mirror of
https://github.com/FWGS/hlsdk-xash3d
synced 2024-11-22 01:47:45 +01:00
Some fixes for FoV, HUD, egon flare and new compilers. (#52)
* Fix warnings. * Merge some fixes from https://github.com/Fograin/hl-subs-mod.
This commit is contained in:
parent
3401f54148
commit
9d7ab6acf4
@ -1414,6 +1414,17 @@ enum EGON_FIREMODE
|
||||
|
||||
BEAM *pBeam;
|
||||
BEAM *pBeam2;
|
||||
TEMPENTITY *pFlare; // Vit_amiN: egon's beam flare
|
||||
|
||||
void EV_EgonFlareCallback( struct tempent_s *ent, float frametime, float currenttime )
|
||||
{
|
||||
float delta = currenttime - ent->tentOffset.z; // time past since the last scale
|
||||
if( delta >= ent->tentOffset.y )
|
||||
{
|
||||
ent->entity.curstate.scale += ent->tentOffset.x * delta;
|
||||
ent->tentOffset.z = currenttime;
|
||||
}
|
||||
}
|
||||
|
||||
void EV_EgonFire( event_args_t *args )
|
||||
{
|
||||
@ -1451,7 +1462,7 @@ void EV_EgonFire( event_args_t *args )
|
||||
if( EV_IsLocal( idx ) )
|
||||
gEngfuncs.pEventAPI->EV_WeaponAnimation( g_fireAnims1[gEngfuncs.pfnRandomLong( 0, 3 )], 1 );
|
||||
|
||||
if( iStartup == 1 && EV_IsLocal( idx ) && !pBeam && !pBeam2 && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction.
|
||||
if( iStartup == 1 && EV_IsLocal( idx ) && !( pBeam || pBeam2 || pFlare ) && cl_lw->value ) //Adrian: Added the cl_lw check for those lital people that hate weapon prediction.
|
||||
{
|
||||
vec3_t vecSrc, vecEnd, angles, forward, right, up;
|
||||
pmtrace_t tr;
|
||||
@ -1499,8 +1510,16 @@ void EV_EgonFire( event_args_t *args )
|
||||
pBeam->flags |= ( FBEAM_SINENOISE );
|
||||
|
||||
pBeam2 = gEngfuncs.pEfxAPI->R_BeamEntPoint( idx | 0x1000, tr.endpos, iBeamModelIndex, 99999, 5.0, 0.08, 0.7, 25, 0, 0, r, g, b );
|
||||
|
||||
// Vit_amiN: egon beam flare
|
||||
pFlare = gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 1.0, gEngfuncs.pEventAPI->EV_FindModelIndex( EGON_FLARE_SPRITE ), kRenderGlow, kRenderFxNoDissipation, 1.0, 99999, FTENT_SPRCYCLE | FTENT_PERSIST );
|
||||
}
|
||||
}
|
||||
|
||||
if( pFlare ) // Vit_amiN: store the last mode for EV_EgonStop()
|
||||
{
|
||||
pFlare->tentOffset.x = ( iFireMode == FIRE_WIDE ) ? 1.0f : 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
void EV_EgonStop( event_args_t *args )
|
||||
@ -1529,6 +1548,26 @@ void EV_EgonStop( event_args_t *args )
|
||||
pBeam2->die = 0.0;
|
||||
pBeam2 = NULL;
|
||||
}
|
||||
|
||||
if( pFlare ) // Vit_amiN: egon beam flare
|
||||
{
|
||||
pFlare->die = gEngfuncs.GetClientTime();
|
||||
|
||||
if( gEngfuncs.GetMaxClients() == 1 || !(pFlare->flags & FTENT_NOMODEL) )
|
||||
{
|
||||
if( pFlare->tentOffset.x != 0.0f ) // true for iFireMode == FIRE_WIDE
|
||||
{
|
||||
pFlare->callback = &EV_EgonFlareCallback;
|
||||
pFlare->fadeSpeed = 2.0; // fade out will take 0.5 sec
|
||||
pFlare->tentOffset.x = 10.0; // scaling speed per second
|
||||
pFlare->tentOffset.y = 0.1; // min time between two scales
|
||||
pFlare->tentOffset.z = pFlare->die; // the last callback run time
|
||||
pFlare->flags = FTENT_FADEOUT | FTENT_CLIENTCUSTOM;
|
||||
}
|
||||
}
|
||||
|
||||
pFlare = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
//======================
|
||||
|
@ -231,7 +231,8 @@ int CHudHealth::Draw( float flTime )
|
||||
|
||||
int iHeight = gHUD.m_iFontHeight;
|
||||
int iWidth = HealthWidth / 10;
|
||||
FillRGBA( x, y, iWidth, iHeight, 255, 160, 0, a );
|
||||
UnpackRGB( r, g, b, RGB_YELLOWISH );
|
||||
FillRGBA( x, y, iWidth, iHeight, r, g, b, a );
|
||||
}
|
||||
|
||||
DrawDamage( flTime );
|
||||
|
@ -29,6 +29,7 @@
|
||||
|
||||
extern BEAM *pBeam;
|
||||
extern BEAM *pBeam2;
|
||||
extern TEMPENTITY *pFlare; // Vit_amiN: egon's energy flare
|
||||
void HUD_GetLastOrg( float *org );
|
||||
|
||||
void UpdateBeams( void )
|
||||
@ -75,6 +76,28 @@ void UpdateBeams( void )
|
||||
pBeam2->target = tr.endpos;
|
||||
pBeam2->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case.
|
||||
}
|
||||
|
||||
if( pFlare ) // Vit_amiN: beam flare
|
||||
{
|
||||
pFlare->entity.origin = tr.endpos;
|
||||
pFlare->die = gEngfuncs.GetClientTime() + 0.1; // We keep it alive just a little bit forward in the future, just in case.
|
||||
|
||||
if( gEngfuncs.GetMaxClients() != 1 ) // Singleplayer always draws the egon's energy beam flare
|
||||
{
|
||||
pFlare->flags |= FTENT_NOMODEL;
|
||||
|
||||
if( !( tr.allsolid || tr.ent <= 0 || tr.fraction == 1.0 ) ) // Beam hit some non-world entity
|
||||
{
|
||||
physent_t *pEntity = gEngfuncs.pEventAPI->EV_GetPhysent( tr.ent );
|
||||
|
||||
// Not the world, let's assume that we hit something organic ( dog, cat, uncle joe, etc )
|
||||
if( pEntity && !( pEntity->solid == SOLID_BSP || pEntity->movetype == MOVETYPE_PUSHSTEP ) )
|
||||
{
|
||||
pFlare->flags &= ~FTENT_NOMODEL;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
@ -86,6 +109,6 @@ Add game specific, client-side objects here
|
||||
*/
|
||||
void Game_AddObjects( void )
|
||||
{
|
||||
if( pBeam && pBeam2 )
|
||||
if( pBeam || pBeam2 || pFlare ) // Vit_amiN: egon flare added
|
||||
UpdateBeams();
|
||||
}
|
||||
|
@ -34,6 +34,7 @@
|
||||
|
||||
extern globalvars_t *gpGlobals;
|
||||
extern int g_iUser1;
|
||||
extern bool g_hasPredictedFOV; // Vit_amiN: from HUD
|
||||
|
||||
// Pool of client side entities/entvars_t
|
||||
static entvars_t ev[32];
|
||||
@ -881,6 +882,7 @@ void HUD_WeaponsPostThink( local_state_s *from, local_state_s *to, usercmd_t *cm
|
||||
to->client.fuser2 = player.m_flNextAmmoBurn;
|
||||
to->client.fuser3 = player.m_flAmmoStartCharge;
|
||||
to->client.maxspeed = player.pev->maxspeed;
|
||||
g_hasPredictedFOV = true; // Vit_amiN: ready
|
||||
|
||||
//HL Weapons
|
||||
to->client.vuser1[0] = player.ammo_9mm;
|
||||
|
@ -413,6 +413,7 @@ int CHud::MsgFunc_Logo( const char *pszName, int iSize, void *pbuf )
|
||||
}
|
||||
|
||||
float g_lastFOV = 0.0;
|
||||
bool g_hasPredictedFOV = false; // Vit_amiN: it'll became true after the first prediction
|
||||
|
||||
/*
|
||||
============
|
||||
@ -514,7 +515,7 @@ int CHud::MsgFunc_SetFOV( const char *pszName, int iSize, void *pbuf )
|
||||
int def_fov = CVAR_GET_FLOAT( "default_fov" );
|
||||
|
||||
//Weapon prediction already takes care of changing the fog. ( g_lastFOV ).
|
||||
if( cl_lw && cl_lw->value )
|
||||
if( g_hasPredictedFOV )
|
||||
return 1;
|
||||
|
||||
g_lastFOV = newfov;
|
||||
|
@ -230,7 +230,7 @@ public:
|
||||
void InitHUDData( void );
|
||||
int VidInit( void );
|
||||
int Draw( float flTime );
|
||||
int DrawPlayers( int xoffset, float listslot, int nameoffset = 0, char *team = NULL ); // returns the ypos where it finishes drawing
|
||||
int DrawPlayers( int xoffset, float listslot, int nameoffset = 0, const char *team = NULL ); // returns the ypos where it finishes drawing
|
||||
void UserCmd_ShowScores( void );
|
||||
void UserCmd_HideScores( void );
|
||||
int MsgFunc_ScoreInfo( const char *pszName, int iSize, void *pbuf );
|
||||
|
@ -25,6 +25,10 @@
|
||||
|
||||
extern BEAM *pBeam;
|
||||
extern BEAM *pBeam2;
|
||||
extern TEMPENTITY *pFlare; // Vit_amiN
|
||||
|
||||
extern float g_lastFOV; // Vit_amiN
|
||||
extern bool g_hasPredictedFOV; // Vit_amiN
|
||||
|
||||
/// USER-DEFINED SERVER MESSAGE HANDLERS
|
||||
|
||||
@ -48,6 +52,11 @@ int CHud::MsgFunc_ResetHUD( const char *pszName, int iSize, void *pbuf )
|
||||
// reset concussion effect
|
||||
m_iConcussionEffect = 0;
|
||||
|
||||
// Vit_amiN: reset the FOV
|
||||
m_iFOV = 0; // default_fov
|
||||
g_lastFOV = 0.0f;
|
||||
g_hasPredictedFOV = false;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
@ -72,6 +81,7 @@ void CHud::MsgFunc_InitHUD( const char *pszName, int iSize, void *pbuf )
|
||||
|
||||
//Probably not a good place to put this.
|
||||
pBeam = pBeam2 = NULL;
|
||||
pFlare = NULL; // Vit_amiN: clear egon's beam flare
|
||||
}
|
||||
|
||||
int CHud::MsgFunc_GameMode( const char *pszName, int iSize, void *pbuf )
|
||||
@ -107,10 +117,14 @@ int CHud::MsgFunc_Damage( const char *pszName, int iSize, void *pbuf )
|
||||
|
||||
int CHud::MsgFunc_Concuss( const char *pszName, int iSize, void *pbuf )
|
||||
{
|
||||
int r, g, b;
|
||||
BEGIN_READ( pbuf, iSize );
|
||||
m_iConcussionEffect = READ_BYTE();
|
||||
if( m_iConcussionEffect )
|
||||
this->m_StatusIcons.EnableIcon( "dmg_concuss", 255, 160, 0 );
|
||||
{
|
||||
UnpackRGB( r, g, b, RGB_YELLOWISH ); // Vit_amiN: fixed
|
||||
this->m_StatusIcons.EnableIcon( "dmg_concuss", r, g, b );
|
||||
}
|
||||
else
|
||||
this->m_StatusIcons.DisableIcon( "dmg_concuss" );
|
||||
return 1;
|
||||
|
@ -1368,7 +1368,7 @@ void IN_JoyMove ( float frametime, usercmd_t *cmd )
|
||||
// y=ax^b; where a = 300 and b = 1.3
|
||||
// also x values are in increments of 800 (so this is factored out)
|
||||
// then bounds check result to level out excessively high spin rates
|
||||
fTemp = 300.0 * pow(abs(fAxisValue) / 800.0, 1.3);
|
||||
fTemp = 300.0 * pow(fabs(fAxisValue) / 800.0, 1.3);
|
||||
if (fTemp > 14000.0)
|
||||
fTemp = 14000.0;
|
||||
// restore direction information
|
||||
|
@ -337,7 +337,7 @@ int CHudScoreboard::Draw( float fTime )
|
||||
extern float *GetClientColor( int client );
|
||||
|
||||
// returns the ypos where it finishes drawing
|
||||
int CHudScoreboard::DrawPlayers( int xpos_rel, float list_slot, int nameoffset, char *team )
|
||||
int CHudScoreboard::DrawPlayers( int xpos_rel, float list_slot, int nameoffset, const char *team )
|
||||
{
|
||||
int can_show_packetloss = 0;
|
||||
int FAR_RIGHT;
|
||||
|
@ -2118,7 +2118,8 @@ void CBaseMonster::StartMonster( void )
|
||||
SetThink( &CBaseMonster::CallMonsterThink );
|
||||
pev->nextthink += RANDOM_FLOAT( 0.1, 0.4 ); // spread think times.
|
||||
|
||||
if( !FStringNull( pev->targetname ) )// wait until triggered
|
||||
// Vit_amiN: fixed -- now it doesn't touch any scripted_sequence target
|
||||
if( !FStringNull( pev->targetname ) && !m_pCine )// wait until triggered
|
||||
{
|
||||
SetState( MONSTERSTATE_IDLE );
|
||||
// UNDONE: Some scripted sequence monsters don't have an idle?
|
||||
|
@ -1860,6 +1860,7 @@ void CBasePlayer::PreThink( void )
|
||||
{
|
||||
CBaseEntity *pTrain = CBaseEntity::Instance( pev->groundentity );
|
||||
float vel;
|
||||
int iGearId; // Vit_amiN: keeps the train control HUD in sync
|
||||
|
||||
if( !pTrain )
|
||||
{
|
||||
@ -1900,10 +1901,12 @@ void CBasePlayer::PreThink( void )
|
||||
pTrain->Use( this, this, USE_SET, (float)vel );
|
||||
}
|
||||
|
||||
if( vel )
|
||||
iGearId = TrainSpeed( pTrain->pev->speed, pTrain->pev->impulse );
|
||||
|
||||
if( iGearId != ( m_iTrain & 0x0F ) ) // Vit_amiN: speed changed
|
||||
{
|
||||
m_iTrain = TrainSpeed( (int)pTrain->pev->speed, pTrain->pev->impulse );
|
||||
m_iTrain |= TRAIN_ACTIVE|TRAIN_NEW;
|
||||
m_iTrain = iGearId;
|
||||
m_iTrain |= TRAIN_ACTIVE | TRAIN_NEW;
|
||||
}
|
||||
}
|
||||
else if( m_iTrain & TRAIN_ACTIVE )
|
||||
@ -2919,6 +2922,8 @@ void CBasePlayer::Precache( void )
|
||||
|
||||
if( gInitHUD )
|
||||
m_fInitHUD = TRUE;
|
||||
|
||||
pev->fov = m_iFOV; // Vit_amiN: restore the FOV on level change or map/saved game load
|
||||
}
|
||||
|
||||
int CBasePlayer::Save( CSave &save )
|
||||
@ -3326,6 +3331,8 @@ void CBasePlayer::ForceClientDllUpdate( void )
|
||||
{
|
||||
m_iClientHealth = -1;
|
||||
m_iClientBattery = -1;
|
||||
m_iClientHideHUD = -1; // Vit_amiN: forcing to update
|
||||
m_iClientFOV = -1; // Vit_amiN: force client weapons to be sent
|
||||
m_iTrain |= TRAIN_NEW; // Force new train message.
|
||||
m_fWeapon = FALSE; // Force weapon send
|
||||
m_fKnownItem = FALSE; // Force weaponinit messages.
|
||||
@ -3890,6 +3897,11 @@ void CBasePlayer::UpdateClientData( void )
|
||||
WRITE_BYTE( m_iFlashBattery );
|
||||
MESSAGE_END();
|
||||
|
||||
// Vit_amiN: the geiger state could run out of sync, too
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgGeigerRange, NULL, pev );
|
||||
WRITE_BYTE( 0 );
|
||||
MESSAGE_END();
|
||||
|
||||
InitStatusBar();
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user