Example #1
0
/*
==============
CG_AddViewWeapon

Add the weapon, and flash for the player's view
==============
*/
void CG_AddViewWeapon( playerState_t *ps )
{
  refEntity_t   hand;
  centity_t     *cent;
  clientInfo_t  *ci;
  float         fovOffset;
  vec3_t        angles;
  weaponInfo_t  *wi;
  weapon_t      weapon = ps->weapon;
  weaponMode_t  weaponMode = ps->generic1;

  if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES )
    weaponMode = WPM_PRIMARY;

  CG_RegisterWeapon( weapon );
  wi = &cg_weapons[ weapon ];
  cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];

  if( ( ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) ||
      ( ps->stats[ STAT_STATE ] & SS_INFESTING ) ||
      ( ps->stats[ STAT_STATE ] & SS_HOVELING ) )
    return;

  //TA: no weapon carried - can't draw it
  if( weapon == WP_NONE )
    return;

  if( ps->pm_type == PM_INTERMISSION )
    return;

  //TA: draw a prospective buildable infront of the player
  if( ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE )
    CG_GhostBuildable( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT );

  if( weapon == WP_LUCIFER_CANNON && ps->stats[ STAT_MISC ] > 0 )
  {
    if( ps->stats[ STAT_MISC ] > ( LCANNON_TOTAL_CHARGE - ( LCANNON_TOTAL_CHARGE / 3 ) ) )
      trap_S_AddLoopingSound( ps->clientNum, ps->origin, vec3_origin, cgs.media.lCannonWarningSound );
  }

  // no gun if in third person view
  if( cg.renderingThirdPerson )
    return;

  // allow the gun to be completely removed
  if( !cg_drawGun.integer )
  {
    vec3_t origin;

    VectorCopy( cg.refdef.vieworg, origin );
    VectorMA( origin, -8, cg.refdef.viewaxis[ 2 ], origin );

    if( cent->muzzlePS )
      CG_SetAttachmentPoint( &cent->muzzlePS->attachment, origin );

    //check for particle systems
    if( wi->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger )
    {
      cent->muzzlePS = CG_SpawnNewParticleSystem( wi->wim[ weaponMode ].muzzleParticleSystem );

      if( CG_IsParticleSystemValid( &cent->muzzlePS ) )
      {
        CG_SetAttachmentPoint( &cent->muzzlePS->attachment, origin );
        CG_SetAttachmentCent( &cent->muzzlePS->attachment, cent );
        CG_AttachToPoint( &cent->muzzlePS->attachment );
      }
      cent->muzzlePsTrigger = qfalse;
    }

    return;
  }

  // don't draw if testing a gun model
  if( cg.testGun )
    return;

  // drop gun lower at higher fov
  //if ( cg_fov.integer > 90 ) {
  //TA: the client side variable isn't used ( shouldn't iD have done this anyway? )
  if( cg.refdef.fov_y > 90 )
    fovOffset = -0.4 * ( cg.refdef.fov_y - 90 );
  else
    fovOffset = 0;

  memset( &hand, 0, sizeof( hand ) );

  // set up gun position
  CG_CalculateWeaponPosition( hand.origin, angles );

  VectorMA( hand.origin, cg_gun_x.value, cg.refdef.viewaxis[ 0 ], hand.origin );
  VectorMA( hand.origin, cg_gun_y.value, cg.refdef.viewaxis[ 1 ], hand.origin );
  VectorMA( hand.origin, ( cg_gun_z.value + fovOffset ), cg.refdef.viewaxis[ 2 ], hand.origin );

  if( weapon == WP_LUCIFER_CANNON && ps->stats[ STAT_MISC ] > 0 )
  {
    float fraction = (float)ps->stats[ STAT_MISC ] / (float)LCANNON_TOTAL_CHARGE;

    VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 0 ], hand.origin );
    VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 1 ], hand.origin );
  }

  AnglesToAxis( angles, hand.axis );

  // map torso animations to weapon animations
  if( cg_gun_frame.integer )
  {
    // development tool
    hand.frame = hand.oldframe = cg_gun_frame.integer;
    hand.backlerp = 0;
  }
  else
  {
    // get clientinfo for animation map
    ci = &cgs.clientinfo[ cent->currentState.clientNum ];
    hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame );
    hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame );
    hand.backlerp = cent->pe.torso.backlerp;
  }

  hand.hModel = wi->handsModel;
  hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT;

  // add everything onto the hand
  CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity );
}
Example #2
0
// Add the weapon, and flash for the player's view
void CG_AddViewWeapon( playerState_t *ps ) {
	// no gun if in third person view or a camera is active
	if ( ps->persistant[PERS_TEAM] == TEAM_SPECTATOR || ps->pm_type == PM_INTERMISSION || cg.renderingThirdPerson ) {
		return;
	}

	const int weap = cg_fakeGun.integer ? cg_fakeGun.integer : ps->weapon;
	float desiredFov = 0.0f;
	if ( !cg.renderingThirdPerson
		&& (cg_trueGuns.integer || weap == WP_SABER || weap == WP_MELEE)
		&& cg_trueFOV.value
		&& cg.predictedPlayerState.pm_type != PM_SPECTATOR
		&& cg.predictedPlayerState.pm_type != PM_INTERMISSION )
	{
		desiredFov = cg_fovViewmodel.integer ? cg_fovViewmodel.value : cg_trueFOV.value;
	}
	else {
		desiredFov = cg_fovViewmodel.integer ? cg_fovViewmodel.value : cg_fov.value;
	}

	desiredFov = Q_clampi( 1, desiredFov, 180 );

	// allow the gun to be completely removed
	if ( !cg_fakeGun.integer && (!cg_drawGun.integer || cg.predictedPlayerState.zoomMode || cg_trueGuns.integer
		|| weap == WP_SABER || weap == WP_MELEE) ) {
		return;
	}

	// don't draw if testing a gun model
	if ( cg.testGun ) {
		return;
	}

	centity_t *cent = &cg_entities[cg.predictedPlayerState.clientNum];
	CG_RegisterWeapon( weap );

	refEntity_t hand;
	memset( &hand, 0, sizeof(hand) );

	// set up gun position
	vector3 angles;
	CG_CalculateWeaponPosition( &hand.origin, &angles );

	refdef_t *refdef = CG_GetRefdef();
	VectorMA( &hand.origin, cg.gunAlign.x, &refdef->viewaxis[0], &hand.origin );
	VectorMA( &hand.origin, cg.gunAlign.y, &refdef->viewaxis[1], &hand.origin );
	VectorMA( &hand.origin, cg.gunAlign.z, &refdef->viewaxis[2], &hand.origin );

	AnglesToAxis( &angles, hand.axis );

	if ( cg_fovViewmodel.integer ) {
		float fracDistFOV, fracWeapFOV;
		float fov = desiredFov;
		if ( cg_fovAspectAdjust.integer ) {
			// Based on LordHavoc's code for Darkplaces
			// http://www.quakeworld.nu/forum/topic/53/what-does-your-qw-look-like/page/30
			const float baseAspect = 0.75f; // 3/4
			const float aspect = (float)cgs.glconfig.vidWidth / (float)cgs.glconfig.vidHeight;

			fov = atanf( tanf( desiredFov*M_PI / 360.0f ) * baseAspect*aspect )*360.0f / M_PI;
		}
		fracDistFOV = tanf( refdef->fov_x * M_PI / 360.0f );
		fracWeapFOV = (1.0f / fracDistFOV) * tanf( fov * M_PI / 360.0f );
		VectorScale( &hand.axis[0], fracWeapFOV, &hand.axis[0] );
	}

	// map torso animations to weapon animations
	if ( cg_debugGunFrame.integer ) {
		// development tool
		hand.frame = hand.oldframe = cg_debugGunFrame.integer;
		hand.backlerp = 0;
	}
	else {
		float currentFrame;

		// get clientinfo for animation map
		clientInfo_t *ci = nullptr;
		if ( cent->currentState.eType == ET_NPC ) {
			if ( !cent->npcClient ) {
				return;
			}
			ci = cent->npcClient;
		}
		else {
			ci = &cgs.clientinfo[cent->currentState.clientNum];
		}

		// smoother first-person anims by eezstreet http://jkhub.org/topic/1499-/
		//		actually ported from SP
#if 1
		// Sil's fix
		trap->G2API_GetBoneFrame( cent->ghoul2, "lower_lumbar", cg.time, &currentFrame, cgs.gameModels, 0 );
		hand.frame = CG_MapTorsoToWeaponFrame( ci, ceilf( currentFrame ), cent->currentState.torsoAnim );
		hand.oldframe = CG_MapTorsoToWeaponFrame( ci, floorf( currentFrame ), cent->currentState.torsoAnim );
		hand.backlerp = 1.0f - (currentFrame - floorf( currentFrame ));
#else
		// basejka style
		hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame, cent->currentState.torsoAnim );
		hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame, cent->currentState.torsoAnim );
		hand.backlerp = cent->pe.torso.backlerp;
#endif

		// Handle the fringe situation where oldframe is invalid
		if ( hand.frame == -1 ) {
			hand.frame = 0;
			hand.oldframe = 0;
			hand.backlerp = 0;
		}
		else if ( hand.oldframe == -1 ) {
			hand.oldframe = hand.frame;
			hand.backlerp = 0;
		}
	}

	weaponInfo_t *wi = &cg_weapons[weap];
	hand.hModel = wi->handsModel;
	hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON;

	// add everything onto the hand
	CG_AddPlayerWeapon( &hand, ps, &cg_entities[cg.predictedPlayerState.clientNum], ps->persistant[PERS_TEAM], &angles, qfalse );
}
Example #3
0
void CG_AddViewWeapon( playerState_t *ps )
{
  refEntity_t   hand;
  centity_t     *cent;
  clientInfo_t  *ci;
  float         fovOffset;
  vec3_t        angles;
  weaponInfo_t  *wi;
  weapon_t      weapon = ps->weapon;
  weaponMode_t  weaponMode = ps->generic1;
  vec3_t cuboidSize;

  // no weapon carried - can't draw it
  if( weapon == WP_NONE )
    return;

  if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES )
    weaponMode = WPM_PRIMARY;

  wi = &cg_weapons[ weapon ];
  if( !wi->registered )
  {
    Com_Printf( S_COLOR_YELLOW "WARNING: CG_AddViewWeapon: weapon %d (%s) "
        "is not registered\n", weapon, BG_Weapon( weapon )->name );
    return;
  }
  cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];

  if( ps->persistant[PERS_SPECSTATE] != SPECTATOR_NOT )
    return;

  if( ps->pm_type == PM_INTERMISSION )
    return;

  // draw a prospective buildable infront of the player
  if( ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE )
   CG_GhostBuildable( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT, cg.cuboidSelection );

  // no gun if in third person view
  if( cg.renderingThirdPerson )
    return;

  // allow the gun to be completely removed
  if( !cg_drawGun.integer )
  {
    vec3_t origin;

    VectorCopy( cg.refdef.vieworg, origin );
    VectorMA( origin, -8, cg.refdef.viewaxis[ 2 ], origin );

    if( cent->muzzlePS )
      CG_SetAttachmentPoint( &cent->muzzlePS->attachment, origin );

    //check for particle systems
    if( wi->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger )
    {
      cent->muzzlePS = CG_SpawnNewParticleSystem( wi->wim[ weaponMode ].muzzleParticleSystem );

      if( CG_IsParticleSystemValid( &cent->muzzlePS ) )
      {
        CG_SetAttachmentPoint( &cent->muzzlePS->attachment, origin );
        CG_SetAttachmentCent( &cent->muzzlePS->attachment, cent );
        CG_AttachToPoint( &cent->muzzlePS->attachment );
      }
      cent->muzzlePsTrigger = qfalse;
    }

    return;
  }

  // don't draw if testing a gun model
  if( cg.testGun )
    return;

  // drop gun lower at higher fov
  if( cg.refdef.fov_y > 90 )
    fovOffset = -0.4 * ( cg.refdef.fov_y - 90 );
  else
    fovOffset = 0;

  Com_Memset( &hand, 0, sizeof( hand ) );

  // set up gun position
  CG_CalculateWeaponPosition( hand.origin, angles );

  VectorMA( hand.origin, cg_gun_x.value, cg.refdef.viewaxis[ 0 ], hand.origin );
  VectorMA( hand.origin, cg_gun_y.value, cg.refdef.viewaxis[ 1 ], hand.origin );
  VectorMA( hand.origin, ( cg_gun_z.value + fovOffset ), cg.refdef.viewaxis[ 2 ], hand.origin );

  // Lucifer Cannon vibration effect
  if( weapon == WP_LUCIFER_CANNON && ps->stats[ STAT_MISC ] > 0 )
  {
    float fraction;

    fraction = (float)ps->stats[ STAT_MISC ] / LCANNON_CHARGE_TIME_MAX;
    VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 0 ],
              hand.origin );
    VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 1 ],
              hand.origin );
  }

  AnglesToAxis( angles, hand.axis );

  // map torso animations to weapon animations
  if( cg_gun_frame.integer )
  {
    // development tool
    hand.frame = hand.oldframe = cg_gun_frame.integer;
    hand.backlerp = 0;
  }
  else
  {
    // get clientinfo for animation map
    ci = &cgs.clientinfo[ cent->currentState.clientNum ];
    hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame );
    hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame );
    hand.backlerp = cent->pe.torso.backlerp;
  }

  hand.hModel = wi->handsModel;
  hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT;

  // add everything onto the hand
  CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity );
}