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/*
* Portions Copyright (C) 2000-2001 Tim Angus
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the OSML - Open Source Modification License v1.0 as
* described in the file COPYING which is distributed with this source
* code.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
#include "cg_local.h"
/*
===============
CG_DoorAnimation
===============
*/
static void CG_DoorAnimation( centity_t *cent, int *old, int *now, float *backLerp )
{
CG_RunLerpFrame( ¢->lerpFrame );
*old = cent->lerpFrame.oldFrame;
*now = cent->lerpFrame.frame;
*backLerp = cent->lerpFrame.backlerp;
}
/*
===============
CG_ModelDoor
===============
*/
void CG_ModelDoor( centity_t *cent )
{
refEntity_t ent;
entityState_t *es;
animation_t anim;
lerpFrame_t *lf = ¢->lerpFrame;
es = ¢->currentState;
if( !es->modelindex )
return;
//create the render entity
memset( &ent, 0, sizeof( ent ) );
VectorCopy( cent->lerpOrigin, ent.origin );
VectorCopy( cent->lerpOrigin, ent.oldorigin );
AnglesToAxis( cent->lerpAngles, ent.axis );
ent.renderfx = RF_NOSHADOW;
//add the door model
ent.skinNum = 0;
ent.hModel = cgs.gameModels[ es->modelindex ];
//scale the door
VectorScale( ent.axis[ 0 ], es->origin2[ 0 ], ent.axis[ 0 ] );
VectorScale( ent.axis[ 1 ], es->origin2[ 1 ], ent.axis[ 1 ] );
VectorScale( ent.axis[ 2 ], es->origin2[ 2 ], ent.axis[ 2 ] );
ent.nonNormalizedAxes = qtrue;
//setup animation
anim.firstFrame = es->powerups;
anim.numFrames = es->weapon;
anim.reversed = !es->legsAnim;
anim.flipflop = qfalse;
anim.loopFrames = 0;
anim.frameLerp = 1000 / es->torsoAnim;
anim.initialLerp = 1000 / es->torsoAnim;
//door changed state
if( es->legsAnim != cent->doorState )
{
lf->animationTime = lf->frameTime + anim.initialLerp;
cent->doorState = es->legsAnim;
}
lf->animation = &anim;
//run animation
CG_DoorAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );
trap_R_AddRefEntityToScene( &ent );
}
/*
===============
CG_AMOAnimation
===============
*/
static void CG_AMOAnimation( centity_t *cent, int *old, int *now, float *backLerp )
{
if( !( cent->currentState.eFlags & EF_MOVER_STOP ) )
{
int delta = cg.time - cent->miscTime;
//hack to prevent "pausing" mucking up the lerping
if( delta > 900 )
{
cent->lerpFrame.oldFrameTime += delta;
cent->lerpFrame.frameTime += delta;
}
CG_RunLerpFrame( ¢->lerpFrame );
cent->miscTime = cg.time;
}
*old = cent->lerpFrame.oldFrame;
*now = cent->lerpFrame.frame;
*backLerp = cent->lerpFrame.backlerp;
}
/*
==================
CG_animMapObj
==================
*/
void CG_AnimMapObj( centity_t *cent )
{
refEntity_t ent;
entityState_t *es;
float scale;
animation_t anim;
es = ¢->currentState;
// if set to invisible, skip
if( !es->modelindex || ( es->eFlags & EF_NODRAW ) )
return;
memset( &ent, 0, sizeof( ent ) );
VectorCopy( es->angles, cent->lerpAngles );
AnglesToAxis( cent->lerpAngles, ent.axis );
ent.hModel = cgs.gameModels[ es->modelindex ];
VectorCopy( cent->lerpOrigin, ent.origin);
VectorCopy( cent->lerpOrigin, ent.oldorigin);
ent.nonNormalizedAxes = qfalse;
//scale the model
if( es->angles2[ 0 ] )
{
scale = es->angles2[ 0 ];
VectorScale( ent.axis[ 0 ], scale, ent.axis[ 0 ] );
VectorScale( ent.axis[ 1 ], scale, ent.axis[ 1 ] );
VectorScale( ent.axis[ 2 ], scale, ent.axis[ 2 ] );
ent.nonNormalizedAxes = qtrue;
}
//setup animation
anim.firstFrame = es->powerups;
anim.numFrames = es->weapon;
anim.reversed = qfalse;
anim.flipflop = qfalse;
// if numFrames is negative the animation is reversed
if( anim.numFrames < 0 )
{
anim.numFrames = -anim.numFrames;
anim.reversed = qtrue;
}
anim.loopFrames = es->torsoAnim;
if( !es->legsAnim )
{
anim.frameLerp = 1000;
anim.initialLerp = 1000;
}
else
{
anim.frameLerp = 1000 / es->legsAnim;
anim.initialLerp = 1000 / es->legsAnim;
}
cent->lerpFrame.animation = &anim;
//run animation
CG_AMOAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );
// add to refresh list
trap_R_AddRefEntityToScene(&ent);
}
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