예제 #1
0
/*
===============
CG_CalcViewValues

Sets cg.refdef view values
===============
*/
static int CG_CalcViewValues( void )
{
  playerState_t *ps;

  memset( &cg.refdef, 0, sizeof( cg.refdef ) );

  // calculate size of 3D view
  CG_CalcVrect( );

  ps = &cg.predictedPlayerState;

  // intermission view
  if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_FREEZE ||
      ps->pm_type == PM_SPECTATOR )
  {
    VectorCopy( ps->origin, cg.refdef.vieworg );
    VectorCopy( ps->viewangles, cg.refdefViewAngles );
    AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );

    return CG_CalcFov( );
  }

  cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
  cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
  cg.xyspeed = sqrt( ps->velocity[ 0 ] * ps->velocity[ 0 ] +
    ps->velocity[ 1 ] * ps->velocity[ 1 ] );

  // the bob velocity should't get too fast to avoid jerking
  if( cg.xyspeed > 300.0f )
    cg.xyspeed = 300.0f;

  VectorCopy( ps->origin, cg.refdef.vieworg );

  if( BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLCLIMBER ) )
    CG_smoothWWTransitions( ps, ps->viewangles, cg.refdefViewAngles );
  else if( BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLJUMPER ) )
    CG_smoothWJTransitions( ps, ps->viewangles, cg.refdefViewAngles );
  else
    VectorCopy( ps->viewangles, cg.refdefViewAngles );

  //clumsy logic, but it needs to be this way round because the CS propogation
  //delay screws things up otherwise
  if( !BG_ClassHasAbility( ps->stats[ STAT_CLASS ], SCA_WALLJUMPER ) )
  {
    if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) )
      VectorSet( cg.lastNormal, 0.0f, 0.0f, 1.0f );
  }

  // add error decay
  if( cg_errorDecay.value > 0 )
  {
    int   t;
    float f;

    t = cg.time - cg.predictedErrorTime;
    f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;

    if( f > 0 && f < 1 )
      VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
    else
      cg.predictedErrorTime = 0;
  }

  //shut off the poison cloud effect if it's still on the go
  if( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 )
  {
    if( CG_IsParticleSystemValid( &cg.poisonCloudPS ) )
      CG_DestroyParticleSystem( &cg.poisonCloudPS );
  }
  else
    cg.wasDeadLastFrame = qfalse;

  if( cg.renderingThirdPerson )
  {
    // back away from character
    CG_OffsetThirdPersonView( );
  }
  else
  {
    // offset for local bobbing and kicks
    CG_OffsetFirstPersonView( );
  }

  // position eye reletive to origin
  AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );

  if( cg.hyperspace )
    cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;

  //draw the surface normal looking at
  if( cg_drawSurfNormal.integer )
    CG_DrawSurfNormal( );

  // field of view
  return CG_CalcFov( );
}
예제 #2
0
/*
==============
CG_EntityEvent

An entity has an event value
also called by CG_CheckPlayerstateEvents
==============
*/
void CG_EntityEvent( centity_t *cent, vec3_t position )
{
    entityState_t *es;
    int           event;
    vec3_t        dir;
    const char    *s;
    int           clientNum;
    clientInfo_t  *ci;
    int           steptime;

    if ( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT )
    {
        steptime = 200;
    }
    else
    {
        steptime = BG_Class( cg.snap->ps.stats[ STAT_CLASS ] )->steptime;
    }

    es = &cent->currentState;
    event = es->event & ~EV_EVENT_BITS;

    if ( cg_debugEvents.integer )
    {
        CG_Printf( "ent:%3i  event:%3i %s\n", es->number, event,
                   BG_EventName( event ) );
    }

    if ( !event )
    {
        return;
    }

    clientNum = es->clientNum;

    if ( clientNum < 0 || clientNum >= MAX_CLIENTS )
    {
        clientNum = 0;
    }

    ci = &cgs.clientinfo[ clientNum ];

    switch ( event )
    {
    case EV_FOOTSTEP:
        if ( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
        {
            if ( ci->footsteps == FOOTSTEP_CUSTOM )
            {
                trap_S_StartSound( NULL, es->number, CHAN_BODY,
                                   ci->customFootsteps[ rand() & 3 ] );
            }
            else
            {
                trap_S_StartSound( NULL, es->number, CHAN_BODY,
                                   cgs.media.footsteps[ ci->footsteps ][ rand() & 3 ] );
            }
        }

        break;

    case EV_FOOTSTEP_METAL:
        if ( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
        {
            if ( ci->footsteps == FOOTSTEP_CUSTOM )
            {
                trap_S_StartSound( NULL, es->number, CHAN_BODY,
                                   ci->customMetalFootsteps[ rand() & 3 ] );
            }
            else
            {
                trap_S_StartSound( NULL, es->number, CHAN_BODY,
                                   cgs.media.footsteps[ FOOTSTEP_METAL ][ rand() & 3 ] );
            }
        }

        break;

    case EV_FOOTSTEP_SQUELCH:
        if ( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
        {
            trap_S_StartSound( NULL, es->number, CHAN_BODY,
                               cgs.media.footsteps[ FOOTSTEP_FLESH ][ rand() & 3 ] );
        }

        break;

    case EV_FOOTSPLASH:
        if ( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
        {
            trap_S_StartSound( NULL, es->number, CHAN_BODY,
                               cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand() & 3 ] );
        }

        break;

    case EV_FOOTWADE:
        if ( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
        {
            trap_S_StartSound( NULL, es->number, CHAN_BODY,
                               cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand() & 3 ] );
        }

        break;

    case EV_SWIM:
        if ( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
        {
            trap_S_StartSound( NULL, es->number, CHAN_BODY,
                               cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand() & 3 ] );
        }

        break;

    case EV_FALL_SHORT:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound );

        if ( clientNum == cg.predictedPlayerState.clientNum )
        {
            // smooth landing z changes
            cg.landChange = -8;
            cg.landTime = cg.time;
        }

        break;

    case EV_FALL_MEDIUM:
        // use a general pain sound
        trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) );

        if ( clientNum == cg.predictedPlayerState.clientNum )
        {
            // smooth landing z changes
            cg.landChange = -16;
            cg.landTime = cg.time;
        }

        break;

    case EV_FALL_FAR:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) );
        cent->pe.painTime = cg.time; // don't play a pain sound right after this

        if ( clientNum == cg.predictedPlayerState.clientNum )
        {
            // smooth landing z changes
            cg.landChange = -24;
            cg.landTime = cg.time;
        }

        break;

    case EV_FALLING:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*falling1.wav" ) );
        break;

    case EV_STEP_4:
    case EV_STEP_8:
    case EV_STEP_12:
    case EV_STEP_16: // smooth out step up transitions
    case EV_STEPDN_4:
    case EV_STEPDN_8:
    case EV_STEPDN_12:
    case EV_STEPDN_16: // smooth out step down transitions
    {
        float oldStep;
        int   delta;
        int   step;

        if ( clientNum != cg.predictedPlayerState.clientNum )
        {
            break;
        }

        // if we are interpolating, we don't need to smooth steps
        if ( cg.demoPlayback || ( cg.snap->ps.pm_flags & PMF_FOLLOW ) ||
                cg_nopredict.integer || cg_synchronousClients.integer )
        {
            break;
        }

        // check for stepping up before a previous step is completed
        delta = cg.time - cg.stepTime;

        if ( delta < steptime )
        {
            oldStep = cg.stepChange * ( steptime - delta ) / steptime;
        }
        else
        {
            oldStep = 0;
        }

        // add this amount
        if ( event >= EV_STEPDN_4 )
        {
            step = 4 * ( event - EV_STEPDN_4 + 1 );
            cg.stepChange = oldStep - step;
        }
        else
        {
            step = 4 * ( event - EV_STEP_4 + 1 );
            cg.stepChange = oldStep + step;
        }

        if ( cg.stepChange > MAX_STEP_CHANGE )
        {
            cg.stepChange = MAX_STEP_CHANGE;
        }
        else if ( cg.stepChange < -MAX_STEP_CHANGE )
        {
            cg.stepChange = -MAX_STEP_CHANGE;
        }

        cg.stepTime = cg.time;
        break;
    }

    case EV_JUMP:
        trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );

        if ( BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_CLASS ], SCA_WALLJUMPER ) )
        {
            vec3_t surfNormal, refNormal = { 0.0f, 0.0f, 1.0f };
            vec3_t rotAxis;

            if ( clientNum != cg.predictedPlayerState.clientNum )
            {
                break;
            }

            //set surfNormal
            VectorCopy( cg.predictedPlayerState.grapplePoint, surfNormal );

            //if we are moving from one surface to another smooth the transition
            if ( !VectorCompare( surfNormal, cg.lastNormal ) && surfNormal[ 2 ] != 1.0f )
            {
                CrossProduct( refNormal, surfNormal, rotAxis );
                VectorNormalize( rotAxis );

                //add the op
                CG_addSmoothOp( rotAxis, 15.0f, 1.0f );
            }

            //copy the current normal to the lastNormal
            VectorCopy( surfNormal, cg.lastNormal );
        }

        break;

    case EV_LEV1_GRAB:
        trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL1Grab );
        break;

    case EV_LEV4_TRAMPLE_PREPARE:
        trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargePrepare );
        break;

    case EV_LEV4_TRAMPLE_START:
        //FIXME: stop cgs.media.alienL4ChargePrepare playing here
        trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargeStart );
        break;

    case EV_TAUNT:
        if ( !cg_noTaunt.integer )
        {
            trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) );
        }

        break;

    case EV_WATER_TOUCH:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrInSound );
        break;

    case EV_WATER_LEAVE:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound );
        break;

    case EV_WATER_UNDER:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound );
        break;

    case EV_WATER_CLEAR:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*gasp.wav" ) );
        break;

    case EV_JETPACK_ENABLE:
        // TODO: Trigger jetpack enable animation
        break;

    case EV_JETPACK_DISABLE:
        // TODO: Trigger jetpack disable animation
        break;

    case EV_JETPACK_START:
        // TODO: Start jetpack gfx/sfx
        break;

    case EV_JETPACK_STOP:
        // TODO: Stop jetpack gfx/sfx
        break;

    case EV_NOAMMO:
        trap_S_StartSound( NULL, es->number, CHAN_WEAPON, cgs.media.weaponEmptyClick );
        break;

    case EV_CHANGE_WEAPON:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.selectSound );
        break;

    case EV_FIRE_WEAPON:
        CG_HandleFireWeapon( cent, WPM_PRIMARY );
        break;

    case EV_FIRE_WEAPON2:
        CG_HandleFireWeapon( cent, WPM_SECONDARY );
        break;

    case EV_FIRE_WEAPON3:
        CG_HandleFireWeapon( cent, WPM_TERTIARY );
        break;

    case EV_WEAPON_RELOAD:
        if ( cg_weapons[ es->eventParm ].wim[ WPM_PRIMARY ].reloadSound )
        {
            trap_S_StartSound( NULL, es->number, CHAN_WEAPON, cg_weapons[ es->eventParm ].wim[ WPM_PRIMARY ].reloadSound );
        }
        break;

    case EV_PLAYER_TELEPORT_IN:
        //deprecated
        break;

    case EV_PLAYER_TELEPORT_OUT:
        CG_PlayerDisconnect( position );
        break;

    case EV_BUILD_CONSTRUCT:
        break;

    case EV_BUILD_DESTROY:
        break;

    case EV_AMMO_REFILL:
    case EV_CLIPS_REFILL:
    case EV_FUEL_REFILL:
        // TODO: Add different sounds for EV_AMMO_REFILL, EV_CLIPS_REFILL, EV_FUEL_REFILL
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.repeaterUseSound );
        break;

    case EV_GRENADE_BOUNCE:
        if ( rand() & 1 )
        {
            trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound1 );
        }
        else
        {
            trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound2 );
        }
        break;

    case EV_WEAPON_HIT_ENTITY:
        CG_HandleWeaponHitEntity( es, position );
        break;

    case EV_WEAPON_HIT_ENVIRONMENT:
        CG_HandleWeaponHitWall( es, position );
        break;

    case EV_MISSILE_HIT_ENTITY:
        CG_HandleMissileHitEntity( es, position );
        break;

    // currently there is no support for metal sounds
    case EV_MISSILE_HIT_ENVIRONMENT:
    case EV_MISSILE_HIT_METAL:
        CG_HandleMissileHitWall( es, position );
        break;

    case EV_SHOTGUN:
        CG_HandleFireShotgun( es );
        break;

    case EV_HUMAN_BUILDABLE_DYING:
        CG_HumanBuildableDying( (buildable_t) es->modelindex, position );
        break;

    case EV_HUMAN_BUILDABLE_EXPLOSION:
        ByteToDir( es->eventParm, dir );
        CG_HumanBuildableExplosion( (buildable_t) es->modelindex, position, dir );
        break;

    case EV_ALIEN_BUILDABLE_EXPLOSION:
        ByteToDir( es->eventParm, dir );
        CG_AlienBuildableExplosion( position, dir );
        break;

    case EV_TESLATRAIL:
        cent->currentState.weapon = WP_TESLAGEN;
        {
            centity_t *source = &cg_entities[ es->generic1 ];
            centity_t *target = &cg_entities[ es->clientNum ];
            vec3_t    sourceOffset = { 0.0f, 0.0f, 28.0f };

            if ( !CG_IsTrailSystemValid( &source->muzzleTS ) )
            {
                source->muzzleTS = CG_SpawnNewTrailSystem( cgs.media.teslaZapTS );

                if ( CG_IsTrailSystemValid( &source->muzzleTS ) )
                {
                    CG_SetAttachmentCent( &source->muzzleTS->frontAttachment, source );
                    CG_SetAttachmentCent( &source->muzzleTS->backAttachment, target );
                    CG_AttachToCent( &source->muzzleTS->frontAttachment );
                    CG_AttachToCent( &source->muzzleTS->backAttachment );
                    CG_SetAttachmentOffset( &source->muzzleTS->frontAttachment, sourceOffset );

                    source->muzzleTSDeathTime = cg.time + cg_teslaTrailTime.integer;
                }
            }
        }
        break;

    case EV_GENERAL_SOUND:
        if ( cgs.gameSounds[ es->eventParm ] )
        {
            trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] );
        }
        else
        {
            s = CG_ConfigString( CS_SOUNDS + es->eventParm );
            trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) );
        }

        break;

    case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes
        if ( cgs.gameSounds[ es->eventParm ] )
        {
            trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] );
        }
        else
        {
            s = CG_ConfigString( CS_SOUNDS + es->eventParm );
            trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) );
        }

        break;

    case EV_PAIN:
        // local player sounds are triggered in CG_CheckLocalSounds,
        // so ignore events on the player
        if ( cent->currentState.number != cg.snap->ps.clientNum )
        {
            CG_PainEvent( cent, es->eventParm );
        }

        break;

    case EV_DEATH1:
    case EV_DEATH2:
    case EV_DEATH3:
        trap_S_StartSound( NULL, es->number, CHAN_VOICE,
                           CG_CustomSound( es->number, va( "*death%i.wav", event - EV_DEATH1 + 1 ) ) );
        break;

    case EV_OBITUARY:
        CG_Obituary( es );
        break;

    case EV_GIB_PLAYER:
        // no gibbing
        break;

    case EV_STOPLOOPINGSOUND:
        trap_S_StopLoopingSound( es->number );
        es->loopSound = 0;
        break;

    case EV_DEBUG_LINE:
        CG_Beam( cent );
        break;

    case EV_BUILD_DELAY:
        if ( clientNum == cg.predictedPlayerState.clientNum )
        {
            trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND );
            cg.lastBuildAttempt = cg.time;
        }

        break;

    case EV_BUILD_REPAIR:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairSound );
        break;

    case EV_BUILD_REPAIRED:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairedSound );
        break;

    case EV_OVERMIND_ATTACK_1:
    case EV_OVERMIND_ATTACK_2:
        if ( cg.predictedPlayerState.persistant[ PERS_TEAM ] == TEAM_ALIENS )
        {
            trap_S_StartLocalSound( cgs.media.alienOvermindAttack, CHAN_ANNOUNCER );
            CG_CenterPrint( va( "^%c%s", "31"[ event - EV_OVERMIND_ATTACK_1 ], _( "The Overmind is under attack!" ) ), 200, GIANTCHAR_WIDTH * 4 );
        }

        break;

    case EV_OVERMIND_DYING:
        if ( cg.predictedPlayerState.persistant[ PERS_TEAM ] == TEAM_ALIENS )
        {
            trap_S_StartLocalSound( cgs.media.alienOvermindDying, CHAN_ANNOUNCER );
            CG_CenterPrint( _( "^1The Overmind is dying!" ), 200, GIANTCHAR_WIDTH * 4 );
        }

        break;

    case EV_REACTOR_ATTACK_1:
    case EV_REACTOR_ATTACK_2:
        if ( cg.predictedPlayerState.persistant[ PERS_TEAM ] == TEAM_HUMANS )
        {
            CG_CenterPrint( va( "^%c%s", "31"[ event - EV_REACTOR_ATTACK_1 ], _( "The reactor is under attack!" ) ), 200, GIANTCHAR_WIDTH * 4 );
        }

        break;

    case EV_REACTOR_DYING:
        if ( cg.predictedPlayerState.persistant[ PERS_TEAM ] == TEAM_HUMANS )
        {
            CG_CenterPrint( _( "^1The reactor is about to explode!" ), 200, GIANTCHAR_WIDTH * 4 );
        }

        break;

    case EV_WARN_ATTACK:
        // if eventParm is non-zero, this is for humans and there's a nearby reactor or repeater, otherwise it's for aliens
        if ( es->eventParm >= MAX_CLIENTS && es->eventParm < MAX_GENTITIES )
        {
            const char *location;
            qboolean    base = cg_entities[ es->eventParm ].currentState.modelindex == BA_H_REACTOR;
            centity_t  *locent = CG_GetLocation( cg_entities[ es->eventParm ].currentState.origin );

            CG_CenterPrint( base ? _( "Our base is under attack!" ) : _( "A forward base is under attack!" ), 200, GIANTCHAR_WIDTH * 4 );

            if ( locent )
            {
                location = CG_ConfigString( CS_LOCATIONS + locent->currentState.generic1 );
            }
            else
            {
                location = CG_ConfigString( CS_LOCATIONS );
            }

            if ( location && *location )
            {
                Com_Printf( _( "%s Under attack – %s\n" ), base ? "[reactor]" : "[repeater]", location );
            }
            else
            {
                Com_Printf( _( "%s Under attack\n" ), base ? "[reactor]" : "[repeater]" );
            }
        }
        else // this is for aliens, and the overmind is in range
        {
            CG_CenterPrint( _( "Our base is under attack!" ), 200, GIANTCHAR_WIDTH * 4 );
        }

        break;

    case EV_MGTURRET_SPINUP:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.turretSpinupSound );
        break;

    case EV_OVERMIND_SPAWNS:
        if ( cg.predictedPlayerState.persistant[ PERS_TEAM ] == TEAM_ALIENS )
        {
            trap_S_StartLocalSound( cgs.media.alienOvermindSpawns, CHAN_ANNOUNCER );
            CG_CenterPrint( "The Overmind needs spawns!", 200, GIANTCHAR_WIDTH * 4 );
        }

        break;

    case EV_ALIEN_EVOLVE:
        trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienEvolveSound );
        {
            particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienEvolvePS );

            if ( CG_IsParticleSystemValid( &ps ) )
            {
                CG_SetAttachmentCent( &ps->attachment, cent );
                CG_AttachToCent( &ps->attachment );
            }
        }

        if ( es->number == cg.clientNum )
        {
            CG_ResetPainBlend();
            cg.spawnTime = cg.time;
        }

        break;

    case EV_ALIEN_EVOLVE_FAILED:
        if ( clientNum == cg.predictedPlayerState.clientNum )
        {
            //FIXME: change to "negative" sound
            trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND );
            cg.lastEvolveAttempt = cg.time;
        }

        break;

    case EV_ALIEN_ACIDTUBE:
    {
        particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienAcidTubePS );

        if ( CG_IsParticleSystemValid( &ps ) )
        {
            CG_SetAttachmentCent( &ps->attachment, cent );
            ByteToDir( es->eventParm, dir );
            CG_SetParticleSystemNormal( ps, dir );
            CG_AttachToCent( &ps->attachment );
        }
    }
    break;

    case EV_MEDKIT_USED:
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.medkitUseSound );
        break;

    case EV_PLAYER_RESPAWN:
        if ( es->number == cg.clientNum )
        {
            cg.spawnTime = cg.time;
        }

        break;

    case EV_LEV2_ZAP:
        CG_Level2Zap( es );
        break;

    case EV_HIT:
        cg.hitTime = cg.time;
        break;

    case EV_MOMENTUM:
        CG_Momentum( es );
        break;

    default:
        CG_Error( "Unknown event: %i", event );
    }
}
예제 #3
0
/*
==================
CG_Buildable
==================
*/
void CG_Buildable( centity_t *cent )
{
  refEntity_t     ent;
  entityState_t   *es = &cent->currentState;
  vec3_t          angles;
  vec3_t          surfNormal, xNormal, mins, maxs;
  vec3_t          refNormal = { 0.0f, 0.0f, 1.0f };
  float           rotAngle;
  team_t          team = BG_Buildable( es->modelindex )->team;
  float           scale;
  int             health;

  //must be before EF_NODRAW check
  if( team == TEAM_ALIENS )
    CG_Creep( cent );

  // if set to invisible, skip
  if( es->eFlags & EF_NODRAW )
  {
    if( CG_IsParticleSystemValid( &cent->buildablePS ) )
      CG_DestroyParticleSystem( &cent->buildablePS );

    return;
  }

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

  VectorCopy( cent->lerpOrigin, ent.origin );
  VectorCopy( cent->lerpOrigin, ent.oldorigin );
  VectorCopy( cent->lerpOrigin, ent.lightingOrigin );

  VectorCopy( es->origin2, surfNormal );

  VectorCopy( es->angles, angles );
  BG_BuildableBoundingBox( es->modelindex, mins, maxs );

  if( es->pos.trType == TR_STATIONARY )
  {
    // Positioning a buildable involves potentially up to two traces, and
    // seeing as buildables rarely move, we cache the results and recalculate
    // only if the buildable moves or changes orientation
    if( VectorCompare( cent->buildableCache.cachedOrigin, cent->lerpOrigin ) &&
        VectorCompare( cent->buildableCache.cachedNormal, surfNormal ) )
    {
      VectorCopy( cent->buildableCache.axis[ 0 ], ent.axis[ 0 ] );
      VectorCopy( cent->buildableCache.axis[ 1 ], ent.axis[ 1 ] );
      VectorCopy( cent->buildableCache.axis[ 2 ], ent.axis[ 2 ] );
      VectorCopy( cent->buildableCache.origin, ent.origin );
    }
    else
    {
      CG_PositionAndOrientateBuildable( angles, ent.origin, surfNormal,
                                        es->number, mins, maxs, ent.axis,
                                        ent.origin );
      VectorCopy( ent.axis[ 0 ], cent->buildableCache.axis[ 0 ] );
      VectorCopy( ent.axis[ 1 ], cent->buildableCache.axis[ 1 ] );
      VectorCopy( ent.axis[ 2 ], cent->buildableCache.axis[ 2 ] );
      VectorCopy( ent.origin, cent->buildableCache.origin );
      VectorCopy( cent->lerpOrigin, cent->buildableCache.cachedOrigin );
      VectorCopy( surfNormal, cent->buildableCache.cachedNormal );
    }
  }

  //offset on the Z axis if required
  VectorMA( ent.origin, BG_BuildableConfig( es->modelindex )->zOffset, surfNormal, ent.origin );

  VectorCopy( ent.origin, ent.oldorigin ); // don't positionally lerp at all
  VectorCopy( ent.origin, ent.lightingOrigin );

  ent.hModel = cg_buildables[ es->modelindex ].models[ 0 ];

  if( !( es->eFlags & EF_B_SPAWNED ) )
  {
    sfxHandle_t prebuildSound = cgs.media.humanBuildablePrebuild;

    if( team == TEAM_HUMANS )
    {
      ent.customShader = cgs.media.humanSpawningShader;
      prebuildSound = cgs.media.humanBuildablePrebuild;
    }
    else if( team == TEAM_ALIENS )
      prebuildSound = cgs.media.alienBuildablePrebuild;

    trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, prebuildSound );
  }

  CG_BuildableAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );

  //rescale the model
  scale = BG_BuildableConfig( es->modelindex )->modelScale;

  if( scale != 1.0f )
  {
    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;
  }
  else
    ent.nonNormalizedAxes = qfalse;

  if( CG_PlayerIsBuilder( es->modelindex ) && CG_BuildableRemovalPending( es->number ) )
    ent.customShader = cgs.media.redBuildShader;

  //add to refresh list
  trap_R_AddRefEntityToScene( &ent );

  CrossProduct( surfNormal, refNormal, xNormal );
  VectorNormalize( xNormal );
  rotAngle = RAD2DEG( acos( DotProduct( surfNormal, refNormal ) ) );

  //turret barrel bit
  if( cg_buildables[ es->modelindex ].models[ 1 ] )
  {
    refEntity_t turretBarrel;
    vec3_t      flatAxis[ 3 ];

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

    turretBarrel.hModel = cg_buildables[ es->modelindex ].models[ 1 ];

    CG_PositionEntityOnTag( &turretBarrel, &ent, ent.hModel, "tag_turret" );
    VectorCopy( cent->lerpOrigin, turretBarrel.lightingOrigin );
    AnglesToAxis( es->angles2, flatAxis );

    RotatePointAroundVector( turretBarrel.axis[ 0 ], xNormal, flatAxis[ 0 ], -rotAngle );
    RotatePointAroundVector( turretBarrel.axis[ 1 ], xNormal, flatAxis[ 1 ], -rotAngle );
    RotatePointAroundVector( turretBarrel.axis[ 2 ], xNormal, flatAxis[ 2 ], -rotAngle );

    turretBarrel.oldframe = ent.oldframe;
    turretBarrel.frame    = ent.frame;
    turretBarrel.backlerp = ent.backlerp;

    turretBarrel.customShader = ent.customShader;

    if( scale != 1.0f )
    {
      VectorScale( turretBarrel.axis[ 0 ], scale, turretBarrel.axis[ 0 ] );
      VectorScale( turretBarrel.axis[ 1 ], scale, turretBarrel.axis[ 1 ] );
      VectorScale( turretBarrel.axis[ 2 ], scale, turretBarrel.axis[ 2 ] );

      turretBarrel.nonNormalizedAxes = qtrue;
    }
    else
      turretBarrel.nonNormalizedAxes = qfalse;

    if( CG_PlayerIsBuilder( es->modelindex ) && CG_BuildableRemovalPending( es->number ) )
      turretBarrel.customShader = cgs.media.redBuildShader;

    trap_R_AddRefEntityToScene( &turretBarrel );
  }

  //turret barrel bit
  if( cg_buildables[ es->modelindex ].models[ 2 ] )
  {
    refEntity_t turretTop;
    vec3_t      flatAxis[ 3 ];
    vec3_t      swivelAngles;

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

    VectorCopy( es->angles2, swivelAngles );
    swivelAngles[ PITCH ] = 0.0f;

    turretTop.hModel = cg_buildables[ es->modelindex ].models[ 2 ];

    CG_PositionRotatedEntityOnTag( &turretTop, &ent, ent.hModel, "tag_turret" );
    VectorCopy( cent->lerpOrigin, turretTop.lightingOrigin );
    AnglesToAxis( swivelAngles, flatAxis );

    RotatePointAroundVector( turretTop.axis[ 0 ], xNormal, flatAxis[ 0 ], -rotAngle );
    RotatePointAroundVector( turretTop.axis[ 1 ], xNormal, flatAxis[ 1 ], -rotAngle );
    RotatePointAroundVector( turretTop.axis[ 2 ], xNormal, flatAxis[ 2 ], -rotAngle );

    turretTop.oldframe = ent.oldframe;
    turretTop.frame    = ent.frame;
    turretTop.backlerp = ent.backlerp;

    turretTop.customShader = ent.customShader;

    if( scale != 1.0f )
    {
      VectorScale( turretTop.axis[ 0 ], scale, turretTop.axis[ 0 ] );
      VectorScale( turretTop.axis[ 1 ], scale, turretTop.axis[ 1 ] );
      VectorScale( turretTop.axis[ 2 ], scale, turretTop.axis[ 2 ] );

      turretTop.nonNormalizedAxes = qtrue;
    }
    else
      turretTop.nonNormalizedAxes = qfalse;

    if( CG_PlayerIsBuilder( es->modelindex ) && CG_BuildableRemovalPending( es->number ) )
      turretTop.customShader = cgs.media.redBuildShader;

    trap_R_AddRefEntityToScene( &turretTop );
  }

  //weapon effects for turrets
  if( es->eFlags & EF_FIRING )
  {
    weaponInfo_t  *weapon = &cg_weapons[ es->weapon ];

    if( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME ||
        BG_Buildable( es->modelindex )->turretProjType == WP_TESLAGEN )
    {
      if( weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 0 ] ||
          weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 1 ] ||
          weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 2 ] )
      {
        trap_R_AddLightToScene( cent->lerpOrigin, 300 + ( rand( ) & 31 ),
            weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 0 ],
            weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 1 ],
            weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 2 ] );
      }
    }

    if( weapon->wim[ WPM_PRIMARY ].firingSound )
    {
      trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin,
          weapon->wim[ WPM_PRIMARY ].firingSound );
    }
    else if( weapon->readySound )
      trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, weapon->readySound );
  }

  health = es->generic1;

  if( health < cent->lastBuildableHealth &&
      ( es->eFlags & EF_B_SPAWNED ) )
  {
    if( cent->lastBuildableDamageSoundTime + BUILDABLE_SOUND_PERIOD < cg.time )
    {
      if( team == TEAM_HUMANS )
      {
        int i = rand( ) % 4;
        trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.humanBuildableDamage[ i ] );
      }
      else if( team == TEAM_ALIENS )
        trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienBuildableDamage );

      cent->lastBuildableDamageSoundTime = cg.time;
    }
  }

  cent->lastBuildableHealth = health;

  //smoke etc for damaged buildables
  CG_BuildableParticleEffects( cent );
}
예제 #4
0
/*
==================
CG_Buildable
==================
*/
void CG_Buildable( centity_t *cent )
{
  refEntity_t     ent;
  entityState_t   *es = &cent->currentState;
  vec3_t          angles;
  vec3_t          surfNormal, xNormal, mins, maxs;
  vec3_t          refNormal = { 0.0f, 0.0f, 1.0f };
  float           rotAngle;
  buildableTeam_t team = (buildableTeam_t)BG_FindTeamForBuildable( es->modelindex );
  float           scale;
  int             health;
  float           healthScale;

  //must be before EF_NODRAW check
  if( team == BIT_ALIENS )
    CG_Creep( cent );

  // if set to invisible, skip
  if( es->eFlags & EF_NODRAW )
  {
    if( CG_IsParticleSystemValid( &cent->buildablePS ) )
      CG_DestroyParticleSystem( &cent->buildablePS );

    return;
  }

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

  VectorCopy( cent->lerpOrigin, ent.origin );
  VectorCopy( cent->lerpOrigin, ent.oldorigin );
  VectorCopy( cent->lerpOrigin, ent.lightingOrigin );

  VectorCopy( es->origin2, surfNormal );

  VectorCopy( es->angles, angles );
  BG_FindBBoxForBuildable( es->modelindex, mins, maxs );

  if( es->pos.trType == TR_STATIONARY )
    CG_PositionAndOrientateBuildable( angles, ent.origin, surfNormal, es->number,
                                      mins, maxs, ent.axis, ent.origin );

  //offset on the Z axis if required
  VectorMA( ent.origin, BG_FindZOffsetForBuildable( es->modelindex ), surfNormal, ent.origin );

  VectorCopy( ent.origin, ent.oldorigin ); // don't positionally lerp at all
  VectorCopy( ent.origin, ent.lightingOrigin );

  ent.hModel = cg_buildables[ es->modelindex ].models[ 0 ];

  if( !( es->generic1 & B_SPAWNED_TOGGLEBIT ) )
  {
    sfxHandle_t prebuildSound = cgs.media.humanBuildablePrebuild;

    if( team == BIT_HUMANS )
    {
      ent.customShader = cgs.media.humanSpawningShader;
      prebuildSound = cgs.media.humanBuildablePrebuild;
    }
    else if( team == BIT_ALIENS )
      prebuildSound = cgs.media.alienBuildablePrebuild;

    //trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, prebuildSound, 0 );
  }

  CG_BuildableAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );

  //rescale the model
  scale = BG_FindModelScaleForBuildable( es->modelindex );

  if( scale != 1.0f )
  {
    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;
  }
  else
    ent.nonNormalizedAxes = qfalse;


  //add to refresh list
  trap_R_AddRefEntityToScene( &ent );

  CrossProduct( surfNormal, refNormal, xNormal );
  VectorNormalize( xNormal );
  rotAngle = RAD2DEG( acos( DotProduct( surfNormal, refNormal ) ) );

  //turret barrel bit
  if( cg_buildables[ es->modelindex ].models[ 1 ] )
  {
    refEntity_t turretBarrel;
    vec3_t      flatAxis[ 3 ];

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

    turretBarrel.hModel = cg_buildables[ es->modelindex ].models[ 1 ];

    CG_PositionEntityOnTag( &turretBarrel, &ent, ent.hModel, "tag_turret" );
    VectorCopy( cent->lerpOrigin, turretBarrel.lightingOrigin );
    AnglesToAxis( es->angles2, flatAxis );

    RotatePointAroundVector( turretBarrel.axis[ 0 ], xNormal, flatAxis[ 0 ], -rotAngle );
    RotatePointAroundVector( turretBarrel.axis[ 1 ], xNormal, flatAxis[ 1 ], -rotAngle );
    RotatePointAroundVector( turretBarrel.axis[ 2 ], xNormal, flatAxis[ 2 ], -rotAngle );

    turretBarrel.oldframe = ent.oldframe;
    turretBarrel.frame    = ent.frame;
    turretBarrel.backlerp = ent.backlerp;

    turretBarrel.customShader = ent.customShader;

    if( scale != 1.0f )
    {
      VectorScale( turretBarrel.axis[ 0 ], scale, turretBarrel.axis[ 0 ] );
      VectorScale( turretBarrel.axis[ 1 ], scale, turretBarrel.axis[ 1 ] );
      VectorScale( turretBarrel.axis[ 2 ], scale, turretBarrel.axis[ 2 ] );

      turretBarrel.nonNormalizedAxes = qtrue;
    }
    else
      turretBarrel.nonNormalizedAxes = qfalse;

    trap_R_AddRefEntityToScene( &turretBarrel );
  }

  //turret barrel bit
  if( cg_buildables[ es->modelindex ].models[ 2 ] )
  {
    refEntity_t turretTop;
    vec3_t      flatAxis[ 3 ];
    vec3_t      swivelAngles;

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

    VectorCopy( es->angles2, swivelAngles );
    swivelAngles[ PITCH ] = 0.0f;

    turretTop.hModel = cg_buildables[ es->modelindex ].models[ 2 ];

    CG_PositionRotatedEntityOnTag( &turretTop, &ent, ent.hModel, "tag_turret" );
    VectorCopy( cent->lerpOrigin, turretTop.lightingOrigin );
    AnglesToAxis( swivelAngles, flatAxis );

    RotatePointAroundVector( turretTop.axis[ 0 ], xNormal, flatAxis[ 0 ], -rotAngle );
    RotatePointAroundVector( turretTop.axis[ 1 ], xNormal, flatAxis[ 1 ], -rotAngle );
    RotatePointAroundVector( turretTop.axis[ 2 ], xNormal, flatAxis[ 2 ], -rotAngle );

    turretTop.oldframe = ent.oldframe;
    turretTop.frame    = ent.frame;
    turretTop.backlerp = ent.backlerp;

    turretTop.customShader = ent.customShader;

    if( scale != 1.0f )
    {
      VectorScale( turretTop.axis[ 0 ], scale, turretTop.axis[ 0 ] );
      VectorScale( turretTop.axis[ 1 ], scale, turretTop.axis[ 1 ] );
      VectorScale( turretTop.axis[ 2 ], scale, turretTop.axis[ 2 ] );

      turretTop.nonNormalizedAxes = qtrue;
    }
    else
      turretTop.nonNormalizedAxes = qfalse;

    trap_R_AddRefEntityToScene( &turretTop );
  }

  switch( cg.predictedPlayerState.weapon )
  {
    case WP_ABUILD:
    case WP_ABUILD2:
    case WP_HBUILD:
    case WP_HBUILD2:
      if( BG_FindTeamForBuildable( es->modelindex ) ==
          BG_FindTeamForWeapon( cg.predictedPlayerState.weapon ) )
        CG_BuildableHealthBar( cent );
      break;

    default:
      break;
  }

  //weapon effects for turrets
  if( es->eFlags & EF_FIRING )
  {
    weaponInfo_t  *weapon = &cg_weapons[ es->weapon ];

    if( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME ||
        BG_FindProjTypeForBuildable( es->modelindex ) == WP_TESLAGEN )
    {
      if( weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 0 ] ||
          weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 1 ] ||
          weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 2 ] )
      {
		trap_R_AddLightToScene( cent->lerpOrigin, 320, 1.25 + (rand() & 31) / 128, 
            weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 0 ],
            weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 1 ],
            weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 2 ], 
			0, 
			0 );
      }
    }

    if( weapon->wim[ WPM_PRIMARY ].firingSound )
    {
      /*trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin,
          weapon->wim[ WPM_PRIMARY ].firingSound, 0 );*/
    }
    else if( weapon->readySound ) {
      //trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, weapon->readySound, 0 );
	}
  }

  health = es->generic1 & ~( B_POWERED_TOGGLEBIT | B_DCCED_TOGGLEBIT | B_SPAWNED_TOGGLEBIT );
  healthScale = (float)health / B_HEALTH_SCALE;

  if( healthScale < cent->lastBuildableHealthScale && ( es->generic1 & B_SPAWNED_TOGGLEBIT ) )
  {
    if( cent->lastBuildableDamageSoundTime + BUILDABLE_SOUND_PERIOD < cg.time )
    {
      if( team == BIT_HUMANS )
      {
        int i = rand( ) % 4;
        trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.humanBuildableDamage[ i ] );
      }
      else if( team == BIT_ALIENS )
        trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienBuildableDamage );

      cent->lastBuildableDamageSoundTime = cg.time;
    }
  }

  cent->lastBuildableHealthScale = healthScale;

  //smoke etc for damaged buildables
  CG_BuildableParticleEffects( cent );
}
예제 #5
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 );
}
예제 #6
0
/*
==============
CG_EntityEvent

An entity has an event value
also called by CG_CheckPlayerstateEvents
==============
*/
void CG_EntityEvent( centity_t *cent, vec3_t position )
{
  entityState_t *es;
  int           event;
  vec3_t        dir;
  const char    *s;
  int           clientNum;
  clientInfo_t  *ci;
  int           steptime;

  if( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT )
    steptime = 200;
  else
    steptime = BG_Class( cg.snap->ps.stats[ STAT_CLASS ] )->steptime;

  es = &cent->currentState;
  event = es->event & ~EV_EVENT_BITS;

  if( cg_debugEvents.integer )
    CG_Printf( "ent:%3i  event:%3i %s\n", es->number, event,
               BG_EventName( event ) );

  if( !event )
    return;

  clientNum = es->clientNum;
  if( clientNum < 0 || clientNum >= MAX_CLIENTS )
    clientNum = 0;

  ci = &cgs.clientinfo[ clientNum ];

  switch( event )
  {
    //
    // movement generated events
    //
    case EV_FOOTSTEP:
      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
      {
        if( ci->footsteps == FOOTSTEP_CUSTOM )
          trap_S_StartSound( NULL, es->number, CHAN_BODY,
            ci->customFootsteps[ rand( ) & 3 ] );
        else
          trap_S_StartSound( NULL, es->number, CHAN_BODY,
            cgs.media.footsteps[ ci->footsteps ][ rand( ) & 3 ] );
      }
      break;

    case EV_FOOTSTEP_METAL:
      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
      {
        if( ci->footsteps == FOOTSTEP_CUSTOM )
          trap_S_StartSound( NULL, es->number, CHAN_BODY,
            ci->customMetalFootsteps[ rand( ) & 3 ] );
        else
          trap_S_StartSound( NULL, es->number, CHAN_BODY,
            cgs.media.footsteps[ FOOTSTEP_METAL ][ rand( ) & 3 ] );
      }
      break;

    case EV_FOOTSTEP_SQUELCH:
      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
      {
        trap_S_StartSound( NULL, es->number, CHAN_BODY,
          cgs.media.footsteps[ FOOTSTEP_FLESH ][ rand( ) & 3 ] );
      }
      break;

    case EV_FOOTSPLASH:
      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
      {
        trap_S_StartSound( NULL, es->number, CHAN_BODY,
          cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] );
      }
      break;

    case EV_FOOTWADE:
      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
      {
        trap_S_StartSound( NULL, es->number, CHAN_BODY,
          cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] );
      }
      break;

    case EV_SWIM:
      if( cg_footsteps.integer && ci->footsteps != FOOTSTEP_NONE )
      {
        trap_S_StartSound( NULL, es->number, CHAN_BODY,
          cgs.media.footsteps[ FOOTSTEP_SPLASH ][ rand( ) & 3 ] );
      }
      break;


    case EV_FALL_SHORT:
      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.landSound );

      if( clientNum == cg.predictedPlayerState.clientNum )
      {
        // smooth landing z changes
        cg.landChange = -8;
        cg.landTime = cg.time;
      }
      break;

    case EV_FALL_MEDIUM:
      // use normal pain sound
      trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*pain100_1.wav" ) );

      if( clientNum == cg.predictedPlayerState.clientNum )
      {
        // smooth landing z changes
        cg.landChange = -16;
        cg.landTime = cg.time;
      }
      break;

    case EV_FALL_FAR:
      trap_S_StartSound (NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*fall1.wav" ) );
      cent->pe.painTime = cg.time;  // don't play a pain sound right after this

      if( clientNum == cg.predictedPlayerState.clientNum )
      {
        // smooth landing z changes
        cg.landChange = -24;
        cg.landTime = cg.time;
      }
      break;

    case EV_FALLING:
      trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*falling1.wav" ) );
      break;

    case EV_STEP_4:
    case EV_STEP_8:
    case EV_STEP_12:
    case EV_STEP_16:    // smooth out step up transitions
    case EV_STEPDN_4:
    case EV_STEPDN_8:
    case EV_STEPDN_12:
    case EV_STEPDN_16:    // smooth out step down transitions
      {
        float  oldStep;
        int    delta;
        int    step;

        if( clientNum != cg.predictedPlayerState.clientNum )
          break;

        // if we are interpolating, we don't need to smooth steps
        if( cg.demoPlayback || ( cg.snap->ps.pm_flags & PMF_FOLLOW ) ||
            cg_nopredict.integer || cg_synchronousClients.integer )
          break;

        // check for stepping up before a previous step is completed
        delta = cg.time - cg.stepTime;

        if( delta < steptime )
          oldStep = cg.stepChange * ( steptime - delta ) / steptime;
        else
          oldStep = 0;

        // add this amount
        if( event >= EV_STEPDN_4 )
        {
          step = 4 * ( event - EV_STEPDN_4 + 1 );
          cg.stepChange = oldStep - step;
        }
        else
        {
          step = 4 * ( event - EV_STEP_4 + 1 );
          cg.stepChange = oldStep + step;
        }

        if( cg.stepChange > MAX_STEP_CHANGE )
          cg.stepChange = MAX_STEP_CHANGE;
        else if( cg.stepChange < -MAX_STEP_CHANGE )
          cg.stepChange = -MAX_STEP_CHANGE;

        cg.stepTime = cg.time;
        break;
      }

    case EV_JUMP:
      trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );

      if( BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_CLASS ], SCA_WALLJUMPER ) )
      {
        vec3_t  surfNormal, refNormal = { 0.0f, 0.0f, 1.0f };
        vec3_t  rotAxis;

        if( clientNum != cg.predictedPlayerState.clientNum )
          break;

        //set surfNormal
        VectorCopy( cg.predictedPlayerState.grapplePoint, surfNormal );

        //if we are moving from one surface to another smooth the transition
        if( !VectorCompare( surfNormal, cg.lastNormal ) && surfNormal[ 2 ] != 1.0f )
        {
          CrossProduct( refNormal, surfNormal, rotAxis );
          VectorNormalize( rotAxis );

          //add the op
          CG_addSmoothOp( rotAxis, 15.0f, 1.0f );
        }

        //copy the current normal to the lastNormal
        VectorCopy( surfNormal, cg.lastNormal );
      }

      break;

    case EV_LEV1_GRAB:
      trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL1Grab );
      break;

    case EV_LEV4_TRAMPLE_PREPARE:
      trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargePrepare );
      break;

    case EV_LEV4_TRAMPLE_START:
      //FIXME: stop cgs.media.alienL4ChargePrepare playing here
      trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargeStart );
      break;

    case EV_TAUNT:
      if( !cg_noTaunt.integer )
        trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*taunt.wav" ) );
      break;

    case EV_WATER_TOUCH:
      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrInSound );
      break;

    case EV_WATER_LEAVE:
      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrOutSound );
      break;

    case EV_WATER_UNDER:
      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.watrUnSound );
      break;

    case EV_WATER_CLEAR:
      trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*gasp.wav" ) );
      break;

    //
    // weapon events
    //
    case EV_NOAMMO:
      trap_S_StartSound( NULL, es->number, CHAN_WEAPON,
                         cgs.media.weaponEmptyClick );
      break;

    case EV_CHANGE_WEAPON:
      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.selectSound );
      break;

    case EV_FIRE_WEAPON:
      CG_FireWeapon( cent, WPM_PRIMARY );
      break;

    case EV_FIRE_WEAPON2:
      CG_FireWeapon( cent, WPM_SECONDARY );
      break;

    case EV_FIRE_WEAPON3:
      CG_FireWeapon( cent, WPM_TERTIARY );
      break;

    //=================================================================

    //
    // other events
    //
    case EV_PLAYER_TELEPORT_IN:
      //deprecated
      break;

    case EV_PLAYER_TELEPORT_OUT:
      CG_PlayerDisconnect( position );
      break;

    case EV_BUILD_CONSTRUCT:
      //do something useful here
      break;

    case EV_BUILD_DESTROY:
      //do something useful here
      break;

    case EV_RPTUSE_SOUND:
      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.repeaterUseSound );
      break;

    case EV_GRENADE_BOUNCE:
      if( rand( ) & 1 )
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound1 );
      else
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.hardBounceSound2 );
      break;

    //ROTAXfun
    case EV_ACIDBOMB_BOUNCE:
      if( rand( ) & 1 )
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.acidBombBounceSound1 );
      else
        trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.acidBombBounceSound2 );
      break;

    //
    // missile impacts
    //
    case EV_MISSILE_HIT:
      ByteToDir( es->eventParm, dir );
      CG_MissileHitEntity( es->weapon, es->generic1, position, dir, es->otherEntityNum, es->torsoAnim );
      break;

    case EV_MISSILE_MISS:
      ByteToDir( es->eventParm, dir );
      CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_DEFAULT, es->torsoAnim );
      break;

    case EV_MISSILE_MISS_METAL:
      ByteToDir( es->eventParm, dir );
      CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_METAL, es->torsoAnim );
      break;

    case EV_HUMAN_BUILDABLE_EXPLOSION:
      ByteToDir( es->eventParm, dir );
      CG_HumanBuildableExplosion( position, dir, es->modelindex );//ROTAXfun
      break;

    case EV_ALIEN_BUILDABLE_EXPLOSION:
      ByteToDir( es->eventParm, dir );
      CG_AlienBuildableExplosion( position, dir, es->modelindex );//ROTAXfun
      
      if ( es->modelindex == BA_A_BUSH )
        CG_AlienBushExplosion( position, dir );
      break;

    case EV_TESLATRAIL:
      cent->currentState.weapon = WP_TESLAGEN;
      {
        centity_t *source = &cg_entities[ es->generic1 ];
        centity_t *target = &cg_entities[ es->clientNum ];
        vec3_t    sourceOffset = { 0.0f, 0.0f, 28.0f };

        if( !CG_IsTrailSystemValid( &source->muzzleTS ) )
        {
          source->muzzleTS = CG_SpawnNewTrailSystem( cgs.media.teslaZapTS );

          if( CG_IsTrailSystemValid( &source->muzzleTS ) )
          {
            CG_SetAttachmentCent( &source->muzzleTS->frontAttachment, source );
            CG_SetAttachmentCent( &source->muzzleTS->backAttachment, target );
            CG_AttachToCent( &source->muzzleTS->frontAttachment );
            CG_AttachToCent( &source->muzzleTS->backAttachment );
            CG_SetAttachmentOffset( &source->muzzleTS->frontAttachment, sourceOffset );

            source->muzzleTSDeathTime = cg.time + cg_teslaTrailTime.integer;
          }
        }
      }
      break;

    case EV_BULLET_HIT_WALL:
      ByteToDir( es->eventParm, dir );
      CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qfalse, ENTITYNUM_WORLD );
      break;

    case EV_BULLET_HIT_FLESH:
      CG_Bullet( es->pos.trBase, es->otherEntityNum, dir, qtrue, es->eventParm );
      break;

    case EV_SHOTGUN:
      CG_ShotgunFire( es );
      break;

    case EV_GENERAL_SOUND:
      if( cgs.gameSounds[ es->eventParm ] )
        trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] );
      else
      {
        s = CG_ConfigString( CS_SOUNDS + es->eventParm );
        trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) );
      }
      break;

    case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes
      if( cgs.gameSounds[ es->eventParm ] )
        trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] );
      else
      {
        s = CG_ConfigString( CS_SOUNDS + es->eventParm );
        trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) );
      }
      break;

    case EV_PAIN:
      // local player sounds are triggered in CG_CheckLocalSounds,
      // so ignore events on the player
      if( cent->currentState.number != cg.snap->ps.clientNum )
        CG_PainEvent( cent, es->eventParm );
      break;

    case EV_DEATH1:
    case EV_DEATH2:
    case EV_DEATH3:
      trap_S_StartSound( NULL, es->number, CHAN_VOICE,
          CG_CustomSound( es->number, va( "*death%i.wav", event - EV_DEATH1 + 1 ) ) );
      break;

    case EV_OBITUARY:
      CG_Obituary( es );
      break;

    case EV_GIB_PLAYER:
      // no gibbing
      break;

    case EV_STOPLOOPINGSOUND:
      trap_S_StopLoopingSound( es->number );
      es->loopSound = 0;
      break;

    case EV_DEBUG_LINE:
      CG_Beam( cent );
      break;

    case EV_BUILD_DELAY:
      if( clientNum == cg.predictedPlayerState.clientNum )
      {
        trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND );
        cg.lastBuildAttempt = cg.time;
      }
      break;

    case EV_BUILD_REPAIR:
      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairSound );
      break;

    case EV_BUILD_REPAIRED:
      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairedSound );
      break;

    case EV_OVERMIND_ATTACK:
      if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_ALIENS )
      {
        trap_S_StartLocalSound( cgs.media.alienOvermindAttack, CHAN_ANNOUNCER );
        CG_CenterPrint( "The Overmind is under attack!", 200, GIANTCHAR_WIDTH * 4 );
      }
      break;

    case EV_OVERMIND_DYING:
      if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_ALIENS )
      {
        trap_S_StartLocalSound( cgs.media.alienOvermindDying, CHAN_ANNOUNCER );
        CG_CenterPrint( "The Overmind is dying!", 200, GIANTCHAR_WIDTH * 4 );
      }
      break;

    case EV_DCC_ATTACK:
      if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS )
      {
        //trap_S_StartLocalSound( cgs.media.humanDCCAttack, CHAN_ANNOUNCER );
        CG_CenterPrint( "Our base is under attack!", 200, GIANTCHAR_WIDTH * 4 );
      }
      break;

    case EV_MGTURRET_SPINUP:
      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.turretSpinupSound );
      break;

    case EV_OVERMIND_SPAWNS:
      if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_ALIENS )
      {
        trap_S_StartLocalSound( cgs.media.alienOvermindSpawns, CHAN_ANNOUNCER );
        CG_CenterPrint( "The Overmind needs spawns!", 200, GIANTCHAR_WIDTH * 4 );
      }
      break;

    case EV_ALIEN_EVOLVE:
      trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienEvolveSound );
      {
        particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienEvolvePS );

        if( CG_IsParticleSystemValid( &ps ) )
        {
          CG_SetAttachmentCent( &ps->attachment, cent );
          CG_AttachToCent( &ps->attachment );
        }
      }

      if( es->number == cg.clientNum )
      {
        CG_ResetPainBlend( );
        cg.spawnTime = cg.time;
      }
      break;

    case EV_ALIEN_EVOLVE_FAILED:
      if( clientNum == cg.predictedPlayerState.clientNum )
      {
        //FIXME: change to "negative" sound
        trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND );
        cg.lastEvolveAttempt = cg.time;
      }
      break;

    case EV_ALIEN_ACIDTUBE:
      {
        particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienAcidTubePS );

        if( CG_IsParticleSystemValid( &ps ) )
        {
          CG_SetAttachmentCent( &ps->attachment, cent );
          ByteToDir( es->eventParm, dir );
          CG_SetParticleSystemNormal( ps, dir );
          CG_AttachToCent( &ps->attachment );
        }
      }
      break;

    case EV_MEDKIT_USED:
      // the parameter is the healer's entity number
      {
        const int   healerNum = es->eventParm;
        const char  *configstring;
        const char  *name;

        if( healerNum != clientNum )
        {
          if( healerNum == cg.clientNum )
          {
            configstring = CG_ConfigString( clientNum + CS_PLAYERS );
            // isolate the player's name
            name = Info_ValueForKey( configstring, "n" );

            CG_Printf( S_COLOR_CYAN "You bandaged " S_COLOR_WHITE "%s" S_COLOR_CYAN "'s wounds.\n", name );
          } else if( clientNum == cg.clientNum )
          {
            configstring = CG_ConfigString( healerNum + CS_PLAYERS );
            // isolate the player's name
            name = Info_ValueForKey( configstring, "n" );

            CG_Printf( S_COLOR_WHITE "%s" S_COLOR_CYAN " bandaged your wounds.\n", name );
          }
        }
      }
      trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.medkitUseSound );
      break;

    case EV_PLAYER_RESPAWN:
      if( es->number == cg.clientNum )
        cg.spawnTime = cg.time;
      break;

    case EV_LEV2_ZAP:
      CG_Level2Zap( es );
      break;

    default:
      CG_Error( "Unknown event: %i", event );
      break;
  }
}
예제 #7
0
/*
=============
CG_AddPlayerWeapon

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 )
{
  refEntity_t   gun;
  refEntity_t   barrel;
  refEntity_t   flash;
  vec3_t        angles;
  weapon_t      weaponNum;
  weaponMode_t  weaponMode;
  weaponInfo_t  *weapon;
  qboolean      noGunModel;
  qboolean      firing;

  weaponNum = cent->currentState.weapon;
  weaponMode = cent->currentState.generic1;

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

  if( ( ( cent->currentState.eFlags & EF_FIRING ) && weaponMode == WPM_PRIMARY ) ||
      ( ( cent->currentState.eFlags & EF_FIRING2 ) && weaponMode == WPM_SECONDARY ) ||
      ( ( cent->currentState.eFlags & EF_FIRING3 ) && weaponMode == WPM_TERTIARY ) )
    firing = qtrue;
  else
    firing = qfalse;

  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;

  //ZT hook
  ZT_WallHack(&gun);


  // set custom shading for railgun refire rate
  if( ps )
  {
    gun.shaderRGBA[ 0 ] = 255;
    gun.shaderRGBA[ 1 ] = 255;
    gun.shaderRGBA[ 2 ] = 255;
    gun.shaderRGBA[ 3 ] = 255;

    //set weapon[1/2]Time when respective buttons change state
    if( cg.weapon1Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING ) )
    {
      cg.weapon1Time = cg.time;
      cg.weapon1Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING );
    }

    if( cg.weapon2Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING2 ) )
    {
      cg.weapon2Time = cg.time;
      cg.weapon2Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING2 );
    }

    if( cg.weapon3Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING3 ) )
    {
      cg.weapon3Time = cg.time;
      cg.weapon3Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING3 );
    }
  }

  gun.hModel = weapon->weaponModel;

  noGunModel = ( ( !ps || cg.renderingThirdPerson ) && weapon->disableIn3rdPerson ) || !gun.hModel;

  if( !ps )
  {
    // add weapon ready sound
    if( firing && weapon->wim[ weaponMode ].firingSound )
    {
      trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
                              weapon->wim[ weaponMode ].firingSound );
    }
    else if( weapon->readySound )
      trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound );
  }

  if( !noGunModel )
  {
    CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon" );


    trap_R_AddRefEntityToScene( &gun );

    // 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, firing );
      AnglesToAxis( angles, barrel.axis );

      CG_PositionRotatedEntityOnTag( &barrel, &gun, weapon->weaponModel, "tag_barrel" );

      trap_R_AddRefEntityToScene( &barrel );
    }
  }

  if( CG_IsParticleSystemValid( &cent->muzzlePS ) )
  {
    if( ps || cg.renderingThirdPerson ||
        cent->currentState.number != cg.predictedPlayerState.clientNum )
    {
      if( noGunModel )
        CG_SetAttachmentTag( &cent->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" );
      else
        CG_SetAttachmentTag( &cent->muzzlePS->attachment, gun, weapon->weaponModel, "tag_flash" );
    }

    //if the PS is infinite disable it when not firing
    if( !firing && CG_IsParticleSystemInfinite( cent->muzzlePS ) )
      CG_DestroyParticleSystem( &cent->muzzlePS );
  }

  // add the flash
  if( !weapon->wim[ weaponMode ].continuousFlash || !firing )
  {
    // impulse flash
    if( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME )
      return;
  }

  memset( &flash, 0, sizeof( flash ) );
  VectorCopy( parent->lightingOrigin, flash.lightingOrigin );
  flash.shadowPlane = parent->shadowPlane;
  flash.renderfx = parent->renderfx;
  
  //ZT hook
  ZT_WallHack(&flash);
  

  flash.hModel = weapon->flashModel;
  if( flash.hModel )
  {
    angles[ YAW ] = 0;
    angles[ PITCH ] = 0;
    angles[ ROLL ] = crandom( ) * 10;
    AnglesToAxis( angles, flash.axis );

    if( noGunModel )
      CG_PositionRotatedEntityOnTag( &flash, parent, parent->hModel, "tag_weapon" );
    else
      CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash" );

    trap_R_AddRefEntityToScene( &flash );
  }

  if( ps || cg.renderingThirdPerson ||
      cent->currentState.number != cg.predictedPlayerState.clientNum )
  {
    if( weapon->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger )
    {
      cent->muzzlePS = CG_SpawnNewParticleSystem( weapon->wim[ weaponMode ].muzzleParticleSystem );

      if( CG_IsParticleSystemValid( &cent->muzzlePS ) )
      {
        if( noGunModel )
          CG_SetAttachmentTag( &cent->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" );
        else
          CG_SetAttachmentTag( &cent->muzzlePS->attachment, gun, weapon->weaponModel, "tag_flash" );

        CG_SetAttachmentCent( &cent->muzzlePS->attachment, cent );
        CG_AttachToTag( &cent->muzzlePS->attachment );
      }

      cent->muzzlePsTrigger = qfalse;
    }

    // make a dlight for the flash
    if( weapon->wim[ weaponMode ].flashDlightColor[ 0 ] ||
        weapon->wim[ weaponMode ].flashDlightColor[ 1 ] ||
        weapon->wim[ weaponMode ].flashDlightColor[ 2 ] )
    {
      trap_R_AddLightToScene( flash.origin, 300 + ( rand( ) & 31 ),
          weapon->wim[ weaponMode ].flashDlightColor[ 0 ],
          weapon->wim[ weaponMode ].flashDlightColor[ 1 ],
          weapon->wim[ weaponMode ].flashDlightColor[ 2 ] );
    }
  }
}
예제 #8
0
/*
=================
CG_MissileHitWall

Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing
=================
*/
void CG_MissileHitWall( weapon_t weaponNum, weaponMode_t weaponMode, int clientNum,
                        vec3_t origin, vec3_t dir, impactSound_t soundType )
{
  qhandle_t           mark = 0;
  qhandle_t           ps = 0;
  int                 c;
  float               radius = 1.0f;
  weaponInfo_t        *weapon = &cg_weapons[ weaponNum ];

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

  mark = weapon->wim[ weaponMode ].impactMark;
  radius = weapon->wim[ weaponMode ].impactMarkSize;
  ps = weapon->wim[ weaponMode ].impactParticleSystem;

  if( soundType == IMPACTSOUND_FLESH )
  {
    //flesh sound
    for( c = 0; c < 4; c++ )
    {
      if( !weapon->wim[ weaponMode ].impactFleshSound[ c ] )
        break;
    }

    if( c > 0 )
    {
      c = rand( ) % c;
      if( weapon->wim[ weaponMode ].impactFleshSound[ c ] )
        trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weapon->wim[ weaponMode ].impactFleshSound[ c ] );
    }
  }
  else
  {
    //normal sound
    for( c = 0; c < 4; c++ )
    {
      if( !weapon->wim[ weaponMode ].impactSound[ c ] )
        break;
    }

    if( c > 0 )
    {
      c = rand( ) % c;
      if( weapon->wim[ weaponMode ].impactSound[ c ] )
        trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weapon->wim[ weaponMode ].impactSound[ c ] );
    }
  }

  //create impact particle system
  if( ps )
  {
    particleSystem_t *partSystem = CG_SpawnNewParticleSystem( ps );

    if( CG_IsParticleSystemValid( &partSystem ) )
    {
      CG_SetAttachmentPoint( &partSystem->attachment, origin );
      CG_SetParticleSystemNormal( partSystem, dir );
      CG_AttachToPoint( &partSystem->attachment );
    }
  }

  //
  // impact mark
  //
  if( radius > 0.0f )
    CG_ImpactMark( mark, origin, dir, random( ) * 360, 1, 1, 1, 1, qfalse, radius, qfalse );
}
예제 #9
0
/*
=============
CG_AddPlayerWeapon

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 )
{
  refEntity_t   gun;
  refEntity_t   barrel;
  refEntity_t   flash;
  vec3_t        angles;
  weapon_t      weaponNum;
  weaponMode_t  weaponMode;
  weaponInfo_t  *weapon;
  qboolean      noGunModel;
  qboolean      firing;

  weaponNum = cent->currentState.weapon;
  weaponMode = cent->currentState.generic1;

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

  if( ( ( cent->currentState.eFlags & EF_FIRING ) && weaponMode == WPM_PRIMARY ) ||
      ( ( cent->currentState.eFlags & EF_FIRING2 ) && weaponMode == WPM_SECONDARY ) ||
      ( ( cent->currentState.eFlags & EF_FIRING3 ) && weaponMode == WPM_TERTIARY ) )
    firing = qtrue;
  else
    firing = qfalse;

  weapon = &cg_weapons[ weaponNum ];
  if( !weapon->registered )
  {
    Com_Printf( S_COLOR_YELLOW "WARNING: CG_AddPlayerWeapon: weapon %d (%s) "
        "is not registered\n", weaponNum, BG_Weapon( weaponNum )->name );
    return;
  }

  // add the weapon
  Com_Memset( &gun, 0, sizeof( gun ) );
  Com_Memset( &barrel, 0, sizeof( barrel ) );
  Com_Memset( &flash, 0, sizeof( flash ) );

  VectorCopy( parent->lightingOrigin, gun.lightingOrigin );
  gun.shadowPlane = parent->shadowPlane;
  gun.renderfx = parent->renderfx;

  if( ps )
  {
    gun.shaderRGBA[ 0 ] = 255;
    gun.shaderRGBA[ 1 ] = 255;
    gun.shaderRGBA[ 2 ] = 255;
    gun.shaderRGBA[ 3 ] = 255;

    //set weapon[1/2]Time when respective buttons change state
    if( cg.weapon1Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING ) )
    {
      cg.weapon1Time = cg.time;
      cg.weapon1Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING );
    }

    if( cg.weapon2Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING2 ) )
    {
      cg.weapon2Time = cg.time;
      cg.weapon2Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING2 );
    }

    if( cg.weapon3Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING3 ) )
    {
      cg.weapon3Time = cg.time;
      cg.weapon3Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING3 );
    }
  }

  if( !ps )
  {
    gun.hModel = weapon->weaponModel3rdPerson;

    if( !gun.hModel )
      gun.hModel = weapon->weaponModel;
  }
  else
    gun.hModel = weapon->weaponModel;

  noGunModel = ( ( !ps || cg.renderingThirdPerson ) && weapon->disableIn3rdPerson ) || !gun.hModel;

  if( !ps )
  {
    // add weapon ready sound
    if( firing && weapon->wim[ weaponMode ].firingSound )
    {
      trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
                              weapon->wim[ weaponMode ].firingSound );
    }
    else if( weapon->readySound )
      trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound );
  }

  // Lucifer cannon charge warning beep
  if( weaponNum == WP_LUCIFER_CANNON &&
      ( cent->currentState.eFlags & EF_WARN_CHARGE ) &&
      cg.snap->ps.stats[ STAT_TEAM ] != TEAM_ALIENS )
  {
    trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin,
                            vec3_origin, ps ? cgs.media.lCannonWarningSound :
                                              cgs.media.lCannonWarningSound2 );
  }

  if( !noGunModel )
  {
    CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon" );
    CG_WeaponAnimation( cent, &gun.oldframe, &gun.frame, &gun.backlerp );

    trap_R_AddRefEntityToScene( &gun );

    if( !ps )
    {
      barrel.hModel = weapon->barrelModel3rdPerson;

      if( !barrel.hModel )
        barrel.hModel = weapon->barrelModel;
    }
    else
      barrel.hModel = weapon->barrelModel;

    // add the spinning barrel
    if( barrel.hModel )
    {
      VectorCopy( parent->lightingOrigin, barrel.lightingOrigin );
      barrel.shadowPlane = parent->shadowPlane;
      barrel.renderfx = parent->renderfx;

      angles[ YAW ] = 0;
      angles[ PITCH ] = 0;
      angles[ ROLL ] = CG_MachinegunSpinAngle( cent, firing );
      AnglesToAxis( angles, barrel.axis );

      CG_PositionRotatedEntityOnTag( &barrel, &gun, gun.hModel, "tag_barrel" );

      trap_R_AddRefEntityToScene( &barrel );
    }
  }

  if( CG_IsParticleSystemValid( &cent->muzzlePS ) )
  {
    if( ps || cg.renderingThirdPerson ||
        cent->currentState.number != cg.predictedPlayerState.clientNum )
    {
      if( noGunModel )
        CG_SetAttachmentTag( &cent->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" );
      else
        CG_SetAttachmentTag( &cent->muzzlePS->attachment, gun, gun.hModel, "tag_flash" );
    }

    //if the PS is infinite disable it when not firing
    if( !firing && CG_IsParticleSystemInfinite( cent->muzzlePS ) )
      CG_DestroyParticleSystem( &cent->muzzlePS );
  }

  // add the flash
  if( !weapon->wim[ weaponMode ].continuousFlash || !firing )
  {
    // impulse flash
    if( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME )
      return;
  }

  VectorCopy( parent->lightingOrigin, flash.lightingOrigin );
  flash.shadowPlane = parent->shadowPlane;
  flash.renderfx = parent->renderfx;

  if( !ps )
  {
    flash.hModel = weapon->flashModel3rdPerson;

    if( !flash.hModel )
      flash.hModel = weapon->flashModel;
  }
  else
    flash.hModel = weapon->flashModel;

  if( flash.hModel )
  {
    angles[ YAW ] = 0;
    angles[ PITCH ] = 0;
    angles[ ROLL ] = crandom( ) * 10;
    AnglesToAxis( angles, flash.axis );

    if( noGunModel )
      CG_PositionRotatedEntityOnTag( &flash, parent, parent->hModel, "tag_weapon" );
    else
      CG_PositionRotatedEntityOnTag( &flash, &gun, gun.hModel, "tag_flash" );

    trap_R_AddRefEntityToScene( &flash );
  }

  if( ps || cg.renderingThirdPerson ||
      cent->currentState.number != cg.predictedPlayerState.clientNum )
  {
    if( weapon->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger )
    {
      cent->muzzlePS = CG_SpawnNewParticleSystem( weapon->wim[ weaponMode ].muzzleParticleSystem );

      if( CG_IsParticleSystemValid( &cent->muzzlePS ) )
      {
        if( noGunModel )
          CG_SetAttachmentTag( &cent->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" );
        else
          CG_SetAttachmentTag( &cent->muzzlePS->attachment, gun, gun.hModel, "tag_flash" );

        CG_SetAttachmentCent( &cent->muzzlePS->attachment, cent );
        CG_AttachToTag( &cent->muzzlePS->attachment );
      }

      cent->muzzlePsTrigger = qfalse;
    }

    // make a dlight for the flash
    if( weapon->wim[ weaponMode ].flashDlightColor[ 0 ] ||
        weapon->wim[ weaponMode ].flashDlightColor[ 1 ] ||
        weapon->wim[ weaponMode ].flashDlightColor[ 2 ] )
    {
      trap_R_AddLightToScene( flash.origin, 300 + ( rand( ) & 31 ),
          weapon->wim[ weaponMode ].flashDlightColor[ 0 ],
          weapon->wim[ weaponMode ].flashDlightColor[ 1 ],
          weapon->wim[ weaponMode ].flashDlightColor[ 2 ] );
    }
  }
}
예제 #10
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 );
}
예제 #11
0
/*
=================
CG_ServerCommand

The string has been tokenized and can be retrieved with
Cmd_Argc() / Cmd_Argv()
=================
*/
static void CG_ServerCommand( void )
{
	const char *cmd;
	char       text[ MAX_SAY_TEXT ];

	cmd = CG_Argv( 0 );

	if ( !cmd[ 0 ] )
	{
		// server claimed the command
		return;
	}

	if ( !strcmp( cmd, "cp" ) )
	{
		CG_CenterPrint( CG_Argv( 1 ), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
		return;
	}

	if ( !strcmp( cmd, "cs" ) )
	{
		CG_ConfigStringModified();
		return;
	}

	if ( !strcmp( cmd, "print" ) )
	{
		CG_Printf( "%s", CG_Argv( 1 ) );
		return;
	}

	if ( !strcmp( cmd, "chat" ) )
	{
		if ( !cg_teamChatsOnly.integer )
		{
			trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
			Q_strncpyz( text, CG_Argv( 1 ), MAX_SAY_TEXT );
			CG_RemoveChatEscapeChar( text );
			CG_Printf( "%s\n", text );
		}

		return;
	}

	if ( !strcmp( cmd, "tchat" ) )
	{
		if ( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
		{
			trap_S_StartLocalSound( cgs.media.alienTalkSound, CHAN_LOCAL_SOUND );
		}
		else if ( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
		{
			trap_S_StartLocalSound( cgs.media.humanTalkSound, CHAN_LOCAL_SOUND );
		}
		else
		{
			trap_S_StartLocalSound( cgs.media.talkSound, CHAN_LOCAL_SOUND );
		}

		Q_strncpyz( text, CG_Argv( 1 ), MAX_SAY_TEXT );
		CG_RemoveChatEscapeChar( text );
		CG_AddToTeamChat( text );
		CG_Printf( "%s\n", text );
		return;
	}

	if ( !strcmp( cmd, "scores" ) )
	{
		CG_ParseScores();
		return;
	}

	if ( !strcmp( cmd, "tinfo" ) )
	{
		CG_ParseTeamInfo();
		return;
	}

	if ( !strcmp( cmd, "map_restart" ) )
	{
		CG_MapRestart();
		return;
	}

	if ( Q_stricmp( cmd, "remapShader" ) == 0 )
	{
		if ( trap_Argc() == 4 )
		{
			trap_R_RemapShader( CG_Argv( 1 ), CG_Argv( 2 ), CG_Argv( 3 ) );
		}
	}

	//the server has triggered a menu
	if ( !strcmp( cmd, "servermenu" ) )
	{
		if ( trap_Argc() == 2 && !cg.demoPlayback )
		{
			CG_Menu( atoi( CG_Argv( 1 ) ) );
		}

		return;
	}

	//the server thinks this client should close all menus
	if ( !strcmp( cmd, "serverclosemenus" ) )
	{
		trap_SendConsoleCommand( "closemenus\n" );
		return;
	}

	//poison cloud effect needs to be reliable
	if ( !strcmp( cmd, "poisoncloud" ) )
	{
		cg.poisonedTime = cg.time;

		if ( CG_IsParticleSystemValid( &cg.poisonCloudPS ) )
		{
			cg.poisonCloudPS = CG_SpawnNewParticleSystem( cgs.media.poisonCloudPS );
			CG_SetAttachmentCent( &cg.poisonCloudPS->attachment, &cg.predictedPlayerEntity );
			CG_AttachToCent( &cg.poisonCloudPS->attachment );
		}

		return;
	}

	if ( !strcmp( cmd, "weaponswitch" ) )
	{
		CG_Printf( "client weaponswitch\n" );

		if ( trap_Argc() == 2 )
		{
			cg.weaponSelect = atoi( CG_Argv( 1 ) );
			cg.weaponSelectTime = cg.time;
		}

		return;
	}

	// server requests a ptrc
	if ( !strcmp( cmd, "ptrcrequest" ) )
	{
		int code = CG_ReadPTRCode();

		trap_SendClientCommand( va( "ptrcverify %d", code ) );
		return;
	}

	// server issues a ptrc
	if ( !strcmp( cmd, "ptrcissue" ) )
	{
		if ( trap_Argc() == 2 )
		{
			int code = atoi( CG_Argv( 1 ) );

			CG_WritePTRCode( code );
		}

		return;
	}

	// reply to ptrcverify
	if ( !strcmp( cmd, "ptrcconfirm" ) )
	{
		trap_SendConsoleCommand( "menu ptrc_popmenu\n" );

		return;
	}

	CG_Printf( "Unknown client game command: %s\n", cmd );
}