📄 cg_weapons.c
字号:
==============
*/
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
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -