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-rw-r--r--src/cgame/cg_ents.c8
-rw-r--r--src/cgame/cg_local.h2
-rw-r--r--src/cgame/cg_main.c6
-rw-r--r--src/cgame/cg_players.c28
-rw-r--r--src/cgame/cg_weapons.c14
5 files changed, 39 insertions, 19 deletions
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index 674c758c..c09f1c0f 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -370,7 +370,7 @@ static void CG_Missile( centity_t *cent )
return;
break;
- case WP_LUCIFER_CANON:
+ case WP_LUCIFER_CANNON:
ent.skinNum = cg.clientFrame & 1;
ent.hModel = weapon->missileModel;
ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW;
@@ -381,7 +381,7 @@ static void CG_Missile( centity_t *cent )
RotateAroundDirection( ent.axis, cg.time / 4 );
- fraction = (float)s1->generic1 / (float)LCANON_TOTAL_CHARGE;
+ fraction = (float)s1->generic1 / (float)LCANNON_TOTAL_CHARGE;
VectorScale( ent.axis[ 0 ], fraction, ent.axis[ 0 ] );
VectorScale( ent.axis[ 1 ], fraction, ent.axis[ 1 ] );
VectorScale( ent.axis[ 2 ], fraction, ent.axis[ 2 ] );
@@ -522,7 +522,7 @@ static void CG_Portal( centity_t *cent )
#define SETBOUNDS(v1,v2,r) ((v1)[0]=(-r/2),(v1)[1]=(-r/2),(v1)[2]=(-r/2),\
(v2)[0]=(r/2),(v2)[1]=(r/2),(v2)[2]=(r/2))
-#define RADIUSSTEP 1.0f
+#define RADIUSSTEP 0.5f
#define FLARE_OFF 0
#define FLARE_NOFADE 1
@@ -591,7 +591,7 @@ static void CG_LightFlare( centity_t *cent )
return;
//only recalculate radius and ratio every three frames
- if( !( cg.clientFrame % 3 ) )
+ if( !( cg.clientFrame % 2 ) )
{
//can only see the flare when in front of it
flare.radius = len / es->origin2[ 0 ];
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h
index e1488cba..435de800 100644
--- a/src/cgame/cg_local.h
+++ b/src/cgame/cg_local.h
@@ -942,6 +942,8 @@ typedef struct
qhandle_t carmourTorsoSkin;
qhandle_t clarmourTorsoSkin;
qhandle_t larmourTorsoSkin;
+
+ qhandle_t jetpackModel;
} cgMedia_t;
diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c
index 13cd3b96..d651f329 100644
--- a/src/cgame/cg_main.c
+++ b/src/cgame/cg_main.c
@@ -880,8 +880,8 @@ static void CG_RegisterClients( void )
trap_UpdateScreen( );
}
- cgs.media.helmetModel = trap_R_RegisterModel( "models/players/doom/head.md3" );
- cgs.media.helmetSkin = trap_R_RegisterSkin( "models/players/doom/head_default.skin" );
+ cgs.media.helmetModel = trap_R_RegisterModel( "models/players/human_base/helmet.md3" );
+ cgs.media.helmetSkin = trap_R_RegisterSkin( "models/players/human_base/helmet_default.skin" );
cgs.media.larmourLegsSkin = trap_R_RegisterSkin( "models/players/sarge/lower_red.skin" );
@@ -889,6 +889,8 @@ static void CG_RegisterClients( void )
cgs.media.clarmourTorsoSkin = trap_R_RegisterSkin( "models/players/sarge/upper_roderic.skin" );
cgs.media.larmourTorsoSkin = trap_R_RegisterSkin( "models/players/sarge/upper_blue.skin" );
+ cgs.media.jetpackModel = trap_R_RegisterModel( "models/players/human_base/jetpack.md3" );
+
cg.charModelFraction = 1.0f;
trap_UpdateScreen( );
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
index 3e2235f3..7d49ae2f 100644
--- a/src/cgame/cg_players.c
+++ b/src/cgame/cg_players.c
@@ -1501,10 +1501,10 @@ static void CG_PlayerNonSegAngles( centity_t *cent, vec3_t srcAngles, vec3_t non
CG_PlayerUpgrade
===============
*/
-static void CG_PlayerUpgrades( centity_t *cent, refEntity_t *torso )
+static void CG_PlayerUpgrades( centity_t *cent, refEntity_t *legs,
+ vec3_t torsoAxis[ 3 ], qhandle_t legsModel )
{
int held, active;
- clientInfo_t *ci;
vec3_t acc = { 0.0f, 0.0f, 10.0f };
vec3_t vel = { 0.0f, 0.0f, 0.0f };
vec3_t origin;
@@ -1513,15 +1513,28 @@ static void CG_PlayerUpgrades( centity_t *cent, refEntity_t *torso )
vec3_t right = { 0.0f, 1.0f, 0.0f };
vec3_t pvel;
int addTime;
+ refEntity_t jetpack;
held = cent->currentState.modelindex;
active = cent->currentState.modelindex2;
if( held & ( 1 << UP_JETPACK ) )
{
- //FIXME: add model to back
- //CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_back" );
+ memset( &jetpack, 0, sizeof( jetpack ) );
+
+ jetpack.hModel = cgs.media.jetpackModel;
+
+ AxisCopy( torsoAxis, jetpack.axis );
+ VectorCopy( cent->lerpOrigin, jetpack.lightingOrigin );
+
+ //FIXME: change to tag_back when it exists
+ CG_PositionRotatedEntityOnTag( &jetpack, legs, legsModel, "tag_torso" );
+ jetpack.shadowPlane = legs->shadowPlane;
+ jetpack.renderfx = legs->renderfx;
+
+ trap_R_AddRefEntityToScene( &jetpack );
+
if( active & ( 1 << UP_JETPACK ) )
{
if( cent->currentState.pos.trDelta[ 2 ] > 10.0f )
@@ -1927,7 +1940,7 @@ void CG_Player( centity_t *cent )
entityState_t *es = &cent->currentState;
int class = ( es->powerups >> 8 ) & 0xFF;
float scale;
- vec3_t tempAxis[ 3 ], tempAxis2[ 3 ];
+ vec3_t tempAxis[ 3 ], tempAxis2[ 3 ], torsoAxis[ 3 ];
vec3_t angles;
int held = es->modelindex;
pTeam_t team = es->powerups & 0xFF;
@@ -1980,6 +1993,9 @@ void CG_Player( centity_t *cent )
else
CG_PlayerNonSegAngles( cent, angles, legs.axis );
+ //for CG_PlayerUpgrades
+ AxisCopy( torso.axis, torsoAxis );
+
//rotate the legs axis to back to the wall
if( es->eFlags & EF_WALLCLIMB &&
BG_rotateAxis( es->angles2, legs.axis, tempAxis, qfalse, es->eFlags & EF_WALLCLIMBCEILING ) )
@@ -2134,7 +2150,7 @@ void CG_Player( centity_t *cent )
if( team == PTE_HUMANS )
CG_AddPlayerWeapon( &torso, NULL, cent );
- CG_PlayerUpgrades( cent, &torso );
+ CG_PlayerUpgrades( cent, &legs, torsoAxis, ci->legsModel );
}
/*
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index d6efba1f..e5b5fc9d 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -1120,9 +1120,9 @@ void CG_AddViewWeapon( playerState_t *ps )
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( ps->weapon == WP_LUCIFER_CANON && ps->stats[ STAT_MISC ] > 0 )
+ if( ps->weapon == WP_LUCIFER_CANNON && ps->stats[ STAT_MISC ] > 0 )
{
- float fraction = (float)ps->stats[ STAT_MISC ] / (float)LCANON_TOTAL_CHARGE;
+ 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 );
@@ -1648,9 +1648,9 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
radius = 8;
break;
- #define LCANON_EJECTION_VEL 300
+ #define LCANNON_EJECTION_VEL 300
- case WP_LUCIFER_CANON:
+ case WP_LUCIFER_CANNON:
mod = cgs.media.dishFlashModel;
shader = cgs.media.bfgExplosionShader;
mark = cgs.media.bulletMarkShader;
@@ -1671,9 +1671,9 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
else
spark = cgs.media.scannerBlipShader;
- velocity[ 0 ] = ( 2 * random( ) - 1.0f ) * LCANON_EJECTION_VEL;
- velocity[ 1 ] = ( 2 * random( ) - 1.0f ) * LCANON_EJECTION_VEL;
- velocity[ 2 ] = ( 2 * random( ) - 1.0f ) * LCANON_EJECTION_VEL;
+ velocity[ 0 ] = ( 2 * random( ) - 1.0f ) * LCANNON_EJECTION_VEL;
+ velocity[ 1 ] = ( 2 * random( ) - 1.0f ) * LCANNON_EJECTION_VEL;
+ velocity[ 2 ] = ( 2 * random( ) - 1.0f ) * LCANNON_EJECTION_VEL;
CG_LaunchSprite( origin, velocity, accel, 0.0f,
0.9f, 1.0f, 40.0f, 255, 0, rand( ) % 360,