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HL:Invasion Attempt to fix Win32 artifact auto-build

invasion^2
Roy Shapiro 2 years ago
parent
commit
98b0726bf8
  1. 8
      cl_dll/clientmusic.h
  2. 11
      cl_dll/hud_spectator.h
  3. 308
      cl_dll/view.cpp

8
cl_dll/clientmusic.h

@ -19,7 +19,15 @@ @@ -19,7 +19,15 @@
#define CLIENTMUSIC_H
#define MINIAUDIO_IMPLEMENTATION
#if _WIN32
#define HSPRITE WINDOWS_HSPRITE //Apparently miniaudio introduces a win32 conflict here.
#endif
#include "../miniaudio/miniaudio.h"
#if _WIN32
#undef HSPRITE
#endif
//---------------------------------------------------------
// defines

11
cl_dll/hud_spectator.h

@ -17,12 +17,6 @@ @@ -17,12 +17,6 @@
#define INSET_MAP_FREE 3
#define INSET_MAP_CHASE 4
#define MAIN_CHASE_LOCKED 1 //modif de Julien o para Julien, old map definitions.
#define MAIN_CHASE_FREE 2
#define MAIN_ROAMING 3
#define MAIN_IN_EYE 4
#define MAIN_MAP_FREE 5
#define MAX_SPEC_HUD_MESSAGES 8
#define OVERVIEW_TILE_SIZE 128 // don't change this
@ -87,11 +81,6 @@ public: @@ -87,11 +81,6 @@ public:
int Draw( float flTime );
int m_iMainMode; //modif de Julien o para Julien
int m_iInsetMode; //old stuff HLINVASION TODO Check what this stuff actually does
int m_iObserverTarget; //and more old stuff. (Not observerFlags!)
vec3_t m_mapAngles; // cuurent map view angles (cameraAngles?)
int m_iDrawCycle;
client_textmessage_t m_HUDMessages[MAX_SPEC_HUD_MESSAGES];
char m_HUDMessageText[MAX_SPEC_HUD_MESSAGES][128];

308
cl_dll/view.cpp

@ -35,7 +35,6 @@ @@ -35,7 +35,6 @@
// modif de Julien
extern float in_fov;
// Spectator Mode
extern "C"
{
@ -123,7 +122,6 @@ cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", 0, 0.3}; @@ -123,7 +122,6 @@ cvar_t v_ipitch_level = {"v_ipitch_level", "0.3", 0, 0.3};
float v_idlescale; // used by TFC for concussion grenade effect
/*
//=============================================================================
/*
void V_NormalizeAngles( float *angles )
@ -569,21 +567,9 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams ) @@ -569,21 +567,9 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
AngleVectors( camAngles, camForward, camRight, camUp );
/* // modif de Julien
if ( gHUD.m_HudTank.m_iPlayerInTank == true )
{
VectorCopy( gEngfuncs.GetEntityByIndex( gHUD.m_HudTank.m_iCamEnt - 1 )->origin, pparams->vieworg );
for ( i = 0; i < 3; i++ )
pparams->vieworg[ i ] += -ofs[2] * camForward[ i ];
}
else*/
for( i = 0; i < 3; i++ )
{
for ( i = 0; i < 3; i++ )
{
pparams->vieworg[ i ] += -ofs[2] * camForward[ i ];
}
pparams->vieworg[i] += -ofs[2] * camForward[i];
}
}
@ -753,7 +739,7 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams ) @@ -753,7 +739,7 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
VectorCopy( camAngles, pparams->viewangles );
}
// Apply this at all times //HLINVASION Julien --> This whole section was only in the ThirdPerson if block above in Julien's code.
// Apply this at all times
{
float pitch = camAngles[0];
@ -803,286 +789,6 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams ) @@ -803,286 +789,6 @@ void V_CalcNormalRefdef( struct ref_params_s *pparams )
if ( in_fov != 0 && in_fov != 90 )
view->model = NULL;
}
void V_GetInEyePos(int entity, float *origin, float * angles )
{
cl_entity_t * ent = gEngfuncs.GetEntityByIndex( entity );
if ( !ent )
return;
if ( !ent->player || g_PlayerInfoList[entity].name == NULL )
return;
VectorCopy ( ent->origin, origin );
VectorCopy ( ent->angles, angles );
angles[0]*=-M_PI;
if ( ent->curstate.solid == SOLID_NOT )
{
angles[ROLL] = 80; // dead view angle
origin[2]+= -8 ; // PM_DEAD_VIEWHEIGHT
}
else if (ent->curstate.usehull == 1 )
origin[2]+= 12; // VEC_DUCK_VIEW;
else
// exacty eye position can't be caluculated since it depends on
// client values like cl_bobcycle, this offset matches the default values
origin[2]+= 28; // DEFAULT_VIEWHEIGHT
}
/*
==================
V_CalcSpectatorRefdef
==================
*/
void V_CalcSpectatorRefdef ( struct ref_params_s *pparams )
{
cl_entity_t *ent, *view;
vec3_t angles;
static viewinterp_t ViewInterp;
static float lasttime;
static float lastang[3];
static float lastorg[3];
vec3_t delta;
// ent is the player model ( visible when out of body )
ent = gEngfuncs.GetLocalPlayer();
// view is the weapon model (only visible from inside body )
view = gEngfuncs.GetViewModel();
// refresh position
VectorCopy ( pparams->simorg, pparams->vieworg );
// done all the spectator smoothing only once in the first frame
// Observer angle capturing and smoothing
if ( iHasNewViewOrigin )
{
// Get the angles from the physics code
VectorCopy( vecNewViewOrigin, pparams->vieworg );
}
else
{
// otherwise copy normal vieworigin into vecNewViewOrigin
VectorCopy( pparams->vieworg, vecNewViewOrigin );
}
VectorCopy ( pparams->cl_viewangles, pparams->viewangles );
// Observer angle capturing and smoothing
if ( iHasNewViewAngles )
{
// Get the angles from the physics code
VectorCopy( vecNewViewAngles, pparams->viewangles );
}
else
{
// otherwise copy normal viewangle into vewNewViewAngles
VectorCopy( pparams->viewangles, vecNewViewAngles);
}
// do the smoothing only once per frame
if (pparams->nextView == 0)
{
// smooth angles
VectorSubtract( pparams->viewangles, lastang, delta );
if ( Length( delta ) != 0.0f )
{
VectorCopy( pparams->viewangles, ViewInterp.Angles[ ViewInterp.CurrentAngle & ORIGIN_MASK ] );
ViewInterp.AngleTime[ ViewInterp.CurrentAngle & ORIGIN_MASK ] = pparams->time;
ViewInterp.CurrentAngle++;
VectorCopy( pparams->viewangles, lastang );
}
if ( cl_vsmoothing && cl_vsmoothing->value && ( iIsSpectator & SPEC_SMOOTH_ANGLES ) )
{
int foundidx;
int i;
float t;
t = pparams->time - cl_vsmoothing->value;
for ( i = 1; i < ORIGIN_MASK; i++ )
{
foundidx = ViewInterp.CurrentAngle - 1 - i;
if ( ViewInterp.AngleTime[ foundidx & ORIGIN_MASK ] <= t )
break;
}
if ( i < ORIGIN_MASK && ViewInterp.AngleTime[ foundidx & ORIGIN_MASK ] != 0.0 )
{
// Interpolate
double dt;
float da;
vec3_t v1,v2;
AngleVectors( ViewInterp.Angles[ foundidx & ORIGIN_MASK ], v1, NULL, NULL );
AngleVectors( ViewInterp.Angles[ (foundidx + 1) & ORIGIN_MASK ], v2, NULL, NULL );
da = AngleBetweenVectors( v1, v2 );
dt = ViewInterp.AngleTime[ (foundidx + 1) & ORIGIN_MASK ] - ViewInterp.AngleTime[ foundidx & ORIGIN_MASK ];
if ( dt > 0.0 && ( da < 22.5f) )
{
double frac;
frac = ( t - ViewInterp.AngleTime[ foundidx & ORIGIN_MASK] ) / dt;
frac = Q_min( 1.0, frac );
// interpolate angles
InterpolateAngles( ViewInterp.Angles[ foundidx & ORIGIN_MASK ], ViewInterp.Angles[ (foundidx + 1) & ORIGIN_MASK ], vecNewViewAngles, frac );
VectorCopy( vecNewViewAngles, pparams->viewangles );
}
}
}
// smooth origin
VectorSubtract( pparams->vieworg, lastorg, delta );
if ( Length( delta ) != 0.0 )
{
VectorCopy( pparams->vieworg, ViewInterp.Origins[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] );
ViewInterp.OriginTime[ ViewInterp.CurrentOrigin & ORIGIN_MASK ] = pparams->time;
ViewInterp.CurrentOrigin++;
VectorCopy( pparams->vieworg, lastorg );
}
if ( cl_vsmoothing && cl_vsmoothing->value && ( iIsSpectator & SPEC_SMOOTH_ORIGIN ) )
{
int foundidx;
int i;
float t;
t = pparams->time - cl_vsmoothing->value;
for ( i = 1; i < ORIGIN_MASK; i++ )
{
foundidx = ViewInterp.CurrentOrigin - 1 - i;
if ( ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] <= t )
break;
}
if ( i < ORIGIN_MASK && ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ] != 0.0 )
{
// Interpolate
vec3_t delta;
double frac;
double dt;
vec3_t neworg;
dt = ViewInterp.OriginTime[ (foundidx + 1) & ORIGIN_MASK ] - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK ];
if ( dt > 0.0 )
{
frac = ( t - ViewInterp.OriginTime[ foundidx & ORIGIN_MASK] ) / dt;
frac = Q_min( 1.0, frac );
VectorSubtract( ViewInterp.Origins[ ( foundidx + 1 ) & ORIGIN_MASK ], ViewInterp.Origins[ foundidx & ORIGIN_MASK ], delta );
VectorMA( ViewInterp.Origins[ foundidx & ORIGIN_MASK ], frac, delta, neworg );
// Dont interpolate large changes
if ( Length( delta ) < 64 )
{
VectorSubtract( neworg, pparams->simorg, delta );
VectorAdd( pparams->vieworg, delta, pparams->vieworg );
VectorCopy( pparams->vieworg, vecNewViewOrigin );
}
}
}
}
}
lasttime = pparams->time;
view->model = NULL;
if ( pparams->nextView == 0 )
{
// first renderer cycle
switch (gHUD.m_Spectator.m_iMainMode)
{
case MAIN_MAP_FREE : pparams->onlyClientDraw = true;
angles = pparams->cl_viewangles;
angles[0] = 51.25f + 38.75f*(angles[0]/90.0f);
VectorCopy ( angles, gHUD.m_Spectator.m_mapAngles );
gHUD.m_Spectator.GetMapPosition( pparams->vieworg );
VectorCopy ( angles, pparams->viewangles );
break;
case MAIN_IN_EYE : V_GetInEyePos( gHUD.m_Spectator.m_iObserverTarget,
pparams->vieworg, pparams->viewangles );
break;
default : pparams->onlyClientDraw = false;
break;
}
if ( gHUD.m_Spectator.m_iInsetMode != INSET_OFF )
pparams->nextView = 1; // force a second renderer view
gHUD.m_Spectator.m_iDrawCycle = 0;
}
else
{
// second renderer cycle
// set inset parameters
pparams->viewport[0] = XRES(gHUD.m_Spectator.m_OverviewData.insetWindowX); // change viewport to inset window
pparams->viewport[1] = YRES(gHUD.m_Spectator.m_OverviewData.insetWindowY);
pparams->viewport[2] = XRES(gHUD.m_Spectator.m_OverviewData.insetWindowWidth);
pparams->viewport[3] = YRES(gHUD.m_Spectator.m_OverviewData.insetWindowHeight);
pparams->nextView = 0; // on further view
pparams->onlyClientDraw = false;
// override some settings in certain modes
switch (gHUD.m_Spectator.m_iInsetMode)
{
case INSET_MAP_FREE : pparams->onlyClientDraw = true;
angles = pparams->cl_viewangles;
angles[0] = 51.25f + 38.75f*(angles[0]/90.0f);
VectorCopy ( angles, gHUD.m_Spectator.m_mapAngles );
gHUD.m_Spectator.GetMapPosition( pparams->vieworg );
VectorCopy ( angles, pparams->viewangles );
break;
case INSET_IN_EYE : V_GetInEyePos( gHUD.m_Spectator.m_iObserverTarget,
pparams->vieworg, pparams->viewangles );
break;
}
gHUD.m_Spectator.m_iDrawCycle = 1;
}
v_angles = pparams->viewangles;
v_origin = pparams->vieworg;
}
void V_SmoothInterpolateAngles( float * startAngle, float * endAngle, float * finalAngle, float degreesPerSec )
@ -1527,7 +1233,7 @@ void V_ResetChaseCam() @@ -1527,7 +1233,7 @@ void V_ResetChaseCam()
v_resetCamera = true;
}
/*void V_GetInEyePos( int target, float *origin, float *angles ) //Redefinition of the above //modif de Julien o para Julien
void V_GetInEyePos( int target, float *origin, float *angles )
{
if( !target )
{
@ -1558,7 +1264,7 @@ void V_ResetChaseCam() @@ -1558,7 +1264,7 @@ void V_ResetChaseCam()
// exacty eye position can't be caluculated since it depends on
// client values like cl_bobcycle, this offset matches the default values
origin[2] += 28.0f; // DEFAULT_VIEWHEIGHT
}*/
}
void V_GetMapFreePosition( float *cl_angles, float *origin, float *angles )
{
@ -1674,7 +1380,7 @@ V_CalcSpectatorRefdef @@ -1674,7 +1380,7 @@ V_CalcSpectatorRefdef
==================
*/
/*void V_CalcSpectatorRefdef( struct ref_params_s * pparams ) //Redefinition of the above //modif de Julien o para Julien
void V_CalcSpectatorRefdef( struct ref_params_s * pparams )
{
static vec3_t velocity( 0.0f, 0.0f, 0.0f );
@ -1832,7 +1538,7 @@ V_CalcSpectatorRefdef @@ -1832,7 +1538,7 @@ V_CalcSpectatorRefdef
VectorCopy( v_cl_angles, pparams->cl_viewangles );
VectorCopy( v_angles, pparams->viewangles )
VectorCopy( v_origin, pparams->vieworg );
}*/
}
void DLLEXPORT V_CalcRefdef( struct ref_params_s *pparams )
{

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