -BULLETS - -============================================================================ -*/ - - -/* -=============== -CG_Tracer -=============== -*/ -void CG_Tracer( vec3_t source, vec3_t dest ) -{ - vec3_t forward, right; - polyVert_t verts[ 4 ]; - vec3_t line; - float len, begin, end; - vec3_t start, finish; - vec3_t midpoint; - - // tracer - VectorSubtract( dest, source, forward ); - len = VectorNormalize( forward ); - - // start at least a little ways from the muzzle - if( len < 100 ) - return; - - begin = 50 + random( ) * ( len - 60 ); - end = begin + cg_tracerLength.value; - if( end > len ) - end = len; - - VectorMA( source, begin, forward, start ); - VectorMA( source, end, forward, finish ); - - line[ 0 ] = DotProduct( forward, cg.refdef.viewaxis[ 1 ] ); - line[ 1 ] = DotProduct( forward, cg.refdef.viewaxis[ 2 ] ); - - VectorScale( cg.refdef.viewaxis[ 1 ], line[ 1 ], right ); - VectorMA( right, -line[ 0 ], cg.refdef.viewaxis[ 2 ], right ); - VectorNormalize( right ); - - VectorMA( finish, cg_tracerWidth.value, right, verts[ 0 ].xyz ); - verts[ 0 ].st[ 0 ] = 0; - verts[ 0 ].st[ 1 ] = 1; - verts[ 0 ].modulate[ 0 ] = 255; - verts[ 0 ].modulate[ 1 ] = 255; - verts[ 0 ].modulate[ 2 ] = 255; - verts[ 0 ].modulate[ 3 ] = 255; - - VectorMA( finish, -cg_tracerWidth.value, right, verts[ 1 ].xyz ); - verts[ 1 ].st[ 0 ] = 1; - verts[ 1 ].st[ 1 ] = 0; - verts[ 1 ].modulate[ 0 ] = 255; - verts[ 1 ].modulate[ 1 ] = 255; - verts[ 1 ].modulate[ 2 ] = 255; - verts[ 1 ].modulate[ 3 ] = 255; - - VectorMA( start, -cg_tracerWidth.value, right, verts[ 2 ].xyz ); - verts[ 2 ].st[ 0 ] = 1; - verts[ 2 ].st[ 1 ] = 1; - verts[ 2 ].modulate[ 0 ] = 255; - verts[ 2 ].modulate[ 1 ] = 255; - verts[ 2 ].modulate[ 2 ] = 255; - verts[ 2 ].modulate[ 3 ] = 255; - - VectorMA( start, cg_tracerWidth.value, right, verts[ 3 ].xyz ); - verts[ 3 ].st[ 0 ] = 0; - verts[ 3 ].st[ 1 ] = 0; - verts[ 3 ].modulate[ 0 ] = 255; - verts[ 3 ].modulate[ 1 ] = 255; - verts[ 3 ].modulate[ 2 ] = 255; - verts[ 3 ].modulate[ 3 ] = 255; - - trap_R_AddPolyToScene( cgs.media.tracerShader, 4, verts ); - - midpoint[ 0 ] = ( start[ 0 ] + finish[ 0 ] ) * 0.5; - midpoint[ 1 ] = ( start[ 1 ] + finish[ 1 ] ) * 0.5; - midpoint[ 2 ] = ( start[ 2 ] + finish[ 2 ] ) * 0.5; - - // add the tracer sound - trap_S_StartSound( midpoint, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.tracerSound ); -} - - -/* -====================== -CG_CalcMuzzlePoint -====================== -*/ -static qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle ) -{ - vec3_t forward; - centity_t *cent; - int anim; - - if( entityNum == cg.snap->ps.clientNum ) - { - VectorCopy( cg.snap->ps.origin, muzzle ); - muzzle[ 2 ] += cg.snap->ps.viewheight; - AngleVectors( cg.snap->ps.viewangles, forward, NULL, NULL ); - VectorMA( muzzle, 14, forward, muzzle ); - return qtrue; - } - - cent = &cg_entities[entityNum]; - - if( !cent->currentValid ) - return qfalse; - - VectorCopy( cent->currentState.pos.trBase, 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 - muzzle[ 2 ] += DEFAULT_VIEWHEIGHT; - - VectorMA( muzzle, 14, forward, muzzle ); - - return qtrue; - -} - - -/* -====================== -CG_Bullet - -Renders bullet effects. -====================== -*/ -void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ) -{ - vec3_t start; - - // if the shooter is currently valid, calc a source point and possibly - // do trail effects - if( sourceEntityNum >= 0 && cg_tracerChance.value > 0 ) - { - if( CG_CalcMuzzlePoint( sourceEntityNum, start ) ) - { - // draw a tracer - if( random( ) < cg_tracerChance.value ) - CG_Tracer( start, end ); - } - } - - // impact splash and mark - if( flesh ) - CG_Bleed( end, normal, fleshEntityNum ); - else - CG_MissileHitWall( WP_MACHINEGUN, WPM_PRIMARY, 0, end, normal, IMPACTSOUND_DEFAULT ); -} - -/* -============================================================================ - -SHOTGUN TRACING - -============================================================================ -*/ - -/* -================ -CG_ShotgunPattern - -Perform the same traces the server did to locate the -hit splashes -================ -*/ -static void CG_ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, int otherEntNum ) -{ - int i; - float r, u; - vec3_t end; - vec3_t forward, right, up; - trace_t tr; - - // derive the right and up vectors from the forward vector, because - // the client won't have any other information - VectorNormalize2( origin2, forward ); - PerpendicularVector( right, forward ); - CrossProduct( forward, right, up ); - - // generate the "random" spread pattern - for( i = 0; i < SHOTGUN_PELLETS; i++ ) - { - r = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16; - u = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16; - VectorMA( origin, 8192 * 16, forward, end ); - VectorMA( end, r, right, end ); - VectorMA( end, u, up, end ); - - CG_Trace( &tr, origin, NULL, NULL, end, otherEntNum, MASK_SHOT ); - - if( !( tr.surfaceFlags & SURF_NOIMPACT ) ) - { - if( cg_entities[ tr.entityNum ].currentState.eType == ET_PLAYER ) - CG_MissileHitPlayer( WP_SHOTGUN, WPM_PRIMARY, tr.endpos, tr.plane.normal, tr.entityNum ); - else if( tr.surfaceFlags & SURF_METALSTEPS ) - CG_MissileHitWall( WP_SHOTGUN, WPM_PRIMARY, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL ); - else - CG_MissileHitWall( WP_SHOTGUN, WPM_PRIMARY, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT ); - } - } -} - -/* -============== -CG_ShotgunFire -============== -*/ -void CG_ShotgunFire( entityState_t *es ) -{ - vec3_t v; - - VectorSubtract( es->origin2, es->pos.trBase, v ); - VectorNormalize( v ); - VectorScale( v, 32, v ); - VectorAdd( es->pos.trBase, v, v ); - - CG_ShotgunPattern( es->pos.trBase, es->origin2, es->eventParm, es->otherEntityNum ); -} - |