예제 #1
0
void CG_RunTestEmitter()
{
	if ( cg_testEmitter.getStr()[0] == 0 || cg_testEmitter.getStr()[0] == '0' )
	{
		CG_FreeTestEmitter();
		return;
	}
	class particleDeclAPI_i* pDecl = g_declMgr->registerParticleDecl( cg_testEmitter.getStr() );
	if ( pDecl == 0 )
	{
		CG_FreeTestEmitter();
		return;
	}
	if ( cg_testEmitterInstance == 0 )
	{
		cg_testEmitterInstance = new emitterD3_c;
		rf->addCustomRenderObject( cg_testEmitterInstance );
		cg_testEmitterInstance->setOrigin( cg.refdefViewOrigin + cg.refdefViewAxis.getForward()*cg_testEmitter_cameraDistance.getFloat() );
	}
	else
	{
		if ( cg_testEmitter_attachToCamera.getInt() )
		{
			cg_testEmitterInstance->setOrigin( cg.refdefViewOrigin + cg.refdefViewAxis.getForward()*cg_testEmitter_cameraDistance.getFloat() );
		}
	}
	cg_testEmitterInstance->setParticleDecl( pDecl );
	
}
예제 #2
0
void CG_RunViewModel()
{
	if ( cg_printViewWeaponClipSize.getInt() )
	{
		if ( cg.snap )
		{
			g_core->Print( "ViewWeapon clip %i/%i\n", cg.snap->ps.viewWeaponCurClipSize, cg.snap->ps.viewWeaponMaxClipSize );
		}
	}
	
	int viewModelEntity = cg.snap->ps.curWeaponEntNum;
	if ( cg_thirdPerson.integer )
	{
		CG_FreeViewModelEntity();
		if ( viewModelEntity != ENTITYNUM_NONE && cg_entities[viewModelEntity].rEnt )
		{
			cg_entities[viewModelEntity].rEnt->showModel();
		}
		return;
	}
	if ( viewModelEntity == ENTITYNUM_NONE )
	{
		CG_FreeViewModelEntity();
		return;
	}
	if ( cg_entities[viewModelEntity].rEnt )
	{
		//cg_entities[viewModelEntity].rEnt->hideModel();
		cg_entities[viewModelEntity].rEnt->setThirdPersonOnly( true );
	}
	
	// local weapons offset (affected by cg_gunX/Y/Z cvars)
	vec3_c localOfs( 0, 0, 0 );
	// local weapon rotation (affected by cg_gunRotX/Y/Z cvars)
	vec3_c localRot( 0, 0, 0 );
	
	rModelAPI_i* viewModel;
	if ( cg.snap->ps.customViewRModelIndex )
	{
		viewModel = cgs.gameModels[cg.snap->ps.customViewRModelIndex];
	}
	else
	{
		if ( cg_entities[viewModelEntity].rEnt )
		{
			viewModel = cg_entities[viewModelEntity].rEnt->getModel();
		}
		else
		{
			viewModel = 0;
		}
	}
	if ( viewModel == 0 )
	{
		CG_FreeViewModelEntity();
		return;
	}
	// add hardcoded gun offset
	if ( !stricmp( viewModel->getName(), "models/weapons2/plasma/plasma.md3" )
			|| !stricmp( viewModel->getName(), "models/weapons2/railgun/railgun.md3" )
			|| !stricmp( viewModel->getName(), "models/weapons2/rocketl/rocketl.md3" )
			|| !stricmp( viewModel->getName(), "models/weapons2/shotgun/shotgun.md3" )
			// it could be better for grenade launcher
			|| !stricmp( viewModel->getName(), "models/weapons2/grenadel/grenadel.md3" ) )
	{
		localOfs.set( 5, -5, -10 );
	}
	else if ( !stricmp( viewModel->getName(), "models/weapons/w_physics.mdl" ) )
	{
		// Half Life2 physgun (for weapon_physgun)
		// "w_*" is a worldmodel
		// set 90 yaw rotation (around Z axis)
		localRot.set( 0, 0, 90 );
		localOfs.set( 5, -5, -10 );
	}
	else if ( !stricmp( viewModel->getName(), "models/weapons/v_physcannon.mdl" ) )
	{
		// "v_*" is a viewmodel
#if 0
		localRot.set( 0, 15, 90 );
		localOfs.set( -35, 0, -50 );
#else
		localRot.set( 0, 0, 90 );
		localOfs.set( -15, 0, -65 );
#endif
	}
	else
	{
		localRot = cg.snap->ps.viewModelAngles;
		localOfs = cg.snap->ps.viewModelOffset;
		
		if ( viewModel->isDeclModel() )
		{
			localOfs += viewModel->getDeclModelAPI()->getOffset();
		}
	}
	//g_core->Print("Player velocity: %f %f %f\n",cg.snap->ps.velocity.x,cg.snap->ps.velocity.y,cg.snap->ps.velocity.z);
	
	// calculate viewmodel bobbing offset based on player velocity
	viewModelMovement.setConfig( viewModelMovementConfig );
	viewModelMovement.calcViewModelOffset( cg.snap->ps.isOnGround(), cg.snap->ps.velocity, cg.refdefViewAngles, cg.frametime * 0.001f );
	const vec3_c& currentMovement = viewModelMovement.getCurrentMovement();
	localOfs += currentMovement;
	if ( cg_printViewModelBobbingOffset.getInt() )
	{
		g_core->Print( "Viewmodel bobbing movement: %f %f %f\n", currentMovement.x, currentMovement.y, currentMovement.z );
	}
	
	if ( cg_printCurViewModelName.getInt() )
	{
		g_core->Print( "Current viewmodel name: %s\n", viewModel->getName() );
	}
	if ( cg_printCurViewModelAnimationCount.getInt() )
	{
		g_core->Print( "Current viewmodel animation count: %i\n", viewModel->getNumAnims() );
	}
	if ( cg_printCurViewModelBoneNames.getInt() )
	{
		g_core->Print( "Current viewmodel %s bonenames:\n", viewModel->getName() );
		viewModel->printBoneNames();
	}
	
	CG_AllocViewModelEntity();
	
	vec3_c origin = cg.refdefViewOrigin;
	vec3_c angles = cg.refdefViewAngles;
	
	// apply extra gun offset
	localOfs.x += cg_gunX.getFloat();
	localOfs.y += cg_gunY.getFloat();
	localOfs.z += cg_gunZ.getFloat();
	
	// apply extra gun rotation
	localRot.x += cg_gunRotX.getFloat();
	localRot.y += cg_gunRotY.getFloat();
	localRot.z += cg_gunRotZ.getFloat();
	
	if ( localRot.isNull() == false )
	{
		matrix_c m;
		m.fromAngles( angles );
		m.rotateX( localRot.x );
		m.rotateY( localRot.y );
		m.rotateZ( localRot.z );
		angles = m.getAngles();
	}
	
	// add local offset to hand origin
	origin.vectorMA( origin, cg.refdefViewAxis[0], localOfs.x );
	origin.vectorMA( origin, cg.refdefViewAxis[1], localOfs.y );
	origin.vectorMA( origin, cg.refdefViewAxis[2], localOfs.z );
	
	// always update viewmodel position
	cg_viewModelEntity->setOrigin( origin );
	cg_viewModelEntity->setAngles( angles );
	cg_viewModelEntity->setFirstPersonOnly( true );
	// set viewmodel model
	//rModelAPI_i *viewModel = rf->registerModel("models/testweapons/xrealMachinegun/machinegun_view.md5mesh");
	cg_viewModelEntity->setModel( viewModel );
	int viewModelAnimFlags;
	if ( stricmp( cg_forceViewModelAnimationFlags.getStr(), "none" ) )
	{
		viewModelAnimFlags = cg_forceViewModelAnimationFlags.getInt();
	}
	else
	{
		viewModelAnimFlags = cg.snap->ps.viewModelAnimFlags;
	}
	if ( stricmp( cg_forceViewModelAnimationIndex.getStr(), "none" ) )
	{
		int index = cg_forceViewModelAnimationIndex.getInt();
		cg_viewModelEntity->setDeclModelAnimLocalIndex( index, viewModelAnimFlags );
	}
	else if ( stricmp( cg_forceViewModelAnimationName.getStr(), "none" ) )
	{
		const char* animName = cg_forceViewModelAnimationName.getStr();
		cg_viewModelEntity->setAnim( animName, viewModelAnimFlags );
	}
	else
	{
		const char* animName = CG_ConfigString( CS_ANIMATIONS + cg.snap->ps.viewModelAnim );
		if ( cg_printViewModelAnimName.getInt() )
		{
			g_core->Print( "ViewModelAnim: %s, flags %i\n", animName, viewModelAnimFlags );
		}
		if ( cg_viewModelEntity->hasAnim( animName ) )
		{
			cg_viewModelEntity->setAnim( animName, viewModelAnimFlags );
		}
		else
		{
			g_core->RedWarning( "ViewModel has no animation %s\n", animName );
		}
	}
}