VERY experimental change to handle electro lg beam in csqc
authorRudolf Polzer <divverent@alientrap.org>
Mon, 19 Jul 2010 10:04:56 +0000 (12:04 +0200)
committerRudolf Polzer <divverent@alientrap.org>
Mon, 19 Jul 2010 10:04:56 +0000 (12:04 +0200)
qcsrc/client/Defs.qc
qcsrc/client/Main.qc
qcsrc/client/hook.qc
qcsrc/common/constants.qh
qcsrc/server/cl_client.qc
qcsrc/server/cl_weaponsystem.qc
qcsrc/server/g_hook.qc
qcsrc/server/g_world.qc
qcsrc/server/progs.src
qcsrc/server/w_electro.qc

index 80bd84a..7a0881a 100644 (file)
@@ -233,6 +233,7 @@ float announcer_5min;
 float tempdb;
 float ClientProgsDB;
 vector hook_shotorigin;
+vector electro_shotorigin;
 
 #ifdef BLURTEST
 float blurtest_time0, blurtest_time1, blurtest_radius, blurtest_power;
index de5aad9..3c42098 100644 (file)
@@ -1025,6 +1025,9 @@ void Ent_Init()
        hook_shotorigin_x = ReadCoord();
        hook_shotorigin_y = ReadCoord();
        hook_shotorigin_z = ReadCoord();
+       electro_shotorigin_x = ReadCoord();
+       electro_shotorigin_y = ReadCoord();
+       electro_shotorigin_z = ReadCoord();
 
        if(forcefog)
                strunzone(forcefog);
@@ -1290,7 +1293,7 @@ float CSQC_Parse_TempEntity()
                        Net_ReadRace();
                        bHandled = true;
                        break;
-               case 13: // TE_BEAM
+               case TE_CSQC_BEAM:
                        Net_GrapplingHook();
                        bHandled = true;
                        break;
index dbd8ab2..e30b7d9 100644 (file)
@@ -1,6 +1,11 @@
 .vector HookStart;
 .vector HookEnd;
 .float HookKillTime;
+.vector LGBeamStart;
+.vector LGBeamEnd;
+.float LGBeamKillTime;
+.float LGBeamSound;
+.float LGBeamSilent;
 
 void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float alpha, float drawflag)
 {
@@ -51,55 +56,91 @@ void Draw_GrapplingHook()
        vector rgb;
        float t;
 
-       if(time >= self.HookKillTime)
-               return;
-       if(self.sv_entnum == player_localentnum - 1)
-               a = view_origin + view_forward * hook_shotorigin_x + view_right * hook_shotorigin_y + view_up * hook_shotorigin_z;
-       else
-               a = self.HookStart;
-       b = self.HookEnd;
-
-       t = GetPlayerColorForce(self.sv_entnum);
-
-       if(t == COLOR_TEAM1)
-       {
-               tex = "particles/hook_red";
-               rgb = '1 .3 .3';
-       }
-       else if(t == COLOR_TEAM2)
+       if(time < self.HookKillTime)
        {
-               tex = "particles/hook_blue";
-               rgb = '.3 .3 1';
+               if(self.sv_entnum == player_localentnum - 1)
+                       a = view_origin + view_forward * hook_shotorigin_x + view_right * hook_shotorigin_y + view_up * hook_shotorigin_z;
+               else
+                       a = self.HookStart;
+               b = self.HookEnd;
+
+               t = GetPlayerColorForce(self.sv_entnum);
+
+               if(t == COLOR_TEAM1)
+               {
+                       tex = "particles/hook_red";
+                       rgb = '1 .3 .3';
+               }
+               else if(t == COLOR_TEAM2)
+               {
+                       tex = "particles/hook_blue";
+                       rgb = '.3 .3 1';
+               }
+               else if(t == COLOR_TEAM3)
+               {
+                       tex = "particles/hook_yellow";
+                       rgb = '1 1 .3';
+               }
+               else if(t == COLOR_TEAM4)
+               {
+                       tex = "particles/hook_pink";
+                       rgb = '1 .3 1';
+               }
+               else
+               {
+                       tex = "particles/hook_green";
+                       rgb = '.3 1 .3';
+               }
+
+               Draw_GrapplingHook_trace_callback_tex = tex;
+               Draw_GrapplingHook_trace_callback_rnd = random();
+               WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, MOVE_NOMONSTERS, world, world, Draw_GrapplingHook_trace_callback);
+               Draw_GrapplingHook_trace_callback_tex = string_null;
        }
-       else if(t == COLOR_TEAM3)
+
+       if(time < self.LGBeamKillTime)
        {
-               tex = "particles/hook_yellow";
-               rgb = '1 1 .3';
+               if(self.sv_entnum == player_localentnum - 1)
+                       a = view_origin + view_forward * electro_shotorigin_x + view_right * electro_shotorigin_y + view_up * electro_shotorigin_z;
+               else
+                       a = self.LGBeamStart;
+               b = self.LGBeamEnd;
+
+               tex = "particles/lgbeam";
+               rgb = '1 1 1';
+
+               Draw_GrapplingHook_trace_callback_tex = tex;
+               Draw_GrapplingHook_trace_callback_rnd = random();
+               WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, MOVE_NOMONSTERS, world, world, Draw_GrapplingHook_trace_callback);
+               Draw_GrapplingHook_trace_callback_tex = string_null;
        }
-       else if(t == COLOR_TEAM4)
+
+       if(time < self.LGBeamKillTime && !self.LGBeamSilent)
        {
-               tex = "particles/hook_pink";
-               rgb = '1 .3 1';
+               if(!self.LGBeamSound)
+               {
+                       sound (self, CHAN_PROJECTILE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTN_NORM);
+                       self.LGBeamSound = 1;
+               }
        }
        else
        {
-               tex = "particles/hook_green";
-               rgb = '.3 1 .3';
+               if(self.LGBeamSound)
+               {
+                       sound (self, CHAN_PROJECTILE, "misc/null.wav", VOL_BASE, ATTN_NORM);
+                       self.LGBeamSound = 0;
+               }
        }
-
-       Draw_GrapplingHook_trace_callback_tex = tex;
-       Draw_GrapplingHook_trace_callback_rnd = random();
-       WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, MOVE_NOMONSTERS, world, world, Draw_GrapplingHook_trace_callback);
-       Draw_GrapplingHook_trace_callback_tex = string_null;
 }
 
 void Net_GrapplingHook()
 {
-       float i;
+       float i, t;
        vector start, end;
        entity p;
 
-       i = ReadShort();
+       i = ReadByte();
+       t = ReadByte();
        end_x = ReadCoord();
        end_y = ReadCoord();
        end_z = ReadCoord();
@@ -115,8 +156,27 @@ void Net_GrapplingHook()
        if(!p)
                return;
 
-       p.HookKillTime = time + 0.1;
-       p.HookStart = start;
-       p.HookEnd = end;
-       p.draw = Draw_GrapplingHook;
+       switch(t)
+       {
+               case 0: // hook beam
+                       p.HookKillTime = time + 0.1;
+                       p.HookStart = start;
+                       p.HookEnd = end;
+                       p.draw = Draw_GrapplingHook;
+                       break;
+               case 1: // electro lgbeam
+                       p.LGBeamKillTime = time + 0.1;
+                       p.LGBeamStart = start;
+                       p.LGBeamEnd = end;
+                       p.LGBeamSilent = 0;
+                       p.draw = Draw_GrapplingHook;
+                       break;
+               case 2: // silent electro lgbeam
+                       p.LGBeamKillTime = time + 0.1;
+                       p.LGBeamStart = start;
+                       p.LGBeamEnd = end;
+                       p.LGBeamSilent = 1;
+                       p.draw = Draw_GrapplingHook;
+                       break;
+       }
 }
index 775628e..5e96ce3 100644 (file)
@@ -59,6 +59,7 @@ const float TE_CSQC_ANNOUNCE = 110;
 const float TE_CSQC_TARGET_MUSIC = 111;
 const float TE_CSQC_NOTIFY = 112;
 const float TE_CSQC_WEAPONCOMPLAIN = 113;
+const float TE_CSQC_BEAM = 114;
 
 const float RACE_NET_CHECKPOINT_HIT_QUALIFYING = 0; // byte checkpoint, short time, short recordtime, string recordholder
 const float RACE_NET_CHECKPOINT_CLEAR = 1;
index 08c53c1..339b236 100644 (file)
@@ -1066,6 +1066,9 @@ float ClientInit_SendEntity(entity to, float sf)
        WriteCoord(MSG_ENTITY, hook_shotorigin_x);
        WriteCoord(MSG_ENTITY, hook_shotorigin_y);
        WriteCoord(MSG_ENTITY, hook_shotorigin_z);
+       WriteCoord(MSG_ENTITY, electro_shotorigin_x);
+       WriteCoord(MSG_ENTITY, electro_shotorigin_y);
+       WriteCoord(MSG_ENTITY, electro_shotorigin_z);
        if(sv_foginterval && world.fog != "")
                WriteString(MSG_ENTITY, world.fog);
        else
index d362a8b..f48f75c 100644 (file)
@@ -391,228 +391,258 @@ vector weapon_adjust = '10 0 -15';
  *    g_tuba.md3 - pickup model
  */
 
-void CL_Weaponentity_Think()
+// writes:
+//   self.origin, self.angles
+//   self.weaponentity
+//   self.movedir, self.view_ofs
+//   attachment stuff
+//   anim stuff
+// to free:
+//   call again with ""
+//   remove the ent
+void CL_WeaponEntity_SetModel(string name)
 {
-       float tb, v_shot_idx;
-       self.nextthink = time;
-       if (intermission_running)
-               self.frame = self.anim_idle_x;
-       if (self.owner.weaponentity != self)
-       {
-               if (self.weaponentity)
-                       remove(self.weaponentity);
-               remove(self);
-               return;
-       }
-       if (self.owner.deadflag != DEAD_NO)
+       string animfilename;
+       float animfile;
+       float v_shot_idx;
+       if (name != "")
        {
-               self.model = "";
+               // if there is a child entity, hide it until we're sure we use it
                if (self.weaponentity)
                        self.weaponentity.model = "";
-               return;
-       }
-       if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
-       {
-               self.cnt = self.owner.weapon;
-               self.dmg = self.owner.modelindex;
-               self.deadflag = self.owner.deadflag;
+               setmodel(self, strcat("models/weapons/v_", name, ".md3")); // precision set below
+               v_shot_idx = gettagindex(self, "shot"); // used later
+               if(!v_shot_idx)
+                       v_shot_idx = gettagindex(self, "tag_shot");
 
-               string animfilename;
-               float animfile;
-               if (self.owner.weaponname != "")
+               if(qcweaponanimation)
                {
-                       // if there is a child entity, hide it until we're sure we use it
-                       if (self.weaponentity)
-                               self.weaponentity.model = "";
-                       setmodel(self, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision set below
-                       v_shot_idx = gettagindex(self, "shot"); // used later
-                       if(!v_shot_idx)
-                               v_shot_idx = gettagindex(self, "tag_shot");
+                       self.angles = '0 0 0';
+                       makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
+                       self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
+                       self.movedir_x += 32;
+                       self.spawnorigin = self.movedir;
+                       // oldorigin - not calculated here
+               }
+               else
+               {
+                       setmodel(self, strcat("models/weapons/h_", name, ".iqm")); // precision set below
+                       animfilename = strcat("models/weapons/h_", name, ".iqm.animinfo");
+                       animfile = fopen(animfilename, FILE_READ);
+                       // preset some defaults that work great for renamed zym files (which don't need an animinfo)
+                       self.anim_fire1  = '0 1 0.01';
+                       self.anim_fire2  = '1 1 0.01';
+                       self.anim_idle   = '2 1 0.01';
+                       self.anim_reload = '3 1 0.01';
+                       if (animfile >= 0)
+                       {
+                               animparseerror = FALSE;
+                               self.anim_fire1  = animparseline(animfile);
+                               self.anim_fire2  = animparseline(animfile);
+                               self.anim_idle   = animparseline(animfile);
+                               self.anim_reload = animparseline(animfile);
+                               fclose(animfile);
+                               if (animparseerror)
+                                       print("Parse error in ", animfilename, ", some player animations are broken\n");
+                       }
 
-                       if(qcweaponanimation)
+                       // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
+                       // if we don't, this is a "real" animated model
+                       if(gettagindex(self, "weapon"))
+                       {
+                               if (!self.weaponentity)
+                                       self.weaponentity = spawn();
+                               setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
+                               setattachment(self.weaponentity, self, "weapon");
+                       }
+                       else if(gettagindex(self, "tag_weapon"))
                        {
-                               self.angles = '0 0 0';
-                               makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
-                               self.movedir = weapon_offset_x * v_forward - weapon_offset_y * v_right + weapon_offset_z * v_up + weapon_adjust;
-                               self.movedir_x += 32;
-                               self.spawnorigin = self.movedir;
-                               // oldorigin - not calculated here
+                               if (!self.weaponentity)
+                                       self.weaponentity = spawn();
+                               setmodel(self.weaponentity, strcat("models/weapons/v_", name, ".md3")); // precision does not matter
+                               setattachment(self.weaponentity, self, "tag_weapon");
                        }
                        else
                        {
-                               setmodel(self, strcat("models/weapons/h_", self.owner.weaponname, ".iqm")); // precision set below
-                               animfilename = strcat("models/weapons/h_", self.owner.weaponname, ".iqm.animinfo");
-                               animfile = fopen(animfilename, FILE_READ);
-                               // preset some defaults that work great for renamed zym files (which don't need an animinfo)
-                               self.anim_fire1  = '0 1 0.01';
-                               self.anim_fire2  = '1 1 0.01';
-                               self.anim_idle   = '2 1 0.01';
-                               self.anim_reload = '3 1 0.01';
-                               if (animfile >= 0)
-                               {
-                                       animparseerror = FALSE;
-                                       self.anim_fire1  = animparseline(animfile);
-                                       self.anim_fire2  = animparseline(animfile);
-                                       self.anim_idle   = animparseline(animfile);
-                                       self.anim_reload = animparseline(animfile);
-                                       fclose(animfile);
-                                       if (animparseerror)
-                                               print("Parse error in ", animfilename, ", some player animations are broken\n");
-                               }
-
-                               // if we have a "weapon" tag, let's attach the v_ model to it ("invisible hand" style model)
-                               // if we don't, this is a "real" animated model
-                               if(gettagindex(self, "weapon"))
-                               {
-                                       if (!self.weaponentity)
-                                               self.weaponentity = spawn();
-                                       setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
-                                       setattachment(self.weaponentity, self, "weapon");
-                               }
-                               else if(gettagindex(self, "tag_weapon"))
-                               {
-                                       if (!self.weaponentity)
-                                               self.weaponentity = spawn();
-                                       setmodel(self.weaponentity, strcat("models/weapons/v_", self.owner.weaponname, ".md3")); // precision does not matter
-                                       setattachment(self.weaponentity, self, "tag_weapon");
-                               }
-                               else
-                               {
-                                       if(self.weaponentity)
-                                               remove(self.weaponentity);
-                                       self.weaponentity = world;
-                               }
+                               if(self.weaponentity)
+                                       remove(self.weaponentity);
+                               self.weaponentity = world;
+                       }
 
-                               setorigin(self,'0 0 0');
-                               self.angles = '0 0 0';
-                               self.frame = 0;
-                               self.viewmodelforclient = world;
+                       setorigin(self,'0 0 0');
+                       self.angles = '0 0 0';
+                       self.frame = 0;
+                       self.viewmodelforclient = world;
 
-                               float idx;
+                       float idx;
 
-                               if(v_shot_idx) // v_ model attached to invisible h_ model
+                       if(v_shot_idx) // v_ model attached to invisible h_ model
+                       {
+                               self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
+                       }
+                       else
+                       {
+                               idx = gettagindex(self, "shot");
+                               if(!idx)
+                                       idx = gettagindex(self, "tag_shot");
+                               if(idx)
+                                       self.movedir = gettaginfo(self, idx);
+                               else
                                {
-                                       self.movedir = gettaginfo(self.weaponentity, v_shot_idx);
+                                       print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
+                                       self.movedir = '0 0 0';
                                }
+                       }
+
+                       if(self.weaponentity) // v_ model attached to invisible h_ model
+                       {
+                               idx = gettagindex(self.weaponentity, "shell");
+                               if(!idx)
+                                       idx = gettagindex(self.weaponentity, "tag_shell");
+                               if(idx)
+                                       self.spawnorigin = gettaginfo(self.weaponentity, idx);
+                       }
+                       else
+                               idx = 0;
+                       if(!idx)
+                       {
+                               idx = gettagindex(self, "shell");
+                               if(!idx)
+                                       idx = gettagindex(self, "tag_shell");
+                               if(idx)
+                                       self.spawnorigin = gettaginfo(self, idx);
                                else
                                {
-                                       idx = gettagindex(self, "shot");
-                                       if(!idx)
-                                               idx = gettagindex(self, "tag_shot");
-                                       if(idx)
-                                               self.movedir = gettaginfo(self, idx);
-                                       else
-                                       {
-                                               print("WARNING: weapon model ", self.model, " does not support the 'shot' tag, will display shots TOTALLY wrong\n");
-                                               self.movedir = '0 0 0';
-                                       }
+                                       print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
+                                       self.spawnorigin = self.movedir;
                                }
+                       }
 
-                               if(self.weaponentity) // v_ model attached to invisible h_ model
+                       if(v_shot_idx)
+                       {
+                               self.oldorigin = '0 0 0'; // use regular attachment
+                       }
+                       else
+                       {
+                               if(self.weaponentity)
                                {
-                                       idx = gettagindex(self.weaponentity, "shell");
+                                       idx = gettagindex(self, "weapon");
                                        if(!idx)
-                                               idx = gettagindex(self.weaponentity, "tag_shell");
-                                       if(idx)
-                                               self.spawnorigin = gettaginfo(self.weaponentity, idx);
+                                               idx = gettagindex(self, "tag_weapon");
                                }
                                else
-                                       idx = 0;
-                               if(!idx)
                                {
-                                       idx = gettagindex(self, "shell");
+                                       idx = gettagindex(self, "handle");
                                        if(!idx)
-                                               idx = gettagindex(self, "tag_shell");
-                                       if(idx)
-                                               self.spawnorigin = gettaginfo(self, idx);
-                                       else
-                                       {
-                                               print("WARNING: weapon model ", self.model, " does not support the 'shell' tag, will display casings wrong\n");
-                                               self.spawnorigin = self.movedir;
-                                       }
+                                               idx = gettagindex(self, "tag_handle");
                                }
-
-                               if(v_shot_idx)
+                               if(idx)
                                {
-                                       self.oldorigin = '0 0 0'; // use regular attachment
+                                       self.oldorigin = self.movedir - gettaginfo(self, idx);
                                }
                                else
                                {
-                                       if(self.weaponentity)
-                                       {
-                                               idx = gettagindex(self, "weapon");
-                                               if(!idx)
-                                                       idx = gettagindex(self, "tag_weapon");
-                                       }
-                                       else
-                                       {
-                                               idx = gettagindex(self, "handle");
-                                               if(!idx)
-                                                       idx = gettagindex(self, "tag_handle");
-                                       }
-                                       if(idx)
-                                       {
-                                               self.oldorigin = self.movedir - gettaginfo(self, idx);
-                                       }
-                                       else
-                                       {
-                                               print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
-                                               self.oldorigin = '0 0 0'; // there is no way to recover from this
-                                       }
+                                       print("WARNING: weapon model ", self.model, " does not support the 'handle' tag and neither does the v_ model support the 'shot' tag, will display muzzle flashes TOTALLY wrong\n");
+                                       self.oldorigin = '0 0 0'; // there is no way to recover from this
                                }
-
-                               self.viewmodelforclient = self.owner;
                        }
+
+                       self.viewmodelforclient = self.owner;
                }
-               else
-               {
-                       self.model = "";
-                       if(self.weaponentity)
-                               remove(self.weaponentity);
-                       self.weaponentity = world;
-                       self.movedir = '0 0 0';
-                       self.spawnorigin = '0 0 0';
-                       self.oldorigin = '0 0 0';
-                       self.anim_fire1  = '0 1 0.01';
-                       self.anim_fire2  = '0 1 0.01';
-                       self.anim_idle   = '0 1 0.01';
-                       self.anim_reload = '0 1 0.01';
-               }
+       }
+       else
+       {
+               self.model = "";
+               if(self.weaponentity)
+                       remove(self.weaponentity);
+               self.weaponentity = world;
+               self.movedir = '0 0 0';
+               self.spawnorigin = '0 0 0';
+               self.oldorigin = '0 0 0';
+               self.anim_fire1  = '0 1 0.01';
+               self.anim_fire2  = '0 1 0.01';
+               self.anim_idle   = '0 1 0.01';
+               self.anim_reload = '0 1 0.01';
+       }
 
-               self.view_ofs = '0 0 0';
+       self.view_ofs = '0 0 0';
 
-               if(self.movedir_x >= 0)
-               {
-                       vector v0;
-                       v0 = self.movedir;
-                       self.movedir = shotorg_adjust(v0, FALSE, FALSE);
-                       self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
-               }
-               self.owner.stat_shotorg = compressShotOrigin(self.movedir);
-               self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
+       if(self.movedir_x >= 0)
+       {
+               vector v0;
+               v0 = self.movedir;
+               self.movedir = shotorg_adjust(v0, FALSE, FALSE);
+               self.view_ofs = shotorg_adjust(v0, FALSE, TRUE) - v0;
+       }
+       self.owner.stat_shotorg = compressShotOrigin(self.movedir);
+       self.movedir = decompressShotOrigin(self.owner.stat_shotorg); // make them match perfectly
 
-               self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
+       self.spawnorigin += self.view_ofs; // offset the casings origin by the same amount
 
-               // check if an instant weapon switch occurred
-               if (qcweaponanimation)
+       // check if an instant weapon switch occurred
+       if (qcweaponanimation)
+       {
+               if (self.state == WS_READY)
                {
-                       if (self.state == WS_READY)
-                       {
-                               self.angles = '0 0 0';
-                               makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
-                               setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
-                       }
+                       self.angles = '0 0 0';
+                       makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0' + self.angles_z * '0 0 1');
+                       setorigin(self, QCWEAPONANIMATION_ORIGIN(self));
                }
-               else
-                       setorigin(self, self.view_ofs);
-               // reset animstate now
-               self.wframe = WFRAME_IDLE;
-               self.weapon_morph0time = 0;
-               self.weapon_morph1time = 0;
-               self.weapon_morph2time = 0;
-               self.weapon_morph3time = 0;
-               self.weapon_morph4time = 0;
-               setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
+       }
+       else
+               setorigin(self, self.view_ofs);
+       // reset animstate now
+       self.wframe = WFRAME_IDLE;
+       self.weapon_morph0time = 0;
+       self.weapon_morph1time = 0;
+       self.weapon_morph2time = 0;
+       self.weapon_morph3time = 0;
+       self.weapon_morph4time = 0;
+       setanim(self, self.anim_idle, TRUE, FALSE, TRUE);
+}
+
+vector CL_Weapon_GetShotOrg(float wpn)
+{
+       entity wi, oldself;
+       vector ret;
+       wi = get_weaponinfo(wpn);
+       oldself = self;
+       self = spawn();
+       CL_WeaponEntity_SetModel(wi.mdl);
+       ret = self.movedir;
+       CL_WeaponEntity_SetModel("");
+       remove(self);
+       self = oldself;
+       return ret;
+}
+
+void CL_Weaponentity_Think()
+{
+       float tb;
+       self.nextthink = time;
+       if (intermission_running)
+               self.frame = self.anim_idle_x;
+       if (self.owner.weaponentity != self)
+       {
+               if (self.weaponentity)
+                       remove(self.weaponentity);
+               remove(self);
+               return;
+       }
+       if (self.owner.deadflag != DEAD_NO)
+       {
+               self.model = "";
+               if (self.weaponentity)
+                       self.weaponentity.model = "";
+               return;
+       }
+       if (self.cnt != self.owner.weapon || self.dmg != self.owner.modelindex || self.deadflag != self.owner.deadflag)
+       {
+               self.cnt = self.owner.weapon;
+               self.dmg = self.owner.modelindex;
+               self.deadflag = self.owner.deadflag;
+
+               CL_WeaponEntity_SetModel(self.owner.weaponname);
        }
 
        tb = (self.effects & (EF_TELEPORT_BIT | EF_RESTARTANIM_BIT));
index a88fae9..2bc542e 100644 (file)
@@ -235,7 +235,19 @@ void GrapplingHookThink()
        }
 
        makevectors(self.angles_x * '-1 0 0' + self.angles_y * '0 1 0');
-       te_beam(self.owner, WarpZone_RefSys_TransformOrigin(self, self.owner, self.origin) + v_forward * (-9), org);
+       myorg = WarpZone_RefSys_TransformOrigin(self, self.owner, self.origin) + v_forward * (-9);
+
+       // TODO turn into a csqc entity
+       WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
+       WriteByte(MSG_BROADCAST, TE_CSQC_BEAM);
+       WriteByte(MSG_BROADCAST, num_for_edict(self.owner));
+       WriteByte(MSG_BROADCAST, 0);
+       WriteCoord(MSG_BROADCAST, myorg_x);
+       WriteCoord(MSG_BROADCAST, myorg_y);
+       WriteCoord(MSG_BROADCAST, myorg_z);
+       WriteCoord(MSG_BROADCAST, org_x);
+       WriteCoord(MSG_BROADCAST, org_y);
+       WriteCoord(MSG_BROADCAST, org_z);
 }
 
 void GrapplingHookTouch (void)
@@ -436,7 +448,10 @@ void GrappleHookInit()
        if(g_grappling_hook)
                hook_shotorigin = '8 -8 -12';
        else
-               hook_shotorigin = shotorg_adjust('26.2148 9.2059 -15.9772', TRUE, FALSE);
+       {
+               weapon_action(WEP_HOOK, WR_PRECACHE);
+               hook_shotorigin = shotorg_adjust(CL_Weapon_GetShotOrg(WEP_HOOK), TRUE, FALSE);
+       }
 }
 
 void SetGrappleHookBindings()
index a516570..020c24b 100644 (file)
@@ -512,6 +512,7 @@ void spawnfunc_worldspawn (void)
        InitGameplayMode();
        readlevelcvars();
        GrappleHookInit();
+       ElectroInit();
 
        player_count = 0;
        bot_waypoints_for_items = cvar("g_waypoints_for_items");
index c174177..929b0df 100644 (file)
@@ -43,6 +43,7 @@ cheats.qh
 portals.qh
 
 g_hook.qh
+w_electro.qh
 
 scores.qh
 
index 62ae008..f44c0ba 100644 (file)
@@ -188,7 +188,7 @@ void W_Electro_Attack2()
 .float nextdamagethink;
 void lgbeam_think()
 {
-       if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.lgbeam || self.owner.BUTTON_ATCK == 0 || self.owner.deadflag != DEAD_NO)
+       if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.lgbeam || self.owner.deadflag != DEAD_NO || !self.owner.BUTTON_ATCK)
        {
                remove(self);
                return;
@@ -200,60 +200,42 @@ void lgbeam_think()
        vector angle;
        angle = v_forward;
 
-       vector force;
-       force = angle * cvar("g_balance_electro_primary_force");
-
        traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
 
-       self.scale = vlen(self.owner.origin - trace_endpos) / 256 * (0.75 + 0.75 * random());
-}
+       if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
+               self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * frametime);
 
-// execute each frame to update the beam visuals, but only apply damage at intervals of "refire" to prevent massive hitsound spam
-void exteriorlgbeam_think()
-{
-       if (self.owner.weaponentity.state != WS_INUSE || (self.owner.ammo_cells <= 0 && !(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)) || self != self.owner.exteriorlgbeam || self.owner.BUTTON_ATCK == 0 || self.owner.deadflag != DEAD_NO)
+       // apply the damage
+       if(trace_fraction < 1)
        {
-               sound (self, CHAN_PROJECTILE, "sound/misc/null.wav", VOL_BASE, ATTN_NORM);
-               remove(self);
-               return;
+               vector force;
+               force = angle * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
+               Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * frametime, WEP_ELECTRO, trace_endpos, force * frametime);
+               W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
        }
 
-       if (time - self.shot_spread + random() * 0.2 > 0)
-       {
-               self.shot_spread = time + 2;
-               sound (self, CHAN_PROJECTILE, "turrets/phaser.wav", VOL_BASE, ATTN_NORM);
-       }
-
-       self.nextthink = time;
-
-       makevectors(self.owner.v_angle);
-       vector angle;
-       angle = v_forward;
-
-       traceline_antilag(self.owner, self.owner.origin + self.owner.view_ofs, self.owner.origin + self.owner.view_ofs + angle * cvar("g_balance_electro_primary_range"), FALSE, self.owner, ANTILAG_LATENCY(self.owner));
-
-       if(self.nextdamagethink <= time)
+       // draw effect
+       vector vecs, org;
+       if(self.owner.weaponentity.movedir_x > 0)
        {
-               if not(self.owner.items & IT_UNLIMITED_WEAPON_AMMO)
-                       self.owner.ammo_cells = max(0, self.owner.ammo_cells - cvar("g_balance_electro_primary_ammo") * cvar("g_balance_electro_primary_refire"));
-
-               // apply the damage
-               if(trace_fraction < 1)
-               {
-                       vector force;
-                       force = angle * cvar("g_balance_electro_primary_force") + '0 0 1' * cvar("g_balance_electro_primary_force_up");
-                       Damage (trace_ent, self.owner, self.owner, cvar("g_balance_electro_primary_damage") * cvar("g_balance_electro_primary_refire"), WEP_ELECTRO, trace_endpos, force * cvar("g_balance_electro_primary_refire"));
-                       W_Plasma_TriggerCombo(trace_endpos, cvar("g_balance_electro_primary_comboradius"), self.owner);
-               }
-               self.nextdamagethink = time + cvar("g_balance_electro_primary_refire");
+               vecs = self.owner.weaponentity.movedir;
+               vecs_y = -vecs_y;
        }
-
-       self.angles = '0 0 0';
-       self.scale = vlen(gettaginfo(self, 0) - trace_endpos) / 256 * (0.75 + 0.75 * random());
-
-       // v_forward, v_right, v_up now are the ACTUAL directions
-       // express self.angles in terms of them to aim at target!
-       self.angles = vectoangles('1 0 0' * (angle * v_forward) + '0 -1 0' * (angle * v_right) + '0 0 1' * (angle * v_up));
+       else
+               vecs = '0 0 0';
+       org = self.owner.origin + self.owner.view_ofs + v_forward * vecs_x + v_right * vecs_y + v_up * vecs_z;
+       
+       // TODO turn into a csqc entity
+       WriteByte(MSG_BROADCAST, SVC_TEMPENTITY);
+       WriteByte(MSG_BROADCAST, TE_CSQC_BEAM);
+       WriteByte(MSG_BROADCAST, num_for_edict(self.owner));
+       WriteByte(MSG_BROADCAST, sound_allowed(MSG_BROADCAST, self.owner) ? 1 : 2);
+       WriteCoord(MSG_BROADCAST, org_x);
+       WriteCoord(MSG_BROADCAST, org_y);
+       WriteCoord(MSG_BROADCAST, org_z);
+       WriteCoord(MSG_BROADCAST, trace_endpos_x);
+       WriteCoord(MSG_BROADCAST, trace_endpos_y);
+       WriteCoord(MSG_BROADCAST, trace_endpos_z);
 }
 
 // experimental lightning gun
@@ -268,37 +250,6 @@ void W_Electro_Attack3 (void)
        beam.think = lgbeam_think;
        beam.owner = self;
        beam.movetype = MOVETYPE_NONE;
-       if(gettagindex(self.weaponentity, "shot"))
-               setattachment(beam, self.weaponentity, "shot");
-       else
-               setattachment(beam, self.weaponentity, "tag_shot");
-
-       oldself = self;
-       self = beam;
-       self.think();
-       self = oldself;
-
-       self.exteriorlgbeam = beam = spawn();
-       setmodel(beam,"models/turrets/phaser_beam.md3");
-       beam.effects = EF_LOWPRECISION;
-       beam.solid = SOLID_NOT;
-       beam.think = exteriorlgbeam_think;
-       beam.owner = self;
-       beam.movetype = MOVETYPE_NONE;
-       //beam.viewmodelforclient = self;
-       if(self.weaponentity.oldorigin_x > 0)
-       {
-               setattachment(beam, self.exteriorweaponentity, "");
-               setorigin(beam, self.weaponentity.oldorigin);
-       }
-       else
-       {
-               if(gettagindex(self.exteriorweaponentity, "shot"))
-                       setattachment(beam, self.exteriorweaponentity, "shot");
-               else
-                       setattachment(beam, self.exteriorweaponentity, "tag_shot");
-       }
-
        beam.shot_spread = 0;
        beam.bot_dodge = TRUE;
        beam.bot_dodgerating = cvar("g_balance_electro_primary_damage");
@@ -309,6 +260,12 @@ void W_Electro_Attack3 (void)
        self = oldself;
 }
 
+void ElectroInit()
+{
+       weapon_action(WEP_ELECTRO, WR_PRECACHE);
+       electro_shotorigin = shotorg_adjust(CL_Weapon_GetShotOrg(WEP_ELECTRO), TRUE, FALSE);
+}
+
 void spawnfunc_weapon_electro (void)
 {
        weapon_defaultspawnfunc(WEP_ELECTRO);