void CG_CameraParse( void ) { const char *o; int int_data; vec3_t vector_data, vector2_data; float float_data, float2_data; vec4_t color, color2; int CGroup[16]; o = CG_ConfigString( CS_CAMERA ); if(strncmp("enable", o, 6) == 0) { CGCam_Enable(); } else if(strncmp("move", o, 4) == 0) { sscanf(o, "%*s %f %f %f %f", &vector_data[0], &vector_data[1], &vector_data[2], &float_data); CGCam_Move(vector_data, float_data); } else if(strncmp("pan", o, 3) == 0) { sscanf(o, "%*s %f %f %f %f %f %f %f", &vector_data[0], &vector_data[1], &vector_data[2], &vector2_data[0], &vector2_data[1], &vector2_data[2], &float_data); CGCam_Pan(vector_data, vector2_data, float_data); } else if(strncmp("fade", o, 4) == 0) { sscanf(o, "%*s %f %f %f %f %f %f %f %f %f", &color[0], &color[1], &color[2], &color[3], &color2[0], &color2[1], &color2[2], &color2[3], &float_data); CGCam_Fade(color, color2, float_data); } else if(strncmp("zoom", o, 4) == 0) { sscanf(o, "%*s %f %f", &float_data, &float2_data); CGCam_Zoom(float_data, float2_data); } else if(strncmp("disable", o, 7) == 0) { CGCam_Disable(); } else if(strncmp("shake", o, 5) == 0) { sscanf(o, "%*s %f %i", &float_data, &int_data); CGCam_Shake(float_data, int_data); } else if(strncmp("follow", o, 6) == 0) { sscanf(o, "%*s %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %i %f %f", &CGroup[0], &CGroup[1], &CGroup[2], &CGroup[3], &CGroup[4], &CGroup[5], &CGroup[6], &CGroup[7], &CGroup[8], &CGroup[9], &CGroup[10], &CGroup[11], &CGroup[12], &CGroup[13], &CGroup[14], &CGroup[15], &float_data, &float2_data); CGCam_Follow(CGroup, float_data, float2_data); } else { CG_Printf("Bad CS_CAMERA configstring in CG_CameraParse().\n"); } }
void SandCreature_MoveEffect( void ) { vec3_t up = {0,0,1}; vec3_t org = {NPC->currentOrigin[0], NPC->currentOrigin[1], NPC->absmin[2]+2}; float playerDist = Distance( player->currentOrigin, NPC->currentOrigin ); if ( playerDist < 256 ) { CGCam_Shake( 0.75f*playerDist/256.0f, 250 ); } if ( level.time-NPC->client->ps.lastStationary > 2000 ) {//first time moving for at least 2 seconds //clear speakingtime TIMER_Set( NPC, "speaking", -level.time ); } if ( TIMER_Done( NPC, "breaching" ) && TIMER_Done( NPC, "breachDebounce" ) && TIMER_Done( NPC, "pain" ) && TIMER_Done( NPC, "attacking" ) && !Q_irand( 0, 10 ) ) {//Breach! //FIXME: only do this while moving forward? trace_t trace; //make him solid here so he can be hit/gets blocked on stuff. Check clear first. gi.trace( &trace, NPC->currentOrigin, NPC->mins, NPC->maxs, NPC->currentOrigin, NPC->s.number, MASK_NPCSOLID, (EG2_Collision)0, 0 ); if ( !trace.allsolid && !trace.startsolid ) { NPC->clipmask = MASK_NPCSOLID;//turn solid for a little bit NPC->contents = CONTENTS_BODY; //NPC->takedamage = qtrue;//can be shot? //FIXME: Breach sound? //FIXME: Breach effect? NPC_SetAnim( NPC, SETANIM_LEGS, BOTH_WALK2, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART ); TIMER_Set( NPC, "breaching", NPC->client->ps.legsAnimTimer ); TIMER_Set( NPC, "breachDebounce", NPC->client->ps.legsAnimTimer+Q_irand( 0, 10000 ) ); } } if ( !TIMER_Done( NPC, "breaching" ) ) {//different effect when breaching //FIXME: make effect G_PlayEffect( G_EffectIndex( "env/sand_move_breach" ), org, up ); } else { G_PlayEffect( G_EffectIndex( "env/sand_move" ), org, up ); } NPC->s.loopSound = G_SoundIndex( "sound/chars/sand_creature/slither.wav" ); }
void NPC_SandCreature_Pain( gentity_t *self, gentity_t *inflictor, gentity_t *other, const vec3_t point, int damage, int mod,int hitLoc ) { if ( TIMER_Done( self, "pain" ) ) { //FIXME: effect and sound //FIXME: shootable during this anim? NPC_SetAnim( self, SETANIM_LEGS, Q_irand(BOTH_ATTACK1,BOTH_ATTACK2), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART ); G_AddEvent( self, EV_PAIN, Q_irand( 0, 100 ) ); TIMER_Set( self, "pain", self->client->ps.legsAnimTimer + Q_irand( 500, 2000 ) ); float playerDist = Distance( player->currentOrigin, self->currentOrigin ); if ( playerDist < 256 ) { CGCam_Shake( 1.0f*playerDist/128.0f, self->client->ps.legsAnimTimer ); } } self->enemy = self->NPC->goalEntity = NULL; }
void CG_ExplosionEffects( vec3_t origin, float intensity, int radius, int time ) { //FIXME: When exactly is the vieworg calculated in relation to the rest of the frame?s vec3_t dir; float dist, intensityScale; float realIntensity; VectorSubtract( cg.refdef.vieworg, origin, dir ); dist = VectorNormalize( dir ); //Use the dir to add kick to the explosion if ( dist > radius ) return; intensityScale = 1 - ( dist / (float) radius ); realIntensity = intensity * intensityScale; CGCam_Shake( realIntensity, time ); }
static void Howler_Howl( void ) { gentity_t *radiusEnts[ 128 ]; int numEnts; const float radius = (NPC->spawnflags&1)?256:128; const float halfRadSquared = ((radius/2)*(radius/2)); const float radiusSquared = (radius*radius); float distSq; int i; vec3_t boltOrg; AddSoundEvent( NPC, NPC->currentOrigin, 512, AEL_DANGER, qfalse, qtrue ); numEnts = NPC_GetEntsNearBolt( radiusEnts, radius, NPC->handLBolt, boltOrg ); for ( i = 0; i < numEnts; i++ ) { if ( !radiusEnts[i]->inuse ) { continue; } if ( radiusEnts[i] == NPC ) {//Skip the rancor ent continue; } if ( radiusEnts[i]->client == NULL ) {//must be a client continue; } if ( radiusEnts[i]->client->NPC_class == CLASS_HOWLER ) {//other howlers immune continue; } distSq = DistanceSquared( radiusEnts[i]->currentOrigin, boltOrg ); if ( distSq <= radiusSquared ) { if ( distSq < halfRadSquared ) {//close enough to do damage, too if ( Q_irand( 0, g_spskill->integer ) ) {//does no damage on easy, does 1 point every other frame on medium, more often on hard G_Damage( radiusEnts[i], NPC, NPC, vec3_origin, NPC->currentOrigin, 1, DAMAGE_NO_KNOCKBACK, MOD_IMPACT ); } } if ( radiusEnts[i]->health > 0 && radiusEnts[i]->client && radiusEnts[i]->client->NPC_class != CLASS_RANCOR && radiusEnts[i]->client->NPC_class != CLASS_ATST && !PM_InKnockDown( &radiusEnts[i]->client->ps ) ) { if ( PM_HasAnimation( radiusEnts[i], BOTH_SONICPAIN_START ) ) { if ( radiusEnts[i]->client->ps.torsoAnim != BOTH_SONICPAIN_START && radiusEnts[i]->client->ps.torsoAnim != BOTH_SONICPAIN_HOLD ) { NPC_SetAnim( radiusEnts[i], SETANIM_LEGS, BOTH_SONICPAIN_START, SETANIM_FLAG_NORMAL ); NPC_SetAnim( radiusEnts[i], SETANIM_TORSO, BOTH_SONICPAIN_START, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); radiusEnts[i]->client->ps.torsoAnimTimer += 100; radiusEnts[i]->client->ps.weaponTime = radiusEnts[i]->client->ps.torsoAnimTimer; } else if ( radiusEnts[i]->client->ps.torsoAnimTimer <= 100 ) {//at the end of the sonic pain start or hold anim NPC_SetAnim( radiusEnts[i], SETANIM_LEGS, BOTH_SONICPAIN_HOLD, SETANIM_FLAG_NORMAL ); NPC_SetAnim( radiusEnts[i], SETANIM_TORSO, BOTH_SONICPAIN_HOLD, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD ); radiusEnts[i]->client->ps.torsoAnimTimer += 100; radiusEnts[i]->client->ps.weaponTime = radiusEnts[i]->client->ps.torsoAnimTimer; } } /* else if ( distSq < halfRadSquared && radiusEnts[i]->client->ps.groundEntityNum != ENTITYNUM_NONE && !Q_irand( 0, 10 ) )//FIXME: base on skill {//within range G_Knockdown( radiusEnts[i], NPC, vec3_origin, 500, qfalse ); } */ } } } float playerDist = NPC_EntRangeFromBolt( player, NPC->genericBolt1 ); if ( playerDist < 256.0f ) { CGCam_Shake( 1.0f*playerDist/128.0f, 200 ); } }
void SandCreature_Attack( qboolean miss ) { //FIXME: make it able to grab a thermal detonator, take it down, // then have it explode inside them, killing them // (or, do damage, making them stick half out of the ground and // screech for a bit, giving you a chance to run for it!) //FIXME: effect and sound //FIXME: shootable during this anim? if ( !NPC->enemy->client ) { NPC_SetAnim( NPC, SETANIM_LEGS, BOTH_ATTACK1, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART ); } else { NPC_SetAnim( NPC, SETANIM_LEGS, Q_irand( BOTH_ATTACK1, BOTH_ATTACK2 ), SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD|SETANIM_FLAG_RESTART ); } //don't do anything else while in this anim TIMER_Set( NPC, "attacking", NPC->client->ps.legsAnimTimer ); float playerDist = Distance( player->currentOrigin, NPC->currentOrigin ); if ( playerDist < 256 ) { //FIXME: tone this down CGCam_Shake( 0.75f*playerDist/128.0f, NPC->client->ps.legsAnimTimer ); } if ( miss ) {//purposely missed him, chance of knocking him down //FIXME: if, during the attack anim, I do end up catching him close to my mouth, then snatch him anyway... if ( NPC->enemy && NPC->enemy->client ) { vec3_t dir2Enemy; VectorSubtract( NPC->enemy->currentOrigin, NPC->currentOrigin, dir2Enemy ); if ( dir2Enemy[2] < 30 ) { dir2Enemy[2] = 30; } if ( g_spskill->integer > 0 ) { float enemyDist = VectorNormalize( dir2Enemy ); //FIXME: tone this down, smaller radius if ( enemyDist < 200 && NPC->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE ) { float throwStr = ((200-enemyDist)*0.4f)+20; if ( throwStr > 45 ) { throwStr = 45; } G_Throw( NPC->enemy, dir2Enemy, throwStr ); if ( g_spskill->integer > 1 ) {//knock them down, too if ( NPC->enemy->health > 0 && Q_flrand( 50, 150 ) > enemyDist ) {//knock them down G_Knockdown( NPC->enemy, NPC, dir2Enemy, 300, qtrue ); if ( NPC->enemy->s.number < MAX_CLIENTS ) {//make the player look up at me vec3_t vAng; vectoangles( dir2Enemy, vAng ); VectorSet( vAng, AngleNormalize180(vAng[PITCH])*-1, NPC->enemy->client->ps.viewangles[YAW], 0 ); SetClientViewAngle( NPC->enemy, vAng ); } } } } } } } else { NPC->enemy->activator = NPC; // kind of dumb, but when we are locked to the Rancor, we are owned by it. NPC->activator = NPC->enemy;//remember him //this guy isn't going anywhere anymore NPC->enemy->contents = 0; NPC->enemy->clipmask = 0; if ( NPC->activator->client ) { NPC->activator->client->ps.SaberDeactivate(); NPC->activator->client->ps.eFlags |= EF_HELD_BY_SAND_CREATURE; if ( NPC->activator->health > 0 && NPC->activator->client ) { G_AddEvent( NPC->activator, Q_irand(EV_DEATH1, EV_DEATH3), 0 ); NPC_SetAnim( NPC->activator, SETANIM_LEGS, BOTH_SWIM_IDLE1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); NPC_SetAnim( NPC->activator, SETANIM_TORSO, BOTH_FALLDEATH1, SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ); TossClientItems( NPC ); if ( NPC->activator->NPC ) {//no more thinking for you NPC->activator->NPC->nextBStateThink = Q3_INFINITE; } } /* if ( !NPC->activator->s.number ) { cg.overrides.active |= (CG_OVERRIDE_3RD_PERSON_CDP|CG_OVERRIDE_3RD_PERSON_RNG); cg.overrides.thirdPersonCameraDamp = 0; cg.overrides.thirdPersonRange = 120; } */ } else { NPC->activator->s.eFlags |= EF_HELD_BY_SAND_CREATURE; } } }
// Used for both the view weapon (ps is valid) and the world modelother character models (ps is NULL) // The main player will have this called for BOTH cases, so effects like light and sound should only be done on the // world model case. void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent, int team, vector3 *newAngles, qboolean thirdPerson ) { refEntity_t gun, barrel, flash; vector3 angles; weapon_t weaponNum; weaponInfo_t *weapon; centity_t *nonPredictedCent; if ( !thirdPerson && cg_fakeGun.integer ) { weaponNum = (weapon_t)cg_fakeGun.integer; } else { weaponNum = (weapon_t)cent->currentState.weapon; } if ( weaponNum == WP_EMPLACED_GUN ) return; // spectator mode, don't draw it... if ( cg.predictedPlayerState.pm_type == PM_SPECTATOR && cent->currentState.number == cg.predictedPlayerState.clientNum ) { return; } CG_RegisterWeapon( weaponNum ); weapon = &cg_weapons[weaponNum]; memset( &gun, 0, sizeof(gun) ); // only do this if we are in first person, since world weapons are now handled on the server by Ghoul2 if ( !thirdPerson ) { // add the weapon VectorCopy( &parent->lightingOrigin, &gun.lightingOrigin ); gun.shadowPlane = parent->shadowPlane; gun.renderfx = parent->renderfx; // this player, in first person view if ( ps ) gun.hModel = weapon->viewModel; else gun.hModel = weapon->weaponModel; if ( !gun.hModel ) return; if ( !ps ) { // add weapon ready sound if ( (cent->currentState.eFlags & EF_FIRING) && weapon->firingSound ) { trap->S_AddLoopingSound( cent->currentState.number, ¢->lerpOrigin, &vec3_origin, weapon->firingSound ); } else if ( weapon->readySound ) { trap->S_AddLoopingSound( cent->currentState.number, ¢->lerpOrigin, &vec3_origin, weapon->readySound ); } } CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon" ); if ( !CG_IsMindTricked( cent->currentState.trickedEntIndex, cg.snap->ps.clientNum ) ) { // don't draw the weapon if the player is invisible CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups ); } if ( weaponNum == WP_STUN_BATON ) { int i; for ( i = 0; i < 3; i++ ) { memset( &barrel, 0, sizeof(barrel) ); VectorCopy( &parent->lightingOrigin, &barrel.lightingOrigin ); barrel.shadowPlane = parent->shadowPlane; barrel.renderfx = parent->renderfx; if ( i == 0 ) { barrel.hModel = trap->R_RegisterModel( "models/weapons2/stun_baton/baton_barrel.md3" ); } else if ( i == 1 ) { barrel.hModel = trap->R_RegisterModel( "models/weapons2/stun_baton/baton_barrel2.md3" ); } else { barrel.hModel = trap->R_RegisterModel( "models/weapons2/stun_baton/baton_barrel3.md3" ); } angles.yaw = 0; angles.pitch = 0; angles.roll = 0; AnglesToAxis( &angles, barrel.axis ); if ( i == 0 ) { CG_PositionRotatedEntityOnTag( &barrel, parent, weapon->handsModel, "tag_barrel" ); } else if ( i == 1 ) { CG_PositionRotatedEntityOnTag( &barrel, parent, weapon->handsModel, "tag_barrel2" ); } else { CG_PositionRotatedEntityOnTag( &barrel, parent, weapon->handsModel, "tag_barrel3" ); } CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups ); } } else { // add the spinning barrel if ( weapon->barrelModel ) { memset( &barrel, 0, sizeof(barrel) ); VectorCopy( &parent->lightingOrigin, &barrel.lightingOrigin ); barrel.shadowPlane = parent->shadowPlane; barrel.renderfx = parent->renderfx; barrel.hModel = weapon->barrelModel; angles.yaw = 0; angles.pitch = 0; angles.roll = 0; AnglesToAxis( &angles, barrel.axis ); CG_PositionRotatedEntityOnTag( &barrel, parent, weapon->handsModel, "tag_barrel" ); CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups ); } } } memset( &flash, 0, sizeof(flash) ); CG_PositionEntityOnTag( &flash, &gun, gun.hModel, "tag_flash" ); VectorCopy( &flash.origin, &cg.lastFPFlashPoint ); // Do special charge bits // Make the guns do their charging visual in True View. if ( (ps || cg.renderingThirdPerson || cg.predictedPlayerState.clientNum != cent->currentState.number || cg_trueGuns.integer) && ((cent->currentState.modelindex2 == WEAPON_CHARGING_ALT && weaponNum == WP_BRYAR_PISTOL) || (cent->currentState.modelindex2 == WEAPON_CHARGING_ALT && weaponNum == WP_BRYAR_OLD) || (weaponNum == WP_BOWCASTER && cent->currentState.modelindex2 == WEAPON_CHARGING) || (weaponNum == WP_DEMP2 && cent->currentState.modelindex2 == WEAPON_CHARGING_ALT)) ) { int shader = 0; float val = 0.0f; float scale = 1.0f; addspriteArgStruct_t fxSArgs; vector3 flashorigin, flashdir; if ( !thirdPerson ) { VectorCopy( &flash.origin, &flashorigin ); VectorCopy( &flash.axis[0], &flashdir ); } else { mdxaBone_t boltMatrix; // it's quite possible that we may have have no weapon model and be in a valid state, so return here if this is the case if ( !trap->G2API_HasGhoul2ModelOnIndex( &(cent->ghoul2), 1 ) ) return; // Couldn't find bolt point. if ( !trap->G2API_GetBoltMatrix( cent->ghoul2, 1, 0, &boltMatrix, newAngles, ¢->lerpOrigin, cg.time, cgs.gameModels, ¢->modelScale ) ) { return; } BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, &flashorigin ); BG_GiveMeVectorFromMatrix( &boltMatrix, POSITIVE_X, &flashdir ); } if ( weaponNum == WP_BRYAR_PISTOL || weaponNum == WP_BRYAR_OLD ) { // Hardcoded max charge time of 1 second val = (cg.time - cent->currentState.constantLight) * 0.001f; shader = media.gfx.world.bryarFrontFlash; } else if ( weaponNum == WP_BOWCASTER ) { // Hardcoded max charge time of 1 second val = (cg.time - cent->currentState.constantLight) * 0.001f; shader = media.gfx.world.greenFrontFlash; } else if ( weaponNum == WP_DEMP2 ) { val = (cg.time - cent->currentState.constantLight) * 0.001f; shader = media.gfx.world.lightningFlash; scale = 1.75f; } if ( val < 0.0f ) val = 0.0f; else if ( val > 1.0f ) { val = 1.0f; if ( ps && cent->currentState.number == ps->clientNum ) CGCam_Shake( 0.2f, 100 ); } else if ( ps && cent->currentState.number == ps->clientNum ) CGCam_Shake( val * val * 0.6f, 100 ); val += random() * 0.5f; VectorCopy( &flashorigin, &fxSArgs.origin ); VectorClear( &fxSArgs.vel ); VectorClear( &fxSArgs.accel ); fxSArgs.scale = 3.0f*val*scale; fxSArgs.dscale = 0.0f; fxSArgs.sAlpha = 0.7f; fxSArgs.eAlpha = 0.7f; fxSArgs.rotation = random() * 360; fxSArgs.bounce = 0.0f; fxSArgs.life = 1.0f; fxSArgs.shader = shader; fxSArgs.flags = 0x08000000; trap->FX_AddSprite( &fxSArgs ); } // make sure we aren't looking at cg.predictedPlayerEntity for LG nonPredictedCent = &cg_entities[cent->currentState.clientNum]; // if the index of the nonPredictedCent is not the same as the clientNum then this is a fake player (like on the // single player podiums), so go ahead and use the cent if ( nonPredictedCent - cg_entities != cent->currentState.clientNum ) nonPredictedCent = cent; // add the flash if ( weaponNum != WP_DEMP2 || (nonPredictedCent->currentState.eFlags & EF_FIRING) ) { // impulse flash if ( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME ) return; } if ( ps || cg.renderingThirdPerson || cg_trueGuns.integer || cent->currentState.number != cg.predictedPlayerState.clientNum ) { // Make sure we don't do the thirdperson model effects for the local player if we're in first person vector3 flashorigin, flashdir; refEntity_t tpflash; memset( &tpflash, 0, sizeof(tpflash) ); if ( !thirdPerson ) { CG_PositionEntityOnTag( &tpflash, &gun, gun.hModel, "tag_flash" ); VectorCopy( &tpflash.origin, &flashorigin ); VectorCopy( &tpflash.axis[0], &flashdir ); } else { mdxaBone_t boltMatrix; // it's quite possible that we may have have no weapon model and be in a valid state, so return here if this is the case if ( !trap->G2API_HasGhoul2ModelOnIndex( &(cent->ghoul2), 1 ) ) return; // Couldn't find bolt point. if ( !trap->G2API_GetBoltMatrix( cent->ghoul2, 1, 0, &boltMatrix, newAngles, ¢->lerpOrigin, cg.time, cgs.gameModels, ¢->modelScale ) ) return; BG_GiveMeVectorFromMatrix( &boltMatrix, ORIGIN, &flashorigin ); BG_GiveMeVectorFromMatrix( &boltMatrix, POSITIVE_X, &flashdir ); } if ( cg.time - cent->muzzleFlashTime <= MUZZLE_FLASH_TIME + 10 ) { // Handle muzzle flashes if ( cent->currentState.eFlags & EF_ALT_FIRING ) { // Check the alt firing first. if ( weapon->altMuzzleEffect ) { if ( !thirdPerson ) trap->FX_PlayEntityEffectID( weapon->altMuzzleEffect, &flashorigin, tpflash.axis, -1, -1, -1, -1 ); else trap->FX_PlayEffectID( weapon->altMuzzleEffect, &flashorigin, &flashdir, -1, -1, qfalse ); } } else { // Regular firing if ( weapon->muzzleEffect ) { if ( !thirdPerson ) trap->FX_PlayEntityEffectID( weapon->muzzleEffect, &flashorigin, tpflash.axis, -1, -1, -1, -1 ); else trap->FX_PlayEffectID( weapon->muzzleEffect, &flashorigin, &flashdir, -1, -1, qfalse ); } } } if ( weapon->flashDlightColor.r || weapon->flashDlightColor.g || weapon->flashDlightColor.b ) { trap->R_AddLightToScene( &flashorigin, 300 + (rand() & 31), weapon->flashDlightColor.r, weapon->flashDlightColor.g, weapon->flashDlightColor.b ); } } }
// Caused by an EV_FIRE_WEAPON event void CG_FireWeapon( centity_t *cent, qboolean altFire ) { entityState_t *ent; int c; weaponInfo_t *weap; ent = ¢->currentState; if ( ent->weapon == WP_NONE ) return; if ( ent->weapon >= WP_NUM_WEAPONS ) { trap->Error( ERR_DROP, "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" ); return; } weap = &cg_weapons[ent->weapon]; // mark the entity as muzzle flashing, so when it is added it will append the flash to the weapon model cent->muzzleFlashTime = cg.time; if ( cg.predictedPlayerState.clientNum == cent->currentState.number ) { if ( (altFire && (ent->weapon == WP_BRYAR_PISTOL || ent->weapon == WP_BRYAR_OLD || ent->weapon == WP_DEMP2)) || (!altFire && ent->weapon == WP_BOWCASTER) ) { float val = (cg.time - cent->currentState.constantLight) * 0.001f; if ( val > 3 ) val = 3; if ( val < 0.2f ) val = 0.2f; val *= 2; CGCam_Shake( val, 250 ); } else if ( ent->weapon == WP_ROCKET_LAUNCHER || (ent->weapon == WP_REPEATER && altFire) || ent->weapon == WP_FLECHETTE || (ent->weapon == WP_CONCUSSION && !altFire) ) { if ( ent->weapon == WP_CONCUSSION ) { // gives an advantage to being in 3rd person, but would look silly otherwise if ( !cg.renderingThirdPerson ) { // kick the view back cg.kick_angles.pitch = flrand( -10, -15 ); cg.kick_time = cg.time; } } else if ( ent->weapon == WP_ROCKET_LAUNCHER ) CGCam_Shake( flrand( 2, 3 ), 350 ); else if ( ent->weapon == WP_REPEATER ) CGCam_Shake( flrand( 2, 3 ), 350 ); else if ( ent->weapon == WP_FLECHETTE ) { if ( altFire ) CGCam_Shake( flrand( 2, 3 ), 350 ); else CGCam_Shake( 1.5f, 250 ); } } } // play quad sound if needed if ( cent->currentState.powerups & (1 << PW_QUAD) ) { // trap->S_StartSound( NULL, cent->currentState.number, CHAN_ITEM, media.snd.quad ); } // play a sound if ( altFire ) { // play a sound for ( c = 0; c<4; c++ ) { if ( !weap->altFlashSound[c] ) break; } if ( c > 0 ) { c = rand() % c; if ( weap->altFlashSound[c] ) trap->S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->altFlashSound[c] ); } } else { // play a sound for ( c = 0; c<4; c++ ) { if ( !weap->flashSound[c] ) break; } if ( c > 0 ) { c = rand() % c; if ( weap->flashSound[c] ) trap->S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->flashSound[c] ); } } }