void UI_SaberAttachToChar( itemDef_t *item ) { int numSabers = 1; int saberNum = 0; if ( trap_G2API_HasGhoul2ModelOnIndex(&(item->ghoul2),2) ) {//remove any extra models trap_G2API_RemoveGhoul2Model(&(item->ghoul2), 2); } if ( trap_G2API_HasGhoul2ModelOnIndex(&(item->ghoul2),1) ) {//remove any extra models trap_G2API_RemoveGhoul2Model(&(item->ghoul2), 1); } if ( uiInfo.movesTitleIndex == 4 /*MD_DUAL_SABERS*/ ) { numSabers = 2; } for ( saberNum = 0; saberNum < numSabers; saberNum++ ) { //bolt sabers char modelPath[MAX_QPATH]; char skinPath[MAX_QPATH]; char saber[MAX_QPATH]; UI_GetSaberForMenu( saber, saberNum ); if ( UI_SaberModelForSaber( saber, modelPath ) ) {//successfully found a model int g2Saber = trap_G2API_InitGhoul2Model( &(item->ghoul2), modelPath, 0, 0, 0, 0, 0 ); //add the model if ( g2Saber ) { int boltNum; //get the customSkin, if any if ( UI_SaberSkinForSaber( saber, skinPath ) ) { int g2skin = trap_R_RegisterSkin(skinPath); trap_G2API_SetSkin( item->ghoul2, g2Saber, 0, g2skin );//this is going to set the surfs on/off matching the skin file } else { trap_G2API_SetSkin( item->ghoul2, g2Saber, 0, 0 );//turn off custom skin } if ( saberNum == 0 ) { boltNum = trap_G2API_AddBolt( item->ghoul2, 0, "*r_hand"); } else { boltNum = trap_G2API_AddBolt( item->ghoul2, 0, "*l_hand"); } trap_G2API_AttachG2Model( item->ghoul2, g2Saber, item->ghoul2, boltNum, 0); } } } }
void UI_SaberDrawBlade( itemDef_t *item, char *saberName, int saberModel, saberType_t saberType, vec3_t origin, vec3_t angles, int bladeNum ) { char bladeColorString[MAX_QPATH]; saber_colors_t bladeColor; float bladeLength,bladeRadius; vec3_t bladeOrigin={0}; vec3_t axis[3]={0}; // vec3_t angles={0}; mdxaBone_t boltMatrix; qboolean tagHack = qfalse; char *tagName; int bolt; float scale; //[RGBSabers] int snum; //[/RGBSabers] if ( (item->flags&ITF_ISSABER) && saberModel < 2 ) { //[RGBSabers] snum = 0; trap_Cvar_VariableStringBuffer("ui_saber_color", bladeColorString, sizeof(bladeColorString) ); } else//if ( item->flags&ITF_ISSABER2 ) - presumed { snum = 1; //[/RGBSabers] trap_Cvar_VariableStringBuffer("ui_saber2_color", bladeColorString, sizeof(bladeColorString) ); } if ( !trap_G2API_HasGhoul2ModelOnIndex(&(item->ghoul2),saberModel) ) {//invalid index! return; } bladeColor = TranslateSaberColor( bladeColorString ); bladeLength = UI_SaberBladeLengthForSaber( saberName, bladeNum ); bladeRadius = UI_SaberBladeRadiusForSaber( saberName, bladeNum ); tagName = va( "*blade%d", bladeNum+1 ); bolt = trap_G2API_AddBolt( item->ghoul2,saberModel, tagName ); if ( bolt == -1 ) { tagHack = qtrue; //hmm, just fall back to the most basic tag (this will also make it work with pre-JKA saber models bolt = trap_G2API_AddBolt( item->ghoul2,saberModel, "*flash" ); if ( bolt == -1 ) {//no tag_flash either?!! bolt = 0; } } // angles[PITCH] = curYaw; // angles[ROLL] = 0; trap_G2API_GetBoltMatrix( item->ghoul2, saberModel, bolt, &boltMatrix, angles, origin, uiInfo.uiDC.realTime, NULL, vec3_origin );//NULL was cgs.model_draw // work the matrix axis stuff into the original axis and origins used. BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, bladeOrigin); BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_Y, axis[0]);//front (was NEGATIVE_Y, but the md3->glm exporter screws up this tag somethin' awful) // ...changed this back to NEGATIVE_Y BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_X, axis[1]);//right ... and changed this to NEGATIVE_X BG_GiveMeVectorFromMatrix(&boltMatrix, POSITIVE_Z, axis[2]);//up // Where do I get scale from? // scale = DC->xscale; scale = 1.0f; if ( tagHack ) { switch ( saberType ) { case SABER_SINGLE: VectorMA( bladeOrigin, scale, axis[0], bladeOrigin ); break; case SABER_DAGGER: case SABER_LANCE: break; case SABER_STAFF: if ( bladeNum == 0 ) { VectorMA( bladeOrigin, 12*scale, axis[0], bladeOrigin ); } if ( bladeNum == 1 ) { VectorScale( axis[0], -1, axis[0] ); VectorMA( bladeOrigin, 12*scale, axis[0], bladeOrigin ); } break; case SABER_BROAD: if ( bladeNum == 0 ) { VectorMA( bladeOrigin, -1*scale, axis[1], bladeOrigin ); } else if ( bladeNum == 1 ) { VectorMA( bladeOrigin, 1*scale, axis[1], bladeOrigin ); } break; case SABER_PRONG: if ( bladeNum == 0 ) { VectorMA( bladeOrigin, -3*scale, axis[1], bladeOrigin ); } else if ( bladeNum == 1 ) { VectorMA( bladeOrigin, 3*scale, axis[1], bladeOrigin ); } break; case SABER_ARC: VectorSubtract( axis[1], axis[2], axis[1] ); VectorNormalize( axis[1] ); switch ( bladeNum ) { case 0: VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); VectorScale( axis[0], 0.75f, axis[0] ); VectorScale( axis[1], 0.25f, axis[1] ); VectorAdd( axis[0], axis[1], axis[0] ); break; case 1: VectorScale( axis[0], 0.25f, axis[0] ); VectorScale( axis[1], 0.75f, axis[1] ); VectorAdd( axis[0], axis[1], axis[0] ); break; case 2: VectorMA( bladeOrigin, -8*scale, axis[0], bladeOrigin ); VectorScale( axis[0], -0.25f, axis[0] ); VectorScale( axis[1], 0.75f, axis[1] ); VectorAdd( axis[0], axis[1], axis[0] ); break; case 3: VectorMA( bladeOrigin, -16*scale, axis[0], bladeOrigin ); VectorScale( axis[0], -0.75f, axis[0] ); VectorScale( axis[1], 0.25f, axis[1] ); VectorAdd( axis[0], axis[1], axis[0] ); break; } break; case SABER_SAI: if ( bladeNum == 1 ) { VectorMA( bladeOrigin, -3*scale, axis[1], bladeOrigin ); } else if ( bladeNum == 2 ) { VectorMA( bladeOrigin, 3*scale, axis[1], bladeOrigin ); } break; case SABER_CLAW: switch ( bladeNum ) { case 0: VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin ); VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin ); break; case 1: VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin ); VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin ); VectorMA( bladeOrigin, 2*scale, axis[1], bladeOrigin ); break; case 2: VectorMA( bladeOrigin, 2*scale, axis[0], bladeOrigin ); VectorMA( bladeOrigin, 2*scale, axis[2], bladeOrigin ); VectorMA( bladeOrigin, -2*scale, axis[1], bladeOrigin ); break; } break; case SABER_STAR: switch ( bladeNum ) { case 0: VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; case 1: VectorScale( axis[0], 0.33f, axis[0] ); VectorScale( axis[2], 0.67f, axis[2] ); VectorAdd( axis[0], axis[2], axis[0] ); VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; case 2: VectorScale( axis[0], -0.33f, axis[0] ); VectorScale( axis[2], 0.67f, axis[2] ); VectorAdd( axis[0], axis[2], axis[0] ); VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; case 3: VectorScale( axis[0], -1, axis[0] ); VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; case 4: VectorScale( axis[0], -0.33f, axis[0] ); VectorScale( axis[2], -0.67f, axis[2] ); VectorAdd( axis[0], axis[2], axis[0] ); VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; case 5: VectorScale( axis[0], 0.33f, axis[0] ); VectorScale( axis[2], -0.67f, axis[2] ); VectorAdd( axis[0], axis[2], axis[0] ); VectorMA( bladeOrigin, 8*scale, axis[0], bladeOrigin ); break; } break; case SABER_TRIDENT: switch ( bladeNum ) { case 0: VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin ); break; case 1: VectorMA( bladeOrigin, -6*scale, axis[1], bladeOrigin ); VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin ); break; case 2: VectorMA( bladeOrigin, 6*scale, axis[1], bladeOrigin ); VectorMA( bladeOrigin, 24*scale, axis[0], bladeOrigin ); break; case 3: VectorMA( bladeOrigin, -32*scale, axis[0], bladeOrigin ); VectorScale( axis[0], -1, axis[0] ); break; } break; case SABER_SITH_SWORD: //no blade break; } } if ( saberType == SABER_SITH_SWORD ) {//draw no blade return; } //[RGBSabers] UI_DoSaber( bladeOrigin, axis[0], bladeLength, bladeLength, bladeRadius, bladeColor, snum ); //[/RGBSabers] }
static void CG_BodyQueueCopy(centity_t *cent, int clientNum, int knownWeapon) { centity_t *source; animation_t *anim; float animSpeed; int flags=BONE_ANIM_OVERRIDE_FREEZE; clientInfo_t *ci; if (cent->ghoul2) { trap_G2API_CleanGhoul2Models(¢->ghoul2); } if (clientNum < 0 || clientNum >= MAX_CLIENTS) { return; } source = &cg_entities[ clientNum ]; ci = &cgs.clientinfo[ clientNum ]; if (!source) { return; } if (!source->ghoul2) { return; } cent->isRagging = qfalse; //reset in case it's still set from another body that was in this cent slot. cent->ownerRagging = source->isRagging; //if the owner was in ragdoll state, then we want to go into it too right away. #if 0 VectorCopy(source->lerpOriginOffset, cent->lerpOriginOffset); #endif cent->bodyFadeTime = 0; cent->bodyHeight = 0; cent->dustTrailTime = source->dustTrailTime; trap_G2API_DuplicateGhoul2Instance(source->ghoul2, ¢->ghoul2); if (source->isRagging) { //just reset it now. source->isRagging = qfalse; trap_G2API_SetRagDoll(source->ghoul2, NULL); //calling with null parms resets to no ragdoll. } //either force the weapon from when we died or remove it if it was a dropped weapon if (knownWeapon > WP_BRYAR_PISTOL && trap_G2API_HasGhoul2ModelOnIndex(&(cent->ghoul2), 1)) { trap_G2API_RemoveGhoul2Model(&(cent->ghoul2), 1); } else if (trap_G2API_HasGhoul2ModelOnIndex(&(cent->ghoul2), 1)) { trap_G2API_CopySpecificGhoul2Model(CG_G2WeaponInstance(cent, knownWeapon), 0, cent->ghoul2, 1); } if (!cent->ownerRagging) { int aNum; int eFrame; qboolean fallBack = qfalse; //anim = &bgAllAnims[cent->localAnimIndex].anims[ cent->currentState.torsoAnim ]; if (!BG_InDeathAnim(source->currentState.torsoAnim)) { //then just snap the corpse into a default anim = &bgAllAnims[source->localAnimIndex].anims[ BOTH_DEAD1 ]; fallBack = qtrue; } else { anim = &bgAllAnims[source->localAnimIndex].anims[ source->currentState.torsoAnim ]; } animSpeed = 50.0f / anim->frameLerp; if (!fallBack) { //this will just set us to the last frame of the animation, in theory aNum = cgs.clientinfo[source->currentState.number].frame+1; while (aNum >= anim->firstFrame+anim->numFrames) { aNum--; } if (aNum < anim->firstFrame-1) { //wrong animation...? aNum = (anim->firstFrame+anim->numFrames)-1; } } else { aNum = anim->firstFrame; } eFrame = anim->firstFrame + anim->numFrames; //if (!cgs.clientinfo[source->currentState.number].frame || (cent->currentState.torsoAnim) != (source->currentState.torsoAnim) ) //{ // aNum = (anim->firstFrame+anim->numFrames)-1; //} trap_G2API_SetBoneAnim(cent->ghoul2, 0, "upper_lumbar", aNum, eFrame, flags, animSpeed, cg.time, -1, 150); trap_G2API_SetBoneAnim(cent->ghoul2, 0, "model_root", aNum, eFrame, flags, animSpeed, cg.time, -1, 150); trap_G2API_SetBoneAnim(cent->ghoul2, 0, "Motion", aNum, eFrame, flags, animSpeed, cg.time, -1, 150); } //After we create the bodyqueue, regenerate any limbs on the real instance if (source->torsoBolt) { CG_ReattachLimb(source); } }