2566 lines
69 KiB
C
2566 lines
69 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2000-2006 Tim Angus
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This file is part of Tremulous.
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Tremulous is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Tremulous is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Tremulous; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// cg_players.c -- handle the media and animation for player entities
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#include "cg_local.h"
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char *cg_customSoundNames[ MAX_CUSTOM_SOUNDS ] =
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{
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"*death1.wav",
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"*death2.wav",
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"*death3.wav",
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"*jump1.wav",
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"*pain25_1.wav",
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"*pain50_1.wav",
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"*pain75_1.wav",
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"*pain100_1.wav",
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"*falling1.wav",
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"*gasp.wav",
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"*drown.wav",
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"*fall1.wav",
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"*taunt.wav"
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};
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/*
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================
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CG_CustomSound
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================
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*/
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sfxHandle_t CG_CustomSound( int clientNum, const char *soundName )
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{
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clientInfo_t *ci;
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int i;
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if( soundName[ 0 ] != '*' )
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return trap_S_RegisterSound( soundName, qfalse );
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if( clientNum < 0 || clientNum >= MAX_CLIENTS )
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clientNum = 0;
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ci = &cgs.clientinfo[ clientNum ];
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for( i = 0; i < MAX_CUSTOM_SOUNDS && cg_customSoundNames[ i ]; i++ )
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{
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if( !strcmp( soundName, cg_customSoundNames[ i ] ) )
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return ci->sounds[ i ];
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}
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CG_Error( "Unknown custom sound: %s", soundName );
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return 0;
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}
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/*
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=============================================================================
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CLIENT INFO
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=============================================================================
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*/
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/*
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======================
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CG_ParseAnimationFile
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Read a configuration file containing animation coutns and rates
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models/players/visor/animation.cfg, etc
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======================
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*/
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static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci )
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{
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char *text_p, *prev;
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int len;
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int i;
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char *token;
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float fps;
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int skip;
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char text[ 20000 ];
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fileHandle_t f;
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animation_t *animations;
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animations = ci->animations;
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// load the file
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len = trap_FS_FOpenFile( filename, &f, FS_READ );
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if( len <= 0 )
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return qfalse;
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if( len >= sizeof( text ) - 1 )
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{
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CG_Printf( "File %s too long\n", filename );
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trap_FS_FCloseFile( f );
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return qfalse;
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}
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trap_FS_Read( text, len, f );
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text[ len ] = 0;
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trap_FS_FCloseFile( f );
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// parse the text
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text_p = text;
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skip = 0; // quite the compiler warning
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ci->footsteps = FOOTSTEP_NORMAL;
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VectorClear( ci->headOffset );
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ci->gender = GENDER_MALE;
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ci->fixedlegs = qfalse;
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ci->fixedtorso = qfalse;
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ci->nonsegmented = qfalse;
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// read optional parameters
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while( 1 )
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{
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prev = text_p; // so we can unget
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token = COM_Parse( &text_p );
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if( !token )
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break;
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if( !Q_stricmp( token, "footsteps" ) )
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{
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token = COM_Parse( &text_p );
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if( !token )
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break;
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if( !Q_stricmp( token, "default" ) || !Q_stricmp( token, "normal" ) )
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ci->footsteps = FOOTSTEP_NORMAL;
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else if( !Q_stricmp( token, "flesh" ) )
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ci->footsteps = FOOTSTEP_FLESH;
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else if( !Q_stricmp( token, "none" ) )
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ci->footsteps = FOOTSTEP_NONE;
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else if( !Q_stricmp( token, "custom" ) )
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ci->footsteps = FOOTSTEP_CUSTOM;
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else
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CG_Printf( "Bad footsteps parm in %s: %s\n", filename, token );
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continue;
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}
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else if( !Q_stricmp( token, "headoffset" ) )
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{
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for( i = 0 ; i < 3 ; i++ )
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{
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token = COM_Parse( &text_p );
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if( !token )
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break;
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ci->headOffset[ i ] = atof( token );
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}
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continue;
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}
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else if( !Q_stricmp( token, "sex" ) )
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{
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token = COM_Parse( &text_p );
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if( !token )
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break;
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if( token[ 0 ] == 'f' || token[ 0 ] == 'F' )
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ci->gender = GENDER_FEMALE;
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else if( token[ 0 ] == 'n' || token[ 0 ] == 'N' )
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ci->gender = GENDER_NEUTER;
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else
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ci->gender = GENDER_MALE;
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continue;
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}
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else if( !Q_stricmp( token, "fixedlegs" ) )
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{
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ci->fixedlegs = qtrue;
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continue;
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}
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else if( !Q_stricmp( token, "fixedtorso" ) )
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{
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ci->fixedtorso = qtrue;
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continue;
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}
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else if( !Q_stricmp( token, "nonsegmented" ) )
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{
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ci->nonsegmented = qtrue;
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continue;
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}
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// if it is a number, start parsing animations
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if( token[ 0 ] >= '0' && token[ 0 ] <= '9' )
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{
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text_p = prev; // unget the token
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break;
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}
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Com_Printf( "unknown token '%s' is %s\n", token, filename );
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}
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if( !ci->nonsegmented )
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{
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// read information for each frame
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for( i = 0; i < MAX_PLAYER_ANIMATIONS; i++ )
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{
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token = COM_Parse( &text_p );
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if( !*token )
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{
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if( i >= TORSO_GETFLAG && i <= TORSO_NEGATIVE )
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{
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animations[ i ].firstFrame = animations[ TORSO_GESTURE ].firstFrame;
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animations[ i ].frameLerp = animations[ TORSO_GESTURE ].frameLerp;
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animations[ i ].initialLerp = animations[ TORSO_GESTURE ].initialLerp;
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animations[ i ].loopFrames = animations[ TORSO_GESTURE ].loopFrames;
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animations[ i ].numFrames = animations[ TORSO_GESTURE ].numFrames;
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animations[ i ].reversed = qfalse;
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animations[ i ].flipflop = qfalse;
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continue;
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}
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break;
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}
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animations[ i ].firstFrame = atoi( token );
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// leg only frames are adjusted to not count the upper body only frames
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if( i == LEGS_WALKCR )
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skip = animations[ LEGS_WALKCR ].firstFrame - animations[ TORSO_GESTURE ].firstFrame;
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if( i >= LEGS_WALKCR && i<TORSO_GETFLAG )
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animations[ i ].firstFrame -= skip;
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token = COM_Parse( &text_p );
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if( !*token )
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break;
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animations[ i ].numFrames = atoi( token );
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animations[ i ].reversed = qfalse;
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animations[ i ].flipflop = qfalse;
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// if numFrames is negative the animation is reversed
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if( animations[ i ].numFrames < 0 )
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{
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animations[ i ].numFrames = -animations[ i ].numFrames;
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animations[ i ].reversed = qtrue;
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}
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token = COM_Parse( &text_p );
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if( !*token )
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break;
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animations[ i ].loopFrames = atoi( token );
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token = COM_Parse( &text_p );
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if( !*token )
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break;
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fps = atof( token );
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if( fps == 0 )
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fps = 1;
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animations[ i ].frameLerp = 1000 / fps;
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animations[ i ].initialLerp = 1000 / fps;
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}
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if( i != MAX_PLAYER_ANIMATIONS )
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{
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CG_Printf( "Error parsing animation file: %s", filename );
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return qfalse;
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}
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// crouch backward animation
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memcpy( &animations[ LEGS_BACKCR ], &animations[ LEGS_WALKCR ], sizeof( animation_t ) );
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animations[ LEGS_BACKCR ].reversed = qtrue;
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// walk backward animation
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memcpy( &animations[ LEGS_BACKWALK ], &animations[ LEGS_WALK ], sizeof( animation_t ) );
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animations[ LEGS_BACKWALK ].reversed = qtrue;
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// flag moving fast
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animations[ FLAG_RUN ].firstFrame = 0;
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animations[ FLAG_RUN ].numFrames = 16;
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animations[ FLAG_RUN ].loopFrames = 16;
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animations[ FLAG_RUN ].frameLerp = 1000 / 15;
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animations[ FLAG_RUN ].initialLerp = 1000 / 15;
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animations[ FLAG_RUN ].reversed = qfalse;
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// flag not moving or moving slowly
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animations[ FLAG_STAND ].firstFrame = 16;
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animations[ FLAG_STAND ].numFrames = 5;
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animations[ FLAG_STAND ].loopFrames = 0;
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animations[ FLAG_STAND ].frameLerp = 1000 / 20;
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animations[ FLAG_STAND ].initialLerp = 1000 / 20;
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animations[ FLAG_STAND ].reversed = qfalse;
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// flag speeding up
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animations[ FLAG_STAND2RUN ].firstFrame = 16;
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animations[ FLAG_STAND2RUN ].numFrames = 5;
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animations[ FLAG_STAND2RUN ].loopFrames = 1;
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animations[ FLAG_STAND2RUN ].frameLerp = 1000 / 15;
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animations[ FLAG_STAND2RUN ].initialLerp = 1000 / 15;
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animations[ FLAG_STAND2RUN ].reversed = qtrue;
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}
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else
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{
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// read information for each frame
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for( i = 0; i < MAX_NONSEG_PLAYER_ANIMATIONS; i++ )
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{
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token = COM_Parse( &text_p );
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if( !*token )
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break;
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animations[ i ].firstFrame = atoi( token );
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token = COM_Parse( &text_p );
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if( !*token )
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break;
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animations[ i ].numFrames = atoi( token );
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animations[ i ].reversed = qfalse;
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animations[ i ].flipflop = qfalse;
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// if numFrames is negative the animation is reversed
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if( animations[ i ].numFrames < 0 )
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{
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animations[ i ].numFrames = -animations[ i ].numFrames;
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animations[ i ].reversed = qtrue;
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}
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token = COM_Parse( &text_p );
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if( !*token )
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break;
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animations[ i ].loopFrames = atoi( token );
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token = COM_Parse( &text_p );
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if( !*token )
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break;
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fps = atof( token );
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if( fps == 0 )
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fps = 1;
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animations[ i ].frameLerp = 1000 / fps;
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animations[ i ].initialLerp = 1000 / fps;
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}
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if( i != MAX_NONSEG_PLAYER_ANIMATIONS )
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{
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CG_Printf( "Error parsing animation file: %s", filename );
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return qfalse;
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}
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// walk backward animation
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memcpy( &animations[ NSPA_WALKBACK ], &animations[ NSPA_WALK ], sizeof( animation_t ) );
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animations[ NSPA_WALKBACK ].reversed = qtrue;
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}
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return qtrue;
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}
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/*
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==========================
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CG_RegisterClientSkin
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==========================
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*/
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static qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *modelName, const char *skinName )
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{
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char filename[ MAX_QPATH ];
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if( !ci->nonsegmented )
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{
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Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName );
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ci->legsSkin = trap_R_RegisterSkin( filename );
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if( !ci->legsSkin )
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Com_Printf( "Leg skin load failure: %s\n", filename );
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Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName );
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ci->torsoSkin = trap_R_RegisterSkin( filename );
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if( !ci->torsoSkin )
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Com_Printf( "Torso skin load failure: %s\n", filename );
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Com_sprintf( filename, sizeof( filename ), "models/players/%s/head_%s.skin", modelName, skinName );
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ci->headSkin = trap_R_RegisterSkin( filename );
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if( !ci->headSkin )
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Com_Printf( "Head skin load failure: %s\n", filename );
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if( !ci->legsSkin || !ci->torsoSkin || !ci->headSkin )
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return qfalse;
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}
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else
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{
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Com_sprintf( filename, sizeof( filename ), "models/players/%s/nonseg_%s.skin", modelName, skinName );
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ci->nonSegSkin = trap_R_RegisterSkin( filename );
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if( !ci->nonSegSkin )
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Com_Printf( "Non-segmented skin load failure: %s\n", filename );
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if( !ci->nonSegSkin )
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return qfalse;
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}
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return qtrue;
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}
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/*
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==========================
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CG_RegisterClientModelname
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==========================
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*/
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static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelName, const char *skinName )
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{
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char filename[ MAX_QPATH * 2 ];
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// do this first so the nonsegmented property is set
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// load the animations
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Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
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if( !CG_ParseAnimationFile( filename, ci ) )
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{
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Com_Printf( "Failed to load animation file %s\n", filename );
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return qfalse;
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}
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// load cmodels before models so filecache works
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if( !ci->nonsegmented )
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{
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Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
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ci->legsModel = trap_R_RegisterModel( filename );
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if( !ci->legsModel )
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{
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Com_Printf( "Failed to load model file %s\n", filename );
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return qfalse;
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}
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Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
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ci->torsoModel = trap_R_RegisterModel( filename );
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if( !ci->torsoModel )
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{
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Com_Printf( "Failed to load model file %s\n", filename );
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return qfalse;
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}
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Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", modelName );
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ci->headModel = trap_R_RegisterModel( filename );
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if( !ci->headModel )
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{
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Com_Printf( "Failed to load model file %s\n", filename );
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return qfalse;
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}
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}
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else
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{
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Com_sprintf( filename, sizeof( filename ), "models/players/%s/nonseg.md3", modelName );
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ci->nonSegModel = trap_R_RegisterModel( filename );
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if( !ci->nonSegModel )
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{
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Com_Printf( "Failed to load model file %s\n", filename );
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return qfalse;
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}
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}
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// if any skins failed to load, return failure
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if( !CG_RegisterClientSkin( ci, modelName, skinName ) )
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{
|
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Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName );
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return qfalse;
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}
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//FIXME: skins do not load without icon present. do we want icons anyway?
|
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/* Com_sprintf( filename, sizeof( filename ), "models/players/%s/icon_%s.tga", modelName, skinName );
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ci->modelIcon = trap_R_RegisterShaderNoMip( filename );
|
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if( !ci->modelIcon )
|
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{
|
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Com_Printf( "Failed to load icon file: %s\n", filename );
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return qfalse;
|
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}*/
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|
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return qtrue;
|
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}
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|
|
/*
|
|
====================
|
|
CG_ColorFromString
|
|
====================
|
|
*/
|
|
static void CG_ColorFromString( const char *v, vec3_t color )
|
|
{
|
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int val;
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|
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VectorClear( color );
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|
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val = atoi( v );
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|
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if( val < 1 || val > 7 )
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{
|
|
VectorSet( color, 1, 1, 1 );
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return;
|
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}
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|
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if( val & 1 )
|
|
color[ 2 ] = 1.0f;
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|
|
if( val & 2 )
|
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color[ 1 ] = 1.0f;
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|
|
if( val & 4 )
|
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color[ 0 ] = 1.0f;
|
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}
|
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|
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/*
|
|
===================
|
|
CG_LoadClientInfo
|
|
|
|
Load it now, taking the disk hits
|
|
===================
|
|
*/
|
|
static void CG_LoadClientInfo( clientInfo_t *ci )
|
|
{
|
|
const char *dir, *fallback;
|
|
int i;
|
|
const char *s;
|
|
int clientNum;
|
|
|
|
if( !CG_RegisterClientModelname( ci, ci->modelName, ci->skinName ) )
|
|
{
|
|
if( cg_buildScript.integer )
|
|
CG_Error( "CG_RegisterClientModelname( %s, %s ) failed", ci->modelName, ci->skinName );
|
|
|
|
// fall back
|
|
if( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, "default" ) )
|
|
CG_Error( "DEFAULT_MODEL (%s) failed to register", DEFAULT_MODEL );
|
|
}
|
|
|
|
// sounds
|
|
dir = ci->modelName;
|
|
fallback = DEFAULT_MODEL;
|
|
|
|
for( i = 0; i < MAX_CUSTOM_SOUNDS; i++ )
|
|
{
|
|
s = cg_customSoundNames[ i ];
|
|
|
|
if( !s )
|
|
break;
|
|
|
|
// fanny about a bit with sounds that are missing
|
|
if( !CG_FileExists( va( "sound/player/%s/%s", dir, s + 1 ) ) )
|
|
{
|
|
//file doesn't exist
|
|
|
|
if( i == 11 || i == 8 ) //fall or falling
|
|
{
|
|
ci->sounds[ i ] = trap_S_RegisterSound( "sound/null.wav", qfalse );
|
|
}
|
|
else
|
|
{
|
|
if( i == 9 ) //gasp
|
|
s = cg_customSoundNames[ 7 ]; //pain100_1
|
|
else if( i == 10 ) //drown
|
|
s = cg_customSoundNames[ 0 ]; //death1
|
|
|
|
ci->sounds[ i ] = trap_S_RegisterSound( va( "sound/player/%s/%s", dir, s + 1 ), qfalse );
|
|
if( !ci->sounds[ i ] )
|
|
ci->sounds[ i ] = trap_S_RegisterSound( va( "sound/player/%s/%s", fallback, s + 1 ), qfalse );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ci->sounds[ i ] = trap_S_RegisterSound( va( "sound/player/%s/%s", dir, s + 1 ), qfalse );
|
|
if( !ci->sounds[ i ] )
|
|
ci->sounds[ i ] = trap_S_RegisterSound( va( "sound/player/%s/%s", fallback, s + 1 ), qfalse );
|
|
}
|
|
}
|
|
|
|
if( ci->footsteps == FOOTSTEP_CUSTOM )
|
|
{
|
|
for( i = 0; i < 4; i++ )
|
|
{
|
|
ci->customFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/%s/step%d.wav", dir, i + 1 ), qfalse );
|
|
if( !ci->customFootsteps[ i ] )
|
|
ci->customFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/footsteps/step%d.wav", i + 1 ), qfalse );
|
|
|
|
ci->customMetalFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/%s/clank%d.wav", dir, i + 1 ), qfalse );
|
|
if( !ci->customMetalFootsteps[ i ] )
|
|
ci->customMetalFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/footsteps/clank%d.wav", i + 1 ), qfalse );
|
|
}
|
|
}
|
|
|
|
// reset any existing players and bodies, because they might be in bad
|
|
// frames for this new model
|
|
clientNum = ci - cgs.clientinfo;
|
|
for( i = 0; i < MAX_GENTITIES; i++ )
|
|
{
|
|
if( cg_entities[ i ].currentState.clientNum == clientNum &&
|
|
cg_entities[ i ].currentState.eType == ET_PLAYER )
|
|
CG_ResetPlayerEntity( &cg_entities[ i ] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
======================
|
|
CG_CopyClientInfoModel
|
|
======================
|
|
*/
|
|
static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to )
|
|
{
|
|
VectorCopy( from->headOffset, to->headOffset );
|
|
to->footsteps = from->footsteps;
|
|
to->gender = from->gender;
|
|
|
|
to->legsModel = from->legsModel;
|
|
to->legsSkin = from->legsSkin;
|
|
to->torsoModel = from->torsoModel;
|
|
to->torsoSkin = from->torsoSkin;
|
|
to->headModel = from->headModel;
|
|
to->headSkin = from->headSkin;
|
|
to->nonSegModel = from->nonSegModel;
|
|
to->nonSegSkin = from->nonSegSkin;
|
|
to->nonsegmented = from->nonsegmented;
|
|
to->modelIcon = from->modelIcon;
|
|
|
|
memcpy( to->animations, from->animations, sizeof( to->animations ) );
|
|
memcpy( to->sounds, from->sounds, sizeof( to->sounds ) );
|
|
memcpy( to->customFootsteps, from->customFootsteps, sizeof( to->customFootsteps ) );
|
|
memcpy( to->customMetalFootsteps, from->customMetalFootsteps, sizeof( to->customMetalFootsteps ) );
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
CG_GetCorpseNum
|
|
======================
|
|
*/
|
|
static int CG_GetCorpseNum( pClass_t class )
|
|
{
|
|
int i;
|
|
clientInfo_t *match;
|
|
char *modelName;
|
|
char *skinName;
|
|
|
|
modelName = BG_FindModelNameForClass( class );
|
|
skinName = BG_FindSkinNameForClass( class );
|
|
|
|
for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ )
|
|
{
|
|
match = &cgs.corpseinfo[ i ];
|
|
|
|
if( !match->infoValid )
|
|
continue;
|
|
|
|
if( !Q_stricmp( modelName, match->modelName )
|
|
&& !Q_stricmp( skinName, match->skinName ) )
|
|
{
|
|
// this clientinfo is identical, so use it's handles
|
|
return i;
|
|
}
|
|
}
|
|
|
|
//something has gone horribly wrong
|
|
return -1;
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
CG_ScanForExistingClientInfo
|
|
======================
|
|
*/
|
|
static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci )
|
|
{
|
|
int i;
|
|
clientInfo_t *match;
|
|
|
|
for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ )
|
|
{
|
|
match = &cgs.corpseinfo[ i ];
|
|
|
|
if( !match->infoValid )
|
|
continue;
|
|
|
|
if( !Q_stricmp( ci->modelName, match->modelName ) &&
|
|
!Q_stricmp( ci->skinName, match->skinName ) )
|
|
{
|
|
// this clientinfo is identical, so use it's handles
|
|
CG_CopyClientInfoModel( match, ci );
|
|
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
// shouldn't happen
|
|
return qfalse;
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
CG_PrecacheClientInfo
|
|
======================
|
|
*/
|
|
void CG_PrecacheClientInfo( pClass_t class, char *model, char *skin )
|
|
{
|
|
clientInfo_t *ci;
|
|
clientInfo_t newInfo;
|
|
|
|
ci = &cgs.corpseinfo[ class ];
|
|
|
|
// the old value
|
|
memset( &newInfo, 0, sizeof( newInfo ) );
|
|
|
|
// model
|
|
Q_strncpyz( newInfo.modelName, model, sizeof( newInfo.modelName ) );
|
|
Q_strncpyz( newInfo.headModelName, model, sizeof( newInfo.headModelName ) );
|
|
|
|
// modelName didn not include a skin name
|
|
if( !skin )
|
|
{
|
|
Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
|
|
Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
|
|
}
|
|
else
|
|
{
|
|
Q_strncpyz( newInfo.skinName, skin, sizeof( newInfo.skinName ) );
|
|
Q_strncpyz( newInfo.headSkinName, skin, sizeof( newInfo.headSkinName ) );
|
|
}
|
|
|
|
newInfo.infoValid = qtrue;
|
|
|
|
// actually register the models
|
|
*ci = newInfo;
|
|
CG_LoadClientInfo( ci );
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
CG_NewClientInfo
|
|
======================
|
|
*/
|
|
void CG_NewClientInfo( int clientNum )
|
|
{
|
|
clientInfo_t *ci;
|
|
clientInfo_t newInfo;
|
|
const char *configstring;
|
|
const char *v;
|
|
char *slash;
|
|
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
|
|
configstring = CG_ConfigString( clientNum + CS_PLAYERS );
|
|
if( !configstring[ 0 ] )
|
|
{
|
|
memset( ci, 0, sizeof( *ci ) );
|
|
return; // player just left
|
|
}
|
|
|
|
// the old value
|
|
memset( &newInfo, 0, sizeof( newInfo ) );
|
|
|
|
// isolate the player's name
|
|
v = Info_ValueForKey( configstring, "n" );
|
|
Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) );
|
|
|
|
// colors
|
|
v = Info_ValueForKey( configstring, "c1" );
|
|
CG_ColorFromString( v, newInfo.color1 );
|
|
|
|
v = Info_ValueForKey( configstring, "c2" );
|
|
CG_ColorFromString( v, newInfo.color2 );
|
|
|
|
// bot skill
|
|
v = Info_ValueForKey( configstring, "skill" );
|
|
newInfo.botSkill = atoi( v );
|
|
|
|
// handicap
|
|
v = Info_ValueForKey( configstring, "hc" );
|
|
newInfo.handicap = atoi( v );
|
|
|
|
// wins
|
|
v = Info_ValueForKey( configstring, "w" );
|
|
newInfo.wins = atoi( v );
|
|
|
|
// losses
|
|
v = Info_ValueForKey( configstring, "l" );
|
|
newInfo.losses = atoi( v );
|
|
|
|
// team
|
|
v = Info_ValueForKey( configstring, "t" );
|
|
newInfo.team = atoi( v );
|
|
|
|
// team task
|
|
v = Info_ValueForKey( configstring, "tt" );
|
|
newInfo.teamTask = atoi( v );
|
|
|
|
// team leader
|
|
v = Info_ValueForKey( configstring, "tl" );
|
|
newInfo.teamLeader = atoi( v );
|
|
|
|
// model
|
|
v = Info_ValueForKey( configstring, "model" );
|
|
Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) );
|
|
|
|
slash = strchr( newInfo.modelName, '/' );
|
|
|
|
if( !slash )
|
|
{
|
|
// modelName didn not include a skin name
|
|
Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
|
|
}
|
|
else
|
|
{
|
|
Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
|
|
// truncate modelName
|
|
*slash = 0;
|
|
}
|
|
|
|
//CG_Printf( "NCI: %s\n", v );
|
|
|
|
// head model
|
|
v = Info_ValueForKey( configstring, "hmodel" );
|
|
Q_strncpyz( newInfo.headModelName, v, sizeof( newInfo.headModelName ) );
|
|
|
|
slash = strchr( newInfo.headModelName, '/' );
|
|
|
|
if( !slash )
|
|
{
|
|
// modelName didn not include a skin name
|
|
Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
|
|
}
|
|
else
|
|
{
|
|
Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) );
|
|
// truncate modelName
|
|
*slash = 0;
|
|
}
|
|
|
|
// replace whatever was there with the new one
|
|
newInfo.infoValid = qtrue;
|
|
*ci = newInfo;
|
|
|
|
// scan for an existing clientinfo that matches this modelname
|
|
// so we can avoid loading checks if possible
|
|
if( !CG_ScanForExistingClientInfo( ci ) )
|
|
CG_LoadClientInfo( ci );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
PLAYER ANIMATION
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_SetLerpFrameAnimation
|
|
|
|
may include ANIM_TOGGLEBIT
|
|
===============
|
|
*/
|
|
static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation )
|
|
{
|
|
animation_t *anim;
|
|
|
|
lf->animationNumber = newAnimation;
|
|
newAnimation &= ~ANIM_TOGGLEBIT;
|
|
|
|
if( newAnimation < 0 || newAnimation >= MAX_PLAYER_TOTALANIMATIONS )
|
|
CG_Error( "Bad animation number: %i", newAnimation );
|
|
|
|
anim = &ci->animations[ newAnimation ];
|
|
|
|
lf->animation = anim;
|
|
lf->animationTime = lf->frameTime + anim->initialLerp;
|
|
|
|
if( cg_debugAnim.integer )
|
|
CG_Printf( "Anim: %i\n", newAnimation );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_RunPlayerLerpFrame
|
|
|
|
Sets cg.snap, cg.oldFrame, and cg.backlerp
|
|
cg.time should be between oldFrameTime and frameTime after exit
|
|
===============
|
|
*/
|
|
static void CG_RunPlayerLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale )
|
|
{
|
|
int f, numFrames;
|
|
animation_t *anim;
|
|
|
|
// debugging tool to get no animations
|
|
if( cg_animSpeed.integer == 0 )
|
|
{
|
|
lf->oldFrame = lf->frame = lf->backlerp = 0;
|
|
return;
|
|
}
|
|
|
|
// see if the animation sequence is switching
|
|
if( newAnimation != lf->animationNumber || !lf->animation )
|
|
{
|
|
CG_SetLerpFrameAnimation( ci, lf, newAnimation );
|
|
}
|
|
|
|
// if we have passed the current frame, move it to
|
|
// oldFrame and calculate a new frame
|
|
if( cg.time >= lf->frameTime )
|
|
{
|
|
lf->oldFrame = lf->frame;
|
|
lf->oldFrameTime = lf->frameTime;
|
|
|
|
// get the next frame based on the animation
|
|
anim = lf->animation;
|
|
if( !anim->frameLerp )
|
|
return; // shouldn't happen
|
|
|
|
if( cg.time < lf->animationTime )
|
|
lf->frameTime = lf->animationTime; // initial lerp
|
|
else
|
|
lf->frameTime = lf->oldFrameTime + anim->frameLerp;
|
|
|
|
f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
|
|
f *= speedScale; // adjust for haste, etc
|
|
numFrames = anim->numFrames;
|
|
|
|
if( anim->flipflop )
|
|
numFrames *= 2;
|
|
|
|
if( f >= numFrames )
|
|
{
|
|
f -= numFrames;
|
|
if( anim->loopFrames )
|
|
{
|
|
f %= anim->loopFrames;
|
|
f += anim->numFrames - anim->loopFrames;
|
|
}
|
|
else
|
|
{
|
|
f = numFrames - 1;
|
|
// the animation is stuck at the end, so it
|
|
// can immediately transition to another sequence
|
|
lf->frameTime = cg.time;
|
|
}
|
|
}
|
|
|
|
if( anim->reversed )
|
|
lf->frame = anim->firstFrame + anim->numFrames - 1 - f;
|
|
else if( anim->flipflop && f>=anim->numFrames )
|
|
lf->frame = anim->firstFrame + anim->numFrames - 1 - ( f % anim->numFrames );
|
|
else
|
|
lf->frame = anim->firstFrame + f;
|
|
|
|
if( cg.time > lf->frameTime )
|
|
{
|
|
lf->frameTime = cg.time;
|
|
|
|
if( cg_debugAnim.integer )
|
|
CG_Printf( "Clamp lf->frameTime\n" );
|
|
}
|
|
}
|
|
|
|
if( lf->frameTime > cg.time + 200 )
|
|
lf->frameTime = cg.time;
|
|
|
|
if( lf->oldFrameTime > cg.time )
|
|
lf->oldFrameTime = cg.time;
|
|
|
|
// calculate current lerp value
|
|
if( lf->frameTime == lf->oldFrameTime )
|
|
lf->backlerp = 0;
|
|
else
|
|
lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_ClearLerpFrame
|
|
===============
|
|
*/
|
|
static void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber )
|
|
{
|
|
lf->frameTime = lf->oldFrameTime = cg.time;
|
|
CG_SetLerpFrameAnimation( ci, lf, animationNumber );
|
|
lf->oldFrame = lf->frame = lf->animation->firstFrame;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerAnimation
|
|
===============
|
|
*/
|
|
static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp,
|
|
int *torsoOld, int *torso, float *torsoBackLerp )
|
|
{
|
|
clientInfo_t *ci;
|
|
int clientNum;
|
|
float speedScale = 1.0f;
|
|
|
|
clientNum = cent->currentState.clientNum;
|
|
|
|
if( cg_noPlayerAnims.integer )
|
|
{
|
|
*legsOld = *legs = *torsoOld = *torso = 0;
|
|
return;
|
|
}
|
|
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
|
|
// do the shuffle turn frames locally
|
|
if( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE )
|
|
CG_RunPlayerLerpFrame( ci, ¢->pe.legs, LEGS_TURN, speedScale );
|
|
else
|
|
CG_RunPlayerLerpFrame( ci, ¢->pe.legs, cent->currentState.legsAnim, speedScale );
|
|
|
|
*legsOld = cent->pe.legs.oldFrame;
|
|
*legs = cent->pe.legs.frame;
|
|
*legsBackLerp = cent->pe.legs.backlerp;
|
|
|
|
CG_RunPlayerLerpFrame( ci, ¢->pe.torso, cent->currentState.torsoAnim, speedScale );
|
|
|
|
*torsoOld = cent->pe.torso.oldFrame;
|
|
*torso = cent->pe.torso.frame;
|
|
*torsoBackLerp = cent->pe.torso.backlerp;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerNonSegAnimation
|
|
===============
|
|
*/
|
|
static void CG_PlayerNonSegAnimation( centity_t *cent, int *nonSegOld,
|
|
int *nonSeg, float *nonSegBackLerp )
|
|
{
|
|
clientInfo_t *ci;
|
|
int clientNum;
|
|
float speedScale = 1.0f;
|
|
|
|
clientNum = cent->currentState.clientNum;
|
|
|
|
if( cg_noPlayerAnims.integer )
|
|
{
|
|
*nonSegOld = *nonSeg = 0;
|
|
return;
|
|
}
|
|
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
|
|
// do the shuffle turn frames locally
|
|
if( cent->pe.nonseg.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == NSPA_STAND )
|
|
CG_RunPlayerLerpFrame( ci, ¢->pe.nonseg, NSPA_TURN, speedScale );
|
|
else
|
|
CG_RunPlayerLerpFrame( ci, ¢->pe.nonseg, cent->currentState.legsAnim, speedScale );
|
|
|
|
*nonSegOld = cent->pe.nonseg.oldFrame;
|
|
*nonSeg = cent->pe.nonseg.frame;
|
|
*nonSegBackLerp = cent->pe.nonseg.backlerp;
|
|
}
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
PLAYER ANGLES
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
/*
|
|
==================
|
|
CG_SwingAngles
|
|
==================
|
|
*/
|
|
static void CG_SwingAngles( float destination, float swingTolerance, float clampTolerance,
|
|
float speed, float *angle, qboolean *swinging )
|
|
{
|
|
float swing;
|
|
float move;
|
|
float scale;
|
|
|
|
if( !*swinging )
|
|
{
|
|
// see if a swing should be started
|
|
swing = AngleSubtract( *angle, destination );
|
|
|
|
if( swing > swingTolerance || swing < -swingTolerance )
|
|
*swinging = qtrue;
|
|
}
|
|
|
|
if( !*swinging )
|
|
return;
|
|
|
|
// modify the speed depending on the delta
|
|
// so it doesn't seem so linear
|
|
swing = AngleSubtract( destination, *angle );
|
|
scale = fabs( swing );
|
|
|
|
if( scale < swingTolerance * 0.5 )
|
|
scale = 0.5;
|
|
else if( scale < swingTolerance )
|
|
scale = 1.0;
|
|
else
|
|
scale = 2.0;
|
|
|
|
// swing towards the destination angle
|
|
if( swing >= 0 )
|
|
{
|
|
move = cg.frametime * scale * speed;
|
|
|
|
if( move >= swing )
|
|
{
|
|
move = swing;
|
|
*swinging = qfalse;
|
|
}
|
|
*angle = AngleMod( *angle + move );
|
|
}
|
|
else if( swing < 0 )
|
|
{
|
|
move = cg.frametime * scale * -speed;
|
|
|
|
if( move <= swing )
|
|
{
|
|
move = swing;
|
|
*swinging = qfalse;
|
|
}
|
|
*angle = AngleMod( *angle + move );
|
|
}
|
|
|
|
// clamp to no more than tolerance
|
|
swing = AngleSubtract( destination, *angle );
|
|
if( swing > clampTolerance )
|
|
*angle = AngleMod( destination - ( clampTolerance - 1 ) );
|
|
else if( swing < -clampTolerance )
|
|
*angle = AngleMod( destination + ( clampTolerance - 1 ) );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_AddPainTwitch
|
|
=================
|
|
*/
|
|
static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles )
|
|
{
|
|
int t;
|
|
float f;
|
|
|
|
t = cg.time - cent->pe.painTime;
|
|
|
|
if( t >= PAIN_TWITCH_TIME )
|
|
return;
|
|
|
|
f = 1.0 - (float)t / PAIN_TWITCH_TIME;
|
|
|
|
if( cent->pe.painDirection )
|
|
torsoAngles[ ROLL ] += 20 * f;
|
|
else
|
|
torsoAngles[ ROLL ] -= 20 * f;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerAngles
|
|
|
|
Handles seperate torso motion
|
|
|
|
legs pivot based on direction of movement
|
|
|
|
head always looks exactly at cent->lerpAngles
|
|
|
|
if motion < 20 degrees, show in head only
|
|
if < 45 degrees, also show in torso
|
|
===============
|
|
*/
|
|
static void CG_PlayerAngles( centity_t *cent, vec3_t srcAngles,
|
|
vec3_t legs[ 3 ], vec3_t torso[ 3 ], vec3_t head[ 3 ] )
|
|
{
|
|
vec3_t legsAngles, torsoAngles, headAngles;
|
|
float dest;
|
|
static int movementOffsets[ 8 ] = { 0, 22, 45, -22, 0, 22, -45, -22 };
|
|
vec3_t velocity;
|
|
float speed;
|
|
int dir, clientNum;
|
|
clientInfo_t *ci;
|
|
|
|
VectorCopy( srcAngles, headAngles );
|
|
headAngles[ YAW ] = AngleMod( headAngles[ YAW ] );
|
|
VectorClear( legsAngles );
|
|
VectorClear( torsoAngles );
|
|
|
|
// --------- yaw -------------
|
|
|
|
// allow yaw to drift a bit
|
|
if( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE ||
|
|
( cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND )
|
|
{
|
|
// if not standing still, always point all in the same direction
|
|
cent->pe.torso.yawing = qtrue; // always center
|
|
cent->pe.torso.pitching = qtrue; // always center
|
|
cent->pe.legs.yawing = qtrue; // always center
|
|
}
|
|
|
|
// adjust legs for movement dir
|
|
if( cent->currentState.eFlags & EF_DEAD )
|
|
{
|
|
// don't let dead bodies twitch
|
|
dir = 0;
|
|
}
|
|
else
|
|
{
|
|
// did use angles2.. now uses time2.. looks a bit funny but time2 isn't used othwise
|
|
dir = cent->currentState.time2;
|
|
if( dir < 0 || dir > 7 )
|
|
CG_Error( "Bad player movement angle" );
|
|
}
|
|
|
|
legsAngles[ YAW ] = headAngles[ YAW ] + movementOffsets[ dir ];
|
|
torsoAngles[ YAW ] = headAngles[ YAW ] + 0.25 * movementOffsets[ dir ];
|
|
|
|
// torso
|
|
if( cent->currentState.eFlags & EF_DEAD )
|
|
{
|
|
CG_SwingAngles( torsoAngles[ YAW ], 0, 0, cg_swingSpeed.value,
|
|
¢->pe.torso.yawAngle, ¢->pe.torso.yawing );
|
|
CG_SwingAngles( legsAngles[ YAW ], 0, 0, cg_swingSpeed.value,
|
|
¢->pe.legs.yawAngle, ¢->pe.legs.yawing );
|
|
}
|
|
else
|
|
{
|
|
CG_SwingAngles( torsoAngles[ YAW ], 25, 90, cg_swingSpeed.value,
|
|
¢->pe.torso.yawAngle, ¢->pe.torso.yawing );
|
|
CG_SwingAngles( legsAngles[ YAW ], 40, 90, cg_swingSpeed.value,
|
|
¢->pe.legs.yawAngle, ¢->pe.legs.yawing );
|
|
}
|
|
|
|
torsoAngles[ YAW ] = cent->pe.torso.yawAngle;
|
|
legsAngles[ YAW ] = cent->pe.legs.yawAngle;
|
|
|
|
// --------- pitch -------------
|
|
|
|
// only show a fraction of the pitch angle in the torso
|
|
if( headAngles[ PITCH ] > 180 )
|
|
dest = ( -360 + headAngles[ PITCH ] ) * 0.75f;
|
|
else
|
|
dest = headAngles[ PITCH ] * 0.75f;
|
|
|
|
CG_SwingAngles( dest, 15, 30, 0.1f, ¢->pe.torso.pitchAngle, ¢->pe.torso.pitching );
|
|
torsoAngles[ PITCH ] = cent->pe.torso.pitchAngle;
|
|
|
|
//
|
|
clientNum = cent->currentState.clientNum;
|
|
|
|
if( clientNum >= 0 && clientNum < MAX_CLIENTS )
|
|
{
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
if( ci->fixedtorso )
|
|
torsoAngles[ PITCH ] = 0.0f;
|
|
}
|
|
|
|
// --------- roll -------------
|
|
|
|
|
|
// lean towards the direction of travel
|
|
VectorCopy( cent->currentState.pos.trDelta, velocity );
|
|
speed = VectorNormalize( velocity );
|
|
|
|
if( speed )
|
|
{
|
|
vec3_t axis[ 3 ];
|
|
float side;
|
|
|
|
speed *= 0.05f;
|
|
|
|
AnglesToAxis( legsAngles, axis );
|
|
side = speed * DotProduct( velocity, axis[ 1 ] );
|
|
legsAngles[ ROLL ] -= side;
|
|
|
|
side = speed * DotProduct( velocity, axis[ 0 ] );
|
|
legsAngles[ PITCH ] += side;
|
|
}
|
|
|
|
//
|
|
clientNum = cent->currentState.clientNum;
|
|
|
|
if( clientNum >= 0 && clientNum < MAX_CLIENTS )
|
|
{
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
|
|
if( ci->fixedlegs )
|
|
{
|
|
legsAngles[ YAW ] = torsoAngles[ YAW ];
|
|
legsAngles[ PITCH ] = 0.0f;
|
|
legsAngles[ ROLL ] = 0.0f;
|
|
}
|
|
}
|
|
|
|
// pain twitch
|
|
CG_AddPainTwitch( cent, torsoAngles );
|
|
|
|
// pull the angles back out of the hierarchial chain
|
|
AnglesSubtract( headAngles, torsoAngles, headAngles );
|
|
AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
|
|
AnglesToAxis( legsAngles, legs );
|
|
AnglesToAxis( torsoAngles, torso );
|
|
AnglesToAxis( headAngles, head );
|
|
}
|
|
|
|
#define MODEL_WWSMOOTHTIME 200
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerWWSmoothing
|
|
|
|
Smooth the angles of transitioning wall walkers
|
|
===============
|
|
*/
|
|
static void CG_PlayerWWSmoothing( centity_t *cent, vec3_t in[ 3 ], vec3_t out[ 3 ] )
|
|
{
|
|
entityState_t *es = ¢->currentState;
|
|
int i;
|
|
vec3_t surfNormal, rotAxis, temp;
|
|
vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
|
|
vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f };
|
|
float stLocal, sFraction, rotAngle;
|
|
vec3_t inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ];
|
|
|
|
//set surfNormal
|
|
if( !(es->eFlags & EF_WALLCLIMB ) )
|
|
VectorCopy( refNormal, surfNormal );
|
|
else if( !( es->eFlags & EF_WALLCLIMBCEILING ) )
|
|
VectorCopy( es->angles2, surfNormal );
|
|
else
|
|
VectorCopy( ceilingNormal, surfNormal );
|
|
|
|
AxisCopy( in, inAxis );
|
|
|
|
if( !VectorCompare( surfNormal, cent->pe.lastNormal ) )
|
|
{
|
|
//if we moving from the ceiling to the floor special case
|
|
//( x product of colinear vectors is undefined)
|
|
if( VectorCompare( ceilingNormal, cent->pe.lastNormal ) &&
|
|
VectorCompare( refNormal, surfNormal ) )
|
|
{
|
|
VectorCopy( in[ 1 ], rotAxis );
|
|
rotAngle = 180.0f;
|
|
}
|
|
else
|
|
{
|
|
AxisCopy( cent->pe.lastAxis, lastAxis );
|
|
rotAngle = DotProduct( inAxis[ 0 ], lastAxis[ 0 ] ) +
|
|
DotProduct( inAxis[ 1 ], lastAxis[ 1 ] ) +
|
|
DotProduct( inAxis[ 2 ], lastAxis[ 2 ] );
|
|
|
|
rotAngle = RAD2DEG( acos( ( rotAngle - 1.0f ) / 2.0f ) );
|
|
|
|
CrossProduct( lastAxis[ 0 ], inAxis[ 0 ], temp );
|
|
VectorCopy( temp, rotAxis );
|
|
CrossProduct( lastAxis[ 1 ], inAxis[ 1 ], temp );
|
|
VectorAdd( rotAxis, temp, rotAxis );
|
|
CrossProduct( lastAxis[ 2 ], inAxis[ 2 ], temp );
|
|
VectorAdd( rotAxis, temp, rotAxis );
|
|
|
|
VectorNormalize( rotAxis );
|
|
}
|
|
|
|
//iterate through smooth array
|
|
for( i = 0; i < MAXSMOOTHS; i++ )
|
|
{
|
|
//found an unused index in the smooth array
|
|
if( cent->pe.sList[ i ].time + MODEL_WWSMOOTHTIME < cg.time )
|
|
{
|
|
//copy to array and stop
|
|
VectorCopy( rotAxis, cent->pe.sList[ i ].rotAxis );
|
|
cent->pe.sList[ i ].rotAngle = rotAngle;
|
|
cent->pe.sList[ i ].time = cg.time;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
//iterate through ops
|
|
for( i = MAXSMOOTHS - 1; i >= 0; i-- )
|
|
{
|
|
//if this op has time remaining, perform it
|
|
if( cg.time < cent->pe.sList[ i ].time + MODEL_WWSMOOTHTIME )
|
|
{
|
|
stLocal = 1.0f - ( ( ( cent->pe.sList[ i ].time + MODEL_WWSMOOTHTIME ) - cg.time ) / MODEL_WWSMOOTHTIME );
|
|
sFraction = -( cos( stLocal * M_PI ) + 1.0f ) / 2.0f;
|
|
|
|
RotatePointAroundVector( outAxis[ 0 ], cent->pe.sList[ i ].rotAxis,
|
|
inAxis[ 0 ], sFraction * cent->pe.sList[ i ].rotAngle );
|
|
RotatePointAroundVector( outAxis[ 1 ], cent->pe.sList[ i ].rotAxis,
|
|
inAxis[ 1 ], sFraction * cent->pe.sList[ i ].rotAngle );
|
|
RotatePointAroundVector( outAxis[ 2 ], cent->pe.sList[ i ].rotAxis,
|
|
inAxis[ 2 ], sFraction * cent->pe.sList[ i ].rotAngle );
|
|
|
|
AxisCopy( outAxis, inAxis );
|
|
}
|
|
}
|
|
|
|
//outAxis has been copied to inAxis
|
|
AxisCopy( inAxis, out );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerNonSegAngles
|
|
|
|
Resolve angles for non-segmented models
|
|
===============
|
|
*/
|
|
static void CG_PlayerNonSegAngles( centity_t *cent, vec3_t srcAngles, vec3_t nonSegAxis[ 3 ] )
|
|
{
|
|
vec3_t localAngles;
|
|
vec3_t velocity;
|
|
float speed;
|
|
int dir;
|
|
entityState_t *es = ¢->currentState;
|
|
vec3_t surfNormal;
|
|
vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f };
|
|
|
|
VectorCopy( srcAngles, localAngles );
|
|
localAngles[ YAW ] = AngleMod( localAngles[ YAW ] );
|
|
localAngles[ PITCH ] = 0.0f;
|
|
localAngles[ ROLL ] = 0.0f;
|
|
|
|
//set surfNormal
|
|
if( !( es->eFlags & EF_WALLCLIMBCEILING ) )
|
|
VectorCopy( es->angles2, surfNormal );
|
|
else
|
|
VectorCopy( ceilingNormal, surfNormal );
|
|
|
|
//make sure that WW transitions don't cause the swing stuff to go nuts
|
|
if( !VectorCompare( surfNormal, cent->pe.lastNormal ) )
|
|
{
|
|
//stop CG_SwingAngles having an eppy
|
|
cent->pe.nonseg.yawAngle = localAngles[ YAW ];
|
|
cent->pe.nonseg.yawing = qfalse;
|
|
}
|
|
|
|
// --------- yaw -------------
|
|
|
|
// allow yaw to drift a bit
|
|
if( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != NSPA_STAND )
|
|
{
|
|
// if not standing still, always point all in the same direction
|
|
cent->pe.nonseg.yawing = qtrue; // always center
|
|
}
|
|
|
|
// adjust legs for movement dir
|
|
if( cent->currentState.eFlags & EF_DEAD )
|
|
{
|
|
// don't let dead bodies twitch
|
|
dir = 0;
|
|
}
|
|
else
|
|
{
|
|
// did use angles2.. now uses time2.. looks a bit funny but time2 isn't used othwise
|
|
dir = cent->currentState.time2;
|
|
if( dir < 0 || dir > 7 )
|
|
CG_Error( "Bad player movement angle" );
|
|
}
|
|
|
|
// torso
|
|
if( cent->currentState.eFlags & EF_DEAD )
|
|
{
|
|
CG_SwingAngles( localAngles[ YAW ], 0, 0, cg_swingSpeed.value,
|
|
¢->pe.nonseg.yawAngle, ¢->pe.nonseg.yawing );
|
|
}
|
|
else
|
|
{
|
|
CG_SwingAngles( localAngles[ YAW ], 40, 90, cg_swingSpeed.value,
|
|
¢->pe.nonseg.yawAngle, ¢->pe.nonseg.yawing );
|
|
}
|
|
|
|
localAngles[ YAW ] = cent->pe.nonseg.yawAngle;
|
|
|
|
// --------- pitch -------------
|
|
|
|
//NO PITCH!
|
|
|
|
|
|
// --------- roll -------------
|
|
|
|
|
|
// lean towards the direction of travel
|
|
VectorCopy( cent->currentState.pos.trDelta, velocity );
|
|
speed = VectorNormalize( velocity );
|
|
|
|
if( speed )
|
|
{
|
|
vec3_t axis[ 3 ];
|
|
float side;
|
|
|
|
//much less than with the regular model system
|
|
speed *= 0.01f;
|
|
|
|
AnglesToAxis( localAngles, axis );
|
|
side = speed * DotProduct( velocity, axis[ 1 ] );
|
|
localAngles[ ROLL ] -= side;
|
|
|
|
side = speed * DotProduct( velocity, axis[ 0 ] );
|
|
localAngles[ PITCH ] += side;
|
|
}
|
|
|
|
//FIXME: PAIN[123] animations?
|
|
// pain twitch
|
|
//CG_AddPainTwitch( cent, torsoAngles );
|
|
|
|
AnglesToAxis( localAngles, nonSegAxis );
|
|
}
|
|
|
|
|
|
//==========================================================================
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerUpgrade
|
|
===============
|
|
*/
|
|
static void CG_PlayerUpgrades( centity_t *cent, refEntity_t *torso )
|
|
{
|
|
int held, active;
|
|
refEntity_t jetpack;
|
|
refEntity_t battpack;
|
|
refEntity_t flash;
|
|
entityState_t *es = ¢->currentState;
|
|
|
|
held = es->modelindex;
|
|
active = es->modelindex2;
|
|
|
|
if( held & ( 1 << UP_JETPACK ) )
|
|
{
|
|
memset( &jetpack, 0, sizeof( jetpack ) );
|
|
VectorCopy( torso->lightingOrigin, jetpack.lightingOrigin );
|
|
jetpack.shadowPlane = torso->shadowPlane;
|
|
jetpack.renderfx = torso->renderfx;
|
|
|
|
jetpack.hModel = cgs.media.jetpackModel;
|
|
|
|
//identity matrix
|
|
AxisCopy( axisDefault, jetpack.axis );
|
|
|
|
//FIXME: change to tag_back when it exists
|
|
CG_PositionRotatedEntityOnTag( &jetpack, torso, torso->hModel, "tag_head" );
|
|
|
|
trap_R_AddRefEntityToScene( &jetpack );
|
|
|
|
if( active & ( 1 << UP_JETPACK ) )
|
|
{
|
|
if( es->pos.trDelta[ 2 ] > 10.0f )
|
|
{
|
|
if( cent->jetPackState != JPS_ASCENDING )
|
|
{
|
|
if( CG_IsParticleSystemValid( ¢->jetPackPS ) )
|
|
CG_DestroyParticleSystem( ¢->jetPackPS );
|
|
|
|
cent->jetPackPS = CG_SpawnNewParticleSystem( cgs.media.jetPackAscendPS );
|
|
cent->jetPackState = JPS_ASCENDING;
|
|
}
|
|
|
|
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin,
|
|
vec3_origin, cgs.media.jetpackAscendSound );
|
|
}
|
|
else if( es->pos.trDelta[ 2 ] < -10.0f )
|
|
{
|
|
if( cent->jetPackState != JPS_DESCENDING )
|
|
{
|
|
if( CG_IsParticleSystemValid( ¢->jetPackPS ) )
|
|
CG_DestroyParticleSystem( ¢->jetPackPS );
|
|
|
|
cent->jetPackPS = CG_SpawnNewParticleSystem( cgs.media.jetPackDescendPS );
|
|
cent->jetPackState = JPS_DESCENDING;
|
|
}
|
|
|
|
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin,
|
|
vec3_origin, cgs.media.jetpackDescendSound );
|
|
}
|
|
else
|
|
{
|
|
if( cent->jetPackState != JPS_HOVERING )
|
|
{
|
|
if( CG_IsParticleSystemValid( ¢->jetPackPS ) )
|
|
CG_DestroyParticleSystem( ¢->jetPackPS );
|
|
|
|
cent->jetPackPS = CG_SpawnNewParticleSystem( cgs.media.jetPackHoverPS );
|
|
cent->jetPackState = JPS_HOVERING;
|
|
}
|
|
|
|
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin,
|
|
vec3_origin, cgs.media.jetpackIdleSound );
|
|
}
|
|
|
|
memset( &flash, 0, sizeof( flash ) );
|
|
VectorCopy( torso->lightingOrigin, flash.lightingOrigin );
|
|
flash.shadowPlane = torso->shadowPlane;
|
|
flash.renderfx = torso->renderfx;
|
|
|
|
flash.hModel = cgs.media.jetpackFlashModel;
|
|
if( !flash.hModel )
|
|
return;
|
|
|
|
AxisCopy( axisDefault, flash.axis );
|
|
|
|
CG_PositionRotatedEntityOnTag( &flash, &jetpack, jetpack.hModel, "tag_flash" );
|
|
trap_R_AddRefEntityToScene( &flash );
|
|
|
|
if( CG_IsParticleSystemValid( ¢->jetPackPS ) )
|
|
{
|
|
CG_SetAttachmentTag( ¢->jetPackPS->attachment,
|
|
jetpack, jetpack.hModel, "tag_flash" );
|
|
CG_SetAttachmentCent( ¢->jetPackPS->attachment, cent );
|
|
CG_AttachToTag( ¢->jetPackPS->attachment );
|
|
}
|
|
}
|
|
else if( CG_IsParticleSystemValid( ¢->jetPackPS ) )
|
|
{
|
|
CG_DestroyParticleSystem( ¢->jetPackPS );
|
|
cent->jetPackState = JPS_OFF;
|
|
}
|
|
}
|
|
else if( CG_IsParticleSystemValid( ¢->jetPackPS ) )
|
|
{
|
|
CG_DestroyParticleSystem( ¢->jetPackPS );
|
|
cent->jetPackState = JPS_OFF;
|
|
}
|
|
|
|
if( held & ( 1 << UP_BATTPACK ) )
|
|
{
|
|
memset( &battpack, 0, sizeof( battpack ) );
|
|
VectorCopy( torso->lightingOrigin, battpack.lightingOrigin );
|
|
battpack.shadowPlane = torso->shadowPlane;
|
|
battpack.renderfx = torso->renderfx;
|
|
|
|
battpack.hModel = cgs.media.battpackModel;
|
|
|
|
//identity matrix
|
|
AxisCopy( axisDefault, battpack.axis );
|
|
|
|
//FIXME: change to tag_back when it exists
|
|
CG_PositionRotatedEntityOnTag( &battpack, torso, torso->hModel, "tag_head" );
|
|
|
|
trap_R_AddRefEntityToScene( &battpack );
|
|
}
|
|
|
|
if( es->eFlags & EF_BLOBLOCKED )
|
|
{
|
|
vec3_t temp, origin, up = { 0.0f, 0.0f, 1.0f };
|
|
trace_t tr;
|
|
float size;
|
|
|
|
VectorCopy( es->pos.trBase, temp );
|
|
temp[ 2 ] -= 4096.0f;
|
|
|
|
CG_Trace( &tr, es->pos.trBase, NULL, NULL, temp, es->number, MASK_SOLID );
|
|
VectorCopy( tr.endpos, origin );
|
|
|
|
size = 32.0f;
|
|
|
|
if( size > 0.0f )
|
|
CG_ImpactMark( cgs.media.creepShader, origin, up,
|
|
0.0f, 1.0f, 1.0f, 1.0f, 1.0f, qfalse, size, qtrue );
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerFloatSprite
|
|
|
|
Float a sprite over the player's head
|
|
===============
|
|
*/
|
|
static void CG_PlayerFloatSprite( centity_t *cent, qhandle_t shader )
|
|
{
|
|
int rf;
|
|
refEntity_t ent;
|
|
|
|
if( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson )
|
|
rf = RF_THIRD_PERSON; // only show in mirrors
|
|
else
|
|
rf = 0;
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
VectorCopy( cent->lerpOrigin, ent.origin );
|
|
ent.origin[ 2 ] += 48;
|
|
ent.reType = RT_SPRITE;
|
|
ent.customShader = shader;
|
|
ent.radius = 10;
|
|
ent.renderfx = rf;
|
|
ent.shaderRGBA[ 0 ] = 255;
|
|
ent.shaderRGBA[ 1 ] = 255;
|
|
ent.shaderRGBA[ 2 ] = 255;
|
|
ent.shaderRGBA[ 3 ] = 255;
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerSprites
|
|
|
|
Float sprites over the player's head
|
|
===============
|
|
*/
|
|
static void CG_PlayerSprites( centity_t *cent )
|
|
{
|
|
if( cent->currentState.eFlags & EF_CONNECTION )
|
|
{
|
|
CG_PlayerFloatSprite( cent, cgs.media.connectionShader );
|
|
return;
|
|
}
|
|
|
|
if( cent->currentState.eFlags & EF_TALK )
|
|
{
|
|
// the masses have decreed this to be wrong
|
|
/* CG_PlayerFloatSprite( cent, cgs.media.balloonShader );
|
|
return;*/
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerShadow
|
|
|
|
Returns the Z component of the surface being shadowed
|
|
|
|
should it return a full plane instead of a Z?
|
|
===============
|
|
*/
|
|
#define SHADOW_DISTANCE 128
|
|
static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane, pClass_t class )
|
|
{
|
|
vec3_t end, mins, maxs;
|
|
trace_t trace;
|
|
float alpha;
|
|
entityState_t *es = ¢->currentState;
|
|
vec3_t surfNormal = { 0.0f, 0.0f, 1.0f };
|
|
|
|
BG_FindBBoxForClass( class, mins, maxs, NULL, NULL, NULL );
|
|
mins[ 2 ] = 0.0f;
|
|
maxs[ 2 ] = 2.0f;
|
|
|
|
if( es->eFlags & EF_WALLCLIMB )
|
|
{
|
|
if( es->eFlags & EF_WALLCLIMBCEILING )
|
|
VectorSet( surfNormal, 0.0f, 0.0f, -1.0f );
|
|
else
|
|
VectorCopy( es->angles2, surfNormal );
|
|
}
|
|
|
|
*shadowPlane = 0;
|
|
|
|
if( cg_shadows.integer == 0 )
|
|
return qfalse;
|
|
|
|
// send a trace down from the player to the ground
|
|
VectorCopy( cent->lerpOrigin, end );
|
|
VectorMA( cent->lerpOrigin, -SHADOW_DISTANCE, surfNormal, end );
|
|
|
|
trap_CM_BoxTrace( &trace, cent->lerpOrigin, end, mins, maxs, 0, MASK_PLAYERSOLID );
|
|
|
|
// no shadow if too high
|
|
if( trace.fraction == 1.0 || trace.startsolid || trace.allsolid )
|
|
return qfalse;
|
|
|
|
// FIXME: stencil shadows will be broken for walls.
|
|
// Unfortunately there isn't much that can be
|
|
// done since Q3 references only the Z coord
|
|
// of the shadowPlane
|
|
if( surfNormal[ 2 ] < 0.0f )
|
|
*shadowPlane = trace.endpos[ 2 ] - 1.0f;
|
|
else
|
|
*shadowPlane = trace.endpos[ 2 ] + 1.0f;
|
|
|
|
if( cg_shadows.integer != 1 ) // no mark for stencil or projection shadows
|
|
return qtrue;
|
|
|
|
// fade the shadow out with height
|
|
alpha = 1.0 - trace.fraction;
|
|
|
|
// add the mark as a temporary, so it goes directly to the renderer
|
|
// without taking a spot in the cg_marks array
|
|
CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
|
|
cent->pe.legs.yawAngle, 0.0f, 0.0f, 0.0f, alpha, qfalse,
|
|
24.0f * BG_FindShadowScaleForClass( class ), qtrue );
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerSplash
|
|
|
|
Draw a mark at the water surface
|
|
===============
|
|
*/
|
|
static void CG_PlayerSplash( centity_t *cent, pClass_t class )
|
|
{
|
|
vec3_t start, end;
|
|
vec3_t mins, maxs;
|
|
trace_t trace;
|
|
int contents;
|
|
|
|
if( !cg_shadows.integer )
|
|
return;
|
|
|
|
BG_FindBBoxForClass( class, mins, maxs, NULL, NULL, NULL );
|
|
|
|
VectorCopy( cent->lerpOrigin, end );
|
|
end[ 2 ] += mins[ 2 ];
|
|
|
|
// if the feet aren't in liquid, don't make a mark
|
|
// this won't handle moving water brushes, but they wouldn't draw right anyway...
|
|
contents = trap_CM_PointContents( end, 0 );
|
|
|
|
if( !( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) )
|
|
return;
|
|
|
|
VectorCopy( cent->lerpOrigin, start );
|
|
start[ 2 ] += 32;
|
|
|
|
// if the head isn't out of liquid, don't make a mark
|
|
contents = trap_CM_PointContents( start, 0 );
|
|
|
|
if( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) )
|
|
return;
|
|
|
|
// trace down to find the surface
|
|
trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0,
|
|
( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) );
|
|
|
|
if( trace.fraction == 1.0f )
|
|
return;
|
|
|
|
CG_ImpactMark( cgs.media.wakeMarkShader, trace.endpos, trace.plane.normal,
|
|
cent->pe.legs.yawAngle, 1.0f, 1.0f, 1.0f, 1.0f, qfalse,
|
|
32.0f * BG_FindShadowScaleForClass( class ), qtrue );
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CG_LightVerts
|
|
=================
|
|
*/
|
|
int CG_LightVerts( vec3_t normal, int numVerts, polyVert_t *verts )
|
|
{
|
|
int i, j;
|
|
float incoming;
|
|
vec3_t ambientLight;
|
|
vec3_t lightDir;
|
|
vec3_t directedLight;
|
|
|
|
trap_R_LightForPoint( verts[ 0 ].xyz, ambientLight, directedLight, lightDir );
|
|
|
|
for( i = 0; i < numVerts; i++ )
|
|
{
|
|
incoming = DotProduct( normal, lightDir );
|
|
|
|
if( incoming <= 0 )
|
|
{
|
|
verts[ i ].modulate[ 0 ] = ambientLight[ 0 ];
|
|
verts[ i ].modulate[ 1 ] = ambientLight[ 1 ];
|
|
verts[ i ].modulate[ 2 ] = ambientLight[ 2 ];
|
|
verts[ i ].modulate[ 3 ] = 255;
|
|
continue;
|
|
}
|
|
|
|
j = ( ambientLight[ 0 ] + incoming * directedLight[ 0 ] );
|
|
|
|
if( j > 255 )
|
|
j = 255;
|
|
|
|
verts[ i ].modulate[ 0 ] = j;
|
|
|
|
j = ( ambientLight[ 1 ] + incoming * directedLight[ 1 ] );
|
|
|
|
if( j > 255 )
|
|
j = 255;
|
|
|
|
verts[ i ].modulate[ 1 ] = j;
|
|
|
|
j = ( ambientLight[ 2 ] + incoming * directedLight[ 2 ] );
|
|
|
|
if( j > 255 )
|
|
j = 255;
|
|
|
|
verts[ i ].modulate[ 2 ] = j;
|
|
|
|
verts[ i ].modulate[ 3 ] = 255;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CG_LightFromDirection
|
|
=================
|
|
*/
|
|
int CG_LightFromDirection( vec3_t point, vec3_t direction )
|
|
{
|
|
int j;
|
|
float incoming;
|
|
vec3_t ambientLight;
|
|
vec3_t lightDir;
|
|
vec3_t directedLight;
|
|
vec3_t result;
|
|
|
|
trap_R_LightForPoint( point, ambientLight, directedLight, lightDir );
|
|
|
|
incoming = DotProduct( direction, lightDir );
|
|
|
|
if( incoming <= 0 )
|
|
{
|
|
result[ 0 ] = ambientLight[ 0 ];
|
|
result[ 1 ] = ambientLight[ 1 ];
|
|
result[ 2 ] = ambientLight[ 2 ];
|
|
return (int)( (float)( result[ 0 ] + result[ 1 ] + result[ 2 ] ) / 3.0f );
|
|
}
|
|
|
|
j = ( ambientLight[ 0 ] + incoming * directedLight[ 0 ] );
|
|
|
|
if( j > 255 )
|
|
j = 255;
|
|
|
|
result[ 0 ] = j;
|
|
|
|
j = ( ambientLight[ 1 ] + incoming * directedLight[ 1 ] );
|
|
|
|
if( j > 255 )
|
|
j = 255;
|
|
|
|
result[ 1 ] = j;
|
|
|
|
j = ( ambientLight[ 2 ] + incoming * directedLight[ 2 ] );
|
|
|
|
if( j > 255 )
|
|
j = 255;
|
|
|
|
result[ 2 ] = j;
|
|
|
|
return (int)((float)( result[ 0 ] + result[ 1 ] + result[ 2 ] ) / 3.0f );
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CG_AmbientLight
|
|
=================
|
|
*/
|
|
int CG_AmbientLight( vec3_t point )
|
|
{
|
|
vec3_t ambientLight;
|
|
vec3_t lightDir;
|
|
vec3_t directedLight;
|
|
vec3_t result;
|
|
|
|
trap_R_LightForPoint( point, ambientLight, directedLight, lightDir );
|
|
|
|
result[ 0 ] = ambientLight[ 0 ];
|
|
result[ 1 ] = ambientLight[ 1 ];
|
|
result[ 2 ] = ambientLight[ 2 ];
|
|
return (int)((float)( result[ 0 ] + result[ 1 ] + result[ 2 ] ) / 3.0f );
|
|
}
|
|
|
|
#define TRACE_DEPTH 32.0f
|
|
|
|
/*
|
|
===============
|
|
CG_Player
|
|
===============
|
|
*/
|
|
void CG_Player( centity_t *cent )
|
|
{
|
|
clientInfo_t *ci;
|
|
|
|
// NOTE: legs is used for nonsegmented models
|
|
// this helps reduce code to be changed
|
|
refEntity_t legs;
|
|
refEntity_t torso;
|
|
refEntity_t head;
|
|
int clientNum;
|
|
int renderfx;
|
|
qboolean shadow = qfalse;
|
|
float shadowPlane;
|
|
entityState_t *es = ¢->currentState;
|
|
pClass_t class = ( es->powerups >> 8 ) & 0xFF;
|
|
float scale;
|
|
vec3_t tempAxis[ 3 ], tempAxis2[ 3 ];
|
|
vec3_t angles;
|
|
int held = es->modelindex;
|
|
vec3_t surfNormal = { 0.0f, 0.0f, 1.0f };
|
|
|
|
// the client number is stored in clientNum. It can't be derived
|
|
// from the entity number, because a single client may have
|
|
// multiple corpses on the level using the same clientinfo
|
|
clientNum = es->clientNum;
|
|
if( clientNum < 0 || clientNum >= MAX_CLIENTS )
|
|
CG_Error( "Bad clientNum on player entity" );
|
|
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
|
|
// it is possible to see corpses from disconnected players that may
|
|
// not have valid clientinfo
|
|
if( !ci->infoValid )
|
|
return;
|
|
|
|
//don't draw
|
|
if( es->eFlags & EF_NODRAW )
|
|
return;
|
|
|
|
// get the player model information
|
|
renderfx = 0;
|
|
if( es->number == cg.snap->ps.clientNum )
|
|
{
|
|
if( !cg.renderingThirdPerson )
|
|
renderfx = RF_THIRD_PERSON; // only draw in mirrors
|
|
else if( cg_cameraMode.integer )
|
|
return;
|
|
}
|
|
|
|
if( cg_drawBBOX.integer )
|
|
{
|
|
vec3_t mins, maxs;
|
|
|
|
BG_FindBBoxForClass( class, mins, maxs, NULL, NULL, NULL );
|
|
CG_DrawBoundingBox( cent->lerpOrigin, mins, maxs );
|
|
}
|
|
|
|
memset( &legs, 0, sizeof( legs ) );
|
|
memset( &torso, 0, sizeof( torso ) );
|
|
memset( &head, 0, sizeof( head ) );
|
|
|
|
VectorCopy( cent->lerpAngles, angles );
|
|
AnglesToAxis( cent->lerpAngles, tempAxis );
|
|
|
|
//rotate lerpAngles to floor
|
|
if( es->eFlags & EF_WALLCLIMB &&
|
|
BG_RotateAxis( es->angles2, tempAxis, tempAxis2, qtrue, es->eFlags & EF_WALLCLIMBCEILING ) )
|
|
AxisToAngles( tempAxis2, angles );
|
|
else
|
|
VectorCopy( cent->lerpAngles, angles );
|
|
|
|
//normalise the pitch
|
|
if( angles[ PITCH ] < -180.0f )
|
|
angles[ PITCH ] += 360.0f;
|
|
|
|
// get the rotation information
|
|
if( !ci->nonsegmented )
|
|
CG_PlayerAngles( cent, angles, legs.axis, torso.axis, head.axis );
|
|
else
|
|
CG_PlayerNonSegAngles( cent, angles, legs.axis );
|
|
|
|
AxisCopy( legs.axis, tempAxis );
|
|
|
|
//rotate the legs axis to back to the wall
|
|
if( es->eFlags & EF_WALLCLIMB &&
|
|
BG_RotateAxis( es->angles2, legs.axis, tempAxis, qfalse, es->eFlags & EF_WALLCLIMBCEILING ) )
|
|
AxisCopy( tempAxis, legs.axis );
|
|
|
|
//smooth out WW transitions so the model doesn't hop around
|
|
CG_PlayerWWSmoothing( cent, legs.axis, legs.axis );
|
|
|
|
AxisCopy( tempAxis, cent->pe.lastAxis );
|
|
|
|
// get the animation state (after rotation, to allow feet shuffle)
|
|
if( !ci->nonsegmented )
|
|
CG_PlayerAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp,
|
|
&torso.oldframe, &torso.frame, &torso.backlerp );
|
|
else
|
|
CG_PlayerNonSegAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp );
|
|
|
|
// add the talk baloon or disconnect icon
|
|
CG_PlayerSprites( cent );
|
|
|
|
// add the shadow
|
|
if( ( es->number == cg.snap->ps.clientNum && cg.renderingThirdPerson ) ||
|
|
es->number != cg.snap->ps.clientNum )
|
|
shadow = CG_PlayerShadow( cent, &shadowPlane, class );
|
|
|
|
// add a water splash if partially in and out of water
|
|
CG_PlayerSplash( cent, class );
|
|
|
|
if( cg_shadows.integer == 3 && shadow )
|
|
renderfx |= RF_SHADOW_PLANE;
|
|
|
|
renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
|
|
|
|
//
|
|
// add the legs
|
|
//
|
|
if( !ci->nonsegmented )
|
|
{
|
|
legs.hModel = ci->legsModel;
|
|
|
|
if( held & ( 1 << UP_LIGHTARMOUR ) )
|
|
legs.customSkin = cgs.media.larmourLegsSkin;
|
|
else
|
|
legs.customSkin = ci->legsSkin;
|
|
}
|
|
else
|
|
{
|
|
legs.hModel = ci->nonSegModel;
|
|
legs.customSkin = ci->nonSegSkin;
|
|
}
|
|
|
|
VectorCopy( cent->lerpOrigin, legs.origin );
|
|
|
|
VectorCopy( cent->lerpOrigin, legs.lightingOrigin );
|
|
legs.shadowPlane = shadowPlane;
|
|
legs.renderfx = renderfx;
|
|
VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all
|
|
|
|
//move the origin closer into the wall with a CapTrace
|
|
if( es->eFlags & EF_WALLCLIMB && !( es->eFlags & EF_DEAD ) && !( cg.intermissionStarted ) )
|
|
{
|
|
vec3_t start, end, mins, maxs;
|
|
trace_t tr;
|
|
|
|
if( es->eFlags & EF_WALLCLIMBCEILING )
|
|
VectorSet( surfNormal, 0.0f, 0.0f, -1.0f );
|
|
else
|
|
VectorCopy( es->angles2, surfNormal );
|
|
|
|
BG_FindBBoxForClass( class, mins, maxs, NULL, NULL, NULL );
|
|
|
|
VectorMA( legs.origin, -TRACE_DEPTH, surfNormal, end );
|
|
VectorMA( legs.origin, 1.0f, surfNormal, start );
|
|
CG_CapTrace( &tr, start, mins, maxs, end, es->number, MASK_PLAYERSOLID );
|
|
|
|
//if the trace misses completely then just use legs.origin
|
|
//apparently capsule traces are "smaller" than box traces
|
|
if( tr.fraction != 1.0f )
|
|
VectorMA( legs.origin, tr.fraction * -TRACE_DEPTH, surfNormal, legs.origin );
|
|
|
|
VectorCopy( legs.origin, legs.lightingOrigin );
|
|
VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all
|
|
}
|
|
|
|
//rescale the model
|
|
scale = BG_FindModelScaleForClass( class );
|
|
|
|
if( scale != 1.0f )
|
|
{
|
|
VectorScale( legs.axis[ 0 ], scale, legs.axis[ 0 ] );
|
|
VectorScale( legs.axis[ 1 ], scale, legs.axis[ 1 ] );
|
|
VectorScale( legs.axis[ 2 ], scale, legs.axis[ 2 ] );
|
|
|
|
legs.nonNormalizedAxes = qtrue;
|
|
}
|
|
|
|
//offset on the Z axis if required
|
|
VectorMA( legs.origin, BG_FindZOffsetForClass( class ), surfNormal, legs.origin );
|
|
VectorCopy( legs.origin, legs.lightingOrigin );
|
|
VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all
|
|
|
|
trap_R_AddRefEntityToScene( &legs );
|
|
|
|
// if the model failed, allow the default nullmodel to be displayed
|
|
if( !legs.hModel )
|
|
return;
|
|
|
|
if( !ci->nonsegmented )
|
|
{
|
|
//
|
|
// add the torso
|
|
//
|
|
torso.hModel = ci->torsoModel;
|
|
|
|
if( held & ( 1 << UP_LIGHTARMOUR ) )
|
|
torso.customSkin = cgs.media.larmourTorsoSkin;
|
|
else
|
|
torso.customSkin = ci->torsoSkin;
|
|
|
|
if( !torso.hModel )
|
|
return;
|
|
|
|
VectorCopy( cent->lerpOrigin, torso.lightingOrigin );
|
|
|
|
CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso" );
|
|
|
|
torso.shadowPlane = shadowPlane;
|
|
torso.renderfx = renderfx;
|
|
|
|
trap_R_AddRefEntityToScene( &torso );
|
|
|
|
//
|
|
// add the head
|
|
//
|
|
head.hModel = ci->headModel;
|
|
|
|
if( held & ( 1 << UP_HELMET ) )
|
|
head.customSkin = cgs.media.larmourHeadSkin;
|
|
else
|
|
head.customSkin = ci->headSkin;
|
|
|
|
if( !head.hModel )
|
|
return;
|
|
|
|
VectorCopy( cent->lerpOrigin, head.lightingOrigin );
|
|
|
|
CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head" );
|
|
|
|
head.shadowPlane = shadowPlane;
|
|
head.renderfx = renderfx;
|
|
|
|
trap_R_AddRefEntityToScene( &head );
|
|
}
|
|
|
|
//
|
|
// add the gun / barrel / flash
|
|
//
|
|
if( es->weapon != WP_NONE )
|
|
{
|
|
if( !ci->nonsegmented )
|
|
CG_AddPlayerWeapon( &torso, NULL, cent );
|
|
else
|
|
CG_AddPlayerWeapon( &legs, NULL, cent );
|
|
}
|
|
|
|
CG_PlayerUpgrades( cent, &torso );
|
|
|
|
//sanity check that particle systems are stopped when dead
|
|
if( es->eFlags & EF_DEAD )
|
|
{
|
|
if( CG_IsParticleSystemValid( ¢->muzzlePS ) )
|
|
CG_DestroyParticleSystem( ¢->muzzlePS );
|
|
|
|
if( CG_IsParticleSystemValid( ¢->jetPackPS ) )
|
|
CG_DestroyParticleSystem( ¢->jetPackPS );
|
|
}
|
|
|
|
VectorCopy( surfNormal, cent->pe.lastNormal );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_Corpse
|
|
===============
|
|
*/
|
|
void CG_Corpse( centity_t *cent )
|
|
{
|
|
clientInfo_t *ci;
|
|
refEntity_t legs;
|
|
refEntity_t torso;
|
|
refEntity_t head;
|
|
entityState_t *es = ¢->currentState;
|
|
int corpseNum;
|
|
int renderfx;
|
|
qboolean shadow = qfalse;
|
|
float shadowPlane;
|
|
vec3_t origin, liveZ, deadZ;
|
|
float scale;
|
|
|
|
corpseNum = CG_GetCorpseNum( es->clientNum );
|
|
|
|
if( corpseNum < 0 || corpseNum >= MAX_CLIENTS )
|
|
CG_Error( "Bad corpseNum on corpse entity: %d", corpseNum );
|
|
|
|
ci = &cgs.corpseinfo[ corpseNum ];
|
|
|
|
// it is possible to see corpses from disconnected players that may
|
|
// not have valid clientinfo
|
|
if( !ci->infoValid )
|
|
return;
|
|
|
|
memset( &legs, 0, sizeof( legs ) );
|
|
memset( &torso, 0, sizeof( torso ) );
|
|
memset( &head, 0, sizeof( head ) );
|
|
|
|
VectorCopy( cent->lerpOrigin, origin );
|
|
BG_FindBBoxForClass( es->clientNum, liveZ, NULL, NULL, deadZ, NULL );
|
|
origin[ 2 ] -= ( liveZ[ 2 ] - deadZ[ 2 ] );
|
|
|
|
VectorCopy( es->angles, cent->lerpAngles );
|
|
|
|
// get the rotation information
|
|
if( !ci->nonsegmented )
|
|
CG_PlayerAngles( cent, cent->lerpAngles, legs.axis, torso.axis, head.axis );
|
|
else
|
|
CG_PlayerNonSegAngles( cent, cent->lerpAngles, legs.axis );
|
|
|
|
//set the correct frame (should always be dead)
|
|
if( cg_noPlayerAnims.integer )
|
|
legs.oldframe = legs.frame = torso.oldframe = torso.frame = 0;
|
|
else if( !ci->nonsegmented )
|
|
{
|
|
memset( ¢->pe.legs, 0, sizeof( lerpFrame_t ) );
|
|
CG_RunPlayerLerpFrame( ci, ¢->pe.legs, es->legsAnim, 1 );
|
|
legs.oldframe = cent->pe.legs.oldFrame;
|
|
legs.frame = cent->pe.legs.frame;
|
|
legs.backlerp = cent->pe.legs.backlerp;
|
|
|
|
memset( ¢->pe.torso, 0, sizeof( lerpFrame_t ) );
|
|
CG_RunPlayerLerpFrame( ci, ¢->pe.torso, es->torsoAnim, 1 );
|
|
torso.oldframe = cent->pe.torso.oldFrame;
|
|
torso.frame = cent->pe.torso.frame;
|
|
torso.backlerp = cent->pe.torso.backlerp;
|
|
}
|
|
else
|
|
{
|
|
memset( ¢->pe.nonseg, 0, sizeof( lerpFrame_t ) );
|
|
CG_RunPlayerLerpFrame( ci, ¢->pe.nonseg, es->legsAnim, 1 );
|
|
legs.oldframe = cent->pe.nonseg.oldFrame;
|
|
legs.frame = cent->pe.nonseg.frame;
|
|
legs.backlerp = cent->pe.nonseg.backlerp;
|
|
}
|
|
|
|
// add the shadow
|
|
shadow = CG_PlayerShadow( cent, &shadowPlane, es->clientNum );
|
|
|
|
// get the player model information
|
|
renderfx = 0;
|
|
|
|
if( cg_shadows.integer == 3 && shadow )
|
|
renderfx |= RF_SHADOW_PLANE;
|
|
|
|
renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
|
|
|
|
//
|
|
// add the legs
|
|
//
|
|
if( !ci->nonsegmented )
|
|
{
|
|
legs.hModel = ci->legsModel;
|
|
legs.customSkin = ci->legsSkin;
|
|
}
|
|
else
|
|
{
|
|
legs.hModel = ci->nonSegModel;
|
|
legs.customSkin = ci->nonSegSkin;
|
|
}
|
|
|
|
VectorCopy( origin, legs.origin );
|
|
|
|
VectorCopy( origin, legs.lightingOrigin );
|
|
legs.shadowPlane = shadowPlane;
|
|
legs.renderfx = renderfx;
|
|
legs.origin[ 2 ] += BG_FindZOffsetForClass( es->clientNum );
|
|
VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all
|
|
|
|
//rescale the model
|
|
scale = BG_FindModelScaleForClass( es->clientNum );
|
|
|
|
if( scale != 1.0f )
|
|
{
|
|
VectorScale( legs.axis[ 0 ], scale, legs.axis[ 0 ] );
|
|
VectorScale( legs.axis[ 1 ], scale, legs.axis[ 1 ] );
|
|
VectorScale( legs.axis[ 2 ], scale, legs.axis[ 2 ] );
|
|
|
|
legs.nonNormalizedAxes = qtrue;
|
|
}
|
|
|
|
//CG_AddRefEntityWithPowerups( &legs, es->powerups, ci->team );
|
|
trap_R_AddRefEntityToScene( &legs );
|
|
|
|
// if the model failed, allow the default nullmodel to be displayed
|
|
if( !legs.hModel )
|
|
return;
|
|
|
|
if( !ci->nonsegmented )
|
|
{
|
|
//
|
|
// add the torso
|
|
//
|
|
torso.hModel = ci->torsoModel;
|
|
if( !torso.hModel )
|
|
return;
|
|
|
|
torso.customSkin = ci->torsoSkin;
|
|
|
|
VectorCopy( origin, torso.lightingOrigin );
|
|
|
|
CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso" );
|
|
|
|
torso.shadowPlane = shadowPlane;
|
|
torso.renderfx = renderfx;
|
|
|
|
//CG_AddRefEntityWithPowerups( &torso, es->powerups, ci->team );
|
|
trap_R_AddRefEntityToScene( &torso );
|
|
|
|
//
|
|
// add the head
|
|
//
|
|
head.hModel = ci->headModel;
|
|
if( !head.hModel )
|
|
return;
|
|
|
|
head.customSkin = ci->headSkin;
|
|
|
|
VectorCopy( origin, head.lightingOrigin );
|
|
|
|
CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head");
|
|
|
|
head.shadowPlane = shadowPlane;
|
|
head.renderfx = renderfx;
|
|
|
|
//CG_AddRefEntityWithPowerups( &head, es->powerups, ci->team );
|
|
trap_R_AddRefEntityToScene( &head );
|
|
}
|
|
}
|
|
|
|
|
|
//=====================================================================
|
|
|
|
/*
|
|
===============
|
|
CG_ResetPlayerEntity
|
|
|
|
A player just came into view or teleported, so reset all animation info
|
|
===============
|
|
*/
|
|
void CG_ResetPlayerEntity( centity_t *cent )
|
|
{
|
|
cent->errorTime = -99999; // guarantee no error decay added
|
|
cent->extrapolated = qfalse;
|
|
|
|
CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ],
|
|
¢->pe.legs, cent->currentState.legsAnim );
|
|
CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ],
|
|
¢->pe.torso, cent->currentState.torsoAnim );
|
|
CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ],
|
|
¢->pe.nonseg, cent->currentState.legsAnim );
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin );
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles );
|
|
|
|
VectorCopy( cent->lerpOrigin, cent->rawOrigin );
|
|
VectorCopy( cent->lerpAngles, cent->rawAngles );
|
|
|
|
memset( ¢->pe.legs, 0, sizeof( cent->pe.legs ) );
|
|
cent->pe.legs.yawAngle = cent->rawAngles[ YAW ];
|
|
cent->pe.legs.yawing = qfalse;
|
|
cent->pe.legs.pitchAngle = 0;
|
|
cent->pe.legs.pitching = qfalse;
|
|
|
|
memset( ¢->pe.torso, 0, sizeof( cent->pe.legs ) );
|
|
cent->pe.torso.yawAngle = cent->rawAngles[ YAW ];
|
|
cent->pe.torso.yawing = qfalse;
|
|
cent->pe.torso.pitchAngle = cent->rawAngles[ PITCH ];
|
|
cent->pe.torso.pitching = qfalse;
|
|
|
|
memset( ¢->pe.nonseg, 0, sizeof( cent->pe.nonseg ) );
|
|
cent->pe.nonseg.yawAngle = cent->rawAngles[ YAW ];
|
|
cent->pe.nonseg.yawing = qfalse;
|
|
cent->pe.nonseg.pitchAngle = cent->rawAngles[ PITCH ];
|
|
cent->pe.nonseg.pitching = qfalse;
|
|
|
|
if( cg_debugPosition.integer )
|
|
CG_Printf( "%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CG_PlayerDisconnect
|
|
|
|
Player disconnecting
|
|
==================
|
|
*/
|
|
void CG_PlayerDisconnect( vec3_t org )
|
|
{
|
|
particleSystem_t *ps;
|
|
|
|
trap_S_StartSound( org, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.disconnectSound );
|
|
|
|
ps = CG_SpawnNewParticleSystem( cgs.media.disconnectPS );
|
|
|
|
if( CG_IsParticleSystemValid( &ps ) )
|
|
{
|
|
CG_SetAttachmentPoint( &ps->attachment, org );
|
|
CG_AttachToPoint( &ps->attachment );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_Bleed
|
|
|
|
This is the spurt of blood when a character gets hit
|
|
=================
|
|
*/
|
|
void CG_Bleed( vec3_t origin, vec3_t normal, int entityNum )
|
|
{
|
|
pTeam_t team = cgs.clientinfo[ entityNum ].team;
|
|
qhandle_t bleedPS;
|
|
particleSystem_t *ps;
|
|
|
|
if( !cg_blood.integer )
|
|
return;
|
|
|
|
if( team == PTE_ALIENS )
|
|
bleedPS = cgs.media.alienBleedPS;
|
|
else if( team == PTE_HUMANS )
|
|
bleedPS = cgs.media.humanBleedPS;
|
|
else
|
|
return;
|
|
|
|
ps = CG_SpawnNewParticleSystem( bleedPS );
|
|
|
|
if( CG_IsParticleSystemValid( &ps ) )
|
|
{
|
|
CG_SetAttachmentPoint( &ps->attachment, origin );
|
|
CG_SetAttachmentCent( &ps->attachment, &cg_entities[ entityNum ] );
|
|
CG_AttachToPoint( &ps->attachment );
|
|
|
|
CG_SetParticleSystemNormal( ps, normal );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_AtHighestClass
|
|
|
|
Is the local client at the highest class possible?
|
|
===============
|
|
*/
|
|
qboolean CG_AtHighestClass( void )
|
|
{
|
|
int i;
|
|
qboolean superiorClasses = qfalse;
|
|
|
|
for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ )
|
|
{
|
|
if( BG_ClassCanEvolveFromTo(
|
|
cg.predictedPlayerState.stats[ STAT_PCLASS ], i,
|
|
ALIEN_MAX_KILLS, 0 ) >= 0 &&
|
|
BG_FindStagesForClass( i, cgs.alienStage ) &&
|
|
BG_ClassIsAllowed( i ) )
|
|
{
|
|
superiorClasses = qtrue;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return !superiorClasses;
|
|
}
|
|
|