diff options
Diffstat (limited to 'src/cgame')
-rw-r--r-- | src/cgame/cg_event.c | 2 | ||||
-rw-r--r-- | src/cgame/cg_local.h | 3 | ||||
-rw-r--r-- | src/cgame/cg_view.c | 19 |
3 files changed, 17 insertions, 7 deletions
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c index e586777b..45ce026c 100644 --- a/src/cgame/cg_event.c +++ b/src/cgame/cg_event.c @@ -568,7 +568,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) VectorNormalize( rotAxis ); //add the op - CG_addSmoothOp( rotAxis, 15.0f ); + CG_addSmoothOp( rotAxis, 15.0f, 1.0f ); } //copy the current normal to the lastNormal diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h index c987dd56..1f1fe409 100644 --- a/src/cgame/cg_local.h +++ b/src/cgame/cg_local.h @@ -389,6 +389,7 @@ typedef struct typedef struct { float time; + float timeMod; vec3_t rotAxis; float rotAngle; @@ -1468,7 +1469,7 @@ void CG_BuildSpectatorString( ); // // cg_view.c // -void CG_addSmoothOp( vec3_t rotAxis, float rotAngle ); //TA +void CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod ); //TA void CG_TestModel_f( void ); void CG_TestGun_f( void ); void CG_TestModelNextFrame_f( void ); diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c index 9a5b8aaf..29b55d71 100644 --- a/src/cgame/cg_view.c +++ b/src/cgame/cg_view.c @@ -913,7 +913,7 @@ static void CG_DrawSurfNormal( void ) CG_addSmoothOp =============== */ -void CG_addSmoothOp( vec3_t rotAxis, float rotAngle ) +void CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod ) { int i; @@ -927,6 +927,7 @@ void CG_addSmoothOp( vec3_t rotAxis, float rotAngle ) VectorCopy( rotAxis, cg.sList[ i ].rotAxis ); cg.sList[ i ].rotAngle = rotAngle; cg.sList[ i ].time = cg.time; + cg.sList[ i ].timeMod = timeMod; return; } } @@ -946,6 +947,7 @@ static void CG_smoothWWTransitions( playerState_t *ps, const vec3_t in, vec3_t o vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f }; int i; float stLocal, sFraction, rotAngle; + float smoothTime, timeMod; qboolean performed = qfalse; vec3_t inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ]; @@ -965,8 +967,11 @@ static void CG_smoothWWTransitions( playerState_t *ps, const vec3_t in, vec3_t o if( VectorCompare( ceilingNormal, cg.lastNormal ) && VectorCompare( refNormal, surfNormal ) ) { - AngleVectors( in, NULL, rotAxis, NULL ); + AngleVectors( in, temp, NULL, NULL ); + ProjectPointOnPlane( rotAxis, temp, refNormal ); + VectorNormalize( rotAxis ); rotAngle = 180.0f; + timeMod = 1.5f; } else { @@ -985,19 +990,23 @@ static void CG_smoothWWTransitions( playerState_t *ps, const vec3_t in, vec3_t o VectorAdd( rotAxis, temp, rotAxis ); VectorNormalize( rotAxis ); + + timeMod = 1.0f; } //add the op - CG_addSmoothOp( rotAxis, rotAngle ); + CG_addSmoothOp( rotAxis, rotAngle, timeMod ); } //iterate through ops for( i = MAXSMOOTHS - 1; i >= 0; i-- ) { + smoothTime = (int)( cg_wwSmoothTime.integer * cg.sList[ i ].timeMod ); + //if this op has time remaining, perform it - if( cg.time < cg.sList[ i ].time + cg_wwSmoothTime.integer ) + if( cg.time < cg.sList[ i ].time + smoothTime ) { - stLocal = 1.0f - ( ( ( cg.sList[ i ].time + cg_wwSmoothTime.integer ) - cg.time ) / cg_wwSmoothTime.integer ); + stLocal = 1.0f - ( ( ( cg.sList[ i ].time + smoothTime ) - cg.time ) / smoothTime ); sFraction = -( cos( stLocal * M_PI ) + 1.0f ) / 2.0f; RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis, |