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Diffstat (limited to 'code/cgame/cg_weapons.c')
-rwxr-xr-x | code/cgame/cg_weapons.c | 2277 |
1 files changed, 2277 insertions, 0 deletions
diff --git a/code/cgame/cg_weapons.c b/code/cgame/cg_weapons.c new file mode 100755 index 0000000..9ac1ca9 --- /dev/null +++ b/code/cgame/cg_weapons.c @@ -0,0 +1,2277 @@ +/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+// cg_weapons.c -- events and effects dealing with weapons
+#include "cg_local.h"
+
+/*
+==========================
+CG_MachineGunEjectBrass
+==========================
+*/
+static void CG_MachineGunEjectBrass( centity_t *cent ) {
+ localEntity_t *le;
+ refEntity_t *re;
+ vec3_t velocity, xvelocity;
+ vec3_t offset, xoffset;
+ float waterScale = 1.0f;
+ vec3_t v[3];
+
+ if ( cg_brassTime.integer <= 0 ) {
+ return;
+ }
+
+ le = CG_AllocLocalEntity();
+ re = &le->refEntity;
+
+ velocity[0] = 0;
+ velocity[1] = -50 + 40 * crandom();
+ velocity[2] = 100 + 50 * crandom();
+
+ le->leType = LE_FRAGMENT;
+ le->startTime = cg.time;
+ le->endTime = le->startTime + cg_brassTime.integer + ( cg_brassTime.integer / 4 ) * random();
+
+ le->pos.trType = TR_GRAVITY;
+ le->pos.trTime = cg.time - (rand()&15);
+
+ AnglesToAxis( cent->lerpAngles, v );
+
+ offset[0] = 8;
+ offset[1] = -4;
+ offset[2] = 24;
+
+ xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0];
+ xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
+ xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];
+ VectorAdd( cent->lerpOrigin, xoffset, re->origin );
+
+ VectorCopy( re->origin, le->pos.trBase );
+
+ if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) {
+ waterScale = 0.10f;
+ }
+
+ xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0];
+ xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1];
+ xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2];
+ VectorScale( xvelocity, waterScale, le->pos.trDelta );
+
+ AxisCopy( axisDefault, re->axis );
+ re->hModel = cgs.media.machinegunBrassModel;
+
+ le->bounceFactor = 0.4 * waterScale;
+
+ le->angles.trType = TR_LINEAR;
+ le->angles.trTime = cg.time;
+ le->angles.trBase[0] = rand()&31;
+ le->angles.trBase[1] = rand()&31;
+ le->angles.trBase[2] = rand()&31;
+ le->angles.trDelta[0] = 2;
+ le->angles.trDelta[1] = 1;
+ le->angles.trDelta[2] = 0;
+
+ le->leFlags = LEF_TUMBLE;
+ le->leBounceSoundType = LEBS_BRASS;
+ le->leMarkType = LEMT_NONE;
+}
+
+/*
+==========================
+CG_ShotgunEjectBrass
+==========================
+*/
+static void CG_ShotgunEjectBrass( centity_t *cent ) {
+ localEntity_t *le;
+ refEntity_t *re;
+ vec3_t velocity, xvelocity;
+ vec3_t offset, xoffset;
+ vec3_t v[3];
+ int i;
+
+ if ( cg_brassTime.integer <= 0 ) {
+ return;
+ }
+
+ for ( i = 0; i < 2; i++ ) {
+ float waterScale = 1.0f;
+
+ le = CG_AllocLocalEntity();
+ re = &le->refEntity;
+
+ velocity[0] = 60 + 60 * crandom();
+ if ( i == 0 ) {
+ velocity[1] = 40 + 10 * crandom();
+ } else {
+ velocity[1] = -40 + 10 * crandom();
+ }
+ velocity[2] = 100 + 50 * crandom();
+
+ le->leType = LE_FRAGMENT;
+ le->startTime = cg.time;
+ le->endTime = le->startTime + cg_brassTime.integer*3 + cg_brassTime.integer * random();
+
+ le->pos.trType = TR_GRAVITY;
+ le->pos.trTime = cg.time;
+
+ AnglesToAxis( cent->lerpAngles, v );
+
+ offset[0] = 8;
+ offset[1] = 0;
+ offset[2] = 24;
+
+ xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0];
+ xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
+ xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];
+ VectorAdd( cent->lerpOrigin, xoffset, re->origin );
+ VectorCopy( re->origin, le->pos.trBase );
+ if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) {
+ waterScale = 0.10f;
+ }
+
+ xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0];
+ xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1];
+ xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2];
+ VectorScale( xvelocity, waterScale, le->pos.trDelta );
+
+ AxisCopy( axisDefault, re->axis );
+ re->hModel = cgs.media.shotgunBrassModel;
+ le->bounceFactor = 0.3f;
+
+ le->angles.trType = TR_LINEAR;
+ le->angles.trTime = cg.time;
+ le->angles.trBase[0] = rand()&31;
+ le->angles.trBase[1] = rand()&31;
+ le->angles.trBase[2] = rand()&31;
+ le->angles.trDelta[0] = 1;
+ le->angles.trDelta[1] = 0.5;
+ le->angles.trDelta[2] = 0;
+
+ le->leFlags = LEF_TUMBLE;
+ le->leBounceSoundType = LEBS_BRASS;
+ le->leMarkType = LEMT_NONE;
+ }
+}
+
+
+#ifdef MISSIONPACK
+/*
+==========================
+CG_NailgunEjectBrass
+==========================
+*/
+static void CG_NailgunEjectBrass( centity_t *cent ) {
+ localEntity_t *smoke;
+ vec3_t origin;
+ vec3_t v[3];
+ vec3_t offset;
+ vec3_t xoffset;
+ vec3_t up;
+
+ AnglesToAxis( cent->lerpAngles, v );
+
+ offset[0] = 0;
+ offset[1] = -12;
+ offset[2] = 24;
+
+ xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0];
+ xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
+ xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];
+ VectorAdd( cent->lerpOrigin, xoffset, origin );
+
+ VectorSet( up, 0, 0, 64 );
+
+ smoke = CG_SmokePuff( origin, up, 32, 1, 1, 1, 0.33f, 700, cg.time, 0, 0, cgs.media.smokePuffShader );
+ // use the optimized local entity add
+ smoke->leType = LE_SCALE_FADE;
+}
+#endif
+
+
+/*
+==========================
+CG_RailTrail
+==========================
+*/
+void CG_RailTrail (clientInfo_t *ci, vec3_t start, vec3_t end) {
+ vec3_t axis[36], move, move2, next_move, vec, temp;
+ float len;
+ int i, j, skip;
+
+ localEntity_t *le;
+ refEntity_t *re;
+
+#define RADIUS 4
+#define ROTATION 1
+#define SPACING 5
+
+ start[2] -= 4;
+ VectorCopy (start, move);
+ VectorSubtract (end, start, vec);
+ len = VectorNormalize (vec);
+ PerpendicularVector(temp, vec);
+ for (i = 0 ; i < 36; i++) {
+ RotatePointAroundVector(axis[i], vec, temp, i * 10);//banshee 2.4 was 10
+ }
+
+ le = CG_AllocLocalEntity();
+ re = &le->refEntity;
+
+ le->leType = LE_FADE_RGB;
+ le->startTime = cg.time;
+ le->endTime = cg.time + cg_railTrailTime.value;
+ le->lifeRate = 1.0 / (le->endTime - le->startTime);
+
+ re->shaderTime = cg.time / 1000.0f;
+ re->reType = RT_RAIL_CORE;
+ re->customShader = cgs.media.railCoreShader;
+
+ VectorCopy(start, re->origin);
+ VectorCopy(end, re->oldorigin);
+
+ re->shaderRGBA[0] = ci->color1[0] * 255;
+ re->shaderRGBA[1] = ci->color1[1] * 255;
+ re->shaderRGBA[2] = ci->color1[2] * 255;
+ re->shaderRGBA[3] = 255;
+
+ le->color[0] = ci->color1[0] * 0.75;
+ le->color[1] = ci->color1[1] * 0.75;
+ le->color[2] = ci->color1[2] * 0.75;
+ le->color[3] = 1.0f;
+
+ AxisClear( re->axis );
+
+ VectorMA(move, 20, vec, move);
+ VectorCopy(move, next_move);
+ VectorScale (vec, SPACING, vec);
+
+ if (cg_oldRail.integer != 0) {
+ // nudge down a bit so it isn't exactly in center
+ re->origin[2] -= 8;
+ re->oldorigin[2] -= 8;
+ return;
+ }
+ skip = -1;
+
+ j = 18;
+ for (i = 0; i < len; i += SPACING) {
+ if (i != skip) {
+ skip = i + SPACING;
+ le = CG_AllocLocalEntity();
+ re = &le->refEntity;
+ le->leFlags = LEF_PUFF_DONT_SCALE;
+ le->leType = LE_MOVE_SCALE_FADE;
+ le->startTime = cg.time;
+ le->endTime = cg.time + (i>>1) + 600;
+ le->lifeRate = 1.0 / (le->endTime - le->startTime);
+
+ re->shaderTime = cg.time / 1000.0f;
+ re->reType = RT_SPRITE;
+ re->radius = 1.1f;
+ re->customShader = cgs.media.railRingsShader;
+
+ re->shaderRGBA[0] = ci->color2[0] * 255;
+ re->shaderRGBA[1] = ci->color2[1] * 255;
+ re->shaderRGBA[2] = ci->color2[2] * 255;
+ re->shaderRGBA[3] = 255;
+
+ le->color[0] = ci->color2[0] * 0.75;
+ le->color[1] = ci->color2[1] * 0.75;
+ le->color[2] = ci->color2[2] * 0.75;
+ le->color[3] = 1.0f;
+
+ le->pos.trType = TR_LINEAR;
+ le->pos.trTime = cg.time;
+
+ VectorCopy( move, move2);
+ VectorMA(move2, RADIUS , axis[j], move2);
+ VectorCopy(move2, le->pos.trBase);
+
+ le->pos.trDelta[0] = axis[j][0]*6;
+ le->pos.trDelta[1] = axis[j][1]*6;
+ le->pos.trDelta[2] = axis[j][2]*6;
+ }
+
+ VectorAdd (move, vec, move);
+
+ j = j + ROTATION < 36 ? j + ROTATION : (j + ROTATION) % 36;
+ }
+}
+
+/*
+==========================
+CG_RocketTrail
+==========================
+*/
+static void CG_RocketTrail( centity_t *ent, const weaponInfo_t *wi ) {
+ int step;
+ vec3_t origin, lastPos;
+ int t;
+ int startTime, contents;
+ int lastContents;
+ entityState_t *es;
+ vec3_t up;
+ localEntity_t *smoke;
+
+ if ( cg_noProjectileTrail.integer ) {
+ return;
+ }
+
+ up[0] = 0;
+ up[1] = 0;
+ up[2] = 0;
+
+ step = 50;
+
+ es = &ent->currentState;
+ startTime = ent->trailTime;
+ t = step * ( (startTime + step) / step );
+
+ BG_EvaluateTrajectory( &es->pos, cg.time, origin );
+ contents = CG_PointContents( origin, -1 );
+
+ // if object (e.g. grenade) is stationary, don't toss up smoke
+ if ( es->pos.trType == TR_STATIONARY ) {
+ ent->trailTime = cg.time;
+ return;
+ }
+
+ BG_EvaluateTrajectory( &es->pos, ent->trailTime, lastPos );
+ lastContents = CG_PointContents( lastPos, -1 );
+
+ ent->trailTime = cg.time;
+
+ if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
+ if ( contents & lastContents & CONTENTS_WATER ) {
+ CG_BubbleTrail( lastPos, origin, 8 );
+ }
+ return;
+ }
+
+ for ( ; t <= ent->trailTime ; t += step ) {
+ BG_EvaluateTrajectory( &es->pos, t, lastPos );
+
+ smoke = CG_SmokePuff( lastPos, up,
+ wi->trailRadius,
+ 1, 1, 1, 0.33f,
+ wi->wiTrailTime,
+ t,
+ 0,
+ 0,
+ cgs.media.smokePuffShader );
+ // use the optimized local entity add
+ smoke->leType = LE_SCALE_FADE;
+ }
+
+}
+
+#ifdef MISSIONPACK
+/*
+==========================
+CG_NailTrail
+==========================
+*/
+static void CG_NailTrail( centity_t *ent, const weaponInfo_t *wi ) {
+ int step;
+ vec3_t origin, lastPos;
+ int t;
+ int startTime, contents;
+ int lastContents;
+ entityState_t *es;
+ vec3_t up;
+ localEntity_t *smoke;
+
+ if ( cg_noProjectileTrail.integer ) {
+ return;
+ }
+
+ up[0] = 0;
+ up[1] = 0;
+ up[2] = 0;
+
+ step = 50;
+
+ es = &ent->currentState;
+ startTime = ent->trailTime;
+ t = step * ( (startTime + step) / step );
+
+ BG_EvaluateTrajectory( &es->pos, cg.time, origin );
+ contents = CG_PointContents( origin, -1 );
+
+ // if object (e.g. grenade) is stationary, don't toss up smoke
+ if ( es->pos.trType == TR_STATIONARY ) {
+ ent->trailTime = cg.time;
+ return;
+ }
+
+ BG_EvaluateTrajectory( &es->pos, ent->trailTime, lastPos );
+ lastContents = CG_PointContents( lastPos, -1 );
+
+ ent->trailTime = cg.time;
+
+ if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
+ if ( contents & lastContents & CONTENTS_WATER ) {
+ CG_BubbleTrail( lastPos, origin, 8 );
+ }
+ return;
+ }
+
+ for ( ; t <= ent->trailTime ; t += step ) {
+ BG_EvaluateTrajectory( &es->pos, t, lastPos );
+
+ smoke = CG_SmokePuff( lastPos, up,
+ wi->trailRadius,
+ 1, 1, 1, 0.33f,
+ wi->wiTrailTime,
+ t,
+ 0,
+ 0,
+ cgs.media.nailPuffShader );
+ // use the optimized local entity add
+ smoke->leType = LE_SCALE_FADE;
+ }
+
+}
+#endif
+
+/*
+==========================
+CG_NailTrail
+==========================
+*/
+static void CG_PlasmaTrail( centity_t *cent, const weaponInfo_t *wi ) {
+ localEntity_t *le;
+ refEntity_t *re;
+ entityState_t *es;
+ vec3_t velocity, xvelocity, origin;
+ vec3_t offset, xoffset;
+ vec3_t v[3];
+ int t, startTime, step;
+
+ float waterScale = 1.0f;
+
+ if ( cg_noProjectileTrail.integer || cg_oldPlasma.integer ) {
+ return;
+ }
+
+ step = 50;
+
+ es = ¢->currentState;
+ startTime = cent->trailTime;
+ t = step * ( (startTime + step) / step );
+
+ BG_EvaluateTrajectory( &es->pos, cg.time, origin );
+
+ le = CG_AllocLocalEntity();
+ re = &le->refEntity;
+
+ velocity[0] = 60 - 120 * crandom();
+ velocity[1] = 40 - 80 * crandom();
+ velocity[2] = 100 - 200 * crandom();
+
+ le->leType = LE_MOVE_SCALE_FADE;
+ le->leFlags = LEF_TUMBLE;
+ le->leBounceSoundType = LEBS_NONE;
+ le->leMarkType = LEMT_NONE;
+
+ le->startTime = cg.time;
+ le->endTime = le->startTime + 600;
+
+ le->pos.trType = TR_GRAVITY;
+ le->pos.trTime = cg.time;
+
+ AnglesToAxis( cent->lerpAngles, v );
+
+ offset[0] = 2;
+ offset[1] = 2;
+ offset[2] = 2;
+
+ xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0];
+ xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
+ xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];
+
+ VectorAdd( origin, xoffset, re->origin );
+ VectorCopy( re->origin, le->pos.trBase );
+
+ if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) {
+ waterScale = 0.10f;
+ }
+
+ xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0];
+ xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1];
+ xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2];
+ VectorScale( xvelocity, waterScale, le->pos.trDelta );
+
+ AxisCopy( axisDefault, re->axis );
+ re->shaderTime = cg.time / 1000.0f;
+ re->reType = RT_SPRITE;
+ re->radius = 0.25f;
+ re->customShader = cgs.media.railRingsShader;
+ le->bounceFactor = 0.3f;
+
+ re->shaderRGBA[0] = wi->flashDlightColor[0] * 63;
+ re->shaderRGBA[1] = wi->flashDlightColor[1] * 63;
+ re->shaderRGBA[2] = wi->flashDlightColor[2] * 63;
+ re->shaderRGBA[3] = 63;
+
+ le->color[0] = wi->flashDlightColor[0] * 0.2;
+ le->color[1] = wi->flashDlightColor[1] * 0.2;
+ le->color[2] = wi->flashDlightColor[2] * 0.2;
+ le->color[3] = 0.25f;
+
+ le->angles.trType = TR_LINEAR;
+ le->angles.trTime = cg.time;
+ le->angles.trBase[0] = rand()&31;
+ le->angles.trBase[1] = rand()&31;
+ le->angles.trBase[2] = rand()&31;
+ le->angles.trDelta[0] = 1;
+ le->angles.trDelta[1] = 0.5;
+ le->angles.trDelta[2] = 0;
+
+}
+/*
+==========================
+CG_GrappleTrail
+==========================
+*/
+void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi ) {
+ vec3_t origin;
+ entityState_t *es;
+ vec3_t forward, up;
+ refEntity_t beam;
+
+ es = &ent->currentState;
+
+ BG_EvaluateTrajectory( &es->pos, cg.time, origin );
+ ent->trailTime = cg.time;
+
+ memset( &beam, 0, sizeof( beam ) );
+ //FIXME adjust for muzzle position
+ VectorCopy ( cg_entities[ ent->currentState.otherEntityNum ].lerpOrigin, beam.origin );
+ beam.origin[2] += 26;
+ AngleVectors( cg_entities[ ent->currentState.otherEntityNum ].lerpAngles, forward, NULL, up );
+ VectorMA( beam.origin, -6, up, beam.origin );
+ VectorCopy( origin, beam.oldorigin );
+
+ if (Distance( beam.origin, beam.oldorigin ) < 64 )
+ return; // Don't draw if close
+
+ beam.reType = RT_LIGHTNING;
+ beam.customShader = cgs.media.lightningShader;
+
+ AxisClear( beam.axis );
+ beam.shaderRGBA[0] = 0xff;
+ beam.shaderRGBA[1] = 0xff;
+ beam.shaderRGBA[2] = 0xff;
+ beam.shaderRGBA[3] = 0xff;
+ trap_R_AddRefEntityToScene( &beam );
+}
+
+/*
+==========================
+CG_GrenadeTrail
+==========================
+*/
+static void CG_GrenadeTrail( centity_t *ent, const weaponInfo_t *wi ) {
+ CG_RocketTrail( ent, wi );
+}
+
+
+/*
+=================
+CG_RegisterWeapon
+
+The server says this item is used on this level
+=================
+*/
+void CG_RegisterWeapon( int weaponNum ) {
+ weaponInfo_t *weaponInfo;
+ gitem_t *item, *ammo;
+ char path[MAX_QPATH];
+ vec3_t mins, maxs;
+ int i;
+
+ weaponInfo = &cg_weapons[weaponNum];
+
+ if ( weaponNum == 0 ) {
+ return;
+ }
+
+ if ( weaponInfo->registered ) {
+ return;
+ }
+
+ memset( weaponInfo, 0, sizeof( *weaponInfo ) );
+ weaponInfo->registered = qtrue;
+
+ for ( item = bg_itemlist + 1 ; item->classname ; item++ ) {
+ if ( item->giType == IT_WEAPON && item->giTag == weaponNum ) {
+ weaponInfo->item = item;
+ break;
+ }
+ }
+ if ( !item->classname ) {
+ CG_Error( "Couldn't find weapon %i", weaponNum );
+ }
+ CG_RegisterItemVisuals( item - bg_itemlist );
+
+ // load cmodel before model so filecache works
+ weaponInfo->weaponModel = trap_R_RegisterModel( item->world_model[0] );
+
+ // calc midpoint for rotation
+ trap_R_ModelBounds( weaponInfo->weaponModel, mins, maxs );
+ for ( i = 0 ; i < 3 ; i++ ) {
+ weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * ( maxs[i] - mins[i] );
+ }
+
+ weaponInfo->weaponIcon = trap_R_RegisterShader( item->icon );
+ weaponInfo->ammoIcon = trap_R_RegisterShader( item->icon );
+
+ for ( ammo = bg_itemlist + 1 ; ammo->classname ; ammo++ ) {
+ if ( ammo->giType == IT_AMMO && ammo->giTag == weaponNum ) {
+ break;
+ }
+ }
+ if ( ammo->classname && ammo->world_model[0] ) {
+ weaponInfo->ammoModel = trap_R_RegisterModel( ammo->world_model[0] );
+ }
+
+ strcpy( path, item->world_model[0] );
+ COM_StripExtension( path, path );
+ strcat( path, "_flash.md3" );
+ weaponInfo->flashModel = trap_R_RegisterModel( path );
+
+ strcpy( path, item->world_model[0] );
+ COM_StripExtension( path, path );
+ strcat( path, "_barrel.md3" );
+ weaponInfo->barrelModel = trap_R_RegisterModel( path );
+
+ strcpy( path, item->world_model[0] );
+ COM_StripExtension( path, path );
+ strcat( path, "_hand.md3" );
+ weaponInfo->handsModel = trap_R_RegisterModel( path );
+
+ if ( !weaponInfo->handsModel ) {
+ weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" );
+ }
+
+ weaponInfo->loopFireSound = qfalse;
+
+ switch ( weaponNum ) {
+ case WP_GAUNTLET:
+ MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
+ weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/melee/fstrun.wav", qfalse );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse );
+ break;
+
+ case WP_LIGHTNING:
+ MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
+ weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse );
+ weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/lightning/lg_hum.wav", qfalse );
+
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse );
+ cgs.media.lightningShader = trap_R_RegisterShader( "lightningBoltNew");
+ cgs.media.lightningExplosionModel = trap_R_RegisterModel( "models/weaphits/crackle.md3" );
+ cgs.media.sfx_lghit1 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit.wav", qfalse );
+ cgs.media.sfx_lghit2 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit2.wav", qfalse );
+ cgs.media.sfx_lghit3 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit3.wav", qfalse );
+
+ break;
+
+ case WP_GRAPPLING_HOOK:
+ MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
+ weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/rocket/rocket.md3" );
+ weaponInfo->missileTrailFunc = CG_GrappleTrail;
+ weaponInfo->missileDlight = 200;
+ weaponInfo->wiTrailTime = 2000;
+ weaponInfo->trailRadius = 64;
+ MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 );
+ weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse );
+ weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/melee/fstrun.wav", qfalse );
+ break;
+
+#ifdef MISSIONPACK
+ case WP_CHAINGUN:
+ weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/vulcan/wvulfire.wav", qfalse );
+ weaponInfo->loopFireSound = qtrue;
+ MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/vulcan/vulcanf1b.wav", qfalse );
+ weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/vulcan/vulcanf2b.wav", qfalse );
+ weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/vulcan/vulcanf3b.wav", qfalse );
+ weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/vulcan/vulcanf4b.wav", qfalse );
+ weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
+ cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
+ break;
+#endif
+
+ case WP_MACHINEGUN:
+ MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse );
+ weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse );
+ weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse );
+ weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse );
+ weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
+ cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
+ break;
+
+ case WP_SHOTGUN:
+ MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/shotgun/sshotf1b.wav", qfalse );
+ weaponInfo->ejectBrassFunc = CG_ShotgunEjectBrass;
+ break;
+
+ case WP_ROCKET_LAUNCHER:
+ weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/rocket/rocket.md3" );
+ weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse );
+ weaponInfo->missileTrailFunc = CG_RocketTrail;
+ weaponInfo->missileDlight = 200;
+ weaponInfo->wiTrailTime = 2000;
+ weaponInfo->trailRadius = 64;
+
+ MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 );
+ MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 );
+
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse );
+ cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" );
+ break;
+
+#ifdef MISSIONPACK
+ case WP_PROX_LAUNCHER:
+ weaponInfo->missileModel = trap_R_RegisterModel( "models/weaphits/proxmine.md3" );
+ weaponInfo->missileTrailFunc = CG_GrenadeTrail;
+ weaponInfo->wiTrailTime = 700;
+ weaponInfo->trailRadius = 32;
+ MAKERGB( weaponInfo->flashDlightColor, 1, 0.70f, 0 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/proxmine/wstbfire.wav", qfalse );
+ cgs.media.grenadeExplosionShader = trap_R_RegisterShader( "grenadeExplosion" );
+ break;
+#endif
+
+ case WP_GRENADE_LAUNCHER:
+ weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/grenade1.md3" );
+ weaponInfo->missileTrailFunc = CG_GrenadeTrail;
+ weaponInfo->wiTrailTime = 700;
+ weaponInfo->trailRadius = 32;
+ MAKERGB( weaponInfo->flashDlightColor, 1, 0.70f, 0 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/grenade/grenlf1a.wav", qfalse );
+ cgs.media.grenadeExplosionShader = trap_R_RegisterShader( "grenadeExplosion" );
+ break;
+
+#ifdef MISSIONPACK
+ case WP_NAILGUN:
+ weaponInfo->ejectBrassFunc = CG_NailgunEjectBrass;
+ weaponInfo->missileTrailFunc = CG_NailTrail;
+// weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/nailgun/wnalflit.wav", qfalse );
+ weaponInfo->trailRadius = 16;
+ weaponInfo->wiTrailTime = 250;
+ weaponInfo->missileModel = trap_R_RegisterModel( "models/weaphits/nail.md3" );
+ MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/nailgun/wnalfire.wav", qfalse );
+ break;
+#endif
+
+ case WP_PLASMAGUN:
+// weaponInfo->missileModel = cgs.media.invulnerabilityPowerupModel;
+ weaponInfo->missileTrailFunc = CG_PlasmaTrail;
+ weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse );
+ MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse );
+ cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" );
+ cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" );
+ break;
+
+ case WP_RAILGUN:
+ weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/railgun/rg_hum.wav", qfalse );
+ MAKERGB( weaponInfo->flashDlightColor, 1, 0.5f, 0 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/railgun/railgf1a.wav", qfalse );
+ cgs.media.railExplosionShader = trap_R_RegisterShader( "railExplosion" );
+ cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" );
+ cgs.media.railCoreShader = trap_R_RegisterShader( "railCore" );
+ break;
+
+ case WP_BFG:
+ weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/bfg/bfg_hum.wav", qfalse );
+ MAKERGB( weaponInfo->flashDlightColor, 1, 0.7f, 1 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/bfg/bfg_fire.wav", qfalse );
+ cgs.media.bfgExplosionShader = trap_R_RegisterShader( "bfgExplosion" );
+ weaponInfo->missileModel = trap_R_RegisterModel( "models/weaphits/bfg.md3" );
+ weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse );
+ break;
+
+ default:
+ MAKERGB( weaponInfo->flashDlightColor, 1, 1, 1 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse );
+ break;
+ }
+}
+
+/*
+=================
+CG_RegisterItemVisuals
+
+The server says this item is used on this level
+=================
+*/
+void CG_RegisterItemVisuals( int itemNum ) {
+ itemInfo_t *itemInfo;
+ gitem_t *item;
+
+ if ( itemNum < 0 || itemNum >= bg_numItems ) {
+ CG_Error( "CG_RegisterItemVisuals: itemNum %d out of range [0-%d]", itemNum, bg_numItems-1 );
+ }
+
+ itemInfo = &cg_items[ itemNum ];
+ if ( itemInfo->registered ) {
+ return;
+ }
+
+ item = &bg_itemlist[ itemNum ];
+
+ memset( itemInfo, 0, sizeof( &itemInfo ) );
+ itemInfo->registered = qtrue;
+
+ itemInfo->models[0] = trap_R_RegisterModel( item->world_model[0] );
+
+ itemInfo->icon = trap_R_RegisterShader( item->icon );
+
+ if ( item->giType == IT_WEAPON ) {
+ CG_RegisterWeapon( item->giTag );
+ }
+
+ //
+ // powerups have an accompanying ring or sphere
+ //
+ if ( item->giType == IT_POWERUP || item->giType == IT_HEALTH ||
+ item->giType == IT_ARMOR || item->giType == IT_HOLDABLE ) {
+ if ( item->world_model[1] ) {
+ itemInfo->models[1] = trap_R_RegisterModel( item->world_model[1] );
+ }
+ }
+}
+
+
+/*
+========================================================================================
+
+VIEW WEAPON
+
+========================================================================================
+*/
+
+/*
+=================
+CG_MapTorsoToWeaponFrame
+
+=================
+*/
+static int CG_MapTorsoToWeaponFrame( clientInfo_t *ci, int frame ) {
+
+ // change weapon
+ if ( frame >= ci->animations[TORSO_DROP].firstFrame
+ && frame < ci->animations[TORSO_DROP].firstFrame + 9 ) {
+ return frame - ci->animations[TORSO_DROP].firstFrame + 6;
+ }
+
+ // stand attack
+ if ( frame >= ci->animations[TORSO_ATTACK].firstFrame
+ && frame < ci->animations[TORSO_ATTACK].firstFrame + 6 ) {
+ return 1 + frame - ci->animations[TORSO_ATTACK].firstFrame;
+ }
+
+ // stand attack 2
+ if ( frame >= ci->animations[TORSO_ATTACK2].firstFrame
+ && frame < ci->animations[TORSO_ATTACK2].firstFrame + 6 ) {
+ return 1 + frame - ci->animations[TORSO_ATTACK2].firstFrame;
+ }
+
+ return 0;
+}
+
+
+/*
+==============
+CG_CalculateWeaponPosition
+==============
+*/
+static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) {
+ float scale;
+ int delta;
+ float fracsin;
+
+ VectorCopy( cg.refdef.vieworg, origin );
+ VectorCopy( cg.refdefViewAngles, angles );
+
+ // on odd legs, invert some angles
+ if ( cg.bobcycle & 1 ) {
+ scale = -cg.xyspeed;
+ } else {
+ scale = cg.xyspeed;
+ }
+
+ // gun angles from bobbing
+ angles[ROLL] += scale * cg.bobfracsin * 0.005;
+ angles[YAW] += scale * cg.bobfracsin * 0.01;
+ angles[PITCH] += cg.xyspeed * cg.bobfracsin * 0.005;
+
+ // drop the weapon when landing
+ delta = cg.time - cg.landTime;
+ if ( delta < LAND_DEFLECT_TIME ) {
+ origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME;
+ } else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
+ origin[2] += cg.landChange*0.25 *
+ (LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME;
+ }
+
+#if 0
+ // drop the weapon when stair climbing
+ delta = cg.time - cg.stepTime;
+ if ( delta < STEP_TIME/2 ) {
+ origin[2] -= cg.stepChange*0.25 * delta / (STEP_TIME/2);
+ } else if ( delta < STEP_TIME ) {
+ origin[2] -= cg.stepChange*0.25 * (STEP_TIME - delta) / (STEP_TIME/2);
+ }
+#endif
+
+ // idle drift
+ scale = cg.xyspeed + 40;
+ fracsin = sin( cg.time * 0.001 );
+ angles[ROLL] += scale * fracsin * 0.01;
+ angles[YAW] += scale * fracsin * 0.01;
+ angles[PITCH] += scale * fracsin * 0.01;
+}
+
+
+/*
+===============
+CG_LightningBolt
+
+Origin will be the exact tag point, which is slightly
+different than the muzzle point used for determining hits.
+The cent should be the non-predicted cent if it is from the player,
+so the endpoint will reflect the simulated strike (lagging the predicted
+angle)
+===============
+*/
+static void CG_LightningBolt( centity_t *cent, vec3_t origin ) {
+ trace_t trace;
+ refEntity_t beam;
+ vec3_t forward;
+ vec3_t muzzlePoint, endPoint;
+
+ if (cent->currentState.weapon != WP_LIGHTNING) {
+ return;
+ }
+
+ memset( &beam, 0, sizeof( beam ) );
+
+ // CPMA "true" lightning
+ if ((cent->currentState.number == cg.predictedPlayerState.clientNum) && (cg_trueLightning.value != 0)) {
+ vec3_t angle;
+ int i;
+
+ for (i = 0; i < 3; i++) {
+ float a = cent->lerpAngles[i] - cg.refdefViewAngles[i];
+ if (a > 180) {
+ a -= 360;
+ }
+ if (a < -180) {
+ a += 360;
+ }
+
+ angle[i] = cg.refdefViewAngles[i] + a * (1.0 - cg_trueLightning.value);
+ if (angle[i] < 0) {
+ angle[i] += 360;
+ }
+ if (angle[i] > 360) {
+ angle[i] -= 360;
+ }
+ }
+
+ AngleVectors(angle, forward, NULL, NULL );
+ VectorCopy(cent->lerpOrigin, muzzlePoint );
+// VectorCopy(cg.refdef.vieworg, muzzlePoint );
+ } else {
+ // !CPMA
+ AngleVectors( cent->lerpAngles, forward, NULL, NULL );
+ VectorCopy(cent->lerpOrigin, muzzlePoint );
+ }
+
+ // FIXME: crouch
+ muzzlePoint[2] += DEFAULT_VIEWHEIGHT;
+
+ VectorMA( muzzlePoint, 14, forward, muzzlePoint );
+
+ // project forward by the lightning range
+ VectorMA( muzzlePoint, LIGHTNING_RANGE, forward, endPoint );
+
+ // see if it hit a wall
+ CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint,
+ cent->currentState.number, MASK_SHOT );
+
+ // this is the endpoint
+ VectorCopy( trace.endpos, beam.oldorigin );
+
+ // use the provided origin, even though it may be slightly
+ // different than the muzzle origin
+ VectorCopy( origin, beam.origin );
+
+ beam.reType = RT_LIGHTNING;
+ beam.customShader = cgs.media.lightningShader;
+ trap_R_AddRefEntityToScene( &beam );
+
+ // add the impact flare if it hit something
+ if ( trace.fraction < 1.0 ) {
+ vec3_t angles;
+ vec3_t dir;
+
+ VectorSubtract( beam.oldorigin, beam.origin, dir );
+ VectorNormalize( dir );
+
+ memset( &beam, 0, sizeof( beam ) );
+ beam.hModel = cgs.media.lightningExplosionModel;
+
+ VectorMA( trace.endpos, -16, dir, beam.origin );
+
+ // make a random orientation
+ angles[0] = rand() % 360;
+ angles[1] = rand() % 360;
+ angles[2] = rand() % 360;
+ AnglesToAxis( angles, beam.axis );
+ trap_R_AddRefEntityToScene( &beam );
+ }
+}
+/*
+
+static void CG_LightningBolt( centity_t *cent, vec3_t origin ) {
+ trace_t trace;
+ refEntity_t beam;
+ vec3_t forward;
+ vec3_t muzzlePoint, endPoint;
+
+ if ( cent->currentState.weapon != WP_LIGHTNING ) {
+ return;
+ }
+
+ memset( &beam, 0, sizeof( beam ) );
+
+ // find muzzle point for this frame
+ VectorCopy( cent->lerpOrigin, muzzlePoint );
+ AngleVectors( cent->lerpAngles, forward, NULL, NULL );
+
+ // FIXME: crouch
+ muzzlePoint[2] += DEFAULT_VIEWHEIGHT;
+
+ VectorMA( muzzlePoint, 14, forward, muzzlePoint );
+
+ // project forward by the lightning range
+ VectorMA( muzzlePoint, LIGHTNING_RANGE, forward, endPoint );
+
+ // see if it hit a wall
+ CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint,
+ cent->currentState.number, MASK_SHOT );
+
+ // this is the endpoint
+ VectorCopy( trace.endpos, beam.oldorigin );
+
+ // use the provided origin, even though it may be slightly
+ // different than the muzzle origin
+ VectorCopy( origin, beam.origin );
+
+ beam.reType = RT_LIGHTNING;
+ beam.customShader = cgs.media.lightningShader;
+ trap_R_AddRefEntityToScene( &beam );
+
+ // add the impact flare if it hit something
+ if ( trace.fraction < 1.0 ) {
+ vec3_t angles;
+ vec3_t dir;
+
+ VectorSubtract( beam.oldorigin, beam.origin, dir );
+ VectorNormalize( dir );
+
+ memset( &beam, 0, sizeof( beam ) );
+ beam.hModel = cgs.media.lightningExplosionModel;
+
+ VectorMA( trace.endpos, -16, dir, beam.origin );
+
+ // make a random orientation
+ angles[0] = rand() % 360;
+ angles[1] = rand() % 360;
+ angles[2] = rand() % 360;
+ AnglesToAxis( angles, beam.axis );
+ trap_R_AddRefEntityToScene( &beam );
+ }
+}
+*/
+
+/*
+===============
+CG_SpawnRailTrail
+
+Origin will be the exact tag point, which is slightly
+different than the muzzle point used for determining hits.
+===============
+*/
+static void CG_SpawnRailTrail( centity_t *cent, vec3_t origin ) {
+ clientInfo_t *ci;
+
+ if ( cent->currentState.weapon != WP_RAILGUN ) {
+ return;
+ }
+ if ( !cent->pe.railgunFlash ) {
+ return;
+ }
+ cent->pe.railgunFlash = qtrue;
+ ci = &cgs.clientinfo[ cent->currentState.clientNum ];
+ CG_RailTrail( ci, origin, cent->pe.railgunImpact );
+}
+
+
+/*
+======================
+CG_MachinegunSpinAngle
+======================
+*/
+#define SPIN_SPEED 0.9
+#define COAST_TIME 1000
+static float CG_MachinegunSpinAngle( centity_t *cent ) {
+ int delta;
+ float angle;
+ float speed;
+
+ delta = cg.time - cent->pe.barrelTime;
+ if ( cent->pe.barrelSpinning ) {
+ angle = cent->pe.barrelAngle + delta * SPIN_SPEED;
+ } else {
+ if ( delta > COAST_TIME ) {
+ delta = COAST_TIME;
+ }
+
+ speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
+ angle = cent->pe.barrelAngle + delta * speed;
+ }
+
+ if ( cent->pe.barrelSpinning == !(cent->currentState.eFlags & EF_FIRING) ) {
+ cent->pe.barrelTime = cg.time;
+ cent->pe.barrelAngle = AngleMod( angle );
+ cent->pe.barrelSpinning = !!(cent->currentState.eFlags & EF_FIRING);
+#ifdef MISSIONPACK
+ if ( cent->currentState.weapon == WP_CHAINGUN && !cent->pe.barrelSpinning ) {
+ trap_S_StartSound( NULL, cent->currentState.number, CHAN_WEAPON, trap_S_RegisterSound( "sound/weapons/vulcan/wvulwind.wav", qfalse ) );
+ }
+#endif
+ }
+
+ return angle;
+}
+
+
+/*
+========================
+CG_AddWeaponWithPowerups
+========================
+*/
+static void CG_AddWeaponWithPowerups( refEntity_t *gun, int powerups ) {
+ // add powerup effects
+ if ( powerups & ( 1 << PW_INVIS ) ) {
+ gun->customShader = cgs.media.invisShader;
+ trap_R_AddRefEntityToScene( gun );
+ } else {
+ trap_R_AddRefEntityToScene( gun );
+
+ if ( powerups & ( 1 << PW_BATTLESUIT ) ) {
+ gun->customShader = cgs.media.battleWeaponShader;
+ trap_R_AddRefEntityToScene( gun );
+ }
+ if ( powerups & ( 1 << PW_QUAD ) ) {
+ gun->customShader = cgs.media.quadWeaponShader;
+ trap_R_AddRefEntityToScene( gun );
+ }
+ }
+}
+
+
+/*
+=============
+CG_AddPlayerWeapon
+
+Used for both the view weapon (ps is valid) and the world modelother character models (ps is NULL)
+The main player will have this called for BOTH cases, so effects like light and
+sound should only be done on the world model case.
+=============
+*/
+void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent, int team ) {
+ refEntity_t gun;
+ refEntity_t barrel;
+ refEntity_t flash;
+ vec3_t angles;
+ weapon_t weaponNum;
+ weaponInfo_t *weapon;
+ centity_t *nonPredictedCent;
+// int col;
+
+ weaponNum = cent->currentState.weapon;
+
+ CG_RegisterWeapon( weaponNum );
+ weapon = &cg_weapons[weaponNum];
+
+ // add the weapon
+ memset( &gun, 0, sizeof( gun ) );
+ VectorCopy( parent->lightingOrigin, gun.lightingOrigin );
+ gun.shadowPlane = parent->shadowPlane;
+ gun.renderfx = parent->renderfx;
+
+ // set custom shading for railgun refire rate
+ if ( ps ) {
+ if ( cg.predictedPlayerState.weapon == WP_RAILGUN
+ && cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) {
+ float f;
+
+ f = (float)cg.predictedPlayerState.weaponTime / 1500;
+ gun.shaderRGBA[1] = 0;
+ gun.shaderRGBA[0] =
+ gun.shaderRGBA[2] = 255 * ( 1.0 - f );
+ } else {
+ gun.shaderRGBA[0] = 255;
+ gun.shaderRGBA[1] = 255;
+ gun.shaderRGBA[2] = 255;
+ gun.shaderRGBA[3] = 255;
+ }
+ }
+
+ gun.hModel = weapon->weaponModel;
+ if (!gun.hModel) {
+ return;
+ }
+
+ if ( !ps ) {
+ // add weapon ready sound
+ cent->pe.lightningFiring = qfalse;
+ if ( ( cent->currentState.eFlags & EF_FIRING ) && weapon->firingSound ) {
+ // lightning gun and guantlet make a different sound when fire is held down
+ trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->firingSound );
+ cent->pe.lightningFiring = qtrue;
+ } else if ( weapon->readySound ) {
+ trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound );
+ }
+ }
+
+ CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon");
+
+ CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups );
+
+ // add the spinning barrel
+ if ( weapon->barrelModel ) {
+ memset( &barrel, 0, sizeof( barrel ) );
+ VectorCopy( parent->lightingOrigin, barrel.lightingOrigin );
+ barrel.shadowPlane = parent->shadowPlane;
+ barrel.renderfx = parent->renderfx;
+
+ barrel.hModel = weapon->barrelModel;
+ angles[YAW] = 0;
+ angles[PITCH] = 0;
+ angles[ROLL] = CG_MachinegunSpinAngle( cent );
+ AnglesToAxis( angles, barrel.axis );
+
+ CG_PositionRotatedEntityOnTag( &barrel, &gun, weapon->weaponModel, "tag_barrel" );
+
+ CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups );
+ }
+
+ // make sure we aren't looking at cg.predictedPlayerEntity for LG
+ nonPredictedCent = &cg_entities[cent->currentState.clientNum];
+
+ // if the index of the nonPredictedCent is not the same as the clientNum
+ // then this is a fake player (like on teh single player podiums), so
+ // go ahead and use the cent
+ if( ( nonPredictedCent - cg_entities ) != cent->currentState.clientNum ) {
+ nonPredictedCent = cent;
+ }
+
+ // add the flash
+ if ( ( weaponNum == WP_LIGHTNING || weaponNum == WP_GAUNTLET || weaponNum == WP_GRAPPLING_HOOK )
+ && ( nonPredictedCent->currentState.eFlags & EF_FIRING ) )
+ {
+ // continuous flash
+ } else {
+ // impulse flash
+ if ( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME && !cent->pe.railgunFlash ) {
+ return;
+ }
+ }
+
+ memset( &flash, 0, sizeof( flash ) );
+ VectorCopy( parent->lightingOrigin, flash.lightingOrigin );
+ flash.shadowPlane = parent->shadowPlane;
+ flash.renderfx = parent->renderfx;
+
+ flash.hModel = weapon->flashModel;
+ if (!flash.hModel) {
+ return;
+ }
+ angles[YAW] = 0;
+ angles[PITCH] = 0;
+ angles[ROLL] = crandom() * 10;
+ AnglesToAxis( angles, flash.axis );
+
+ // colorize the railgun blast
+ if ( weaponNum == WP_RAILGUN ) {
+ clientInfo_t *ci;
+
+ ci = &cgs.clientinfo[ cent->currentState.clientNum ];
+ flash.shaderRGBA[0] = 255 * ci->color1[0];
+ flash.shaderRGBA[1] = 255 * ci->color1[1];
+ flash.shaderRGBA[2] = 255 * ci->color1[2];
+ }
+
+ CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash");
+ trap_R_AddRefEntityToScene( &flash );
+
+ if ( ps || cg.renderingThirdPerson ||
+ cent->currentState.number != cg.predictedPlayerState.clientNum ) {
+ // add lightning bolt
+ CG_LightningBolt( nonPredictedCent, flash.origin );
+
+ // add rail trail
+ CG_SpawnRailTrail( cent, flash.origin );
+
+ if ( weapon->flashDlightColor[0] || weapon->flashDlightColor[1] || weapon->flashDlightColor[2] ) {
+ trap_R_AddLightToScene( flash.origin, 300 + (rand()&31), weapon->flashDlightColor[0],
+ weapon->flashDlightColor[1], weapon->flashDlightColor[2] );
+ }
+ }
+}
+
+/*
+==============
+CG_AddViewWeapon
+
+Add the weapon, and flash for the player's view
+==============
+*/
+void CG_AddViewWeapon( playerState_t *ps ) {
+ refEntity_t hand;
+ centity_t *cent;
+ clientInfo_t *ci;
+ float fovOffset;
+ vec3_t angles;
+ weaponInfo_t *weapon;
+
+ if ( ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
+ return;
+ }
+
+ if ( ps->pm_type == PM_INTERMISSION ) {
+ return;
+ }
+
+ // no gun if in third person view or a camera is active
+ //if ( cg.renderingThirdPerson || cg.cameraMode) {
+ if ( cg.renderingThirdPerson ) {
+ return;
+ }
+
+
+ // allow the gun to be completely removed
+ if ( !cg_drawGun.integer ) {
+ vec3_t origin;
+
+ if ( cg.predictedPlayerState.eFlags & EF_FIRING ) {
+ // special hack for lightning gun...
+ VectorCopy( cg.refdef.vieworg, origin );
+ VectorMA( origin, -8, cg.refdef.viewaxis[2], origin );
+ CG_LightningBolt( &cg_entities[ps->clientNum], origin );
+ }
+ return;
+ }
+
+ // don't draw if testing a gun model
+ if ( cg.testGun ) {
+ return;
+ }
+
+ // drop gun lower at higher fov
+ if ( cg_fov.integer > 90 ) {
+ fovOffset = -0.2 * ( cg_fov.integer - 90 );
+ } else {
+ fovOffset = 0;
+ }
+
+ cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];
+ CG_RegisterWeapon( ps->weapon );
+ weapon = &cg_weapons[ ps->weapon ];
+
+ memset (&hand, 0, sizeof(hand));
+
+ // set up gun position
+ CG_CalculateWeaponPosition( hand.origin, angles );
+
+ VectorMA( hand.origin, cg_gun_x.value, cg.refdef.viewaxis[0], hand.origin );
+ VectorMA( hand.origin, cg_gun_y.value, cg.refdef.viewaxis[1], hand.origin );
+ VectorMA( hand.origin, (cg_gun_z.value+fovOffset), cg.refdef.viewaxis[2], hand.origin );
+
+ AnglesToAxis( angles, hand.axis );
+
+ // map torso animations to weapon animations
+ if ( cg_gun_frame.integer ) {
+ // development tool
+ hand.frame = hand.oldframe = cg_gun_frame.integer;
+ hand.backlerp = 0;
+ } else {
+ // get clientinfo for animation map
+ ci = &cgs.clientinfo[ cent->currentState.clientNum ];
+ hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame );
+ hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame );
+ hand.backlerp = cent->pe.torso.backlerp;
+ }
+
+ hand.hModel = weapon->handsModel;
+ hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT;
+
+ // add everything onto the hand
+ CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity, ps->persistant[PERS_TEAM] );
+}
+
+/*
+==============================================================================
+
+WEAPON SELECTION
+
+==============================================================================
+*/
+
+/*
+===================
+CG_DrawWeaponSelect
+===================
+*/
+void CG_DrawWeaponSelect( void ) {
+ int i;
+ int bits;
+ int count;
+ int x, y, w;
+ char *name;
+ float *color;
+
+ // don't display if dead
+ if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
+ return;
+ }
+
+ color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME );
+ if ( !color ) {
+ return;
+ }
+ trap_R_SetColor( color );
+
+ // showing weapon select clears pickup item display, but not the blend blob
+ cg.itemPickupTime = 0;
+
+ // count the number of weapons owned
+ bits = cg.snap->ps.stats[ STAT_WEAPONS ];
+ count = 0;
+ for ( i = 1 ; i < 16 ; i++ ) {
+ if ( bits & ( 1 << i ) ) {
+ count++;
+ }
+ }
+
+ x = 320 - count * 20;
+ y = 380;
+
+ for ( i = 1 ; i < 16 ; i++ ) {
+ if ( !( bits & ( 1 << i ) ) ) {
+ continue;
+ }
+
+ CG_RegisterWeapon( i );
+
+ // draw weapon icon
+ CG_DrawPic( x, y, 32, 32, cg_weapons[i].weaponIcon );
+
+ // draw selection marker
+ if ( i == cg.weaponSelect ) {
+ CG_DrawPic( x-4, y-4, 40, 40, cgs.media.selectShader );
+ }
+
+ // no ammo cross on top
+ if ( !cg.snap->ps.ammo[ i ] ) {
+ CG_DrawPic( x, y, 32, 32, cgs.media.noammoShader );
+ }
+
+ x += 40;
+ }
+
+ // draw the selected name
+ if ( cg_weapons[ cg.weaponSelect ].item ) {
+ name = cg_weapons[ cg.weaponSelect ].item->pickup_name;
+ if ( name ) {
+ w = CG_DrawStrlen( name ) * BIGCHAR_WIDTH;
+ x = ( SCREEN_WIDTH - w ) / 2;
+ CG_DrawBigStringColor(x, y - 22, name, color);
+ }
+ }
+
+ trap_R_SetColor( NULL );
+}
+
+
+/*
+===============
+CG_WeaponSelectable
+===============
+*/
+static qboolean CG_WeaponSelectable( int i ) {
+ if ( !cg.snap->ps.ammo[i] ) {
+ return qfalse;
+ }
+ if ( ! (cg.snap->ps.stats[ STAT_WEAPONS ] & ( 1 << i ) ) ) {
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+===============
+CG_NextWeapon_f
+===============
+*/
+void CG_NextWeapon_f( void ) {
+ int i;
+ int original;
+
+ if ( !cg.snap ) {
+ return;
+ }
+ if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
+ return;
+ }
+
+ cg.weaponSelectTime = cg.time;
+ original = cg.weaponSelect;
+
+ for ( i = 0 ; i < 16 ; i++ ) {
+ cg.weaponSelect++;
+ if ( cg.weaponSelect == 16 ) {
+ cg.weaponSelect = 0;
+ }
+ if ( cg.weaponSelect == WP_GAUNTLET ) {
+ continue; // never cycle to gauntlet
+ }
+ if ( CG_WeaponSelectable( cg.weaponSelect ) ) {
+ break;
+ }
+ }
+ if ( i == 16 ) {
+ cg.weaponSelect = original;
+ }
+}
+
+/*
+===============
+CG_PrevWeapon_f
+===============
+*/
+void CG_PrevWeapon_f( void ) {
+ int i;
+ int original;
+
+ if ( !cg.snap ) {
+ return;
+ }
+ if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
+ return;
+ }
+
+ cg.weaponSelectTime = cg.time;
+ original = cg.weaponSelect;
+
+ for ( i = 0 ; i < 16 ; i++ ) {
+ cg.weaponSelect--;
+ if ( cg.weaponSelect == -1 ) {
+ cg.weaponSelect = 15;
+ }
+ if ( cg.weaponSelect == WP_GAUNTLET ) {
+ continue; // never cycle to gauntlet
+ }
+ if ( CG_WeaponSelectable( cg.weaponSelect ) ) {
+ break;
+ }
+ }
+ if ( i == 16 ) {
+ cg.weaponSelect = original;
+ }
+}
+
+/*
+===============
+CG_Weapon_f
+===============
+*/
+void CG_Weapon_f( void ) {
+ int num;
+
+ if ( !cg.snap ) {
+ return;
+ }
+ if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
+ return;
+ }
+
+ num = atoi( CG_Argv( 1 ) );
+
+ if ( num < 1 || num > 15 ) {
+ return;
+ }
+
+ cg.weaponSelectTime = cg.time;
+
+ if ( ! ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) ) {
+ return; // don't have the weapon
+ }
+
+ cg.weaponSelect = num;
+}
+
+/*
+===================
+CG_OutOfAmmoChange
+
+The current weapon has just run out of ammo
+===================
+*/
+void CG_OutOfAmmoChange( void ) {
+ int i;
+
+ cg.weaponSelectTime = cg.time;
+
+ for ( i = 15 ; i > 0 ; i-- ) {
+ if ( CG_WeaponSelectable( i ) ) {
+ cg.weaponSelect = i;
+ break;
+ }
+ }
+}
+
+
+
+/*
+===================================================================================================
+
+WEAPON EVENTS
+
+===================================================================================================
+*/
+
+/*
+================
+CG_FireWeapon
+
+Caused by an EV_FIRE_WEAPON event
+================
+*/
+void CG_FireWeapon( centity_t *cent ) {
+ entityState_t *ent;
+ int c;
+ weaponInfo_t *weap;
+
+ ent = ¢->currentState;
+ if ( ent->weapon == WP_NONE ) {
+ return;
+ }
+ if ( ent->weapon >= WP_NUM_WEAPONS ) {
+ CG_Error( "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" );
+ return;
+ }
+ weap = &cg_weapons[ ent->weapon ];
+
+ // mark the entity as muzzle flashing, so when it is added it will
+ // append the flash to the weapon model
+ cent->muzzleFlashTime = cg.time;
+
+ // lightning gun only does this this on initial press
+ if ( ent->weapon == WP_LIGHTNING ) {
+ if ( cent->pe.lightningFiring ) {
+ return;
+ }
+ }
+
+ // play quad sound if needed
+ if ( cent->currentState.powerups & ( 1 << PW_QUAD ) ) {
+ trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.media.quadSound );
+ }
+
+ // play a sound
+ for ( c = 0 ; c < 4 ; c++ ) {
+ if ( !weap->flashSound[c] ) {
+ break;
+ }
+ }
+ if ( c > 0 ) {
+ c = rand() % c;
+ if ( weap->flashSound[c] )
+ {
+ trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->flashSound[c] );
+ }
+ }
+
+ // do brass ejection
+ if ( weap->ejectBrassFunc && cg_brassTime.integer > 0 ) {
+ weap->ejectBrassFunc( cent );
+ }
+}
+
+
+/*
+=================
+CG_MissileHitWall
+
+Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing
+=================
+*/
+void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType ) {
+ qhandle_t mod;
+ qhandle_t mark;
+ qhandle_t shader;
+ sfxHandle_t sfx;
+ float radius;
+ float light;
+ vec3_t lightColor;
+ localEntity_t *le;
+ int r;
+ qboolean alphaFade;
+ qboolean isSprite;
+ int duration;
+ vec3_t sprOrg;
+ vec3_t sprVel;
+
+ mark = 0;
+ radius = 32;
+ sfx = 0;
+ mod = 0;
+ shader = 0;
+ light = 0;
+ lightColor[0] = 1;
+ lightColor[1] = 1;
+ lightColor[2] = 0;
+
+ // set defaults
+ isSprite = qfalse;
+ duration = 600;
+
+ switch ( weapon ) {
+ default:
+#ifdef MISSIONPACK
+ case WP_NAILGUN:
+ if( soundType == IMPACTSOUND_FLESH ) {
+ sfx = cgs.media.sfx_nghitflesh;
+ } else if( soundType == IMPACTSOUND_METAL ) {
+ sfx = cgs.media.sfx_nghitmetal;
+ } else {
+ sfx = cgs.media.sfx_nghit;
+ }
+ mark = cgs.media.holeMarkShader;
+ radius = 12;
+ break;
+#endif
+ case WP_LIGHTNING:
+ // no explosion at LG impact, it is added with the beam
+ r = rand() & 3;
+ if ( r < 2 ) {
+ sfx = cgs.media.sfx_lghit2;
+ } else if ( r == 2 ) {
+ sfx = cgs.media.sfx_lghit1;
+ } else {
+ sfx = cgs.media.sfx_lghit3;
+ }
+ mark = cgs.media.holeMarkShader;
+ radius = 12;
+ break;
+#ifdef MISSIONPACK
+ case WP_PROX_LAUNCHER:
+ mod = cgs.media.dishFlashModel;
+ shader = cgs.media.grenadeExplosionShader;
+ sfx = cgs.media.sfx_proxexp;
+ mark = cgs.media.burnMarkShader;
+ radius = 64;
+ light = 300;
+ isSprite = qtrue;
+ break;
+#endif
+ case WP_GRENADE_LAUNCHER:
+ mod = cgs.media.dishFlashModel;
+ shader = cgs.media.grenadeExplosionShader;
+ sfx = cgs.media.sfx_rockexp;
+ mark = cgs.media.burnMarkShader;
+ radius = 64;
+ light = 300;
+ isSprite = qtrue;
+ break;
+ case WP_ROCKET_LAUNCHER:
+ mod = cgs.media.dishFlashModel;
+ shader = cgs.media.rocketExplosionShader;
+ sfx = cgs.media.sfx_rockexp;
+ mark = cgs.media.burnMarkShader;
+ radius = 64;
+ light = 300;
+ isSprite = qtrue;
+ duration = 1000;
+ lightColor[0] = 1;
+ lightColor[1] = 0.75;
+ lightColor[2] = 0.0;
+ if (cg_oldRocket.integer == 0) {
+ // explosion sprite animation
+ VectorMA( origin, 24, dir, sprOrg );
+ VectorScale( dir, 64, sprVel );
+
+ CG_ParticleExplosion( "explode1", sprOrg, sprVel, 1400, 20, 30 );
+ }
+ break;
+ case WP_RAILGUN:
+ mod = cgs.media.ringFlashModel;
+ shader = cgs.media.railExplosionShader;
+ sfx = cgs.media.sfx_plasmaexp;
+ mark = cgs.media.energyMarkShader;
+ radius = 24;
+ break;
+ case WP_PLASMAGUN:
+ mod = cgs.media.ringFlashModel;
+ shader = cgs.media.plasmaExplosionShader;
+ sfx = cgs.media.sfx_plasmaexp;
+ mark = cgs.media.energyMarkShader;
+ radius = 16;
+ break;
+ case WP_BFG:
+ mod = cgs.media.dishFlashModel;
+ shader = cgs.media.bfgExplosionShader;
+ sfx = cgs.media.sfx_rockexp;
+ mark = cgs.media.burnMarkShader;
+ radius = 32;
+ isSprite = qtrue;
+ break;
+ case WP_SHOTGUN:
+ mod = cgs.media.bulletFlashModel;
+ shader = cgs.media.bulletExplosionShader;
+ mark = cgs.media.bulletMarkShader;
+ sfx = 0;
+ radius = 4;
+ break;
+
+#ifdef MISSIONPACK
+ case WP_CHAINGUN:
+ mod = cgs.media.bulletFlashModel;
+ if( soundType == IMPACTSOUND_FLESH ) {
+ sfx = cgs.media.sfx_chghitflesh;
+ } else if( soundType == IMPACTSOUND_METAL ) {
+ sfx = cgs.media.sfx_chghitmetal;
+ } else {
+ sfx = cgs.media.sfx_chghit;
+ }
+ mark = cgs.media.bulletMarkShader;
+
+ r = rand() & 3;
+ if ( r < 2 ) {
+ sfx = cgs.media.sfx_ric1;
+ } else if ( r == 2 ) {
+ sfx = cgs.media.sfx_ric2;
+ } else {
+ sfx = cgs.media.sfx_ric3;
+ }
+
+ radius = 8;
+ break;
+#endif
+
+ case WP_MACHINEGUN:
+ mod = cgs.media.bulletFlashModel;
+ shader = cgs.media.bulletExplosionShader;
+ mark = cgs.media.bulletMarkShader;
+
+ r = rand() & 3;
+ if ( r == 0 ) {
+ sfx = cgs.media.sfx_ric1;
+ } else if ( r == 1 ) {
+ sfx = cgs.media.sfx_ric2;
+ } else {
+ sfx = cgs.media.sfx_ric3;
+ }
+
+ radius = 8;
+ break;
+ }
+
+ if ( sfx ) {
+ trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, sfx );
+ }
+
+ //
+ // create the explosion
+ //
+ if ( mod ) {
+ le = CG_MakeExplosion( origin, dir,
+ mod, shader,
+ duration, isSprite );
+ le->light = light;
+ VectorCopy( lightColor, le->lightColor );
+ if ( weapon == WP_RAILGUN ) {
+ // colorize with client color
+ VectorCopy( cgs.clientinfo[clientNum].color1, le->color );
+ }
+ }
+
+ //
+ // impact mark
+ //
+ alphaFade = (mark == cgs.media.energyMarkShader); // plasma fades alpha, all others fade color
+ if ( weapon == WP_RAILGUN ) {
+ float *color;
+
+ // colorize with client color
+ color = cgs.clientinfo[clientNum].color2;
+ CG_ImpactMark( mark, origin, dir, random()*360, color[0],color[1], color[2],1, alphaFade, radius, qfalse );
+ } else {
+ CG_ImpactMark( mark, origin, dir, random()*360, 1,1,1,1, alphaFade, radius, qfalse );
+ }
+}
+
+
+/*
+=================
+CG_MissileHitPlayer
+=================
+*/
+void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum ) {
+ CG_Bleed( origin, entityNum );
+
+ // some weapons will make an explosion with the blood, while
+ // others will just make the blood
+ switch ( weapon ) {
+ case WP_GRENADE_LAUNCHER:
+ case WP_ROCKET_LAUNCHER:
+#ifdef MISSIONPACK
+ case WP_NAILGUN:
+ case WP_CHAINGUN:
+ case WP_PROX_LAUNCHER:
+#endif
+ CG_MissileHitWall( weapon, 0, origin, dir, IMPACTSOUND_FLESH );
+ break;
+ default:
+ break;
+ }
+}
+
+
+
+/*
+============================================================================
+
+SHOTGUN TRACING
+
+============================================================================
+*/
+
+/*
+================
+CG_ShotgunPellet
+================
+*/
+static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum ) {
+ trace_t tr;
+ int sourceContentType, destContentType;
+
+ CG_Trace( &tr, start, NULL, NULL, end, skipNum, MASK_SHOT );
+
+ sourceContentType = trap_CM_PointContents( start, 0 );
+ destContentType = trap_CM_PointContents( tr.endpos, 0 );
+
+ // FIXME: should probably move this cruft into CG_BubbleTrail
+ if ( sourceContentType == destContentType ) {
+ if ( sourceContentType & CONTENTS_WATER ) {
+ CG_BubbleTrail( start, tr.endpos, 32 );
+ }
+ } else if ( sourceContentType & CONTENTS_WATER ) {
+ trace_t trace;
+
+ trap_CM_BoxTrace( &trace, end, start, NULL, NULL, 0, CONTENTS_WATER );
+ CG_BubbleTrail( start, trace.endpos, 32 );
+ } else if ( destContentType & CONTENTS_WATER ) {
+ trace_t trace;
+
+ trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, CONTENTS_WATER );
+ CG_BubbleTrail( tr.endpos, trace.endpos, 32 );
+ }
+
+ if ( tr.surfaceFlags & SURF_NOIMPACT ) {
+ return;
+ }
+
+ if ( cg_entities[tr.entityNum].currentState.eType == ET_PLAYER ) {
+ CG_MissileHitPlayer( WP_SHOTGUN, tr.endpos, tr.plane.normal, tr.entityNum );
+ } else {
+ if ( tr.surfaceFlags & SURF_NOIMPACT ) {
+ // SURF_NOIMPACT will not make a flame puff or a mark
+ return;
+ }
+ if ( tr.surfaceFlags & SURF_METALSTEPS ) {
+ CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL );
+ } else {
+ CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT );
+ }
+ }
+}
+
+/*
+================
+CG_ShotgunPattern
+
+Perform the same traces the server did to locate the
+hit splashes
+================
+*/
+static void CG_ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, int otherEntNum ) {
+ int i;
+ float r, u;
+ vec3_t end;
+ vec3_t forward, right, up;
+
+ // derive the right and up vectors from the forward vector, because
+ // the client won't have any other information
+ VectorNormalize2( origin2, forward );
+ PerpendicularVector( right, forward );
+ CrossProduct( forward, right, up );
+
+ // generate the "random" spread pattern
+ for ( i = 0 ; i < DEFAULT_SHOTGUN_COUNT ; i++ ) {
+ r = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
+ u = Q_crandom( &seed ) * DEFAULT_SHOTGUN_SPREAD * 16;
+ VectorMA( origin, 8192 * 16, forward, end);
+ VectorMA (end, r, right, end);
+ VectorMA (end, u, up, end);
+
+ CG_ShotgunPellet( origin, end, otherEntNum );
+ }
+}
+
+/*
+==============
+CG_ShotgunFire
+==============
+*/
+void CG_ShotgunFire( entityState_t *es ) {
+ vec3_t v;
+ int contents;
+
+ VectorSubtract( es->origin2, es->pos.trBase, v );
+ VectorNormalize( v );
+ VectorScale( v, 32, v );
+ VectorAdd( es->pos.trBase, v, v );
+ if ( cgs.glconfig.hardwareType != GLHW_RAGEPRO ) {
+ // ragepro can't alpha fade, so don't even bother with smoke
+ vec3_t up;
+
+ contents = trap_CM_PointContents( es->pos.trBase, 0 );
+ if ( !( contents & CONTENTS_WATER ) ) {
+ VectorSet( up, 0, 0, 8 );
+ CG_SmokePuff( v, up, 32, 1, 1, 1, 0.33f, 900, cg.time, 0, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader );
+ }
+ }
+ CG_ShotgunPattern( es->pos.trBase, es->origin2, es->eventParm, es->otherEntityNum );
+}
+
+/*
+============================================================================
+
+BULLETS
+
+============================================================================
+*/
+
+
+/*
+===============
+CG_Tracer
+===============
+*/
+void CG_Tracer( vec3_t source, vec3_t dest ) {
+ vec3_t forward, right;
+ polyVert_t verts[4];
+ vec3_t line;
+ float len, begin, end;
+ vec3_t start, finish;
+ vec3_t midpoint;
+
+ // tracer
+ VectorSubtract( dest, source, forward );
+ len = VectorNormalize( forward );
+
+ // start at least a little ways from the muzzle
+ if ( len < 100 ) {
+ return;
+ }
+ begin = 50 + random() * (len - 60);
+ end = begin + cg_tracerLength.value;
+ if ( end > len ) {
+ end = len;
+ }
+ VectorMA( source, begin, forward, start );
+ VectorMA( source, end, forward, finish );
+
+ line[0] = DotProduct( forward, cg.refdef.viewaxis[1] );
+ line[1] = DotProduct( forward, cg.refdef.viewaxis[2] );
+
+ VectorScale( cg.refdef.viewaxis[1], line[1], right );
+ VectorMA( right, -line[0], cg.refdef.viewaxis[2], right );
+ VectorNormalize( right );
+
+ VectorMA( finish, cg_tracerWidth.value, right, verts[0].xyz );
+ verts[0].st[0] = 0;
+ verts[0].st[1] = 1;
+ verts[0].modulate[0] = 255;
+ verts[0].modulate[1] = 255;
+ verts[0].modulate[2] = 255;
+ verts[0].modulate[3] = 255;
+
+ VectorMA( finish, -cg_tracerWidth.value, right, verts[1].xyz );
+ verts[1].st[0] = 1;
+ verts[1].st[1] = 0;
+ verts[1].modulate[0] = 255;
+ verts[1].modulate[1] = 255;
+ verts[1].modulate[2] = 255;
+ verts[1].modulate[3] = 255;
+
+ VectorMA( start, -cg_tracerWidth.value, right, verts[2].xyz );
+ verts[2].st[0] = 1;
+ verts[2].st[1] = 1;
+ verts[2].modulate[0] = 255;
+ verts[2].modulate[1] = 255;
+ verts[2].modulate[2] = 255;
+ verts[2].modulate[3] = 255;
+
+ VectorMA( start, cg_tracerWidth.value, right, verts[3].xyz );
+ verts[3].st[0] = 0;
+ verts[3].st[1] = 0;
+ verts[3].modulate[0] = 255;
+ verts[3].modulate[1] = 255;
+ verts[3].modulate[2] = 255;
+ verts[3].modulate[3] = 255;
+
+ trap_R_AddPolyToScene( cgs.media.tracerShader, 4, verts );
+
+ midpoint[0] = ( start[0] + finish[0] ) * 0.5;
+ midpoint[1] = ( start[1] + finish[1] ) * 0.5;
+ midpoint[2] = ( start[2] + finish[2] ) * 0.5;
+
+ // add the tracer sound
+ trap_S_StartSound( midpoint, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.tracerSound );
+
+}
+
+
+/*
+======================
+CG_CalcMuzzlePoint
+======================
+*/
+static qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle ) {
+ vec3_t forward;
+ centity_t *cent;
+ int anim;
+
+ if ( entityNum == cg.snap->ps.clientNum ) {
+ VectorCopy( cg.snap->ps.origin, muzzle );
+ muzzle[2] += cg.snap->ps.viewheight;
+ AngleVectors( cg.snap->ps.viewangles, forward, NULL, NULL );
+ VectorMA( muzzle, 14, forward, muzzle );
+ return qtrue;
+ }
+
+ cent = &cg_entities[entityNum];
+ if ( !cent->currentValid ) {
+ return qfalse;
+ }
+
+ VectorCopy( cent->currentState.pos.trBase, muzzle );
+
+ AngleVectors( cent->currentState.apos.trBase, forward, NULL, NULL );
+ anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
+ if ( anim == LEGS_WALKCR || anim == LEGS_IDLECR ) {
+ muzzle[2] += CROUCH_VIEWHEIGHT;
+ } else {
+ muzzle[2] += DEFAULT_VIEWHEIGHT;
+ }
+
+ VectorMA( muzzle, 14, forward, muzzle );
+
+ return qtrue;
+
+}
+
+/*
+======================
+CG_Bullet
+
+Renders bullet effects.
+======================
+*/
+void CG_Bullet( vec3_t end, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ) {
+ trace_t trace;
+ int sourceContentType, destContentType;
+ vec3_t start;
+
+ // if the shooter is currently valid, calc a source point and possibly
+ // do trail effects
+ if ( sourceEntityNum >= 0 && cg_tracerChance.value > 0 ) {
+ if ( CG_CalcMuzzlePoint( sourceEntityNum, start ) ) {
+ sourceContentType = trap_CM_PointContents( start, 0 );
+ destContentType = trap_CM_PointContents( end, 0 );
+
+ // do a complete bubble trail if necessary
+ if ( ( sourceContentType == destContentType ) && ( sourceContentType & CONTENTS_WATER ) ) {
+ CG_BubbleTrail( start, end, 32 );
+ }
+ // bubble trail from water into air
+ else if ( ( sourceContentType & CONTENTS_WATER ) ) {
+ trap_CM_BoxTrace( &trace, end, start, NULL, NULL, 0, CONTENTS_WATER );
+ CG_BubbleTrail( start, trace.endpos, 32 );
+ }
+ // bubble trail from air into water
+ else if ( ( destContentType & CONTENTS_WATER ) ) {
+ trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, CONTENTS_WATER );
+ CG_BubbleTrail( trace.endpos, end, 32 );
+ }
+
+ // draw a tracer
+ if ( random() < cg_tracerChance.value ) {
+ CG_Tracer( start, end );
+ }
+ }
+ }
+
+ // impact splash and mark
+ if ( flesh ) {
+ CG_Bleed( end, fleshEntityNum );
+ } else {
+ CG_MissileHitWall( WP_MACHINEGUN, 0, end, normal, IMPACTSOUND_DEFAULT );
+ }
+
+}
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