//copy of PM_CheckLadder in bg_pmove.c bool BotOnLadder( gentity_t *self ) { vec3_t forward, end; vec3_t mins, maxs; trace_t trace; if ( !BG_ClassHasAbility( ( class_t ) self->client->ps.stats[ STAT_CLASS ], SCA_CANUSELADDERS ) ) { return false; } AngleVectors( self->client->ps.viewangles, forward, nullptr, nullptr ); forward[ 2 ] = 0.0f; BG_ClassBoundingBox( ( class_t ) self->client->ps.stats[ STAT_CLASS ], mins, maxs, nullptr, nullptr, nullptr ); VectorMA( self->s.origin, 1.0f, forward, end ); trap_Trace( &trace, self->s.origin, mins, maxs, end, self->s.number, MASK_PLAYERSOLID, 0 ); if ( trace.fraction < 1.0f && trace.surfaceFlags & SURF_LADDER ) { return true; } else { return false; } }
/* ============== CG_CalculateWeaponPosition ============== */ static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) { float scale; int delta; float fracsin; float bob; VectorCopy( cg.refdef.vieworg, origin ); VectorCopy( cg.refdefViewAngles, angles ); // on odd legs, invert some angles if( cg.bobcycle & 1 ) scale = -cg.xyspeed; else scale = cg.xyspeed; // gun angles from bobbing //TA: bob amount is class dependant bob = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] ); if( bob != 0 ) { angles[ ROLL ] += scale * cg.bobfracsin * 0.005; angles[ YAW ] += scale * cg.bobfracsin * 0.01; angles[ PITCH ] += cg.xyspeed * cg.bobfracsin * 0.005; } // drop the weapon when landing if( !BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_NOWEAPONDRIFT ) ) { delta = cg.time - cg.landTime; if( delta < LAND_DEFLECT_TIME ) origin[ 2 ] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME; else if( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) origin[ 2 ] += cg.landChange*0.25 * ( LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta ) / LAND_RETURN_TIME; // idle drift scale = cg.xyspeed + 40; fracsin = sin( cg.time * 0.001 ); angles[ ROLL ] += scale * fracsin * 0.01; angles[ YAW ] += scale * fracsin * 0.01; angles[ PITCH ] += scale * fracsin * 0.01; } }
static int CG_CalcFov( void ) { float y; float phase; float v; int contents; float fov_x, fov_y; float zoomFov; float f; int inwater; int attribFov; usercmd_t cmd; usercmd_t oldcmd; int cmdNum; cmdNum = trap_GetCurrentCmdNumber( ); trap_GetUserCmd( cmdNum, &cmd ); trap_GetUserCmd( cmdNum - 1, &oldcmd ); // switch follow modes if necessary: cycle between free -> follow -> third-person follow if( cmd.buttons & BUTTON_USE_HOLDABLE && !( oldcmd.buttons & BUTTON_USE_HOLDABLE ) ) { if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) { if( !cg.chaseFollow ) cg.chaseFollow = qtrue; else { cg.chaseFollow = qfalse; trap_SendClientCommand( "follow\n" ); } } else if ( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) trap_SendClientCommand( "follow\n" ); } if( cg.predictedPlayerState.pm_type == PM_INTERMISSION || ( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) || ( cg.renderingThirdPerson ) ) { // if in intermission or third person, use a fixed value fov_y = BASE_FOV_Y; } else { // don't lock the fov globally - we need to be able to change it attribFov = BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->fov * 0.75f; fov_y = attribFov; if ( fov_y < 1.0f ) fov_y = 1.0f; else if ( fov_y > MAX_FOV_Y ) fov_y = MAX_FOV_Y; if( cg.spawnTime > ( cg.time - FOVWARPTIME ) && BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_CLASS ], SCA_FOVWARPS ) ) { float fraction = (float)( cg.time - cg.spawnTime ) / FOVWARPTIME; fov_y = MAX_FOV_WARP_Y - ( ( MAX_FOV_WARP_Y - fov_y ) * fraction ); } // account for zooms zoomFov = BG_Weapon( cg.predictedPlayerState.weapon )->zoomFov * 0.75f; if ( zoomFov < 1.0f ) zoomFov = 1.0f; else if ( zoomFov > attribFov ) zoomFov = attribFov; // only do all the zoom stuff if the client CAN zoom // FIXME: zoom control is currently hard coded to BUTTON_ATTACK2 if( BG_Weapon( cg.predictedPlayerState.weapon )->canZoom ) { if ( cg.zoomed ) { f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; if ( f > 1.0f ) fov_y = zoomFov; else fov_y = fov_y + f * ( zoomFov - fov_y ); // BUTTON_ATTACK2 isn't held so unzoom next time if( !( cmd.buttons & BUTTON_ATTACK2 ) ) { cg.zoomed = qfalse; cg.zoomTime = MIN( cg.time, cg.time + cg.time - cg.zoomTime - ZOOM_TIME ); } } else { f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; if ( f <= 1.0f ) fov_y = zoomFov + f * ( fov_y - zoomFov ); // BUTTON_ATTACK2 is held so zoom next time if( cmd.buttons & BUTTON_ATTACK2 ) { cg.zoomed = qtrue; cg.zoomTime = MIN( cg.time, cg.time + cg.time - cg.zoomTime - ZOOM_TIME ); } } } } y = cg.refdef.height / tan( 0.5f * DEG2RAD( fov_y ) ); fov_x = atan2( cg.refdef.width, y ); fov_x = 2.0f * RAD2DEG( fov_x ); // warp if underwater contents = CG_PointContents( cg.refdef.vieworg, -1 ); if( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) { phase = cg.time / 1000.0f * WAVE_FREQUENCY * M_PI * 2.0f; v = WAVE_AMPLITUDE * sin( phase ); fov_x += v; fov_y -= v; inwater = qtrue; } else inwater = qfalse; if( ( cg.predictedPlayerEntity.currentState.eFlags & EF_POISONCLOUDED ) && ( cg.time - cg.poisonedTime < PCLOUD_DISORIENT_DURATION) && cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 && !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) { float scale = 1.0f - (float)( cg.time - cg.poisonedTime ) / BG_PlayerPoisonCloudTime( &cg.predictedPlayerState ); phase = ( cg.time - cg.poisonedTime ) / 1000.0f * PCLOUD_ZOOM_FREQUENCY * M_PI * 2.0f; v = PCLOUD_ZOOM_AMPLITUDE * sin( phase ) * scale; fov_x += v; fov_y += v; } // set it cg.refdef.fov_x = fov_x; cg.refdef.fov_y = fov_y; if( !cg.zoomed ) cg.zoomSensitivity = 1.0f; else cg.zoomSensitivity = cg.refdef.fov_y / 75.0f; return inwater; }
/* =============== 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( ); }
/* ============== 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 = ¢->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 ); } }
static int CG_CalcFov( void ) { float y; float phase; float v; int contents; float fov_x, fov_y; float zoomFov; float f; int inwater; int attribFov; usercmd_t cmd; usercmd_t oldcmd; int cmdNum; cmdNum = trap_GetCurrentCmdNumber(); trap_GetUserCmd( cmdNum, &cmd ); trap_GetUserCmd( cmdNum - 1, &oldcmd ); // switch follow modes if necessary: cycle between free -> follow -> third-person follow if ( usercmdButtonPressed( cmd.buttons, BUTTON_USE_HOLDABLE ) && !usercmdButtonPressed( oldcmd.buttons, BUTTON_USE_HOLDABLE ) ) { if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) { if ( !cg.chaseFollow ) { cg.chaseFollow = qtrue; } else { cg.chaseFollow = qfalse; trap_SendClientCommand( "follow\n" ); } } else if ( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) { trap_SendClientCommand( "follow\n" ); } } if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION || ( cg.snap->ps.persistant[ PERS_SPECSTATE ] != SPECTATOR_NOT ) || ( cg.renderingThirdPerson ) ) { // if in intermission or third person, use a fixed value fov_y = BASE_FOV_Y; } else { // don't lock the fov globally - we need to be able to change it if ( ( attribFov = trap_Cvar_VariableIntegerValue( BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->fovCvar ) ) ) { if ( attribFov < 80 ) { attribFov = 80; } else if ( attribFov >= 140 ) { attribFov = 140; } } else { attribFov = BG_Class( cg.predictedPlayerState.stats[ STAT_CLASS ] )->fov; } attribFov *= 0.75; fov_y = attribFov; if ( fov_y < 1.0f ) { fov_y = 1.0f; } else if ( fov_y > MAX_FOV_Y ) { fov_y = MAX_FOV_Y; } if ( cg.spawnTime > ( cg.time - FOVWARPTIME ) && BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_CLASS ], SCA_FOVWARPS ) ) { float fraction = ( float )( cg.time - cg.spawnTime ) / FOVWARPTIME; fov_y = MAX_FOV_WARP_Y - ( ( MAX_FOV_WARP_Y - fov_y ) * fraction ); } // account for zooms zoomFov = BG_Weapon( cg.predictedPlayerState.weapon )->zoomFov * 0.75f; if ( zoomFov < 1.0f ) { zoomFov = 1.0f; } else if ( zoomFov > attribFov ) { zoomFov = attribFov; } // only do all the zoom stuff if the client CAN zoom // FIXME: zoom control is currently hard coded to WBUTTON_ATTACK2 if ( BG_Weapon( cg.predictedPlayerState.weapon )->canZoom ) { if ( cg.zoomed ) { f = ( cg.time - cg.zoomTime ) / ( float ) ZOOM_TIME; if ( f > 1.0f ) { fov_y = zoomFov; } else { fov_y = fov_y + f * ( zoomFov - fov_y ); } // WBUTTON_ATTACK2 isn't held so unzoom next time if ( !usercmdButtonPressed( cmd.buttons, BUTTON_ATTACK2 ) || cg.snap->ps.weaponstate == WEAPON_RELOADING ) { cg.zoomed = qfalse; cg.zoomTime = MIN( cg.time, cg.time + cg.time - cg.zoomTime - ZOOM_TIME ); } } else { f = ( cg.time - cg.zoomTime ) / ( float ) ZOOM_TIME; if ( f < 1.0f ) { fov_y = zoomFov + f * ( fov_y - zoomFov ); } // WBUTTON_ATTACK2 is held so zoom next time if ( usercmdButtonPressed( cmd.buttons, BUTTON_ATTACK2 ) && cg.snap->ps.weaponstate != WEAPON_RELOADING ) { cg.zoomed = qtrue; cg.zoomTime = MIN( cg.time, cg.time + cg.time - cg.zoomTime - ZOOM_TIME ); } } } else if ( cg.zoomed ) { cg.zoomed = qfalse; } } y = cg.refdef.height / tan( 0.5f * DEG2RAD( fov_y ) ); fov_x = atan2( cg.refdef.width, y ); fov_x = 2.0f * RAD2DEG( fov_x ); // warp if underwater contents = CG_PointContents( cg.refdef.vieworg, -1 ); if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) { phase = cg.time / 1000.0f * WAVE_FREQUENCY * M_PI * 2.0f; v = WAVE_AMPLITUDE * sin( phase ); fov_x += v; fov_y -= v; inwater = qtrue; } else { inwater = qfalse; } // set it cg.refdef.fov_x = fov_x; cg.refdef.fov_y = fov_y; if ( !cg.zoomed ) { cg.zoomSensitivity = 1.0f; } else { cg.zoomSensitivity = cg.refdef.fov_y / 75.0f; } return inwater; }
/* =============== 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; CG_CalcColorGradingForPoint( ps->origin ); CG_AddColorGradingEffects( ps ); CG_AddReverbEffects( ps->origin ); // 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 ] ); // to avoid jerking, the bob velocity shouldn't be too high 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 around because the CS propagation //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 ) { cg.wasDeadLastFrame = qfalse; } if ( cg.renderingThirdPerson ) { // back away from character CG_OffsetThirdPersonView(); } else { float speed; // offset for local bobbing and kicks CG_OffsetFirstPersonView(); // Compute motion blur vector speed = VectorNormalize2( cg.snap->ps.velocity, cg.refdef.blurVec ); speed = (speed - cg_motionblurMinSpeed.value); if( speed < 0.0f ) speed = 0.0f; VectorScale( cg.refdef.blurVec, speed * cg_motionblur.value, cg.refdef.blurVec ); } // position eye relative 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(); }
/* ============== 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 = ¢->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; } }
static int CG_CalcFov( void ) { float x; float phase; float v; int contents; float fov_x, fov_y; float zoomFov; float f; int inwater; int attribFov; if( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) { // if in intermission, use a fixed value fov_x = 90; } else { //TA: don't lock the fov globally - we need to be able to change it attribFov = BG_FindFovForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] ); fov_x = attribFov; if ( fov_x < 1 ) fov_x = 1; else if ( fov_x > 160 ) fov_x = 160; if( cg.spawnTime > ( cg.time - FOVWARPTIME ) && BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_FOVWARPS ) ) { float temp, temp2; temp = (float)( cg.time - cg.spawnTime ) / FOVWARPTIME; temp2 = ( 170 - fov_x ) * temp; //Com_Printf( "%f %f\n", temp*100, temp2*100 ); fov_x = 170 - temp2; } // account for zooms //zoomFov = BG_FindZoomFovForWeapon( cg.predictedPlayerState.weapon ); zoomFov = cg_zoomFov.value; if ( zoomFov < 1 ) zoomFov = 1; else if ( zoomFov > attribFov ) zoomFov = attribFov; //TA: only do all the zoom stuff if the client CAN zoom if ( cg.zoomed ) { f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; if ( f > 1.0 ) fov_x = zoomFov; else fov_x = fov_x + f * ( zoomFov - fov_x ); } else { f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; if ( f > 1.0 ) fov_x = fov_x; else fov_x = zoomFov + f * ( fov_x - zoomFov ); } } x = cg.refdef.width / tan( fov_x / 360 * M_PI ); fov_y = atan2( cg.refdef.height, x ); fov_y = fov_y * 360 / M_PI; // warp if underwater contents = CG_PointContents( cg.refdef.vieworg, -1 ); if( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) { phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2; v = WAVE_AMPLITUDE * sin( phase ); fov_x += v; fov_y -= v; inwater = qtrue; } else inwater = qfalse; if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_POISONCLOUDED && cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 && !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) { phase = cg.time / 1000.0 * PCLOUD_ZOOM_FREQUENCY * M_PI * 2; v = PCLOUD_ZOOM_AMPLITUDE * sin( phase ); v *= 1.0f - ( ( cg.time - cg.poisonedTime ) / (float)LEVEL1_PCLOUD_TIME ); fov_x += v; fov_y += v; } // set it cg.refdef.fov_x = fov_x; cg.refdef.fov_y = fov_y; if( !cg.zoomed ) cg.zoomSensitivity = 1; else cg.zoomSensitivity = cg.refdef.fov_y / 75.0; return inwater; }
//@Jkent: Is there a way to get access to R_customheight/width and/or r_height/width? (Get the newer height-dependant FOV rather than width-dependant as 1.1 widescreens actually have smaller FOVs) static int CG_CalcFov( void ) { float x; float phase; float v; int contents; float fov_x, fov_y; float zoomFov; float f; int inwater; int attribFov; usercmd_t cmd; int cmdNum; cmdNum = trap_GetCurrentCmdNumber( ); trap_GetUserCmd( cmdNum, &cmd ); if( cg.predictedPlayerState.pm_type == PM_INTERMISSION || ( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) ) { // if in intermission, use a fixed value fov_x = 90; } else { // don't lock the fov globally - we need to be able to change it attribFov = BG_FindFovForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] ); fov_x = attribFov; if ( fov_x < 1 ) fov_x = 1; else if ( fov_x > 160 ) fov_x = 160; if( cg.spawnTime > ( cg.time - FOVWARPTIME ) && BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_FOVWARPS ) ) { float temp, temp2; temp = (float)( cg.time - cg.spawnTime ) / FOVWARPTIME; temp2 = ( 170 - fov_x ) * temp; //Com_Printf( "%f %f\n", temp*100, temp2*100 ); fov_x = 170 - temp2; } // account for zooms zoomFov = BG_FindZoomFovForWeapon( cg.predictedPlayerState.weapon ); if ( zoomFov < 1 ) zoomFov = 1; else if ( zoomFov > attribFov ) zoomFov = attribFov; // only do all the zoom stuff if the client CAN zoom // FIXME: zoom control is currently hard coded to BUTTON_ATTACK2 if( BG_WeaponCanZoom( cg.predictedPlayerState.weapon ) ) { if ( cg.zoomed ) { f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; if ( f > 1.0 ) fov_x = zoomFov; else fov_x = fov_x + f * ( zoomFov - fov_x ); // BUTTON_ATTACK2 isn't held so unzoom next time if( !( cmd.buttons & BUTTON_ATTACK2 ) ) { cg.zoomed = qfalse; cg.zoomTime = cg.time; } } else { f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME; if ( f > 1.0 ) fov_x = fov_x; else fov_x = zoomFov + f * ( fov_x - zoomFov ); // BUTTON_ATTACK2 is held so zoom next time if( cmd.buttons & BUTTON_ATTACK2 ) { cg.zoomed = qtrue; cg.zoomTime = cg.time; } } } } x = cg.refdef.width / tan( fov_x / 360 * M_PI ); fov_y = atan2( cg.refdef.height, x ); fov_y = fov_y * 360 / M_PI; // warp if underwater contents = CG_PointContents( cg.refdef.vieworg, -1 ); if( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) { phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2; v = WAVE_AMPLITUDE * sin( phase ); fov_x += v; fov_y -= v; inwater = qtrue; } else inwater = qfalse; if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_POISONCLOUDED && cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 && !( cg.snap->ps.pm_flags & PMF_FOLLOW ) ) { phase = cg.time / 1000.0 * PCLOUD_ZOOM_FREQUENCY * M_PI * 2; v = PCLOUD_ZOOM_AMPLITUDE * sin( phase ); v *= 1.0f - ( ( cg.time - cg.poisonedTime ) / (float)LEVEL1_PCLOUD_TIME ); fov_x += v; fov_y += v; } // set it cg.refdef.fov_x = fov_x; cg.refdef.fov_y = fov_y; if( !cg.zoomed ) cg.zoomSensitivity = (7 + (90/cg.refdef.fov_y))/8;//1; else cg.zoomSensitivity = cg.refdef.fov_y / 75.0; return inwater; }