Feature #69

Flamegun

Added by KRYPTYK 9 months ago. Updated 3 months ago.

Status:New Start date:08/22/2011
Priority:Normal Due date:
Assignee:KRYPTYK % Done:

70%

Category:Game-dll coding Spent time: -
Target version:- Estimated time:3.00 hours

Description

Porting flamegun from Wolf src 1.41
Added Weapon_FlameThrower_Fire() to c_weapon.c file and added call to fireweapon() weapon switch
Enabled flamegun flag
Tweaked flamegun range
Server side CG_FlamethrowerFlame() and CG_FireFlameChunks() already copied to cg_weapons.c

kingpinq3-20120205-153050-000.png - flamegun (1.6 MB) 0xA5EA, 02/05/2012 03:38 pm

History

Updated by KRYPTYK 5 months ago

All changes related to enabling flamegun and engine system calls for flame polybuffer

cgame/cg_local.h
- Added trap_R_addPolyBufferToScene

cgame/cgpublic.h
- Added cg_R_AddPolBufferToScene to cgameimport enum

cgame/cg_syscalls.c
- Added void trap_R_AddPolyBufferToScene

client/cl_cgame.cc
- Added case CG_R_AddPolyBufferToScene to cl_cgame system calls

game/bg_public.h
- Added FIRE_FLASH_TIME 2000
- Added FIRE_FLASH_FADEIN_TIME 1000
- Changed flamegun range from 768 to 850

game/g_local.h
- Added int flamequota, int flamequotatime, int flameburnent to gentity_s

came/g_weapon.c
- Added vec3_t muzzletrace
- Added weapon_flametrower_fire(gentity_t *ent)
- Added WP_FLAMER to weapon switch

qcommon/q_shared.h
- Enabled flamegun
- Added onfirestart and onfireend to playerstate_t and entitystate_t

renderer/tr_init.cc
- Added re.AddPolyBufferToscene = RE_AddPoluBufferToScene

renderer/tr_public.h
- Added AddPolyBufferToScene() prototype

Updated by 0xA5EA 3 months ago

flamegun works now but there are still some issues:

  1. no marks on walls
  2. no sounds (code is disabled because we dont have soundfiles yet)
  3. something seems wrong in first person view
  4. the world player model origin is not o.k.

0xA5EA

flamegun

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