示例#1
0
/*
=================
PlayerSettings_DrawPlayer
=================
*/
static void PlayerSettings_DrawPlayer(void* self) {
    menubitmap_s*    b;
    vec3_t          viewangles;
    char            buf[MAX_QPATH];

    trap_Cvar_VariableStringBuffer("model", buf, sizeof(buf));
    if (strcmp(buf, s_playersettings.playerModel) != 0) {
        UI_PlayerInfo_SetModel(&s_playersettings.playerinfo, buf);
        strcpy(s_playersettings.playerModel, buf);

        viewangles[YAW]   = 180 - 30;
        viewangles[PITCH] = 0;
        viewangles[ROLL]  = 0;
        UI_PlayerInfo_SetInfo(&s_playersettings.playerinfo, LEGS_IDLE, TORSO_STAND, viewangles, vec3_origin, WP_MACHINEGUN, qfalse);
    }

    b = (menubitmap_s*) self;
    UI_DrawPlayer(b->generic.x, b->generic.y, b->width, b->height, &s_playersettings.playerinfo, uis.realtime / 2);
}
示例#2
0
/*
 * PlayerModel_UpdateModel
 */
static void
PlayerModel_UpdateModel(void)
{
	Vec3	viewangles;
	Vec3	moveangles;

	memset(&s_playermodel.playerinfo, 0, sizeof(Playerinfo));

	viewangles[YAW] = 180 - 30;
	viewangles[PITCH] = 0;
	viewangles[ROLL] = 0;
	clearv3(moveangles);

	UI_PlayerInfo_SetModel(&s_playermodel.playerinfo,
		s_playermodel.modelskin);
	UI_PlayerInfo_SetInfo(&s_playermodel.playerinfo, LEGS_IDLE, TORSO_STAND,
		viewangles, moveangles, Wmachinegun,
		qfalse);
}
示例#3
0
/*
=================
PlayerSettings_SetMenuItems
=================
*/
static void PlayerSettings_SetMenuItems( void ) {
	vec3_t	viewangles;
	int		c1, c2, c3;
	int		h;
	char	temp[6];

	// name
	Q_strncpyz( s_playersettings.name.field.buffer, UI_Cvar_VariableString("name"), sizeof(s_playersettings.name.field.buffer) );

	// effects color
	trap_Cvar_VariableStringBuffer( "color1", temp, sizeof(temp) );

	c1 = atoi( va( "%c", temp[0] ) ) - 1;
	c2 = atoi( va( "%c", temp[2] ) ) - 1;
	c3 = atoi( va( "%c", temp[4] ) ) - 1;

	if ( c1 > 6 || c1 < 0 ) c1 = 6;
	if ( c2 > 6 || c2 < 0 ) c2 = 6;
	if ( c3 > 6 || c3 < 0 ) c3 = 6;

	s_playersettings.effects.curvalue = gamecodetoui[c1];
	s_playersettings.effects2.curvalue = gamecodetoui[c2];
	s_playersettings.effects3.curvalue = gamecodetoui[c3];


	// model/skin
	memset( &s_playersettings.playerinfo, 0, sizeof(playerInfo_t) );

	viewangles[YAW]   = 180 - 30;
	viewangles[PITCH] = 0;
	viewangles[ROLL]  = 0;

	UI_PlayerInfo_SetModel( &s_playersettings.playerinfo, UI_Cvar_VariableString( "model" ) );
	UI_PlayerInfo_SetInfo( &s_playersettings.playerinfo, LEGS_IDLE, TORSO_STAND, viewangles, vec3_origin, WP_RAILGUN, qfalse );

	// handicap
	h = Com_Clamp( 5, 100, trap_Cvar_VariableValue("handicap") );
	s_playersettings.handicap.curvalue = 20 - h / 5;
}
示例#4
0
/*
=================
PlayerSettings_SetMenuItems
=================
*/
static void PlayerSettings_SetMenuItems( void ) {
	vec3_t	viewangles;
	int		c;
	int		h;

	// name
	Q_strncpyz( s_playersettings.name.field.buffer, UI_Cvar_VariableString("name"), sizeof(s_playersettings.name.field.buffer) );

	// effects color
	c = trap_Cvar_VariableValue( "color1" ) - 1;
	if( c < 0 || c > 6 ) {
		c = 6;
	}
	s_playersettings.effects.curvalue = gamecodetoui[c];
        
        // effects2 color
	c = trap_Cvar_VariableValue( "color2" ) - 1;
	if( c < 0 || c > 6 ) {
		c = 6;
	}
	s_playersettings.effects2.curvalue = gamecodetoui[c];

	// model/skin
	memset( &s_playersettings.playerinfo, 0, sizeof(playerInfo_t) );
	
	viewangles[YAW]   = 180 - 30;
	viewangles[PITCH] = 0;
	viewangles[ROLL]  = 0;

	UI_PlayerInfo_SetModel( &s_playersettings.playerinfo, UI_Cvar_VariableString( "model" ) );
	UI_PlayerInfo_SetInfo( &s_playersettings.playerinfo, LEGS_IDLE, TORSO_STAND, viewangles, vec3_origin, WP_MACHINEGUN, qfalse );

	// handicap
	h = Com_Clamp( 5, 100, trap_Cvar_VariableValue("handicap") );
	s_playersettings.handicap.curvalue = 20 - h / 5;
}
/*
=================
Controls_UpdateModel
=================
*/
static void Controls_UpdateModel( int anim ) {
	VectorClear( s_controls.playerViewangles );
	VectorClear( s_controls.playerMoveangles );
	s_controls.playerViewangles[YAW] = 180 - 30;
	s_controls.playerMoveangles[YAW] = s_controls.playerViewangles[YAW];
	s_controls.playerLegs		     = LEGS_IDLE;
	s_controls.playerTorso			 = TORSO_STAND;
	s_controls.playerWeapon			 = -1;
	s_controls.playerChat			 = qfalse;

	switch( anim ) {
	case ANIM_RUN:	
		s_controls.playerLegs = LEGS_RUN;
		break;

	case ANIM_WALK:	
		s_controls.playerLegs = LEGS_WALK;
		break;

	case ANIM_BACK:	
		s_controls.playerLegs = LEGS_BACK;
		break;

	case ANIM_JUMP:	
		s_controls.playerLegs = LEGS_JUMP;
		break;

	case ANIM_CROUCH:	
		s_controls.playerLegs = LEGS_IDLECR;
		break;

	case ANIM_TURNLEFT:
		s_controls.playerViewangles[YAW] += 90;
		break;

	case ANIM_TURNRIGHT:
		s_controls.playerViewangles[YAW] -= 90;
		break;

	case ANIM_STEPLEFT:
		s_controls.playerLegs = LEGS_WALK;
		s_controls.playerMoveangles[YAW] = s_controls.playerViewangles[YAW] + 90;
		break;

	case ANIM_STEPRIGHT:
		s_controls.playerLegs = LEGS_WALK;
		s_controls.playerMoveangles[YAW] = s_controls.playerViewangles[YAW] - 90;
		break;

	case ANIM_LOOKUP:
		s_controls.playerViewangles[PITCH] = -45;
		break;

	case ANIM_LOOKDOWN:
		s_controls.playerViewangles[PITCH] = 45;
		break;

	case ANIM_WEAPON1:
		s_controls.playerWeapon = WP_PUNCHY;
		break;

	case ANIM_WEAPON2:
		s_controls.playerWeapon = WP_NIPPER;
		break;

	case ANIM_WEAPON3:
		s_controls.playerWeapon = WP_PUMPER;
		break;

	case ANIM_WEAPON4:
		s_controls.playerWeapon = WP_BALLOONY;
		break;

	case ANIM_WEAPON5:
		s_controls.playerWeapon = WP_BETTY;
		break;

	case ANIM_WEAPON6:
		s_controls.playerWeapon = WP_BOASTER;
		break;

	case ANIM_WEAPON7:
		s_controls.playerWeapon = WP_SPLASHER;
		break;

	case ANIM_WEAPON8:
		s_controls.playerWeapon = WP_BUBBLEG;
		break;

	case ANIM_WEAPON9:
		s_controls.playerWeapon = WP_IMPERIUS;
		break;

	case ANIM_WEAPON10:
		s_controls.playerWeapon = WP_GRAPPLING_HOOK;
		break;

	case ANIM_ATTACK:
		s_controls.playerTorso = TORSO_ATTACK;
		break;

	case ANIM_GESTURE:
		s_controls.playerTorso = TORSO_GESTURE;
		break;

	case ANIM_DIE:
		s_controls.playerLegs = BOTH_DEATH1;
		s_controls.playerTorso = BOTH_DEATH1;
		s_controls.playerWeapon = WP_NONE;
		break;

	case ANIM_CHAT:
		s_controls.playerChat = qtrue;
		break;

	default:
		break;
	}

	UI_PlayerInfo_SetInfo( &s_controls.playerinfo, s_controls.playerLegs, s_controls.playerTorso, s_controls.playerViewangles, s_controls.playerMoveangles, s_controls.playerWeapon, s_controls.playerChat );
}