예제 #1
0
파일: g_misc.c 프로젝트: Boothand/Birdbones
/*QUAKED misc_G2model (1 0 0) (-16 -16 -16) (16 16 16)
"model"		arbitrary .glm file to display
*/
void SP_misc_G2model( gentity_t *ent ) {

#if 0
	char name1[200] = "models/players/kyle/modelmp.glm";
	trap_G2API_InitGhoul2Model(&ent->s, name1, G_ModelIndex( name1 ), 0, 0, 0, 0);
	trap_G2API_SetBoneAnim(ent->s.ghoul2, 0, "model_root", 0, 12, BONE_ANIM_OVERRIDE_LOOP, 1.0f, level.time, -1, -1);
	ent->s.radius = 150;
//	VectorSet (ent->mins, -16, -16, -16);
//	VectorSet (ent->maxs, 16, 16, 16);
	trap_LinkEntity (ent);

	G_SetOrigin( ent, ent->s.origin );
	VectorCopy( ent->s.angles, ent->s.apos.trBase );
#else
	G_FreeEntity( ent );
#endif
}
예제 #2
0
//start an animation on model_root both server side and client side
void TurboLaser_SetBoneAnim(gentity_t *eweb, int startFrame, int endFrame)
{
    //set info on the entity so it knows to start the anim on the client next snapshot.
    eweb->s.eFlags |= EF_G2ANIMATING;

    if (eweb->s.torsoAnim == startFrame && eweb->s.legsAnim == endFrame)
    {   //already playing this anim, let's flag it to restart
        eweb->s.torsoFlip = !eweb->s.torsoFlip;
    }
    else
    {
        eweb->s.torsoAnim = startFrame;
        eweb->s.legsAnim = endFrame;
    }

    //now set the animation on the server ghoul2 instance.
    assert(eweb->ghoul2);
    trap_G2API_SetBoneAnim(eweb->ghoul2, 0, "model_root", startFrame, endFrame,
                           (BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND), 1.0f, level.time, -1, 100);
}
예제 #3
0
void TurretClientRun(centity_t *ent)
{
	if (!ent->ghoul2)
	{
		weaponInfo_t	*weaponInfo;

		trap_G2API_InitGhoul2Model(&ent->ghoul2, CG_ConfigString( CS_MODELS+ent->currentState.modelindex ), 0, 0, 0, 0, 0);

		if (!ent->ghoul2)
		{ //bad
			return;
		}

		ent->torsoBolt = trap_G2API_AddBolt( ent->ghoul2, 0, "*flash02" );

		trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_hinge", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 100, cg.time ); 
		trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_gback", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 100, cg.time ); 
		trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_barrel", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 100, cg.time ); 

		trap_G2API_SetBoneAnim( ent->ghoul2, 0, "model_root", 0, 11, BONE_ANIM_OVERRIDE_FREEZE, 0.8f, cg.time, 0, 0 );

		ent->turAngles[ROLL] = 0;
		ent->turAngles[PITCH] = 90;
		ent->turAngles[YAW] = 0;

		weaponInfo = &cg_weapons[WP_TURRET];

		if ( !weaponInfo->registered )
		{
			CG_RegisterWeapon(WP_TURRET);
		}
	}

	if (ent->currentState.fireflag == 2)
	{ //I'm about to blow
		if (ent->turAngles)
		{
			trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_hinge", ent->turAngles, BONE_ANGLES_REPLACE, NEGATIVE_Y, NEGATIVE_Z, NEGATIVE_X, NULL, 100, cg.time ); 
		}
		return;
	}
	else if (ent->currentState.fireflag && ent->bolt4 != ent->currentState.fireflag)
	{
		vec3_t muzzleOrg, muzzleDir;
		mdxaBone_t boltMatrix;

		trap_G2API_GetBoltMatrix(ent->ghoul2, 0, ent->torsoBolt, &boltMatrix, /*ent->lerpAngles*/vec3_origin, ent->lerpOrigin, cg.time, cgs.gameModels, ent->modelScale);
		BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, muzzleOrg);
		BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_X, muzzleDir);

		trap_FX_PlayEffectID(cgs.effects.mTurretMuzzleFlash, muzzleOrg, muzzleDir, -1, -1);

		ent->bolt4 = ent->currentState.fireflag;
	}
	else if (!ent->currentState.fireflag)
	{
		ent->bolt4 = 0;
	}

	if (ent->currentState.bolt2 != ENTITYNUM_NONE)
	{ //turn toward the enemy
		centity_t *enemy = &cg_entities[ent->currentState.bolt2];

		if (enemy)
		{
			vec3_t enAng;
			vec3_t enPos;

			VectorCopy(enemy->currentState.pos.trBase, enPos);

			VectorSubtract(enPos, ent->lerpOrigin, enAng);
			VectorNormalize(enAng);
			vectoangles(enAng, enAng);
			enAng[ROLL] = 0;
			enAng[PITCH] += 90;

			CreepToPosition(enAng, ent->turAngles);
		}
	}
	else
	{
		vec3_t idleAng;
		float turnAmount;

		if (ent->turAngles[YAW] > 360)
		{
			ent->turAngles[YAW] -= 361;
		}

		if (!ent->dustTrailTime)
		{
			ent->dustTrailTime = cg.time;
		}

		turnAmount = (cg.time-ent->dustTrailTime)*0.03;

		if (turnAmount > 360)
		{
			turnAmount = 360;
		}

		idleAng[PITCH] = 90;
		idleAng[ROLL] = 0;
		idleAng[YAW] = ent->turAngles[YAW] + turnAmount;
		ent->dustTrailTime = cg.time;

		CreepToPosition(idleAng, ent->turAngles);
	}

	if (cg.time < ent->frame_minus1_refreshed)
	{
		ent->frame_minus1_refreshed = cg.time;
		return;
	}

	ent->frame_minus1_refreshed = cg.time;
	trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_hinge", ent->turAngles, BONE_ANGLES_REPLACE, NEGATIVE_Y, NEGATIVE_Z, NEGATIVE_X, NULL, 100, cg.time ); 
}
예제 #4
0
static void CG_BodyQueueCopy(centity_t *cent, int clientNum, int knownWeapon)
{
	centity_t		*source;
	animation_t		*anim;
	float			animSpeed;
	int				flags=BONE_ANIM_OVERRIDE_FREEZE;
	clientInfo_t	*ci;

	if (cent->ghoul2)
	{
		trap_G2API_CleanGhoul2Models(&cent->ghoul2);
	}

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

	source = &cg_entities[ clientNum ];
	ci = &cgs.clientinfo[ clientNum ];

	if (!source)
	{
		return;
	}

	if (!source->ghoul2)
	{
		return;
	}

	cent->isRagging = qfalse; //reset in case it's still set from another body that was in this cent slot.
	cent->ownerRagging = source->isRagging; //if the owner was in ragdoll state, then we want to go into it too right away.

#if 0
	VectorCopy(source->lerpOriginOffset, cent->lerpOriginOffset);
#endif

	cent->bodyFadeTime = 0;
	cent->bodyHeight = 0;

	cent->dustTrailTime = source->dustTrailTime;

	trap_G2API_DuplicateGhoul2Instance(source->ghoul2, &cent->ghoul2);

	if (source->isRagging)
	{ //just reset it now.
		source->isRagging = qfalse;
		trap_G2API_SetRagDoll(source->ghoul2, NULL); //calling with null parms resets to no ragdoll.
	}

	//either force the weapon from when we died or remove it if it was a dropped weapon
	if (knownWeapon > WP_BRYAR_PISTOL && trap_G2API_HasGhoul2ModelOnIndex(&(cent->ghoul2), 1))
	{
		trap_G2API_RemoveGhoul2Model(&(cent->ghoul2), 1);
	}
	else if (trap_G2API_HasGhoul2ModelOnIndex(&(cent->ghoul2), 1))
	{
		trap_G2API_CopySpecificGhoul2Model(CG_G2WeaponInstance(cent, knownWeapon), 0, cent->ghoul2, 1);
	}

	if (!cent->ownerRagging)
	{
		int aNum;
		int eFrame;
		qboolean fallBack = qfalse;

		//anim = &bgAllAnims[cent->localAnimIndex].anims[ cent->currentState.torsoAnim ];
		if (!BG_InDeathAnim(source->currentState.torsoAnim))
		{ //then just snap the corpse into a default
			anim = &bgAllAnims[source->localAnimIndex].anims[ BOTH_DEAD1 ];
			fallBack = qtrue;
		}
		else
		{
			anim = &bgAllAnims[source->localAnimIndex].anims[ source->currentState.torsoAnim ];
		}
		animSpeed = 50.0f / anim->frameLerp;

		if (!fallBack)
		{
			//this will just set us to the last frame of the animation, in theory
			aNum = cgs.clientinfo[source->currentState.number].frame+1;

			while (aNum >= anim->firstFrame+anim->numFrames)
			{
				aNum--;
			}

			if (aNum < anim->firstFrame-1)
			{ //wrong animation...?
				aNum = (anim->firstFrame+anim->numFrames)-1;
			}
		}
		else
		{
			aNum = anim->firstFrame;
		}

		eFrame = anim->firstFrame + anim->numFrames;

		//if (!cgs.clientinfo[source->currentState.number].frame || (cent->currentState.torsoAnim) != (source->currentState.torsoAnim) )
		//{
		//	aNum = (anim->firstFrame+anim->numFrames)-1;
		//}

		trap_G2API_SetBoneAnim(cent->ghoul2, 0, "upper_lumbar", aNum, eFrame, flags, animSpeed, cg.time, -1, 150);
		trap_G2API_SetBoneAnim(cent->ghoul2, 0, "model_root", aNum, eFrame, flags, animSpeed, cg.time, -1, 150);
		trap_G2API_SetBoneAnim(cent->ghoul2, 0, "Motion", aNum, eFrame, flags, animSpeed, cg.time, -1, 150);
	}

	//After we create the bodyqueue, regenerate any limbs on the real instance
	if (source->torsoBolt)
	{
		CG_ReattachLimb(source);
	}
}
예제 #5
0
파일: g_strap.c 프로젝트: jwginge/ojpa
qboolean strap_G2API_SetBoneAnim(void *ghoul2, const int modelIndex, const char *boneName, const int startFrame, const int endFrame,
							  const int flags, const float animSpeed, const int currentTime, const float setFrame , const int blendTime )
{
	return trap_G2API_SetBoneAnim(ghoul2, modelIndex, boneName, startFrame, endFrame, flags, animSpeed, currentTime, setFrame, blendTime);
}
예제 #6
0
void SetupGameGhoul2Model(gclient_t *client, char *modelname)
{
	int handle;
	char		afilename[MAX_QPATH];
	char		/**GLAName,*/ *slash;
	char		GLAName[MAX_QPATH];
	vec3_t	tempVec = {0,0,0};

	// First things first.  If this is a ghoul2 model, then let's make sure we demolish this first.
	if (client->ghoul2 && trap_G2_HaveWeGhoul2Models(client->ghoul2))
	{
		trap_G2API_CleanGhoul2Models(&(client->ghoul2));
	}

	/*
	Com_sprintf( afilename, sizeof( afilename ), "models/players/%s/model.glm", modelname );
	handle = trap_G2API_InitGhoul2Model(&client->ghoul2, afilename, 0, 0, -20, 0, 0);
	if (handle<0)
	{
		Com_sprintf( afilename, sizeof( afilename ), "models/players/kyle/model.glm" );
		handle = trap_G2API_InitGhoul2Model(&client->ghoul2, afilename, 0, 0, -20, 0, 0);

		if (handle<0)
		{
			return;
		}
	}
	*/

	//rww - just load the "standard" model for the server"
	if (!precachedKyle)
	{
		Com_sprintf( afilename, sizeof( afilename ), "models/players/kyle/model.glm" );
		handle = trap_G2API_InitGhoul2Model(&precachedKyle, afilename, 0, 0, -20, 0, 0);

		if (handle<0)
		{
			return;
		}
	}

	if (precachedKyle && trap_G2_HaveWeGhoul2Models(precachedKyle))
	{
		trap_G2API_DuplicateGhoul2Instance(precachedKyle, &client->ghoul2);
	}
	else
	{
		return;
	}

	// The model is now loaded.

	GLAName[0] = 0;

	if (!BGPAFtextLoaded)
	{
		//get the location of the animation.cfg
		//GLAName = trap_G2API_GetGLAName( client->ghoul2, 0);
		trap_G2API_GetGLAName( client->ghoul2, 0, GLAName);

		if (!GLAName[0])
		{
			if (!BG_ParseAnimationFile("models/players/_humanoid/animation.cfg"))
			{
				Com_Printf( "Failed to load animation file %s\n", afilename );
				return;
			}
			return;
		}
		Q_strncpyz( afilename, GLAName, sizeof( afilename ));
		slash = Q_strrchr( afilename, '/' );
		if ( slash )
		{
			strcpy(slash, "/animation.cfg");
		}	// Now afilename holds just the path to the animation.cfg
		else 
		{	// Didn't find any slashes, this is a raw filename right in base (whish isn't a good thing)
			return;
		}

		// Try to load the animation.cfg for this model then.
		if ( !BG_ParseAnimationFile( afilename ) )
		{	// The GLA's animations failed
			if (!BG_ParseAnimationFile("models/players/_humanoid/animation.cfg"))
			{
				Com_Printf( "Failed to load animation file %s\n", afilename );
				return;
			}
		}
	}

	trap_G2API_AddBolt(client->ghoul2, 0, "*r_hand");
	trap_G2API_AddBolt(client->ghoul2, 0, "*l_hand");

	// NOTE - ensure this sequence of bolt and bone accessing are always the same because the client expects them in a certain order
	trap_G2API_SetBoneAnim(client->ghoul2, 0, "model_root", 0, 12, BONE_ANIM_OVERRIDE_LOOP, 1.0f, level.time, -1, -1);
	trap_G2API_SetBoneAngles(client->ghoul2, 0, "upper_lumbar", tempVec, BONE_ANGLES_POSTMULT, POSITIVE_X, NEGATIVE_Y, NEGATIVE_Z, NULL, 0, level.time);
	trap_G2API_SetBoneAngles(client->ghoul2, 0, "cranium", tempVec, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_Y, POSITIVE_X, NULL, 0, level.time);

	if (!g2SaberInstance)
	{
		trap_G2API_InitGhoul2Model(&g2SaberInstance, "models/weapons2/saber/saber_w.glm", 0, 0, -20, 0, 0);

		if (g2SaberInstance)
		{
			// indicate we will be bolted to model 0 (ie the player) on bolt 0 (always the right hand) when we get copied
			trap_G2API_SetBoltInfo(g2SaberInstance, 0, 0);
			// now set up the gun bolt on it
			trap_G2API_AddBolt(g2SaberInstance, 0, "*flash");
		}
	}

	if (g2SaberInstance)
	{
		trap_G2API_CopySpecificGhoul2Model(g2SaberInstance, 0, client->ghoul2, 1); 
	}
}