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-rw-r--r--src/cgame/cg_draw.c4
-rw-r--r--src/cgame/cg_ents.c9
-rw-r--r--src/cgame/cg_event.c35
-rw-r--r--src/cgame/cg_scanner.c15
-rw-r--r--src/cgame/cg_view.c2
-rw-r--r--src/cgame/cg_weapons.c28
6 files changed, 83 insertions, 10 deletions
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index 647b2fd0..5bbc23ed 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -2310,8 +2310,8 @@ static void CG_Draw2D( void ) {
if ( cgs.gametype >= GT_TEAM ) {
CG_DrawTeamInfo();
}
- if( cg.snap->ps.weapon == WP_SCANNER )
- CG_Scanner();
+ if( BG_gotItem( UP_HELMET, cg.snap->ps.stats ) )
+ CG_Scanner( );
}
CG_DrawVote();
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index c523378f..6e5fbdcf 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -436,6 +436,15 @@ static void CG_Missile( centity_t *cent )
return;
break;
+ case WP_PULSE_RIFLE:
+ ent.reType = RT_SPRITE;
+ ent.radius = 4;
+ ent.rotation = 0;
+ ent.customShader = cgs.media.plasmaBallShader;
+ trap_R_AddRefEntityToScene( &ent );
+ return;
+ break;
+
case WP_FLAMER:
fraction = ( ( cg.time - s1->pos.trTime ) / FIREBALL_LIFETIME );
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index 1d2bf6eb..29b77974 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -464,14 +464,15 @@ also called by CG_CheckPlayerstateEvents
==============
*/
#define DEBUGNAME(x) if(cg_debugEvents.integer){CG_Printf(x"\n");}
-void CG_EntityEvent( centity_t *cent, vec3_t position ) {
+void CG_EntityEvent( centity_t *cent, vec3_t position )
+{
entityState_t *es;
int event;
vec3_t dir;
const char *s;
int clientNum;
clientInfo_t *ci;
- int steptime;
+ int steptime, i;
steptime = BG_FindSteptimeForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );
@@ -899,6 +900,36 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm );
break;
+#define MASS_EJECTION_VEL 300
+ case EV_MASS_DRIVER_HIT:
+ DEBUGNAME("EV_MASS_DRIVER_HIT");
+ for( i = 0; i <= 10; i++ )
+ {
+ qhandle_t spark;
+ vec3_t velocity;
+ vec3_t accel = { 0.0f, 0.0f, -DEFAULT_GRAVITY };
+ vec3_t origin, normal;
+
+ ByteToDir( es->eventParm, normal );
+
+ VectorMA( es->pos.trBase, 10.0f, normal, origin );
+
+ if( crandom( ) > 0.5f )
+ spark = cgs.media.gibSpark1;
+ else
+ spark = cgs.media.gibSpark2;
+
+ velocity[ 0 ] = crandom( ) * MASS_EJECTION_VEL;
+ velocity[ 1 ] = crandom( ) * MASS_EJECTION_VEL;
+ velocity[ 2 ] = MASS_EJECTION_VEL + crandom( ) * MASS_EJECTION_VEL;
+
+ CG_LaunchSprite( origin, velocity, accel, 0.6, 4.0f, 2.0f, 255, 0, rand( ) % 360,
+ cg.time, 5000 + ( crandom( ) * 3000 ),
+ spark, qfalse, qfalse );
+ }
+
+ break;
+
case EV_SHOTGUN:
DEBUGNAME("EV_SHOTGUN");
CG_ShotgunFire( es );
diff --git a/src/cgame/cg_scanner.c b/src/cgame/cg_scanner.c
index 75b7eefa..e67bd0b6 100644
--- a/src/cgame/cg_scanner.c
+++ b/src/cgame/cg_scanner.c
@@ -48,11 +48,18 @@ static void CG_DrawBlips( vec3_t origin, vec4_t colour )
drawOrigin[ 0 ] /= ( 2 * RANGE / WIDTH );
drawOrigin[ 1 ] /= ( 2 * RANGE / HEIGHT );
drawOrigin[ 2 ] /= ( 2 * RANGE / WIDTH );
-
+
trap_R_SetColor( colour );
- CG_DrawPic( XPOS + ( WIDTH / 2 ) - ( STALKWIDTH / 2 ) - drawOrigin[ 0 ],
- YPOS + ( HEIGHT / 2 ) + drawOrigin[ 1 ],
- STALKWIDTH, -drawOrigin[ 2 ], cgs.media.scannerLineShader );
+
+ if( drawOrigin[ 2 ] > 0 )
+ CG_DrawPic( XPOS + ( WIDTH / 2 ) - ( STALKWIDTH / 2 ) - drawOrigin[ 0 ],
+ YPOS + ( HEIGHT / 2 ) + drawOrigin[ 1 ] - drawOrigin[ 2 ],
+ STALKWIDTH, drawOrigin[ 2 ], cgs.media.scannerLineShader );
+ else
+ CG_DrawPic( XPOS + ( WIDTH / 2 ) - ( STALKWIDTH / 2 ) - drawOrigin[ 0 ],
+ YPOS + ( HEIGHT / 2 ) + drawOrigin[ 1 ],
+ STALKWIDTH, -drawOrigin[ 2 ], cgs.media.scannerLineShader );
+
CG_DrawPic( XPOS + ( WIDTH / 2 ) - ( BLIPX / 2 ) - drawOrigin[ 0 ],
YPOS + ( HEIGHT / 2 ) - ( BLIPY / 2 ) + drawOrigin[ 1 ] - drawOrigin[ 2 ],
BLIPX, BLIPY, cgs.media.scannerBlipShader );
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
index b70fc0e8..36dccc49 100644
--- a/src/cgame/cg_view.c
+++ b/src/cgame/cg_view.c
@@ -1148,7 +1148,7 @@ void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demo
memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );
// warning sounds when powerup is wearing off
- CG_PowerupTimerSounds();
+ /*CG_PowerupTimerSounds();*/
// update audio positions
trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 50a97655..fc425d7f 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -662,6 +662,14 @@ void CG_RegisterWeapon( int weaponNum ) {
cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
break;
+ case WP_MASS_DRIVER:
+ MAKERGB( weaponInfo->flashDlightColor, 0, 0, 1 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse );
+ weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse );
+ weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse );
+ weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse );
+ break;
+
case WP_CHAINGUN:
MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse );
@@ -730,6 +738,14 @@ void CG_RegisterWeapon( int weaponNum ) {
cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" );
break;
+ case WP_PULSE_RIFLE:
+ weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse );
+ MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse );
+ cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" );
+ cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" );
+ break;
+
case WP_RAILGUN:
weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/railgun/rg_hum.wav", qfalse );
MAKERGB( weaponInfo->flashDlightColor, 1, 0.5f, 0 );
@@ -767,7 +783,6 @@ void CG_RegisterWeapon( int weaponNum ) {
case WP_DBUILD2:
case WP_HBUILD:
case WP_HBUILD2:
- case WP_SCANNER:
//nowt
break;
@@ -1850,6 +1865,13 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
mark = cgs.media.energyMarkShader;
radius = 16;
break;
+ case WP_PULSE_RIFLE:
+ mod = cgs.media.ringFlashModel;
+ shader = cgs.media.plasmaExplosionShader;
+ sfx = cgs.media.sfx_plasmaexp;
+ mark = cgs.media.energyMarkShader;
+ radius = 16;
+ break;
case WP_BFG:
mod = cgs.media.dishFlashModel;
shader = cgs.media.bfgExplosionShader;
@@ -1865,6 +1887,10 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
sfx = 0;
radius = 4;
break;
+ case WP_MASS_DRIVER:
+ shader = cgs.media.bulletExplosionShader;
+ mark = cgs.media.bulletMarkShader;
+ break;
case WP_MACHINEGUN:
mod = cgs.media.bulletFlashModel;
shader = cgs.media.bulletExplosionShader;