/* ============= 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( ¢->muzzlePS ) ) { if( ps || cg.renderingThirdPerson || cent->currentState.number != cg.predictedPlayerState.clientNum ) { if( noGunModel ) CG_SetAttachmentTag( ¢->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" ); else CG_SetAttachmentTag( ¢->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( ¢->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( ¢->muzzlePS ) ) { if( noGunModel ) CG_SetAttachmentTag( ¢->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" ); else CG_SetAttachmentTag( ¢->muzzlePS->attachment, gun, weapon->weaponModel, "tag_flash" ); CG_SetAttachmentCent( ¢->muzzlePS->attachment, cent ); CG_AttachToTag( ¢->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 ] ); } } }
void Wolfcam_AddPlayerWeapon (const refEntity_t *parent, centity_t *cent, int team) { refEntity_t gun; refEntity_t barrel; refEntity_t flash; vec3_t angles; weapon_t weaponNum; const weaponInfo_t *weapon; centity_t *nonPredictedCent; // int col clientInfo_t *ci; float flashSize; float dlight[3]; float f; qboolean revertColors = qfalse; vec3_t origColor1; vec3_t origColor2; if (!cent->inCurrentSnapshot) { // this can happen with /follow which can stay in victim position // (frag hover) return; } ci = &cgs.clientinfo[ cent->currentState.clientNum ]; weaponNum = cent->currentState.weapon; if (weaponNum <= WP_NONE || weaponNum >= WP_NUM_WEAPONS) { return; } CG_RegisterWeapon( weaponNum ); weapon = &cg_weapons[weaponNum]; // add the weapon memset( &gun, 0, sizeof( gun ) ); VectorCopy( parent->lightingOrigin, gun.lightingOrigin ); gun.shadowPlane = parent->shadowPlane; gun.renderfx = parent->renderfx; // set custom shading for railgun refire rate if (0) { //( ps ) { } else { if (weaponNum == WP_RAILGUN) { qboolean teamRail; qboolean enemyRail; if (cg_railUseOwnColors.integer && CG_IsUs(ci)) { VectorCopy(ci->color1, origColor1); VectorCopy(ci->color2, origColor2); VectorCopy(cg.color1, ci->color1); VectorCopy(cg.color2, ci->color2); revertColors = qtrue; } teamRail = CG_IsTeammate(ci); enemyRail = CG_IsEnemy(ci); if (cgs.gametype < GT_TEAM) { if (!CG_IsUs(ci)) { if (*cg_enemyRailItemColor.string) { SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_enemyRailItemColor); gun.shaderRGBA[3] = 255; } else { gun.shaderRGBA[0] = 255 * ci->color1[0]; gun.shaderRGBA[1] = 255 * ci->color1[1]; gun.shaderRGBA[2] = 255 * ci->color1[2]; gun.shaderRGBA[3] = 255; } } else { gun.shaderRGBA[0] = 255 * ci->color1[0]; gun.shaderRGBA[1] = 255 * ci->color1[1]; gun.shaderRGBA[2] = 255 * ci->color1[2]; gun.shaderRGBA[3] = 255; } } else { // team game if (!CG_IsUs(ci) && teamRail) { if (cg_teamRailItemColorTeam.integer) { if (ci->team == TEAM_RED) { SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_weaponRedTeamColor); } else { SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_weaponBlueTeamColor); } gun.shaderRGBA[3] = 255; } else if (*cg_teamRailItemColor.string) { SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_teamRailItemColor); gun.shaderRGBA[3] = 255; } else { gun.shaderRGBA[0] = 255 * ci->color1[0]; gun.shaderRGBA[1] = 255 * ci->color1[1]; gun.shaderRGBA[2] = 255 * ci->color1[2]; gun.shaderRGBA[3] = 255; } } else if (!CG_IsUs(ci) && enemyRail) { if (cg_enemyRailItemColorTeam.integer) { if (ci->team == TEAM_RED) { SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_weaponRedTeamColor); } else { SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_weaponBlueTeamColor); } gun.shaderRGBA[3] = 255; } else if (*cg_enemyRailItemColor.string) { SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_enemyRailItemColor); gun.shaderRGBA[3] = 255; } else { gun.shaderRGBA[0] = 255 * ci->color1[0]; gun.shaderRGBA[1] = 255 * ci->color1[1]; gun.shaderRGBA[2] = 255 * ci->color1[2]; gun.shaderRGBA[3] = 255; } } else { // us gun.shaderRGBA[0] = 255 * ci->color1[0]; gun.shaderRGBA[1] = 255 * ci->color1[1]; gun.shaderRGBA[2] = 255 * ci->color1[2]; gun.shaderRGBA[3] = 255; } } // end weapon == WP_RAILGUN //cent->pe.muzzleFlashTime //Com_Printf("yes....\n"); //f = cg.time - (cent->pe.muzzleFlashTime + 1500); f = cg.time - (cent->pe.muzzleFlashTime + 1460); // hack //Com_Printf("f %f\n", f); if (f < 0) { f = 1.0 - (f / -1500); gun.shaderRGBA[0] *= 0.314 * f; gun.shaderRGBA[1] *= 0.314 * f; gun.shaderRGBA[2] *= 0.314 * f; } } } gun.hModel = weapon->weaponModel; if (!gun.hModel) { //Com_Printf("no gun model '%s'\n", weapNamesCasual[weaponNum]); //FIXME grapple returns here //FIXME fx //CG_PositionEntityOnTag(&gun, parent, parent->hModel, "tag_weapon"); //CG_CheckFxWeaponFlash(cent, weaponNum, gun.origin); //return; } CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon"); CG_ScaleModel(&gun, cg_gunSize.value); // custom weapon shaders { vmCvar_t *firstPersonShaders[MAX_WEAPONS] = { NULL, &cg_firstPersonShaderWeaponGauntlet, &cg_firstPersonShaderWeaponMachineGun, &cg_firstPersonShaderWeaponShotgun, &cg_firstPersonShaderWeaponGrenadeLauncher, &cg_firstPersonShaderWeaponRocketLauncher, &cg_firstPersonShaderWeaponLightningGun, &cg_firstPersonShaderWeaponRailGun, &cg_firstPersonShaderWeaponPlasmaGun, &cg_firstPersonShaderWeaponBFG, &cg_firstPersonShaderWeaponGrapplingHook, &cg_firstPersonShaderWeaponNailGun, &cg_firstPersonShaderWeaponProximityLauncher, &cg_firstPersonShaderWeaponChainGun, &cg_firstPersonShaderWeaponHeavyMachineGun }; if (firstPersonShaders[weaponNum] && *(firstPersonShaders[weaponNum]->string)) { gun.customShader = trap_R_RegisterShader(firstPersonShaders[weaponNum]->string); } } if (gun.hModel) { if (cg_drawGun.integer > 2) { gun.customShader = cgs.media.ghostWeaponShader; gun.shaderRGBA[0] = 255; gun.shaderRGBA[1] = 255; gun.shaderRGBA[2] = 255; gun.shaderRGBA[3] = 255; } CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups ); } // add the spinning barrel if ( weapon->barrelModel ) { memset( &barrel, 0, sizeof( barrel ) ); VectorCopy( parent->lightingOrigin, barrel.lightingOrigin ); barrel.shadowPlane = parent->shadowPlane; barrel.renderfx = parent->renderfx; barrel.hModel = weapon->barrelModel; angles[YAW] = 0; angles[PITCH] = 0; angles[ROLL] = CG_MachinegunSpinAngle( cent ); AnglesToAxis( angles, barrel.axis ); CG_PositionRotatedEntityOnTag( &barrel, &gun, weapon->weaponModel, "tag_barrel" ); CG_ScaleModel(&barrel, cg_gunSize.value); if (cg_drawGun.integer > 2) { barrel.customShader = cgs.media.ghostWeaponShader; barrel.shaderRGBA[0] = 255; barrel.shaderRGBA[1] = 255; barrel.shaderRGBA[2] = 255; barrel.shaderRGBA[3] = 255; } CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups ); } // make sure we aren't looking at cg.predictedPlayerEntity for LG nonPredictedCent = &cg_entities[cent->currentState.clientNum]; #if 0 // if the index of the nonPredictedCent is not the same as the clientNum // then this is a fake player (like on teh single player podiums), so // go ahead and use the cent if( ( nonPredictedCent - cg_entities ) != cent->currentState.clientNum ) { nonPredictedCent = cent; //Com_Printf("fake player %d -> %d\n", nonPredictedCent - cg_entities, cent->currentState.clientNum); } #endif // add the flash //if ( ( weaponNum == WP_LIGHTNING || weaponNum == WP_GAUNTLET || weaponNum == WP_GRAPPLING_HOOK ) && (cent->currentState.eFlags & EF_FIRING)) { if ( ( weaponNum == WP_LIGHTNING || weaponNum == WP_GAUNTLET || weaponNum == WP_GRAPPLING_HOOK ) && (nonPredictedCent->currentState.eFlags & EF_FIRING)) { // && ( nonPredictedCent->currentState.eFlags & EF_FIRING ) ) { // continuous flash } else { //int ftime; if (weaponNum == WP_LIGHTNING && cent->currentState.eFlags & EF_FIRING) { //Com_Printf("%f wtf ps %p\n", cg.ftime, ps); } // impulse flash //if ( cg.time - cent->pe.muzzleFlashTime > MUZZLE_FLASH_TIME && !cent->pe.railgunFlash ) { if ( cg.time - nonPredictedCent->pe.muzzleFlashTime > MUZZLE_FLASH_TIME && !nonPredictedCent->pe.railgunFlash ) { //Com_Printf("returning for %d (%d)\n", cent - cg_entities, cent->currentState.number); //goto bolt; // not called, in case code changes if (revertColors) { VectorCopy(origColor1, ci->color1); VectorCopy(origColor2, ci->color2); } return; } } memset( &flash, 0, sizeof( flash ) ); VectorCopy( parent->lightingOrigin, flash.lightingOrigin ); flash.shadowPlane = parent->shadowPlane; flash.renderfx = parent->renderfx; flash.hModel = weapon->flashModel; /* if (weaponNum == WP_HEAVY_MACHINEGUN) { flash.hModel = cg_weapons[WP_MACHINEGUN].flashModel; } */ if (!flash.hModel) { //Com_Printf("no flash model '%s'\n", weapNamesCasual[weaponNum]); //FIXME fx //return; } angles[YAW] = 0; angles[PITCH] = 0; angles[ROLL] = crandom() * 10; AnglesToAxis( angles, flash.axis ); // colorize the railgun blast if ( weaponNum == WP_RAILGUN ) { //clientInfo_t *ci; //ci = &cgs.clientinfo[ cent->currentState.clientNum ]; if (cg_railUseOwnColors.integer && CG_IsUs(ci)) { flash.shaderRGBA[0] = 255 * cg.color1[0]; flash.shaderRGBA[1] = 255 * cg.color1[1]; flash.shaderRGBA[2] = 255 * cg.color1[2]; } else { flash.shaderRGBA[0] = 255 * ci->color1[0]; flash.shaderRGBA[1] = 255 * ci->color1[1]; flash.shaderRGBA[2] = 255 * ci->color1[2]; } } if (0) { //(weapon->hasFlashScript) { //CG_RunQ3mmeFlashScript(weapon, dlight, flash.shaderRGBA, &flashSize); //VectorCopy(flash.origin, ScriptVars.origin); //CG_RunQ3mmeScript((char *)weapon->flashScript); //return; } else { dlight[0] = weapon->flashDlightColor[0]; dlight[1] = weapon->flashDlightColor[1]; dlight[2] = weapon->flashDlightColor[2]; /* flash.shaderRGBA[0] = 255; flash.shaderRGBA[1] = 255; flash.shaderRGBA[2] = 255; flash.shaderRGBA[3] = 0; */ flashSize = 300 + (rand()&31); } CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash"); //Com_Printf("ps:%d %p\n", ps != NULL, cent); if (0) { //(cent == &cg.predictedPlayerEntity && !cg.renderingThirdPerson && !ps) { // don't run flash script twice for first person view } else if (EffectScripts.weapons[weaponNum].hasFlashScript) { //CG_RunQ3mmeFlashScript(weapon, dlight, flash.shaderRGBA, &flashSize); //memset(&ScriptVars, 0, sizeof(ScriptVars)); //CG_Printf("addplayerweapon() flash script cent %d\n", cent - cg_entities); CG_ResetScriptVars(); CG_CopyPlayerDataToScriptData(cent); VectorCopy(flash.origin, ScriptVars.origin); VectorCopy(flash.origin, ScriptVars.parentOrigin); VectorCopy(cent->lastFlashIntervalPosition, ScriptVars.lastIntervalPosition); ScriptVars.lastIntervalTime = cent->lastFlashIntervalTime; VectorCopy(cent->lastFlashDistancePosition, ScriptVars.lastDistancePosition); ScriptVars.lastDistanceTime = cent->lastFlashDistanceTime; CG_RunQ3mmeScript((char *)EffectScripts.weapons[weaponNum].flashScript, NULL); VectorCopy(ScriptVars.lastIntervalPosition, cent->lastFlashIntervalPosition); cent->lastFlashIntervalTime = ScriptVars.lastIntervalTime; VectorCopy(ScriptVars.lastDistancePosition, cent->lastFlashDistancePosition); cent->lastFlashDistanceTime = ScriptVars.lastDistanceTime; //return; } if (!cg_muzzleFlash.integer) { // pass } else { if (flash.hModel) { CG_AddRefEntity(&flash); } } // bolt: if (1) { // add lightning bolt if (1) { CG_LightningBolt( nonPredictedCent, flash.origin ); //Com_Printf("adding bolt\n"); // add rail trail CG_SpawnRailTrail( cent, flash.origin ); //if ((dlight[0] || dlight[1] || dlight[2]) && !weapon->hasFlashScript) { if ((dlight[0] || dlight[1] || dlight[2]) && !EffectScripts.weapons[weaponNum].hasFlashScript) { trap_R_AddLightToScene(flash.origin, flashSize, dlight[0], dlight[1], dlight[2]); } } } else { //Com_Printf("%f no...\n", cg.ftime); } if (revertColors) { VectorCopy(origColor1, ci->color1); VectorCopy(origColor2, ci->color2); } }
/* ============= 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( ¢->muzzlePS ) ) { if( ps || cg.renderingThirdPerson || cent->currentState.number != cg.predictedPlayerState.clientNum ) { if( noGunModel ) CG_SetAttachmentTag( ¢->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" ); else CG_SetAttachmentTag( ¢->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( ¢->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( ¢->muzzlePS ) ) { if( noGunModel ) CG_SetAttachmentTag( ¢->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" ); else CG_SetAttachmentTag( ¢->muzzlePS->attachment, gun, gun.hModel, "tag_flash" ); CG_SetAttachmentCent( ¢->muzzlePS->attachment, cent ); CG_AttachToTag( ¢->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 ] ); } } }