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- // Copyright (C) 2001-2002 Raven Software
- //
- // cg_ents.c -- present snapshot entities, happens every single frame
-
- #include "cg_local.h"
- #include "..\game\q_shared.h"
- #include "..\ghoul2\g2.h"
-
- /*
- ======================
- CG_SetEntitySoundPosition
-
- Also called by event processing code
- ======================
- */
- float *CG_SetEntitySoundPosition( centity_t *cent )
- {
- static vec3_t v3Return;
-
- if ( cent->currentState.solid == SOLID_BMODEL )
- {
- vec3_t origin;
- float *v;
-
- v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ];
- VectorAdd( cent->lerpOrigin, v, origin );
- trap_S_UpdateEntityPosition( cent->currentState.number, origin );
- VectorCopy(origin, v3Return);
- }
- else
- {
- trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin );
- VectorCopy(cent->lerpOrigin, v3Return);
- }
-
- return v3Return;
- }
-
- /*
- ==================
- CG_EntityEffects
-
- Add continuous entity effects, like local entity emission and lighting
- ==================
- */
- static void CG_EntityEffects( centity_t *cent )
- {
- sfxHandle_t hSFX;
- float *v3Origin;
-
- // update sound origins
- v3Origin = CG_SetEntitySoundPosition(cent);
-
- // add loop sound
- if ( cent->currentState.loopSound )
- {
- // ambient soundset string index valid?
- if (cent->currentState.eType == ET_MOVER && cent->currentState.mSoundSet)
- {
- hSFX = trap_AS_GetBModelSound( CG_ConfigString( CS_AMBIENT_SOUNDSETS + cent->currentState.mSoundSet), cent->currentState.loopSound);
-
- if (hSFX == -1)
- {
- Com_Printf("CG_EntityEffects(): Bad SFX handle -1, ambient soundset not loaded?\n");
- }
- else
- {
- trap_S_AddLoopingSound( cent->currentState.number, v3Origin/*cent->lerpOrigin*/, vec3_origin, hSFX, CHAN_AUTO );
- }
- }
- else
- {
- if (cent->currentState.eType != ET_SPEAKER)
- {
- trap_S_AddLoopingSound(
- cent->currentState.number,
- cent->lerpOrigin,
- vec3_origin,
- 0,
- cgs.gameSounds[ cent->currentState.loopSound ] );
- }
- else
- {
- trap_S_AddRealLoopingSound(
- cent->currentState.number,
- cent->lerpOrigin,
- vec3_origin,
- ((float)cent->currentState.time2) / 1000.0f,
- cgs.gameSounds[ cent->currentState.loopSound ] );
- }
- }
- }
- }
-
- /*
- ==================
- CG_SetGhoul2Info
- ==================
- */
- void CG_SetGhoul2Info( refEntity_t *ent, centity_t *cent)
- {
- ent->ghoul2 = cent->ghoul2;
- VectorCopy( cent->modelScale, ent->modelScale);
- ent->radius = cent->radius + 256;
- VectorCopy (cent->lerpAngles, ent->angles);
- }
-
- /*
- ==================
- CG_SetGhoul2Info
-
- Position an entity based on the bolt point of a ghoul2 model
- ==================
- */
- qboolean G2_PositionEntityOnBolt (
- refEntity_t *ent,
- void *ghoul2,
- int modelIndex,
- int boltIndex,
- vec3_t origin,
- vec3_t angles,
- vec3_t modelScale
- )
- {
- qboolean boltMatrixOK = qfalse;
- mdxaBone_t boltMatrix;
-
- if (boltIndex < 0)
- return boltMatrixOK;
-
- boltMatrixOK = trap_G2API_GetBoltMatrix(ghoul2, modelIndex, boltIndex, &boltMatrix,
- angles, origin, cg.time, cgs.gameModels, modelScale);
-
- if (boltMatrixOK)
- {
- // set up the axis and origin
- ent->origin[0] = boltMatrix.matrix[0][3];
- ent->origin[1] = boltMatrix.matrix[1][3];
- ent->origin[2] = boltMatrix.matrix[2][3];
-
- ent->axis[0][0] = boltMatrix.matrix[0][0];
- ent->axis[0][1] = boltMatrix.matrix[1][0];
- ent->axis[0][2] = boltMatrix.matrix[2][0];
-
- ent->axis[1][0] = boltMatrix.matrix[0][1];
- ent->axis[1][1] = boltMatrix.matrix[1][1];
- ent->axis[1][2] = boltMatrix.matrix[2][1];
-
- ent->axis[2][0] = boltMatrix.matrix[0][2];
- ent->axis[2][1] = boltMatrix.matrix[1][2];
- ent->axis[2][2] = boltMatrix.matrix[2][2];
- }
-
- return boltMatrixOK;
- }
-
- /*
- ==================
- CG_ScaleModelAxis
- ==================
- */
- void CG_ScaleModelAxis(refEntity_t *ent)
- {
- // scale the model should we need to
- if (ent->modelScale[0] && ent->modelScale[0] != 1.0f)
- {
- VectorScale( ent->axis[0], ent->modelScale[0] , ent->axis[0] );
- ent->nonNormalizedAxes = qtrue;
- }
- if (ent->modelScale[1] && ent->modelScale[1] != 1.0f)
- {
- VectorScale( ent->axis[1], ent->modelScale[1] , ent->axis[1] );
- ent->nonNormalizedAxes = qtrue;
- }
- if (ent->modelScale[2] && ent->modelScale[2] != 1.0f)
- {
- VectorScale( ent->axis[2], ent->modelScale[2] , ent->axis[2] );
- ent->nonNormalizedAxes = qtrue;
- }
- }
-
- /*
- ==================
- CG_General
- ==================
- */
- static void CG_General( centity_t *cent )
- {
- refEntity_t ent;
- entityState_t *s1;
-
- s1 = ¢->currentState;
-
- // Dont draw any player models when the round has ended
- if ( cg.snap->ps.pm_type == PM_INTERMISSION )
- {
- return;
- }
-
- // if set to invisible, skip
- if ((!s1->modelindex) && !(trap_G2_HaveWeGhoul2Models(cent->ghoul2)))
- {
- return;
- }
-
- memset (&ent, 0, sizeof(ent));
-
- // set frame
- ent.frame = s1->frame;
- ent.oldframe = ent.frame;
- ent.backlerp = 0;
-
- CG_SetGhoul2Info(&ent, cent);
-
- VectorCopy( cent->lerpOrigin, ent.origin);
- VectorCopy( cent->lerpOrigin, ent.oldorigin);
-
- ent.hModel = cgs.gameModels[s1->modelindex];
-
- // player model
- if (s1->number == cg.snap->ps.clientNum)
- {
- ent.renderfx |= RF_THIRD_PERSON; // only draw from mirrors
- }
-
- // Bodies need shadows under them
- if ( cent->currentState.eType == ET_BODY && !(cent->currentState.eFlags&EF_NOSHADOW))
- {
- CG_PlayerShadow( cent, &ent.shadowPlane );
-
- if ( cg_shadows.integer == 3 && ent.shadowPlane )
- {
- ent.renderfx |= RF_SHADOW_PLANE;
- }
- }
-
- ent.renderfx |= RF_MINLIGHT;
-
- // convert angles to axis
- AnglesToAxis( cent->lerpAngles, ent.axis );
-
- // add to refresh list
- trap_R_AddRefEntityToScene (&ent);
- }
-
- /*
- ==================
- CG_Speaker
-
- Speaker entities can automatically play sounds
- ==================
- */
- static void CG_Speaker( centity_t *cent )
- {
- if ( ! cent->currentState.clientNum )
- {
- // not auto triggering
- return;
- }
-
- if ( cg.time < cent->miscTime )
- {
- return;
- }
-
- trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.eventParm], -1, -1 );
-
- cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom();
- }
-
- /*
- ==================
- CG_Item
- ==================
- */
- static void CG_Item( centity_t *cent )
- {
- refEntity_t ent;
- entityState_t *es;
- gitem_t *item;
- int msec;
- float frac;
- weaponInfo_t *wi;
-
- es = ¢->currentState;
- if ( es->modelindex >= bg_numItems )
- {
- Com_Error( ERR_FATAL, "Bad item index %i on entity", es->modelindex );
- }
-
- // if set to invisible, skip
- if ( (!es->modelindex ) || ( es->eFlags & EF_NODRAW ) )
- {
- return;
- }
-
- if ( !cg_items[es->modelindex].registered )
- {
- CG_RegisterItemVisuals ( es->modelindex);
- }
-
- item = &bg_itemlist[ es->modelindex ];
-
- // Track gametype items for the radar
- if ( es->modelindex >= MODELINDEX_GAMETYPE_ITEM && es->modelindex <= MODELINDEX_GAMETYPE_ITEM_2 )
- {
- cg.radarEntities[cg.radarEntityCount++] = cent;
- }
-
- // Simple items draws sprites only
- if ( cg_simpleItems.integer && item->giType != IT_GAMETYPE && cg_items[es->modelindex].mSimpleIcon)
- {
- memset( &ent, 0, sizeof( ent ) );
- ent.reType = RT_SPRITE;
- VectorCopy( cent->lerpOrigin, ent.origin );
- ent.radius = 8;
- ent.customShader = cg_items[es->modelindex].mSimpleIcon;
- ent.shaderRGBA[0] = 255;
- ent.shaderRGBA[1] = 255;
- ent.shaderRGBA[2] = 255;
- ent.shaderRGBA[3] = 255;
- trap_R_AddRefEntityToScene(&ent);
- return;
- }
-
- memset (&ent, 0, sizeof(ent));
-
- if (cent->currentState.eFlags & EF_ANGLE_OVERRIDE)
- {
- AnglesToAxis ( cent->currentState.angles, ent.axis );
- }
- else
- {
- vec3_t angles;
-
- VectorCopy ( cent->currentState.angles, angles );
- if ( item->giType == IT_WEAPON )
- {
- if ( item->giTag == WP_MM1_GRENADE_LAUNCHER )
- {
- angles[ROLL] += 135;
- cent->lerpOrigin[2] += 4;
- }
- else
- {
- angles[ROLL] += 90;
- }
- }
-
- AnglesToAxis ( angles, ent.axis );
- }
-
- wi = NULL;
-
- // the weapons have their origin where they attatch to player
- // models, so we need to offset them or they will rotate
- // eccentricly
- if (!(cent->currentState.eFlags & EF_ANGLE_OVERRIDE))
- {
- if ( item->giType == IT_WEAPON )
- {
- wi = &cg_weapons[item->giTag];
- cent->lerpOrigin[0] -=
- wi->weaponMidpoint[0] * ent.axis[0][0] +
- wi->weaponMidpoint[1] * ent.axis[1][0] +
- wi->weaponMidpoint[2] * ent.axis[2][0];
- cent->lerpOrigin[1] -=
- wi->weaponMidpoint[0] * ent.axis[0][1] +
- wi->weaponMidpoint[1] * ent.axis[1][1] +
- wi->weaponMidpoint[2] * ent.axis[2][1];
- cent->lerpOrigin[2] -=
- wi->weaponMidpoint[0] * ent.axis[0][2] +
- wi->weaponMidpoint[1] * ent.axis[1][2] +
- wi->weaponMidpoint[2] * ent.axis[2][2];
- }
-
- // an extra height boost
- if ( item->giType == IT_WEAPON )
- {
- cent->lerpOrigin[2] -= 14;
- }
- else
- {
- cent->lerpOrigin[2] -= 15;
- }
- }
-
- ent.hModel = cg_items[es->modelindex].models[0];
- ent.ghoul2 = cg_items[es->modelindex].g2Models[0];
- ent.radius = cg_items[es->modelindex].radius[0];
-
- if ( ent.radius <= 0 )
- {
- ent.radius = 256;
- }
-
- VectorCopy (cent->lerpAngles, ent.angles);
- VectorCopy( cent->lerpOrigin, ent.origin);
- VectorCopy( cent->lerpOrigin, ent.oldorigin);
-
- ent.nonNormalizedAxes = qfalse;
-
- // if just respawned, slowly scale up
- msec = cg.time - cent->miscTime;
- frac = 1.0;
-
- // items without glow textures need to keep a minimum light value
- // so they are always visible
- // if ( ( item->giType == IT_WEAPON ) || ( item->giType == IT_ARMOR ) || (item->giType == IT_GAMETYPE ) ||
- // ( item->giType == IT_HEALTH) )
- {
- ent.renderfx |= RF_MINLIGHT;
- }
-
- // add to refresh list
- trap_R_AddRefEntityToScene(&ent);
- }
-
- /*
- ===============
- CG_Missile
- ===============
- */
- static void CG_Missile( centity_t *cent )
- {
- refEntity_t ent;
- entityState_t *s1;
- const weaponInfo_t *weapon;
- const attackInfo_t *attack;
-
- s1 = ¢->currentState;
- if ( s1->weapon > WP_NUM_WEAPONS )
- {
- s1->weapon = 0;
- }
- weapon = &cg_weapons[s1->weapon];
-
- // calculate the axis
- VectorCopy( s1->angles, cent->lerpAngles);
-
- if ( s1->weapon == WP_KNIFE )
- {
- cent->lerpAngles[ROLL] += (float)cg.time * 1.75f;
- }
-
- // Determine which attack to use
- if ( cent->currentState.eFlags & EF_ALT_FIRING )
- {
- attack = &weapon->attack[ATTACK_ALTERNATE];
- }
- else
- {
- attack = &weapon->attack[ATTACK_NORMAL];
- }
-
- // add trails
- if ( attack->missileTrailFunc )
- {
- if ( cg.time > cent->miscTime )
- {
- attack->missileTrailFunc( cent, s1->weapon );
- cent->miscTime = cg.time + 25;
- }
- }
-
- // add dynamic light
- if ( attack->missileDlight )
- {
- trap_R_AddLightToScene(cent->lerpOrigin,
- attack->missileDlight,
- attack->missileDlightColor[0],
- attack->missileDlightColor[1],
- attack->missileDlightColor[2] );
- }
-
- // add missile sound
- if ( attack->missileSound )
- {
- vec3_t velocity;
-
- BG_EvaluateTrajectoryDelta( ¢->currentState.pos, cg.time, velocity );
-
- trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, 500, attack->missileSound );
- }
-
- //Don't draw something without a model
- if (!trap_G2_HaveWeGhoul2Models( attack->missileG2Model) )
- {
- return;
- }
-
- // create the render entity
- memset (&ent, 0, sizeof(ent));
- VectorCopy( cent->lerpOrigin, ent.origin);
- VectorCopy( cent->lerpOrigin, ent.oldorigin);
- if (0 == cent->modelScale[0] && 0 == cent->modelScale[1] && 0 == cent->modelScale[2])
- {
- VectorSet( cent->modelScale, 1, 1, 1);
- }
-
- CG_SetGhoul2Info(&ent, cent);
-
- // flicker between two skins
- ent.skinNum = cg.clientFrame & 1;
- ent.renderfx = RF_NOSHADOW;
- ent.ghoul2 = attack->missileG2Model;
-
- // spin as it moves
- if ( !(s1->eFlags&EF_ANGLE_OVERRIDE) && s1->apos.trType != TR_INTERPOLATE )
- {
- // convert direction of travel into axis
- if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 )
- {
- ent.axis[0][2] = 1;
- }
-
- // spin as it moves
- if ( s1->pos.trType != TR_STATIONARY )
- {
- RotateAroundDirection( ent.axis, cg.time * 0.25f );
- }
- else
- {
- RotateAroundDirection( ent.axis, (float)s1->time );
- }
- }
- else
- {
- AnglesToAxis( cent->lerpAngles, ent.axis );
- }
-
- // add to refresh list
- trap_R_AddRefEntityToScene( &ent );
- }
-
- /*
- ===============
- CG_Mover
- ===============
- */
- static void CG_Mover( centity_t *cent )
- {
- refEntity_t ent;
- entityState_t *s1;
-
- s1 = ¢->currentState;
-
- // create the render entity
- memset (&ent, 0, sizeof(ent));
- VectorCopy( cent->lerpOrigin, ent.origin);
- VectorCopy( cent->lerpOrigin, ent.oldorigin);
- AnglesToAxis( cent->lerpAngles, ent.axis );
-
- ent.renderfx = RF_NOSHADOW;
-
- CG_SetGhoul2Info(&ent, cent);
-
- // flicker between two skins (FIXME?)
- ent.skinNum = ( cg.time >> 6 ) & 1;
-
- // get the model, either as a bmodel or a modelindex
- if ( s1->solid == SOLID_BMODEL )
- {
- ent.hModel = cgs.inlineDrawModel[s1->modelindex];
- }
- else
- {
- ent.hModel = cgs.gameModels[s1->modelindex];
- }
-
- // add to refresh list
- trap_R_AddRefEntityToScene(&ent);
-
- // add the secondary model
- if ( s1->modelindex2 )
- {
- ent.skinNum = 0;
- ent.hModel = cgs.gameModels[s1->modelindex2];
- trap_R_AddRefEntityToScene(&ent);
- }
- }
-
- /*
- ===============
- CG_Beam
-
- Also called as an event
- ===============
- */
- void CG_Beam( centity_t *cent )
- {
- refEntity_t ent;
- entityState_t *s1;
-
- s1 = ¢->currentState;
-
- // create the render entity
- memset (&ent, 0, sizeof(ent));
- VectorCopy( s1->pos.trBase, ent.origin );
- VectorCopy( s1->origin2, ent.oldorigin );
- AxisClear( ent.axis );
- ent.reType = RT_BEAM;
-
- ent.renderfx = RF_NOSHADOW;
-
- CG_SetGhoul2Info(&ent, cent);
-
- // add to refresh list
- trap_R_AddRefEntityToScene(&ent);
- }
-
-
- /*
- ===============
- CG_Portal
- ===============
- */
- static void CG_Portal( centity_t *cent )
- {
- refEntity_t ent;
- entityState_t *s1;
-
- s1 = ¢->currentState;
-
- // create the render entity
- memset (&ent, 0, sizeof(ent));
- VectorCopy( cent->lerpOrigin, ent.origin );
- VectorCopy( s1->origin2, ent.oldorigin );
- ByteToDir( s1->eventParm, ent.axis[0] );
- PerpendicularVector( ent.axis[1], ent.axis[0] );
-
- // negating this tends to get the directions like they want
- // we really should have a camera roll value
- VectorSubtract( vec3_origin, ent.axis[1], ent.axis[1] );
-
- CrossProduct( ent.axis[0], ent.axis[1], ent.axis[2] );
- ent.reType = RT_PORTALSURFACE;
- ent.oldframe = s1->gametypeitems;
- ent.frame = s1->frame; // rotation speed
- ent.skinNum = s1->clientNum/256.0 * 360; // roll offset
-
- CG_SetGhoul2Info(&ent, cent);
-
- // add to refresh list
- trap_R_AddRefEntityToScene(&ent);
- }
-
-
- /*
- =========================
- CG_AdjustPositionForMover
-
- Also called by client movement prediction code
- =========================
- */
- void CG_AdjustPositionForMover(
- const vec3_t in,
- int moverNum,
- int fromTime,
- int toTime,
- vec3_t out
- )
- {
- centity_t *cent;
- vec3_t oldOrigin, origin, deltaOrigin;
- vec3_t oldAngles, angles, deltaAngles;
-
- if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL )
- {
- VectorCopy( in, out );
- return;
- }
-
- cent = CG_GetEntity ( moverNum );
- if ( cent->currentState.eType != ET_MOVER )
- {
- VectorCopy( in, out );
- return;
- }
-
- BG_EvaluateTrajectory( ¢->currentState.pos, fromTime, oldOrigin );
- BG_EvaluateTrajectory( ¢->currentState.apos, fromTime, oldAngles );
-
- BG_EvaluateTrajectory( ¢->currentState.pos, toTime, origin );
- BG_EvaluateTrajectory( ¢->currentState.apos, toTime, angles );
-
- VectorSubtract( origin, oldOrigin, deltaOrigin );
- VectorSubtract( angles, oldAngles, deltaAngles );
-
- VectorAdd( in, deltaOrigin, out );
-
- // FIXME: origin change when on a rotating object
- }
-
- /*
- =============================
- CG_InterpolateEntityPosition
- =============================
- */
- static void CG_InterpolateEntityPosition( centity_t *cent )
- {
- vec3_t current;
- vec3_t next;
- float f;
-
- // it would be an internal error to find an entity that interpolates without
- // a snapshot ahead of the current one
- if ( cg.nextSnap == NULL )
- {
- Com_Error( ERR_FATAL, "CG_InterpoateEntityPosition: cg.nextSnap == NULL" );
- }
-
- f = cg.frameInterpolation;
-
- // this will linearize a sine or parabolic curve, but it is important
- // to not extrapolate player positions if more recent data is available
- BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, current );
- BG_EvaluateTrajectory( ¢->nextState.pos, cg.nextSnap->serverTime, next );
-
- cent->lerpOrigin[0] = current[0] + f * ( next[0] - current[0] );
- cent->lerpOrigin[1] = current[1] + f * ( next[1] - current[1] );
- cent->lerpOrigin[2] = current[2] + f * ( next[2] - current[2] );
-
- BG_EvaluateTrajectory( ¢->currentState.apos, cg.snap->serverTime, current );
- BG_EvaluateTrajectory( ¢->nextState.apos, cg.nextSnap->serverTime, next );
-
- cent->lerpAngles[0] = LerpAngle( current[0], next[0], f );
- cent->lerpAngles[1] = LerpAngle( current[1], next[1], f );
- cent->lerpAngles[2] = LerpAngle( current[2], next[2], f );
-
- BG_EvaluateTrajectoryDelta( ¢->currentState.pos, cg.snap->serverTime, current );
- BG_EvaluateTrajectoryDelta( ¢->nextState.pos, cg.nextSnap->serverTime, next );
- cent->lerpVelocity[0] = current[0] + f * ( next[0] - current[0] );
- cent->lerpVelocity[1] = current[1] + f * ( next[1] - current[1] );
- cent->lerpVelocity[2] = current[2] + f * ( next[2] - current[2] );
-
- cent->lerpLeanOffset = cent->currentState.leanOffset + (int)(f * (float)(cent->nextState.leanOffset - cent->currentState.leanOffset)) - LEAN_OFFSET;
- }
-
- /*
- ===============
- CG_CalcEntityLerpPositions
- ===============
- */
- void CG_CalcEntityLerpPositions( centity_t *cent )
- {
- // if this player does not want to see extrapolated players
- if ( !cg_smoothClients.integer )
- {
- // make sure the clients use TR_INTERPOLATE
- if ( cent->currentState.number < MAX_CLIENTS )
- {
- cent->currentState.pos.trType = TR_INTERPOLATE;
- cent->nextState.pos.trType = TR_INTERPOLATE;
- }
- }
-
- if ( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE )
- {
- CG_InterpolateEntityPosition( cent );
- return;
- }
-
- // first see if we can interpolate between two snaps for
- // linear extrapolated clients
- if ( cent->interpolate &&
- cent->currentState.pos.trType == TR_LINEAR_STOP &&
- cent->currentState.number < MAX_CLIENTS )
- {
- CG_InterpolateEntityPosition( cent );
- return;
- }
-
- // just use the current frame and evaluate as best we can
- BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin );
- BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles );
- VectorCopy ( cent->currentState.pos.trDelta, cent->lerpVelocity );
- cent->lerpLeanOffset = cent->currentState.leanOffset - LEAN_OFFSET;
-
- // adjust for riding a mover if it wasn't rolled into the predicted
- // player state
- if ( cent->currentState.number != cg.predictedPlayerState.clientNum )
- {
- CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum,
- cg.snap->serverTime, cg.time, cent->lerpOrigin );
- }
- }
-
- /*
- ===============
- CG_DebugCylinder
- ===============
- */
- void CG_DebugCylinder ( centity_t* cent )
- {
- refEntity_t ref;
- vec3_t normal;
-
- memset( &ref, 0, sizeof(ref) );
- VectorCopy ( cent->currentState.origin, ref.origin );
- VectorCopy ( cent->currentState.origin, ref.oldorigin );
- ref.origin[2] += 100;
- ref.radius = cent->currentState.time2;
- ref.rotation = cent->currentState.time2 + 10;
- ref.customShader = trap_R_RegisterShader( "line" );
- ref.reType = RT_CYLINDER;
-
- ref.shaderRGBA[0] = (unsigned char) (255.0f * g_color_table[ColorIndex(cent->currentState.time)][0]);
- ref.shaderRGBA[1] = (unsigned char) (255.0f * g_color_table[ColorIndex(cent->currentState.time)][1]);
- ref.shaderRGBA[2] = (unsigned char) (255.0f * g_color_table[ColorIndex(cent->currentState.time)][2]);
- ref.shaderRGBA[3] = 255;
-
- VectorSubtract(ref.oldorigin, ref.origin, normal);
- VectorNormalize(normal);
- VectorCopy( normal, ref.axis[0] );
- RotateAroundDirection( ref.axis, 0);
-
- trap_R_AddRefEntityToScene ( &ref );
- }
-
- static void CG_AddLocalSet( centity_t *cent )
- {
- cent->ambientSetTime = trap_AS_AddLocalSet( CG_ConfigString( CS_AMBIENT_SOUNDSETS + cent->currentState.mSoundSet/*localSoundSet*/), cg.refdef.vieworg, cent->lerpOrigin, cent->currentState.number, cent->ambientSetTime );
- }
-
- /*
- ===============
- CG_AddCEntity
- ===============
- */
- static void CG_AddCEntity( centity_t *cent )
- {
- // event-only entities will have been dealt with already
- if ( cent->currentState.eType >= ET_EVENTS )
- {
- return;
- }
-
- // calculate the current origin
- CG_CalcEntityLerpPositions( cent );
-
- // add automatic effects
- CG_EntityEffects( cent );
-
- // add local sound set if any
- if ( cent->currentState.mSoundSet && cent->currentState.eType != ET_MOVER )
- {
- CG_AddLocalSet( cent );
- }
-
- // do this before we copy the data to refEnts
- if (trap_G2_HaveWeGhoul2Models(cent->ghoul2))
- {
- trap_G2_SetGhoul2ModelIndexes(cent->ghoul2, cgs.gameModels, cgs.skins);
- }
-
- switch ( cent->currentState.eType )
- {
- default:
- Com_Error( ERR_FATAL, "Bad entity type: %i\n", cent->currentState.eType );
- break;
-
- case ET_DAMAGEAREA:
- case ET_INVISIBLE:
- case ET_PUSH_TRIGGER:
- case ET_TELEPORT_TRIGGER:
- case ET_TERRAIN:
- break;
-
- case ET_GENERAL:
- CG_General( cent );
- break;
-
- case ET_PLAYER:
- CG_Player( cent );
- break;
-
- case ET_ITEM:
- CG_Item( cent );
- break;
-
- case ET_MISSILE:
- CG_Missile( cent );
- break;
-
- case ET_MOVER:
- case ET_WALL:
- CG_Mover( cent );
- break;
-
- case ET_BEAM:
- CG_Beam( cent );
- break;
-
- case ET_PORTAL:
- CG_Portal( cent );
- break;
-
- case ET_SPEAKER:
- CG_Speaker( cent );
- break;
-
- case ET_BODY:
-
- // If the bodies are to stay around forever and there
- // is a body time set then see if we should hide it
- if ( cg_bodyTime.integer && cent->currentState.time2 )
- {
- int time = cg_bodyTime.integer * 1000;
-
- if ( time < BODY_SINK_DELAY )
- {
- time = BODY_SINK_DELAY;
- }
-
- time += cent->currentState.time2;
-
- // Body is long gone
- if ( cg.time > time + BODY_SINK_TIME )
- {
- return;
- }
-
- // Sink the body
- if ( cg.time > time )
- {
- cent->lerpOrigin[2] -= ((float)(cg.time - time) / (float)BODY_SINK_TIME) * (BODY_SINK_TIME/100.0f);
-
- // Hack to stop shadows from showing up
- cent->currentState.eFlags |= EF_NOSHADOW;
- }
- }
-
- // Dont show your own dead body unless in third person
- if ( !cg.renderingThirdPerson )
- {
- if ( cg.snap->ps.clientNum == cent->currentState.otherEntityNum )
- {
- if ( cg_entities[cg.snap->ps.clientNum].currentState.eFlags & EF_DEAD )
- {
- return;
- }
- }
- }
-
- CG_General( cent );
- break;
-
- case ET_DEBUG_CYLINDER:
- CG_DebugCylinder ( cent );
- break;
- }
- }
-
- /*
- ===============
- CG_AddPacketEntities
- ===============
- */
- void CG_AddPacketEntities( void )
- {
- int num;
- centity_t *cent;
-
- // set cg.frameInterpolation
- if ( cg.nextSnap )
- {
- int delta;
-
- delta = (cg.nextSnap->serverTime - cg.snap->serverTime);
- if ( delta == 0 )
- {
- cg.frameInterpolation = 0;
- }
- else
- {
- cg.frameInterpolation = (float)( cg.time - cg.snap->serverTime ) / delta;
- }
- }
- else
- {
- // actually, it should never be used, because
- // no entities should be marked as interpolating
- cg.frameInterpolation = 0;
- }
-
- // the auto-rotating items will all have the same axis
- cg.autoAngles[0] = 0;
- cg.autoAngles[1] = ( cg.time & 2047 ) * 360 / 2048.0;
- cg.autoAngles[2] = 0;
-
- cg.autoAnglesFast[0] = 0;
- cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024.0f;
- cg.autoAnglesFast[2] = 0;
-
- AnglesToAxis( cg.autoAngles, cg.autoAxis );
- AnglesToAxis( cg.autoAnglesFast, cg.autoAxisFast );
-
- // generate and add the entity from the playerstate
-
- // add in the Ghoul2 stuff.
- // VectorCopy( cg_entities[ cg.snap->ps.clientNum].modelScale, cg.predictedPlayerEntity.modelScale);
- // cg.predictedPlayerEntity.radius = cg_entities[ cg.snap->ps.clientNum].radius;
-
- // num = cg_entitiescg.predictedPlayerEntity.currentState.number;
- BG_PlayerStateToEntityState( &cg.predictedPlayerState,
- &cg_entities[cg.predictedPlayerState.clientNum].currentState,
- qfalse );
-
- /*
- // If the client number changes then we have to blow away our current model
- if ( num != cg.predictedPlayerEntity.currentState.number )
- {
- trap_G2API_CleanGhoul2Models ( &cg.predictedPlayerEntity.ghoul2 );
- cg.predictedPlayerEntity.pe.weaponModelSpot = 0;
- cg.predictedPlayerEntity.pe.weapon = 0;
- cg.predictedPlayerEntity.ghoul2 = NULL;
- }
- */
-
- cg_entities[cg.predictedPlayerState.clientNum].interpolate = qfalse;
- CG_AddCEntity( &cg_entities[cg.predictedPlayerState.clientNum] );
-
- // lerp the non-predicted value for lightning gun origins
- // CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] );
-
- // Reset radar entities
- cg.radarEntityCount = 0;
-
- // add each entity sent over by the server
- for ( num = 0 ; num < cg.snap->numEntities ; num++ )
- {
- // Don't re-add ents that have been predicted.
- if (cg.snap->entities[ num ].number != cg.snap->ps.clientNum)
- {
- cent = CG_GetEntity ( cg.snap->entities[ num ].number );
- CG_AddCEntity( cent );
- }
- }
-
- for(num=0;num<cg_numpermanents;num++)
- {
- cent = cg_permanents[num];
- if (cent->currentValid)
- {
- CG_AddCEntity( cent );
- }
- }
- }
-
-