void Wolfcam_AddViewWeapon (void) { vec3_t origin; const centity_t *cent; const entityState_t *es; if (!wolfcam_following) { return; } cent = &cg_entities[wcg.clientNum]; es = ¢->currentState; if (es->eFlags & EF_FIRING && es->weapon == WP_LIGHTNING) { if (1) { //FIXME check for draw gun // special hack for lightning gun... VectorCopy( cg.refdef.vieworg, origin ); VectorMA( origin, -8, cg.refdef.viewaxis[2], origin ); CG_LightningBolt( &cg_entities[es->number], origin ); } //CG_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->firingSound ); CG_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cg_weapons[es->weapon].firingSound ); } }
void Wolfcam_AddViewWeapon (void) { vec3_t origin; centity_t *cent; const entityState_t *es; refEntity_t hand; const clientInfo_t *ci; float fovOffset; vec3_t angles; const weaponInfo_t *weapon; float gunX; int fov; if (!wolfcam_following) { return; } cent = &cg_entities[wcg.clientNum]; es = ¢->currentState; if (!cg_drawGun.integer) { if (es->eFlags & EF_FIRING && es->weapon == WP_LIGHTNING) { // special hack for lightning gun... VectorCopy( cg.refdef.vieworg, origin ); VectorMA( origin, -8, cg.refdef.viewaxis[2], origin ); CG_LightningBolt( &cg_entities[es->number], origin ); //FIXME is this adding the sound twice? CG_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cg_weapons[es->weapon].firingSound ); } return; } // don't draw if testing a gun model if (cg.testGun) { return; } gunX = cg_gun_x.value; if (es->weapon == WP_GRAPPLING_HOOK) { gunX += 8.9; } fov = cg_fov.integer; //FIXME option // drop gun lower at higher fov if (fov > 90) { fovOffset = -0.2 * (fov - 90); } else { fovOffset = 0; } CG_RegisterWeapon(es->weapon); weapon = &cg_weapons[es->weapon]; memset(&hand, 0, sizeof(hand)); // set up gun position Wolfcam_CalculateWeaponPosition(hand.origin, angles); VectorMA( hand.origin, gunX, 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 ); AnglesToAxis( angles, hand.axis ); // map torso animations to weapon animations //cg_gun_frame.integer = 1; if ( cg_gun_frame.integer ) { // development tool hand.frame = hand.oldframe = cg_gun_frame.integer; hand.backlerp = 0; } else { //if (0) { // these are just for calling CG_PlayerAnimation() int legsOld; int legs; float legsBackLerp; int torsoOld; int torso; float torsoBackLerp; // get clientinfo for animation map ci = &cgs.clientinfo[ cent->currentState.clientNum ]; // animations weren't run for /follow'ed player CG_PlayerAnimation(cent, &legsOld, &legs, &legsBackLerp, &torsoOld, &torso, &torsoBackLerp); 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 = weapon->handsModel; hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT; // add everything onto the hand Wolfcam_AddPlayerWeapon(&hand, cent, cgs.clientinfo[cent->currentState.clientNum].team); }
void Wolfcam_AddPlayerWeapon (const refEntity_t *parent, centity_t *cent, int team) { refEntity_t gun; refEntity_t barrel; refEntity_t flash; vec3_t angles; weapon_t weaponNum; const weaponInfo_t *weapon; centity_t *nonPredictedCent; // int col clientInfo_t *ci; float flashSize; float dlight[3]; float f; qboolean revertColors = qfalse; vec3_t origColor1; vec3_t origColor2; if (!cent->inCurrentSnapshot) { // this can happen with /follow which can stay in victim position // (frag hover) return; } ci = &cgs.clientinfo[ cent->currentState.clientNum ]; weaponNum = cent->currentState.weapon; if (weaponNum <= WP_NONE || weaponNum >= WP_NUM_WEAPONS) { return; } CG_RegisterWeapon( weaponNum ); weapon = &cg_weapons[weaponNum]; // add the weapon memset( &gun, 0, sizeof( gun ) ); VectorCopy( parent->lightingOrigin, gun.lightingOrigin ); gun.shadowPlane = parent->shadowPlane; gun.renderfx = parent->renderfx; // set custom shading for railgun refire rate if (0) { //( ps ) { } else { if (weaponNum == WP_RAILGUN) { qboolean teamRail; qboolean enemyRail; if (cg_railUseOwnColors.integer && CG_IsUs(ci)) { VectorCopy(ci->color1, origColor1); VectorCopy(ci->color2, origColor2); VectorCopy(cg.color1, ci->color1); VectorCopy(cg.color2, ci->color2); revertColors = qtrue; } teamRail = CG_IsTeammate(ci); enemyRail = CG_IsEnemy(ci); if (cgs.gametype < GT_TEAM) { if (!CG_IsUs(ci)) { if (*cg_enemyRailItemColor.string) { SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_enemyRailItemColor); gun.shaderRGBA[3] = 255; } else { gun.shaderRGBA[0] = 255 * ci->color1[0]; gun.shaderRGBA[1] = 255 * ci->color1[1]; gun.shaderRGBA[2] = 255 * ci->color1[2]; gun.shaderRGBA[3] = 255; } } else { gun.shaderRGBA[0] = 255 * ci->color1[0]; gun.shaderRGBA[1] = 255 * ci->color1[1]; gun.shaderRGBA[2] = 255 * ci->color1[2]; gun.shaderRGBA[3] = 255; } } else { // team game if (!CG_IsUs(ci) && teamRail) { if (cg_teamRailItemColorTeam.integer) { if (ci->team == TEAM_RED) { SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_weaponRedTeamColor); } else { SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_weaponBlueTeamColor); } gun.shaderRGBA[3] = 255; } else if (*cg_teamRailItemColor.string) { SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_teamRailItemColor); gun.shaderRGBA[3] = 255; } else { gun.shaderRGBA[0] = 255 * ci->color1[0]; gun.shaderRGBA[1] = 255 * ci->color1[1]; gun.shaderRGBA[2] = 255 * ci->color1[2]; gun.shaderRGBA[3] = 255; } } else if (!CG_IsUs(ci) && enemyRail) { if (cg_enemyRailItemColorTeam.integer) { if (ci->team == TEAM_RED) { SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_weaponRedTeamColor); } else { SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_weaponBlueTeamColor); } gun.shaderRGBA[3] = 255; } else if (*cg_enemyRailItemColor.string) { SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_enemyRailItemColor); gun.shaderRGBA[3] = 255; } else { gun.shaderRGBA[0] = 255 * ci->color1[0]; gun.shaderRGBA[1] = 255 * ci->color1[1]; gun.shaderRGBA[2] = 255 * ci->color1[2]; gun.shaderRGBA[3] = 255; } } else { // us gun.shaderRGBA[0] = 255 * ci->color1[0]; gun.shaderRGBA[1] = 255 * ci->color1[1]; gun.shaderRGBA[2] = 255 * ci->color1[2]; gun.shaderRGBA[3] = 255; } } // end weapon == WP_RAILGUN //cent->pe.muzzleFlashTime //Com_Printf("yes....\n"); //f = cg.time - (cent->pe.muzzleFlashTime + 1500); f = cg.time - (cent->pe.muzzleFlashTime + 1460); // hack //Com_Printf("f %f\n", f); if (f < 0) { f = 1.0 - (f / -1500); gun.shaderRGBA[0] *= 0.314 * f; gun.shaderRGBA[1] *= 0.314 * f; gun.shaderRGBA[2] *= 0.314 * f; } } } gun.hModel = weapon->weaponModel; if (!gun.hModel) { //Com_Printf("no gun model '%s'\n", weapNamesCasual[weaponNum]); //FIXME grapple returns here //FIXME fx //CG_PositionEntityOnTag(&gun, parent, parent->hModel, "tag_weapon"); //CG_CheckFxWeaponFlash(cent, weaponNum, gun.origin); //return; } CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon"); CG_ScaleModel(&gun, cg_gunSize.value); // custom weapon shaders { vmCvar_t *firstPersonShaders[MAX_WEAPONS] = { NULL, &cg_firstPersonShaderWeaponGauntlet, &cg_firstPersonShaderWeaponMachineGun, &cg_firstPersonShaderWeaponShotgun, &cg_firstPersonShaderWeaponGrenadeLauncher, &cg_firstPersonShaderWeaponRocketLauncher, &cg_firstPersonShaderWeaponLightningGun, &cg_firstPersonShaderWeaponRailGun, &cg_firstPersonShaderWeaponPlasmaGun, &cg_firstPersonShaderWeaponBFG, &cg_firstPersonShaderWeaponGrapplingHook, &cg_firstPersonShaderWeaponNailGun, &cg_firstPersonShaderWeaponProximityLauncher, &cg_firstPersonShaderWeaponChainGun, &cg_firstPersonShaderWeaponHeavyMachineGun }; if (firstPersonShaders[weaponNum] && *(firstPersonShaders[weaponNum]->string)) { gun.customShader = trap_R_RegisterShader(firstPersonShaders[weaponNum]->string); } } if (gun.hModel) { if (cg_drawGun.integer > 2) { gun.customShader = cgs.media.ghostWeaponShader; gun.shaderRGBA[0] = 255; gun.shaderRGBA[1] = 255; gun.shaderRGBA[2] = 255; gun.shaderRGBA[3] = 255; } CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups ); } // 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] = CG_MachinegunSpinAngle( cent ); AnglesToAxis( angles, barrel.axis ); CG_PositionRotatedEntityOnTag( &barrel, &gun, weapon->weaponModel, "tag_barrel" ); CG_ScaleModel(&barrel, cg_gunSize.value); if (cg_drawGun.integer > 2) { barrel.customShader = cgs.media.ghostWeaponShader; barrel.shaderRGBA[0] = 255; barrel.shaderRGBA[1] = 255; barrel.shaderRGBA[2] = 255; barrel.shaderRGBA[3] = 255; } CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups ); } // make sure we aren't looking at cg.predictedPlayerEntity for LG nonPredictedCent = &cg_entities[cent->currentState.clientNum]; #if 0 // if the index of the nonPredictedCent is not the same as the clientNum // then this is a fake player (like on teh single player podiums), so // go ahead and use the cent if( ( nonPredictedCent - cg_entities ) != cent->currentState.clientNum ) { nonPredictedCent = cent; //Com_Printf("fake player %d -> %d\n", nonPredictedCent - cg_entities, cent->currentState.clientNum); } #endif // add the flash //if ( ( weaponNum == WP_LIGHTNING || weaponNum == WP_GAUNTLET || weaponNum == WP_GRAPPLING_HOOK ) && (cent->currentState.eFlags & EF_FIRING)) { if ( ( weaponNum == WP_LIGHTNING || weaponNum == WP_GAUNTLET || weaponNum == WP_GRAPPLING_HOOK ) && (nonPredictedCent->currentState.eFlags & EF_FIRING)) { // && ( nonPredictedCent->currentState.eFlags & EF_FIRING ) ) { // continuous flash } else { //int ftime; if (weaponNum == WP_LIGHTNING && cent->currentState.eFlags & EF_FIRING) { //Com_Printf("%f wtf ps %p\n", cg.ftime, ps); } // impulse flash //if ( cg.time - cent->pe.muzzleFlashTime > MUZZLE_FLASH_TIME && !cent->pe.railgunFlash ) { if ( cg.time - nonPredictedCent->pe.muzzleFlashTime > MUZZLE_FLASH_TIME && !nonPredictedCent->pe.railgunFlash ) { //Com_Printf("returning for %d (%d)\n", cent - cg_entities, cent->currentState.number); //goto bolt; // not called, in case code changes if (revertColors) { VectorCopy(origColor1, ci->color1); VectorCopy(origColor2, ci->color2); } return; } } memset( &flash, 0, sizeof( flash ) ); VectorCopy( parent->lightingOrigin, flash.lightingOrigin ); flash.shadowPlane = parent->shadowPlane; flash.renderfx = parent->renderfx; flash.hModel = weapon->flashModel; /* if (weaponNum == WP_HEAVY_MACHINEGUN) { flash.hModel = cg_weapons[WP_MACHINEGUN].flashModel; } */ if (!flash.hModel) { //Com_Printf("no flash model '%s'\n", weapNamesCasual[weaponNum]); //FIXME fx //return; } angles[YAW] = 0; angles[PITCH] = 0; angles[ROLL] = crandom() * 10; AnglesToAxis( angles, flash.axis ); // colorize the railgun blast if ( weaponNum == WP_RAILGUN ) { //clientInfo_t *ci; //ci = &cgs.clientinfo[ cent->currentState.clientNum ]; if (cg_railUseOwnColors.integer && CG_IsUs(ci)) { flash.shaderRGBA[0] = 255 * cg.color1[0]; flash.shaderRGBA[1] = 255 * cg.color1[1]; flash.shaderRGBA[2] = 255 * cg.color1[2]; } else { flash.shaderRGBA[0] = 255 * ci->color1[0]; flash.shaderRGBA[1] = 255 * ci->color1[1]; flash.shaderRGBA[2] = 255 * ci->color1[2]; } } if (0) { //(weapon->hasFlashScript) { //CG_RunQ3mmeFlashScript(weapon, dlight, flash.shaderRGBA, &flashSize); //VectorCopy(flash.origin, ScriptVars.origin); //CG_RunQ3mmeScript((char *)weapon->flashScript); //return; } else { dlight[0] = weapon->flashDlightColor[0]; dlight[1] = weapon->flashDlightColor[1]; dlight[2] = weapon->flashDlightColor[2]; /* flash.shaderRGBA[0] = 255; flash.shaderRGBA[1] = 255; flash.shaderRGBA[2] = 255; flash.shaderRGBA[3] = 0; */ flashSize = 300 + (rand()&31); } CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash"); //Com_Printf("ps:%d %p\n", ps != NULL, cent); if (0) { //(cent == &cg.predictedPlayerEntity && !cg.renderingThirdPerson && !ps) { // don't run flash script twice for first person view } else if (EffectScripts.weapons[weaponNum].hasFlashScript) { //CG_RunQ3mmeFlashScript(weapon, dlight, flash.shaderRGBA, &flashSize); //memset(&ScriptVars, 0, sizeof(ScriptVars)); //CG_Printf("addplayerweapon() flash script cent %d\n", cent - cg_entities); CG_ResetScriptVars(); CG_CopyPlayerDataToScriptData(cent); VectorCopy(flash.origin, ScriptVars.origin); VectorCopy(flash.origin, ScriptVars.parentOrigin); VectorCopy(cent->lastFlashIntervalPosition, ScriptVars.lastIntervalPosition); ScriptVars.lastIntervalTime = cent->lastFlashIntervalTime; VectorCopy(cent->lastFlashDistancePosition, ScriptVars.lastDistancePosition); ScriptVars.lastDistanceTime = cent->lastFlashDistanceTime; CG_RunQ3mmeScript((char *)EffectScripts.weapons[weaponNum].flashScript, NULL); VectorCopy(ScriptVars.lastIntervalPosition, cent->lastFlashIntervalPosition); cent->lastFlashIntervalTime = ScriptVars.lastIntervalTime; VectorCopy(ScriptVars.lastDistancePosition, cent->lastFlashDistancePosition); cent->lastFlashDistanceTime = ScriptVars.lastDistanceTime; //return; } if (!cg_muzzleFlash.integer) { // pass } else { if (flash.hModel) { CG_AddRefEntity(&flash); } } // bolt: if (1) { // add lightning bolt if (1) { CG_LightningBolt( nonPredictedCent, flash.origin ); //Com_Printf("adding bolt\n"); // add rail trail CG_SpawnRailTrail( cent, flash.origin ); //if ((dlight[0] || dlight[1] || dlight[2]) && !weapon->hasFlashScript) { if ((dlight[0] || dlight[1] || dlight[2]) && !EffectScripts.weapons[weaponNum].hasFlashScript) { trap_R_AddLightToScene(flash.origin, flashSize, dlight[0], dlight[1], dlight[2]); } } } else { //Com_Printf("%f no...\n", cg.ftime); } if (revertColors) { VectorCopy(origColor1, ci->color1); VectorCopy(origColor2, ci->color2); } }