diff options
Diffstat (limited to 'src/cgame')
-rw-r--r-- | src/cgame/cg_players.c | 50 |
1 files changed, 35 insertions, 15 deletions
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c index 9a95556c..326ae51e 100644 --- a/src/cgame/cg_players.c +++ b/src/cgame/cg_players.c @@ -1216,9 +1216,21 @@ static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], v torsoAngles[YAW] = headAngles[YAW] + 0.25 * movementOffsets[ dir ]; // torso - CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); - CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); - + if( cent->currentState.eFlags & EF_DEAD ) + { + CG_SwingAngles( torsoAngles[YAW], 0, 0, cg_swingSpeed.value, + ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); + CG_SwingAngles( legsAngles[YAW], 0, 0, cg_swingSpeed.value, + ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); + } + else + { + CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, + ¢->pe.torso.yawAngle, ¢->pe.torso.yawing ); + CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, + ¢->pe.legs.yawAngle, ¢->pe.legs.yawing ); + } + torsoAngles[YAW] = cent->pe.torso.yawAngle; legsAngles[YAW] = cent->pe.legs.yawAngle; @@ -1951,9 +1963,9 @@ void CG_Player( centity_t *cent ) // CG_AddPlayerWeapon( &torso, NULL, cent ); - if( ( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS ) && +/* if( ( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS ) && ( ( cent->currentState.powerups & 0xFF ) == PTE_HUMANS ) ) - trap_R_AddAdditiveLightToScene( cent->lerpOrigin, 64, 0.1, 0.1, 0.4 ); + trap_R_AddAdditiveLightToScene( cent->lerpOrigin, 64, 0.1, 0.1, 0.4 );*/ } /* @@ -1981,9 +1993,8 @@ void CG_Corpse( centity_t *cent ) // it is possible to see corpses from disconnected players that may // not have valid clientinfo - if ( !ci->infoValid ) { + if( !ci->infoValid ) return; - } memset( &legs, 0, sizeof(legs) ); memset( &torso, 0, sizeof(torso) ); @@ -1993,6 +2004,7 @@ void CG_Corpse( centity_t *cent ) BG_FindBBoxForClass( cent->currentState.clientNum, liveZ, NULL, NULL, deadZ, NULL ); origin[ 2 ] -= ( liveZ[ 2 ] - deadZ[ 2 ] ); + VectorCopy( cent->currentState.angles, cent->lerpAngles ); // get the rotation information CG_PlayerAngles( cent, legs.axis, torso.axis, head.axis ); @@ -2018,9 +2030,9 @@ void CG_Corpse( centity_t *cent ) // get the player model information renderfx = 0; - if ( cg_shadows.integer == 3 && shadow ) { + if( cg_shadows.integer == 3 && shadow ) renderfx |= RF_SHADOW_PLANE; - } + renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all // @@ -2040,17 +2052,15 @@ void CG_Corpse( centity_t *cent ) trap_R_AddRefEntityToScene( &legs ); // if the model failed, allow the default nullmodel to be displayed - if (!legs.hModel) { + if( !legs.hModel ) return; - } // // add the torso // torso.hModel = ci->torsoModel; - if (!torso.hModel) { + if( !torso.hModel ) return; - } torso.customSkin = ci->torsoSkin; @@ -2068,9 +2078,9 @@ void CG_Corpse( centity_t *cent ) // add the head // head.hModel = ci->headModel; - if (!head.hModel) { + if( !head.hModel ) return; - } + head.customSkin = ci->headSkin; VectorCopy( origin, head.lightingOrigin ); @@ -2082,6 +2092,16 @@ void CG_Corpse( centity_t *cent ) //CG_AddRefEntityWithPowerups( &head, cent->currentState.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 + { + //draw indicator + CG_PlayerFloatSprite( cent, cgs.media.medalImpressive ); + } + } } |