More color fixes for railgun

Show other players' railgun color and their firetime state.
Show snapshot client's color on world item models of railgun.
Fix the impact mark using color2 (spiral) rather than color1 (beam).
Credits go to Ensiform and Harekiet for the refire portion.
This commit is contained in:
Thilo Schulz 2011-06-28 08:28:12 +00:00
parent c52bfbd5a8
commit 53d89b6c10
5 changed files with 37 additions and 14 deletions

View file

@ -1253,21 +1253,18 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
gun.renderfx = parent->renderfx;
// set custom shading for railgun refire rate
if ( ps || cent->currentState.clientNum == cg.predictedPlayerState.clientNum ) {
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;
if( weaponNum == WP_RAILGUN ) {
clientInfo_t *ci = &cgs.clientinfo[cent->currentState.clientNum];
if( cent->pe.railFireTime + 1500 > cg.time ) {
int scale = 255 * ( cg.time - cent->pe.railFireTime ) / 1500;
gun.shaderRGBA[0] = ( ci->c1RGBA[0] * scale ) >> 8;
gun.shaderRGBA[1] = ( ci->c1RGBA[1] * scale ) >> 8;
gun.shaderRGBA[2] = ( ci->c1RGBA[2] * scale ) >> 8;
gun.shaderRGBA[3] = 255;
}
else {
Byte4Copy( ci->c1RGBA, gun.shaderRGBA );
}
}
gun.hModel = weapon->weaponModel;
@ -1743,6 +1740,10 @@ void CG_FireWeapon( centity_t *cent ) {
}
}
if( ent->weapon == WP_RAILGUN ) {
cent->pe.railFireTime = cg.time;
}
// play quad sound if needed
if ( cent->currentState.powerups & ( 1 << PW_QUAD ) ) {
trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.media.quadSound );
@ -1978,7 +1979,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
float *color;
// colorize with client color
color = cgs.clientinfo[clientNum].color2;
color = cgs.clientinfo[clientNum].color1;
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 );