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-rw-r--r--src/cgame/cg_buildable.c65
-rw-r--r--src/game/g_buildable.c30
2 files changed, 68 insertions, 27 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c
index a91725fa..de0b1061 100644
--- a/src/cgame/cg_buildable.c
+++ b/src/cgame/cg_buildable.c
@@ -382,7 +382,6 @@ CG_Buildable
void CG_Buildable( centity_t *cent )
{
refEntity_t ent;
- refEntity_t ent2;
entityState_t *es;
vec3_t angles;
vec3_t forward, surfNormal, end, start, mins, maxs;
@@ -442,29 +441,65 @@ void CG_Buildable( centity_t *cent )
CG_BuildableAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );
//turret barrel bit
- if( cg_buildables[ es->modelindex ].models[ 1 ] != 0 )
+ if( cg_buildables[ es->modelindex ].models[ 1 ] )
{
- vec3_t turretOrigin;
+ refEntity_t turretBarrel;
- memset( &ent2, 0, sizeof( ent2 ) );
+ memset( &turretBarrel, 0, sizeof( turretBarrel ) );
- AnglesToAxis( es->angles2, ent2.axis );
+ AnglesToAxis( es->angles2, turretBarrel.axis );
+
+ turretBarrel.hModel = cg_buildables[ es->modelindex ].models[ 1 ];
+ VectorCopy( cent->lerpOrigin, turretBarrel.lightingOrigin );
+
+ CG_PositionRotatedEntityOnTag( &turretBarrel, &ent, ent.hModel, "tag_turret" );
+
+/* AngleVectors( es->angles2, forward, NULL, NULL );
+ VectorCopy( surfNormal, turretBarrel.axis[ 2 ] );
+ ProjectPointOnPlane( turretBarrel.axis[ 0 ], forward, turretBarrel.axis[ 2 ] );
+
+ if( !VectorNormalize( turretBarrel.axis[ 0 ] ) )
+ {
+ AngleVectors( es->angles2, NULL, NULL, forward );
+ ProjectPointOnPlane( turretBarrel.axis[ 0 ], forward, turretBarrel.axis[ 2 ] );
+ VectorNormalize( turretBarrel.axis[ 0 ] );
+ }
+
+ CrossProduct( turretBarrel.axis[ 0 ], turretBarrel.axis[ 2 ], turretBarrel.axis[ 1 ] );
+ turretBarrel.axis[ 1 ][ 0 ] = -turretBarrel.axis[ 1 ][ 0 ];
+ turretBarrel.axis[ 1 ][ 1 ] = -turretBarrel.axis[ 1 ][ 1 ];
+ turretBarrel.axis[ 1 ][ 2 ] = -turretBarrel.axis[ 1 ][ 2 ];*/
+
+ turretBarrel.oldframe = ent.oldframe;
+ turretBarrel.frame = ent.frame;
+ turretBarrel.backlerp = ent.backlerp;
- ent2.hModel = cg_buildables[ es->modelindex ].models[ 1 ];
+ trap_R_AddRefEntityToScene( &turretBarrel );
+ }
- VectorCopy( cent->lerpOrigin, turretOrigin );
- turretOrigin[ 2 ] += 5;
+ //turret barrel bit
+ if( cg_buildables[ es->modelindex ].models[ 2 ] )
+ {
+ refEntity_t turretBarrel;
+ vec3_t swivelAngles;
- VectorCopy( turretOrigin, ent2.origin );
- VectorCopy( turretOrigin, ent2.oldorigin );
+ memset( &turretBarrel, 0, sizeof( turretBarrel ) );
+
+ VectorCopy( es->angles2, swivelAngles );
+ swivelAngles[ PITCH ] = 0.0f;
+
+ AnglesToAxis( swivelAngles, turretBarrel.axis );
+
+ turretBarrel.hModel = cg_buildables[ es->modelindex ].models[ 1 ];
+ VectorCopy( cent->lerpOrigin, turretBarrel.lightingOrigin );
- ent2.nonNormalizedAxes = qfalse;
+ CG_PositionRotatedEntityOnTag( &turretBarrel, &ent, ent.hModel, "tag_turret" );
- ent2.oldframe = ent.oldframe;
- ent2.frame = ent.frame;
- ent2.backlerp = ent.backlerp;
+ turretBarrel.oldframe = ent.oldframe;
+ turretBarrel.frame = ent.frame;
+ turretBarrel.backlerp = ent.backlerp;
- trap_R_AddRefEntityToScene( &ent2 );
+ trap_R_AddRefEntityToScene( &turretBarrel );
}
// add to refresh list
diff --git a/src/game/g_buildable.c b/src/game/g_buildable.c
index 300f2ad7..41b6d4f9 100644
--- a/src/game/g_buildable.c
+++ b/src/game/g_buildable.c
@@ -1074,7 +1074,7 @@ Used by HDef1_Think to track enemy location
*/
qboolean hdef1_trackenemy( gentity_t *self )
{
- vec3_t dirToTarget, angleToTarget, angularDiff, xNormal;
+ vec3_t dirToTarget, dttAdjusted, angleToTarget, angularDiff, xNormal;
vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
float temp, rotAngle;
float distanceToTarget = BG_FindRangeForBuildable( self->s.modelindex );
@@ -1119,15 +1119,13 @@ qboolean hdef1_trackenemy( gentity_t *self )
CrossProduct( self->s.origin2, refNormal, xNormal );
VectorNormalize( xNormal );
rotAngle = RAD2DEG( acos( DotProduct( self->s.origin2, refNormal ) ) );
- RotatePointAroundVector( dirToTarget, xNormal, dirToTarget, -rotAngle );
+ RotatePointAroundVector( dttAdjusted, xNormal, dirToTarget, rotAngle );
- vectoangles( dirToTarget, angleToTarget );
+ vectoangles( dttAdjusted, angleToTarget );
angularDiff[ PITCH ] = AngleSubtract( self->s.angles2[ PITCH ], angleToTarget[ PITCH ] );
angularDiff[ YAW ] = AngleSubtract( self->s.angles2[ YAW ], angleToTarget[ YAW ] );
- G_Printf( "%f\n", angularDiff[ PITCH ] );
-
//if not pointing at our target then move accordingly
if( angularDiff[ PITCH ] < -HDEF1_ACCURACYTOLERANCE )
self->s.angles2[ PITCH ] += HDEF1_ANGULARSPEED;
@@ -1154,9 +1152,9 @@ qboolean hdef1_trackenemy( gentity_t *self )
else
self->s.angles2[ YAW ] = angleToTarget[ YAW ];
- AngleVectors( self->s.angles2, dirToTarget, NULL, NULL );
- RotatePointAroundVector( self->turretAim, xNormal, dirToTarget, rotAngle );
- vectoangles( self->turretAim, self->turretAim );
+ AngleVectors( self->s.angles2, dttAdjusted, NULL, NULL );
+ RotatePointAroundVector( dirToTarget, xNormal, dttAdjusted, -rotAngle );
+ vectoangles( dirToTarget, self->turretAim );
//if pointing at our target return true
if( abs( angleToTarget[ YAW ] - self->s.angles2[ YAW ] ) <= HDEF1_ACCURACYTOLERANCE &&
@@ -1179,14 +1177,20 @@ Used by HDef1_Think to track enemy location
*/
qboolean hdef2_trackenemy( gentity_t *self )
{
- vec3_t dirToTarget, angleToTarget, angularDiff;
- float temp;
+ vec3_t dirToTarget, dttAdjusted, angleToTarget, angularDiff, xNormal;
+ vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
+ float temp, rotAngle;
VectorSubtract( self->enemy->s.pos.trBase, self->s.pos.trBase, dirToTarget );
VectorNormalize( dirToTarget );
- vectoangles( dirToTarget, angleToTarget );
+ CrossProduct( self->s.origin2, refNormal, xNormal );
+ VectorNormalize( xNormal );
+ rotAngle = RAD2DEG( acos( DotProduct( self->s.origin2, refNormal ) ) );
+ RotatePointAroundVector( dttAdjusted, xNormal, dirToTarget, rotAngle );
+
+ vectoangles( dttAdjusted, angleToTarget );
angularDiff[ PITCH ] = AngleSubtract( self->s.angles2[ PITCH ], angleToTarget[ PITCH ] );
angularDiff[ YAW ] = AngleSubtract( self->s.angles2[ YAW ], angleToTarget[ YAW ] );
@@ -1215,7 +1219,9 @@ qboolean hdef2_trackenemy( gentity_t *self )
else
self->s.angles2[ YAW ] = angleToTarget[ YAW ];
- VectorCopy( self->s.angles2, self->turretAim );
+ AngleVectors( self->s.angles2, dttAdjusted, NULL, NULL );
+ RotatePointAroundVector( dirToTarget, xNormal, dttAdjusted, -rotAngle );
+ vectoangles( dirToTarget, self->turretAim );
//if pointing at our target return true
if( abs( angleToTarget[ YAW ] - self->s.angles2[ YAW ] ) <= HDEF2_ACCURACYTOLERANCE &&