Serious-Engine/Sources/GameMP/CompModels.cpp

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
#include "StdAfx.h"
#include "LCDDrawing.h"
#ifdef DECL_DLL
#undef DECL_DLL
#endif
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#define DECL_DLL
#include "EntitiesMP/Common/Particles.h"
#include "Models/Enemies/Headman/headman.h"
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#include "Models/Enemies/Eyeman/Eyeman.h"
#include "Models/Enemies/Boneman/Boneman.h"
#include "Models/Enemies/WereBull/WereBull.h"
#include "Models/Enemies/SCORPMAN/scorpman.h"
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#include "Models/Enemies/Walker/Walker.h"
#include "Models/Enemies/Woman/Woman.h"
#include "Models/Enemies/Gizmo/Gizmo.h"
#include "Models/Enemies/Fish/Fish.h"
#include "Models/Enemies/Beast/Beast.h"
#include "Models/Enemies/Devil/Devil.h"
#include "Models/Enemies/ElementalLava/ElementalLava.h"
#include "ModelsMP/Enemies/Guffy/Guffy.h"
#include "ModelsMP/Enemies/Grunt/Grunt.h"
#include "ModelsMP/Enemies/Demon/Demon.h"
#include "ModelsMP/Enemies/ChainSawFreak/Freak.h"
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#include "ModelsMP/Enemies/CannonStatic/Turret.h"
#include "ModelsMP/Enemies/CannonRotating/Turret.h"
#include "ModelsMP/Enemies/CannonRotating/RotatingMechanism.h"
#include "ModelsMP/Enemies/Summoner/Summoner.h"
#include "ModelsMP/Enemies/ExotechLarva/Body.h"
#include "ModelsMP/Enemies/ExotechLarva/ExotechLarva.h"
#include "ModelsMP/Enemies/ExotechLarva/Arm.h"
#include "ModelsMP/Enemies/ExotechLarva/BackArms.h"
#include "ModelsMP/Enemies/AirElemental/Elemental.h"
#include "Models/Weapons/Knife/KnifeItem.h"
#include "Models/Weapons/Colt/ColtItem.h"
#include "Models/Weapons/SingleShotgun/SingleShotgunItem.h"
#include "Models/Weapons/DoubleShotgun/DoubleShotgunItem.h"
#include "Models/Weapons/MiniGun/MiniGunItem.h"
#include "Models/Weapons/TommyGun/TommyGunItem.h"
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#include "Models/Weapons/RocketLauncher/RocketLauncherItem.h"
#include "Models/Weapons/GrenadeLauncher/GrenadeLauncherItem.h"
#include "Models/Weapons/Laser/LaserItem.h"
#include "Models/Weapons/Cannon/Cannon.h"
#include "ModelsMP/Weapons/Sniper/SniperItem.h"
#include "ModelsMP/Weapons/ChainSaw/ChainsawItem.h"
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#include "ModelsMP/Weapons/ChainSaw/BladeForPlayer.h"
#include "ModelsMP/Weapons/Flamer/FlamerItem.h"
#define PARTICLES_NONE (0L)
#define PARTICLES_AIR_ELEMENTAL (1L<<1)
#define PARTICLES_LAVA_ELEMENTAL (1L<<2)
// model's data
static CModelObject _moModel;
static CModelObject _moFloor;
static CPlacement3D _plModel;
static ANGLE3D _aRotation;
static BOOL _bHasFloor = FALSE;
static FLOAT _fFloorY = 0.0f;
static FLOAT _fFOV = 90.0f;
static FLOAT3D _vLightDir = FLOAT3D( -0.2f, -0.2f, -0.2f);
static COLOR _colLight = C_GRAY;
static COLOR _colAmbient = C_vdGRAY;
static COLOR _iParticleType = PARTICLES_NONE;
// model setting values
static CTString _strLastModel = "";
static BOOL _bModelOK = FALSE;
extern FLOAT _fMsgAppearFade;
static CModelObject *AddAttachment_t(CModelObject *pmoParent, INDEX iPosition,
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const CTFileName &fnmModel, INDEX iAnim,
const CTFileName &fnmTexture,
const CTFileName &fnmReflection=CTFILENAME(""),
const CTFileName &fnmSpecular=CTFILENAME(""))
{
CAttachmentModelObject *pamo = pmoParent->AddAttachmentModel(iPosition);
ASSERT(pamo!=NULL);
pamo->amo_moModelObject.SetData_t(fnmModel);
pamo->amo_moModelObject.PlayAnim(iAnim, AOF_LOOPING);
pamo->amo_moModelObject.mo_toTexture.SetData_t(fnmTexture);
pamo->amo_moModelObject.mo_toReflection.SetData_t(fnmReflection);
pamo->amo_moModelObject.mo_toSpecular.SetData_t(fnmSpecular);
return &pamo->amo_moModelObject;
}
extern void SetupCompModel_t(const CTString &strName)
{
CModelObject *pmo = &_moModel;
_aRotation = ANGLE3D(0,0,0);
_bHasFloor = FALSE;
_fFloorY = 0.0f;
_fFOV = 90.0f;
_vLightDir = FLOAT3D( -0.2f, -0.2f, -0.2f);
_colLight = C_GRAY;
_colAmbient = C_vdGRAY;
_iParticleType = PARTICLES_NONE;
_moFloor.SetData_t(CTFILENAME("ModelsMP\\Computer\\Floor.mdl"));
_moFloor.mo_toTexture.SetData_t(CTFILENAME("Models\\Computer\\Floor.tex"));
pmo->mo_colBlendColor = 0xFFFFFFFF;
if (strName=="Rocketman") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Headman\\Headman.mdl"));
pmo->PlayAnim(HEADMAN_ANIM_COMPUTERKAMIKAZE, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Headman\\Rocketman.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-1.0,-1.75), ANGLE3D(210,0,0));
AddAttachment_t(pmo, HEADMAN_ATTACHMENT_HEAD,
CTFILENAME("Models\\Enemies\\Headman\\Head.mdl"), 0,
CTFILENAME("Models\\Enemies\\Headman\\Head.tex"));
AddAttachment_t(pmo, HEADMAN_ATTACHMENT_ROCKET_LAUNCHER,
CTFILENAME("Models\\Enemies\\Headman\\RocketLauncher.mdl"), 0,
CTFILENAME("Models\\Enemies\\Headman\\RocketLauncher.tex"));
pmo->StretchModel(FLOAT3D(1.25f,1.25f,1.25f));
_bHasFloor = TRUE;
} else if (strName=="Firecracker") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Headman\\Headman.mdl"));
pmo->PlayAnim(HEADMAN_ANIM_COMPUTERKAMIKAZE, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Headman\\Firecracker.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-1.0,-1.75), ANGLE3D(210,0,0));
AddAttachment_t(pmo, HEADMAN_ATTACHMENT_HEAD,
CTFILENAME("Models\\Enemies\\Headman\\FirecrackerHead.mdl"), 0,
CTFILENAME("Models\\Enemies\\Headman\\FirecrackerHead.tex"));
AddAttachment_t(pmo, HEADMAN_ATTACHMENT_CHAINSAW,
CTFILENAME("Models\\Enemies\\Headman\\Chainsaw.mdl"), 0,
CTFILENAME("Models\\Enemies\\Headman\\Chainsaw.tex"));
pmo->StretchModel(FLOAT3D(1.25f,1.25f,1.25f));
_bHasFloor = TRUE;
} else if (strName=="Bomberman") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Headman\\Headman.mdl"));
pmo->PlayAnim(HEADMAN_ANIM_COMPUTERKAMIKAZE, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Headman\\Bomberman.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-1.0,-1.75), ANGLE3D(210,0,0));
AddAttachment_t(pmo, HEADMAN_ATTACHMENT_HEAD,
CTFILENAME("Models\\Enemies\\Headman\\Head.mdl"), 0,
CTFILENAME("Models\\Enemies\\Headman\\Head.tex"));
pmo->StretchModel(FLOAT3D(1.25f,1.25f,1.25f));
_bHasFloor = TRUE;
} else if (strName=="Kamikaze") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Headman\\Headman.mdl"));
pmo->PlayAnim(HEADMAN_ANIM_COMPUTERKAMIKAZE, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Headman\\Kamikaze.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-1.0,-1.75), ANGLE3D(210,0,0));
AddAttachment_t(pmo, HEADMAN_ATTACHMENT_BOMB_RIGHT_HAND,
CTFILENAME("Models\\Enemies\\Headman\\Projectile\\Bomb.mdl"), 0,
CTFILENAME("Models\\Enemies\\Headman\\Projectile\\Bomb.tex"));
AddAttachment_t(pmo, HEADMAN_ATTACHMENT_BOMB_LEFT_HAND,
CTFILENAME("Models\\Enemies\\Headman\\Projectile\\Bomb.mdl"), 0,
CTFILENAME("Models\\Enemies\\Headman\\Projectile\\Bomb.tex"));
pmo->StretchModel(FLOAT3D(1.25f,1.25f,1.25f));
_bHasFloor = TRUE;
} else if (strName=="EyemanPurple") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Eyeman\\Eyeman.mdl"));
pmo->PlayAnim(EYEMAN_ANIM_WALK, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Eyeman\\Eyeman4.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-0.9f,-1.5), ANGLE3D(210,0,0));
pmo->StretchModel(FLOAT3D(1,1,1));
_bHasFloor = TRUE;
} else if (strName=="EyemanGreen") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Eyeman\\Eyeman.mdl"));
pmo->PlayAnim(EYEMAN_ANIM_WALK, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Eyeman\\Eyeman5.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-1.2f,-2.0), ANGLE3D(210,0,0));
pmo->StretchModel(FLOAT3D(1.3f, 1.3f, 1.3f));
_bHasFloor = TRUE;
} else if (strName=="Boneman") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Boneman\\Boneman.mdl"));
pmo->PlayAnim(BONEMAN_ANIM_WALKCOMPUTER, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Boneman\\Boneman.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-1.0f,-3.0), ANGLE3D(210,0,0));
pmo->StretchModel(FLOAT3D(1,1,1));
_bHasFloor = TRUE;
} else if (strName=="Bull") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Werebull\\Werebull.mdl"));
pmo->PlayAnim(WEREBULL_ANIM_WALK, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Werebull\\Werebull.tex"));
_plModel = CPlacement3D(FLOAT3D(0.0f,-1.5f,-4.0), ANGLE3D(-110,0,0));
pmo->StretchModel(FLOAT3D(1,1,1));
_bHasFloor = TRUE;
} else if (strName=="ScorpmanSoldier") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Scorpman\\Scorpman.mdl"));
pmo->mo_toSpecular.SetData_t(CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
pmo->PlayAnim(SCORPMAN_ANIM_WALK, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Scorpman\\Soldier.tex"));
// _plModel = CPlacement3D(FLOAT3D(0+0.2f*2,-2,-13), ANGLE3D(150,0,0));
// _fFOV = 30;
_plModel = CPlacement3D(FLOAT3D(0+0.5f*3,-3.0f,-7.0)*2/3, ANGLE3D(135,0,0));
_vLightDir = FLOAT3D( 0.2f, -0.2f, -0.2f);
_colLight = C_lGRAY;
_colAmbient = C_vdGRAY;
AddAttachment_t(pmo, SCORPMAN_ATTACHMENT_MINIGUN,
CTFILENAME("Models\\Enemies\\Scorpman\\Gun.mdl"), 0,
CTFILENAME("Models\\Enemies\\Scorpman\\Gun.tex"));
pmo->StretchModel(FLOAT3D(2.0f,2.0f,2.0f));
_bHasFloor = TRUE;
} else if (strName=="ScorpmanGeneral") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Scorpman\\Scorpman.mdl"));
pmo->PlayAnim(SCORPMAN_ANIM_WALK, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Scorpman\\General.tex"));
pmo->mo_toSpecular.SetData_t(CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
// _plModel = CPlacement3D(FLOAT3D(0+0.2f*3,-4,-19), ANGLE3D(150,0,0));
// _fFOV = 30;
_plModel = CPlacement3D(FLOAT3D(0+0.5f*3,-3.0f,-7.0), ANGLE3D(135,0,0));
_vLightDir = FLOAT3D( 0.2f, -0.2f, -0.2f);
_colLight = C_lGRAY;
_colAmbient = C_vdGRAY;
AddAttachment_t(pmo, SCORPMAN_ATTACHMENT_MINIGUN,
CTFILENAME("Models\\Enemies\\Scorpman\\Gun.mdl"), 0,
CTFILENAME("Models\\Enemies\\Scorpman\\Gun.tex"));
pmo->StretchModel(FLOAT3D(3.0f,3.0f,3.0f));
_bHasFloor = TRUE;
} else if (strName=="WalkerSmall") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Walker\\Walker.mdl"));
pmo->PlayAnim(WALKER_ANIM_WALKBIG, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Walker\\Walker02.tex"));
AddAttachment_t(pmo, WALKER_ATTACHMENT_ROCKETLAUNCHER_LT,
CTFILENAME("Models\\Enemies\\Walker\\RocketLauncher.mdl"), 0,
CTFILENAME("Models\\Enemies\\Walker\\RocketLauncher.tex"),
CTFILENAME(""),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, WALKER_ATTACHMENT_ROCKETLAUNCHER_RT,
CTFILENAME("Models\\Enemies\\Walker\\RocketLauncher.mdl"), 0,
CTFILENAME("Models\\Enemies\\Walker\\RocketLauncher.tex"),
CTFILENAME(""),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-2.0f,-5.0), ANGLE3D(210,0,0));
pmo->StretchModel(FLOAT3D(0.5,0.5,0.5));
_bHasFloor = TRUE;
_colLight = C_lGRAY;
_colAmbient = C_vdGRAY;
} else if (strName=="WalkerBig") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Walker\\Walker.mdl"));
pmo->PlayAnim(WALKER_ANIM_WALKBIG, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Walker\\Walker01.tex"));
AddAttachment_t(pmo, WALKER_ATTACHMENT_ROCKETLAUNCHER_LT,
CTFILENAME("Models\\Enemies\\Walker\\RocketLauncher.mdl"), 0,
CTFILENAME("Models\\Enemies\\Walker\\RocketLauncher.tex"),
CTFILENAME(""),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, WALKER_ATTACHMENT_ROCKETLAUNCHER_RT,
CTFILENAME("Models\\Enemies\\Walker\\RocketLauncher.mdl"), 0,
CTFILENAME("Models\\Enemies\\Walker\\RocketLauncher.tex"),
CTFILENAME(""),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-4.0f,-10.0), ANGLE3D(210,0,0));
pmo->StretchModel(FLOAT3D(1,1,1));
_bHasFloor = TRUE;
} else if (strName=="Woman") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Woman\\Woman.mdl"));
pmo->PlayAnim(WOMAN_ANIM_AIRSTAND, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Woman\\Woman.tex"));
_plModel = CPlacement3D(FLOAT3D(0,0.0f,-2.0), ANGLE3D(210,30,0));
pmo->StretchModel(FLOAT3D(1,1,1));
_bHasFloor = TRUE;
_fFloorY = -1.5f;
} else if (strName=="Gizmo") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Gizmo\\Gizmo.mdl"));
pmo->PlayAnim(GIZMO_ANIM_IDLE, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Gizmo\\Gizmo.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-0.5f,-1.2f), ANGLE3D(150,0,0));
pmo->StretchModel(FLOAT3D(1,1,1));
_fFloorY = 0.0f;
_bHasFloor = TRUE;
} else if (strName=="Fish") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Fish\\Fish.mdl"));
pmo->PlayAnim(FISH_ANIM_IDLE, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Fish\\Fish1.tex"));
pmo->mo_toSpecular.SetData_t(CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
_plModel = CPlacement3D(FLOAT3D(-0.2f,-0.5f,-3.0), ANGLE3D(250,0,0));
pmo->StretchModel(FLOAT3D(1,1,1));
_bHasFloor = TRUE;
_fFloorY = -1.0f;
} else if (strName=="BeastNormal") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Beast\\Beast.mdl"));
pmo->PlayAnim(BEAST_ANIM_IDLECOMPUTER, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Beast\\Beast.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-2.0f,-6.0), ANGLE3D(170,0,0));
pmo->StretchModel(FLOAT3D(2,2,2));
_bHasFloor = TRUE;
} else if (strName=="BeastBig") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Beast\\Beast.mdl"));
pmo->PlayAnim(BEAST_ANIM_IDLECOMPUTER, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Beast\\BeastBig.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-6.5f,-18.0), ANGLE3D(170,0,0));
//_plModel = CPlacement3D(FLOAT3D(tmp_af[5],tmp_af[6],tmp_af[7]), ANGLE3D(tmp_af[8],0,0));
//_fFOV = tmp_af[9];
//CPrintF("%f %f %f : %f : %f\n", tmp_af[5],tmp_af[6],tmp_af[7], tmp_af[8], tmp_af[9]);
pmo->StretchModel(FLOAT3D(6,6,6));
_bHasFloor = TRUE;
} else if (strName=="ElementalLava") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\ElementalLava\\ElementalLava.mdl"));
pmo->PlayAnim(ELEMENTALLAVA_ANIM_WALKCOMPUTER, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\ElementalLava\\Lava04Fx.tex"));
pmo->mo_toBump.SetData_t(CTFILENAME("Models\\Enemies\\ElementalLava\\Detail.tex"));
AddAttachment_t(pmo, ELEMENTALLAVA_ATTACHMENT_BODY_FLARE,
CTFILENAME("Models\\Enemies\\ElementalLava\\BodyFlare.mdl"), 0,
CTFILENAME("Models\\Enemies\\ElementalLava\\Flare.tex"));
AddAttachment_t(pmo, ELEMENTALLAVA_ATTACHMENT_RIGHT_HAND_FLARE,
CTFILENAME("Models\\Enemies\\ElementalLava\\HandFlare.mdl"), 0,
CTFILENAME("Models\\Enemies\\ElementalLava\\Flare.tex"));
AddAttachment_t(pmo, ELEMENTALLAVA_ATTACHMENT_LEFT_HAND_FLARE,
CTFILENAME("Models\\Enemies\\ElementalLava\\HandFlare.mdl"), 0,
CTFILENAME("Models\\Enemies\\ElementalLava\\Flare.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-5.0f,-8.0), ANGLE3D(150,0,0));
pmo->StretchModel(FLOAT3D(4,4,4));
_bHasFloor = TRUE;
_iParticleType = PARTICLES_LAVA_ELEMENTAL;
} else if (strName=="Devil") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Devil\\Devil.mdl"));
pmo->PlayAnim(DEVIL_ANIM_WALK, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Enemies\\Devil\\Devil.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-12.0f,-25.0), ANGLE3D(150,0,0));
pmo->StretchModel(FLOAT3D(12,12,12));
_bHasFloor = TRUE;
} else if (strName=="Guffy") {
pmo->SetData_t(CTFILENAME("ModelsMP\\Enemies\\Guffy\\Guffy.mdl"));
pmo->PlayAnim(GUFFY_ANIM_IDLE, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("ModelsMP\\Enemies\\Guffy\\Guffy.tex"));
AddAttachment_t(pmo, GUFFY_ATTACHMENT_GUNRIGHT,
CTFILENAME("ModelsMP\\Enemies\\Guffy\\Gun.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\Guffy\\Gun.tex"));
AddAttachment_t(pmo, GUFFY_ATTACHMENT_GUNLEFT,
CTFILENAME("ModelsMP\\Enemies\\Guffy\\Gun.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\Guffy\\Gun.tex"));
CModelObject *pmoRight = &pmo->GetAttachmentModel(GUFFY_ATTACHMENT_GUNRIGHT)->amo_moModelObject;
pmoRight->StretchModel(FLOAT3D(-1,1,1));
_plModel = CPlacement3D(FLOAT3D(0.0f,-2.0f,-5.75f), ANGLE3D(210,0,0));
_fFOV = 70.0f;
_vLightDir = FLOAT3D( -0.1f, -0.1f, -0.175f);
//_plModel = CPlacement3D(FLOAT3D(tmp_af[5],tmp_af[6],tmp_af[7]), ANGLE3D(tmp_af[8],0,0));
//_fFOV = tmp_af[9];
//CPrintF("%f %f %f : %f : %f\n", tmp_af[5],tmp_af[6],tmp_af[7], tmp_af[8], tmp_af[9]);
pmo->StretchModel(FLOAT3D(1.5f, 1.5f, 1.5f));
_bHasFloor = TRUE;
} else if (strName=="GruntSoldier") {
pmo->SetData_t(CTFILENAME("ModelsMP\\Enemies\\Grunt\\Grunt.mdl"));
pmo->PlayAnim(GRUNT_ANIM_IDLEPATROL, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("ModelsMP\\Enemies\\Grunt\\Soldier.tex"));
AddAttachment_t(pmo, GRUNT_ATTACHMENT_GUN_SMALL,
CTFILENAME("ModelsMP\\Enemies\\Grunt\\Gun.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\Grunt\\Gun.tex"));
_plModel = CPlacement3D(FLOAT3D(0.0f,-1.5f,-3.7f), ANGLE3D(165.0f,0.0f,0.0f));
_fFOV = 70.0f;
_vLightDir = FLOAT3D( -0.1f, -0.2f, -0.2f);
//_vLightDir = FLOAT3D( tmp_af[2], tmp_af[3], tmp_af[4]);
pmo->StretchModel(FLOAT3D(1.2f, 1.2f, 1.2f));
_fFloorY = 0.0f;
_bHasFloor = TRUE;
} else if (strName=="GruntCommander") {
pmo->SetData_t(CTFILENAME("ModelsMP\\Enemies\\Grunt\\Grunt.mdl"));
pmo->PlayAnim(GRUNT_ANIM_IDLEPATROL, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("ModelsMP\\Enemies\\Grunt\\Commander.tex"));
AddAttachment_t(pmo, GRUNT_ATTACHMENT_GUN_COMMANDER,
CTFILENAME("ModelsMP\\Enemies\\Grunt\\Gun_Commander.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\Grunt\\Gun_Commander.tex"));
_plModel = CPlacement3D(FLOAT3D(0.0f,-1.65f,-3.9f), ANGLE3D(165.0f,0.0f,0.0f));
_fFOV = 70.0f;
_vLightDir = FLOAT3D( -0.1f, -0.2f, -0.2f);
pmo->StretchModel(FLOAT3D(1.4f, 1.4f, 1.4f));
_fFloorY = 0.0f;
_bHasFloor = TRUE;
} else if (strName=="Demon") {
pmo->SetData_t(CTFILENAME("ModelsMP\\Enemies\\Demon\\Demon.mdl"));
pmo->PlayAnim(DEMON_ANIM_IDLE, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("ModelsMP\\Enemies\\Demon\\Demon.tex"));
_plModel = CPlacement3D(FLOAT3D(0.0f, -1.25f, -2.25f), ANGLE3D(160.0f, 0.0f, 0.0f));
pmo->StretchModel(FLOAT3D(1.4f, 1.4f, 1.4f));
_fFloorY = 0.0f;
_bHasFloor = TRUE;
} else if (strName=="Chainsaw Freak") {
pmo->SetData_t(CTFILENAME("ModelsMP\\Enemies\\ChainsawFreak\\Freak.mdl"));
pmo->PlayAnim(FREAK_ANIM_IDLE, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("ModelsMP\\Enemies\\ChainsawFreak\\Freak.tex"));
AddAttachment_t(pmo, FREAK_ATTACHMENT_CHAINSAW,
CTFILENAME("ModelsMP\\Enemies\\ChainsawFreak\\Saw.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\ChainsawFreak\\Saw.tex"));
_plModel = CPlacement3D(FLOAT3D(-0.25f, -2.0f, -3.75f), ANGLE3D(200.0f, 0.0f, 0.0f));
pmo->StretchModel(FLOAT3D(1.4f, 1.4f, 1.4f));
_fFloorY = 0.0f;
_bHasFloor = TRUE;
} else if (strName=="Cannon Static") {
pmo->SetData_t(CTFILENAME("ModelsMP\\Enemies\\CannonStatic\\Turret.mdl"));
pmo->PlayAnim(TURRET_ANIM_DEFAULT, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("ModelsMP\\Enemies\\CannonStatic\\Turret.tex"));
AddAttachment_t(pmo, TURRET_ATTACHMENT_CANNON,
CTFILENAME("ModelsMP\\Enemies\\CannonStatic\\Cannon.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\CannonStatic\\Cannon.tex"));
CAttachmentModelObject *pmoMuzzle = pmo->GetAttachmentModel(TURRET_ATTACHMENT_CANNON);
pmoMuzzle->amo_plRelative.pl_OrientationAngle(2) = 10.0f;
_plModel = CPlacement3D(FLOAT3D(0.4f, -1.0f, -2.75), ANGLE3D(125.0f, 0.0f, 0.0f));
pmo->StretchModel(FLOAT3D(1.4f, 1.4f, 1.4f));
_fFloorY = 0.0f;
_bHasFloor = TRUE;
} else if (strName=="Cannon Rotating") {
pmo->SetData_t(CTFILENAME("ModelsMP\\Enemies\\CannonRotating\\Turret.mdl"));
pmo->PlayAnim(TURRET_ANIM_DEFAULT, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("ModelsMP\\Enemies\\CannonRotating\\Turret.tex"));
AddAttachment_t(pmo, TURRET_ATTACHMENT_ROTATORHEADING,
CTFILENAME("ModelsMP\\Enemies\\CannonRotating\\RotatingMechanism.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\CannonRotating\\RotatingMechanism.tex"));
CModelObject *pmoRotator = &pmo->GetAttachmentModel(TURRET_ATTACHMENT_ROTATORHEADING)->amo_moModelObject;
AddAttachment_t(pmoRotator, ROTATINGMECHANISM_ATTACHMENT_CANNON,
CTFILENAME("ModelsMP\\Enemies\\CannonStatic\\Cannon.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\CannonStatic\\Cannon.tex"));
CAttachmentModelObject *pmoMuzzle = pmoRotator->GetAttachmentModel(ROTATINGMECHANISM_ATTACHMENT_CANNON);
pmoMuzzle->amo_plRelative.pl_OrientationAngle(2) = 10.0f;
_plModel = CPlacement3D(FLOAT3D(0.4f, -1.0f, -2.75f), ANGLE3D(125.0f, 0.0f, 0.0f));
pmo->StretchModel(FLOAT3D(1.4f, 1.4f, 1.4f));
_fFloorY = 0.0f;
_bHasFloor = TRUE;
} else if (strName=="Summoner") {
pmo->SetData_t(CTFILENAME("ModelsMP\\Enemies\\Summoner\\Summoner.mdl"));
pmo->PlayAnim(SUMMONER_ANIM_IDLE, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("ModelsMP\\Enemies\\Summoner\\Summoner.tex"));
pmo->mo_toBump.SetData_t(CTFILENAME("TexturesMP\\Detail\\Crumples04.tex"));
AddAttachment_t(pmo, SUMMONER_ATTACHMENT_STAFF,
CTFILENAME("ModelsMP\\Enemies\\Summoner\\Staff.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\Summoner\\Staff.tex"));
_plModel = CPlacement3D(FLOAT3D(0.25f, -7.0f, -31.0f), ANGLE3D(160.0f, 0.0f, 0.0f));
_fFOV = 50.0f;
_vLightDir = FLOAT3D( 0.1f, -0.3f, -0.2f);
pmo->StretchModel(FLOAT3D(7.0f, 7.0f, 7.0f));
_fFloorY = 0.0f;
_bHasFloor = TRUE;
} else if (strName=="Exotech Larva") {
pmo->SetData_t(CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\Body.mdl"));
pmo->PlayAnim(BODY_ANIM_IDLECOMPUTER, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\Body.tex"));
pmo->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f));
CModelObject *pmoAtt;
// left side
AddAttachment_t(pmo, BODY_ATTACHMENT_ARM_LEFT,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\Arm.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\Arm.tex"));
pmoAtt = &pmo->GetAttachmentModel(BODY_ATTACHMENT_ARM_LEFT)->amo_moModelObject;
AddAttachment_t(pmoAtt, ARM_ATTACHMENT_PLASMAGUN,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\Weapons\\PlasmaGun.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\Weapons\\PlasmaGun.tex"));
// right side
AddAttachment_t(pmo, BODY_ATTACHMENT_ARM_RIGHT,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\Arm.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\Arm.tex"));
pmoAtt = &pmo->GetAttachmentModel(BODY_ATTACHMENT_ARM_RIGHT)->amo_moModelObject;
pmoAtt->StretchModel(FLOAT3D(-1,1,1));
AddAttachment_t(pmoAtt, ARM_ATTACHMENT_PLASMAGUN,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\Weapons\\PlasmaGun.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\Weapons\\PlasmaGun.tex"));
CModelObject *pmoAtt2;
pmoAtt2 = &pmoAtt->GetAttachmentModel(ARM_ATTACHMENT_PLASMAGUN)->amo_moModelObject;
pmoAtt2->StretchModel(FLOAT3D(-1,1,1));
// blades
AddAttachment_t(pmo, BODY_ATTACHMENT_BACKARMS,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\BackArms.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\Body.tex"));
CModelObject *pmoAtt3;
pmoAtt3 = &pmo->GetAttachmentModel(BODY_ATTACHMENT_BACKARMS)->amo_moModelObject;
pmoAtt3->PlayAnim(BACKARMS_ANIM_ACTIVE, AOF_LOOPING);
// holder
AddAttachment_t(pmo, BODY_ATTACHMENT_EXOTECHLARVA,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\ExotechLarva.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\ExotechLarva.tex"));
pmoAtt = &pmo->GetAttachmentModel(BODY_ATTACHMENT_EXOTECHLARVA)->amo_moModelObject;
AddAttachment_t(pmoAtt, EXOTECHLARVA_ATTACHMENT_BEAM,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\Beam.mdl"), 0,
CTFILENAME("ModelsMP\\Effects\\Laser\\Laser.tex"));
AddAttachment_t(pmoAtt, EXOTECHLARVA_ATTACHMENT_ENERGYBEAMS,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\EnergyBeams.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\EnergyBeams.tex"));
AddAttachment_t(pmoAtt, EXOTECHLARVA_ATTACHMENT_FLARE,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\EffectFlare.mdl"), 0,
CTFILENAME("ModelsMP\\Enemies\\ExotechLarva\\EffectFlare.tex"));
_plModel = CPlacement3D(FLOAT3D(0.5f, -8.0f, -21.0f), ANGLE3D(165.0f, 0.0f, 0.0f));
_fFOV = 70.0f;
_aRotation = ANGLE3D( 10.0f, 0, 0 );
_vLightDir = FLOAT3D( -0.1f, -0.2f, -0.2f);
pmo->StretchModelRelative(FLOAT3D(2.5f, 2.5f, 2.5f));
//pmo->StretchModel(FLOAT3D(2.5f, 2.5f, 2.5f));
_fFloorY = -2.0f;
_bHasFloor = TRUE;
} else if (strName=="Air Elemental") {
pmo->SetData_t(CTFILENAME("ModelsMP\\Enemies\\AirElemental\\Elemental.mdl"));
pmo->PlayAnim(ELEMENTAL_ANIM_IDLE, AOF_LOOPING);
pmo->mo_colBlendColor = 0;
_plModel = CPlacement3D(FLOAT3D(-1.0f, -13.0f, -52.0f), ANGLE3D(170.0f, 0.0f, 0.0f));
_fFOV = 50.0f;
//_plModel = CPlacement3D(FLOAT3D(tmp_af[5],tmp_af[6],tmp_af[7]), ANGLE3D(tmp_af[8],0,0));
//_fFOV = tmp_af[9];
//CPrintF("%f %f %f : %f : %f\n", tmp_af[5],tmp_af[6],tmp_af[7], tmp_af[8], tmp_af[9]);
//_vLightDir = FLOAT3D( tmp_af[2], tmp_af[3], tmp_af[4]);
pmo->StretchModel(FLOAT3D(14.0f, 14.0f, 14.0f));
_fFloorY = -2.0f;
_bHasFloor = TRUE;
_iParticleType = PARTICLES_AIR_ELEMENTAL;
} else if (strName=="BeastHuge") {
pmo->SetData_t(CTFILENAME("Models\\Enemies\\Beast\\Beast.mdl"));
pmo->PlayAnim(BEAST_ANIM_IDLECOMPUTER, AOF_LOOPING);
pmo->mo_toTexture.SetData_t(CTFILENAME("ModelsMP\\Enemies\\Beast\\BeastBiggest.tex"));
_plModel = CPlacement3D(FLOAT3D(-0.5f, -12.0f, -30.0f), ANGLE3D(170.0f, 0.0f, 0.0f));
_vLightDir = FLOAT3D( -0.1f, -0.3f, -0.2f);
pmo->StretchModel(FLOAT3D(11.0f, 11.0f, 11.0f));
_fFloorY = 0.0f;
_bHasFloor = TRUE;
} else if (strName=="Knife") {
pmo->SetData_t(CTFILENAME("Models\\Weapons\\Knife\\KnifeItem.mdl"));
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Weapons\\Knife\\KnifeItem.tex"));
pmo->PlayAnim(KNIFEITEM_ANIM_COMPUTER, AOF_LOOPING);
_plModel = CPlacement3D(FLOAT3D(0,-0.5f,-2.0), ANGLE3D(0,10,0));
_aRotation = ANGLE3D(100,0,0);
pmo->StretchModel(FLOAT3D(4,4,4));
_bHasFloor = TRUE;
_fFloorY = -1.0f;
} else if (strName=="Colt") {
pmo->SetData_t(CTFILENAME("Models\\Weapons\\Colt\\ColtItem.mdl"));
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Weapons\\Colt\\ColtMain.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-0.5f,-2.0), ANGLE3D(0,10,0));
_aRotation = ANGLE3D(100,0,0);
AddAttachment_t(pmo, COLTITEM_ATTACHMENT_BULLETS,
CTFILENAME("Models\\Weapons\\Colt\\ColtBullets.mdl"), 0,
CTFILENAME("Models\\Weapons\\Colt\\ColtBullets.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightBlueMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, COLTITEM_ATTACHMENT_COCK,
CTFILENAME("Models\\Weapons\\Colt\\ColtCock.mdl"), 0,
CTFILENAME("Models\\Weapons\\Colt\\ColtCock.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightBlueMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, COLTITEM_ATTACHMENT_BODY,
CTFILENAME("Models\\Weapons\\Colt\\ColtMain.mdl"), 0,
CTFILENAME("Models\\Weapons\\Colt\\ColtMain.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightBlueMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
pmo->StretchModel(FLOAT3D(4,4,4));
_bHasFloor = TRUE;
_fFloorY = -1.0f;
} else if (strName=="SingleShotgun") {
pmo->SetData_t(CTFILENAME("Models\\Weapons\\SingleShotgun\\SingleShotgunItem.mdl"));
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Weapons\\SingleShotgun\\Handle.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-0.5f,-3.0), ANGLE3D(0,10,0));
_aRotation = ANGLE3D(100,0,0);
AddAttachment_t(pmo, SINGLESHOTGUNITEM_ATTACHMENT_BARRELS,
CTFILENAME("Models\\Weapons\\SingleShotgun\\Barrels.mdl"), 0,
CTFILENAME("Models\\Weapons\\SingleShotgun\\Barrels.tex"),
CTFILENAME("Models\\ReflectionTextures\\DarkMetal.tex"),
CTFILENAME("Models\\SpecularTextures\\Weak.tex"));
AddAttachment_t(pmo, SINGLESHOTGUNITEM_ATTACHMENT_HANDLE,
CTFILENAME("Models\\Weapons\\SingleShotgun\\Handle.mdl"), 0,
CTFILENAME("Models\\Weapons\\SingleShotgun\\Handle.tex"),
CTFILENAME("Models\\ReflectionTextures\\DarkMetal.tex"),
CTFILENAME("Models\\SpecularTextures\\Weak.tex"));
AddAttachment_t(pmo, SINGLESHOTGUNITEM_ATTACHMENT_SLIDER,
CTFILENAME("Models\\Weapons\\SingleShotgun\\Slider.mdl"), 0,
CTFILENAME("Models\\Weapons\\SingleShotgun\\Barrels.tex"),
CTFILENAME("Models\\ReflectionTextures\\DarkMetal.tex"),
CTFILENAME("Models\\SpecularTextures\\Weak.tex"));
pmo->StretchModel(FLOAT3D(3.5,3.5,3.5));
_bHasFloor = TRUE;
_fFloorY = -1.0f;
} else if (strName=="DoubleShotgun") {
pmo->SetData_t(CTFILENAME("Models\\Weapons\\DoubleShotgun\\DoubleShotgunItem.mdl"));
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Weapons\\DoubleShotgun\\Handle.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-0.5f,-4.0), ANGLE3D(0,10,0));
_aRotation = ANGLE3D(100,0,0);
AddAttachment_t(pmo, DOUBLESHOTGUNITEM_ATTACHMENT_BARRELS,
CTFILENAME("Models\\Weapons\\DoubleShotgun\\DshotgunBarrels.mdl"), 0,
CTFILENAME("Models\\Weapons\\DoubleShotgun\\Barrels.tex"),
CTFILENAME("Models\\ReflectionTextures\\BWRiples01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, DOUBLESHOTGUNITEM_ATTACHMENT_HANDLE,
CTFILENAME("Models\\Weapons\\DoubleShotgun\\DshotgunHandle.mdl"), 0,
CTFILENAME("Models\\Weapons\\DoubleShotgun\\Handle.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, DOUBLESHOTGUNITEM_ATTACHMENT_SWITCH,
CTFILENAME("Models\\Weapons\\DoubleShotgun\\Switch.mdl"), 0,
CTFILENAME("Models\\Weapons\\DoubleShotgun\\Switch.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
pmo->StretchModel(FLOAT3D(3.0,3.0,3.0));
_bHasFloor = TRUE;
_fFloorY = -1.0f;
} else if (strName=="Tommygun") {
pmo->SetData_t(CTFILENAME("Models\\Weapons\\Tommygun\\TommygunItem.mdl"));
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Weapons\\Tommygun\\Body.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-0.8f,-1.8f), ANGLE3D(0,10,0));
_aRotation = ANGLE3D(100,0,0);
AddAttachment_t(pmo, TOMMYGUNITEM_ATTACHMENT_BODY,
CTFILENAME("Models\\Weapons\\Tommygun\\Body.mdl"), 0,
CTFILENAME("Models\\Weapons\\Tommygun\\Body.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, TOMMYGUNITEM_ATTACHMENT_SLIDER,
CTFILENAME("Models\\Weapons\\Tommygun\\Slider.mdl"), 0,
CTFILENAME("Models\\Weapons\\Tommygun\\Body.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
pmo->StretchModel(FLOAT3D(2.0,2.0,2.0));
_bHasFloor = TRUE;
_fFloorY = -0.5f;
} else if (strName=="Sniper") {
pmo->SetData_t(CTFILENAME("ModelsMP\\Weapons\\Sniper\\Sniper.mdl"));
pmo->mo_toTexture.SetData_t(CTFILENAME("ModelsMP\\Weapons\\Sniper\\Body.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-0.4f,-4.0f), ANGLE3D(0,10,0));
_aRotation = ANGLE3D(100,0,0);
_fFOV = 50.0f;
_vLightDir = FLOAT3D( -0.1f, -0.2f, -0.2f);
AddAttachment_t(pmo, SNIPERITEM_ATTACHMENT_BODY,
CTFILENAME("ModelsMP\\Weapons\\Sniper\\Body.mdl"), 0,
CTFILENAME("ModelsMP\\Weapons\\Sniper\\Body.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
pmo->StretchModel(FLOAT3D(1.5,1.5,1.5));
_bHasFloor = TRUE;
_fFloorY = -0.5f;
} else if (strName=="ChainSaw") {
pmo->SetData_t(CTFILENAME("ModelsMP\\Weapons\\Chainsaw\\ChainsawItem.mdl"));
pmo->mo_toTexture.SetData_t(CTFILENAME("ModelsMP\\Weapons\\Chainsaw\\Body.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-0.4f,-3.0f), ANGLE3D(0,10,0));
_aRotation = ANGLE3D(100,0,0);
_fFOV = 60.0f;
_vLightDir = FLOAT3D( -0.1f, -0.2f, -0.2f);
AddAttachment_t(pmo, CHAINSAWITEM_ATTACHMENT_CHAINSAW,
CTFILENAME("ModelsMP\\Weapons\\Chainsaw\\BodyForPlayer.mdl"), 0,
CTFILENAME("ModelsMP\\Weapons\\Chainsaw\\Body.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, CHAINSAWITEM_ATTACHMENT_BLADE,
CTFILENAME("ModelsMP\\Weapons\\Chainsaw\\Blade.mdl"), 0,
CTFILENAME("ModelsMP\\Weapons\\Chainsaw\\Blade.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
CAttachmentModelObject *amo = pmo->GetAttachmentModel(CHAINSAWITEM_ATTACHMENT_BLADE);
AddAttachment_t(pmo, BLADEFORPLAYER_ATTACHMENT_TEETH,
CTFILENAME("ModelsMP\\Weapons\\Chainsaw\\Teeth.mdl"), 0,
CTFILENAME("ModelsMP\\Weapons\\Chainsaw\\Teeth.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
pmo->StretchModel(FLOAT3D(1.0,1.0,1.0));
_bHasFloor = TRUE;
_fFloorY = -0.5f;
} else if (strName=="Flamer") {
pmo->SetData_t(CTFILENAME("ModelsMP\\Weapons\\Flamer\\FlamerItem.mdl"));
pmo->mo_toTexture.SetData_t(CTFILENAME("ModelsMP\\Weapons\\Flamer\\Body.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-0.4f,-2.2f), ANGLE3D(0,10,0));
_aRotation = ANGLE3D(100,0,0);
_fFOV = 70.0f;
_vLightDir = FLOAT3D( -0.1f, -0.2f, -0.2f);
AddAttachment_t(pmo, FLAMERITEM_ATTACHMENT_BODY,
CTFILENAME("ModelsMP\\Weapons\\Flamer\\Body.mdl"), 0,
CTFILENAME("ModelsMP\\Weapons\\Flamer\\Body.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, FLAMERITEM_ATTACHMENT_FUEL,
CTFILENAME("ModelsMP\\Weapons\\Flamer\\FuelReservoir.mdl"), 0,
CTFILENAME("ModelsMP\\Weapons\\Flamer\\FuelReservoir.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
pmo->StretchModel(FLOAT3D(1.5,1.5,1.5));
_bHasFloor = TRUE;
_fFloorY = -0.5f;
} else if (strName=="serious bomb") {
pmo->SetData_t(CTFILENAME("ModelsMP\\Items\\PowerUps\\SeriousBomb\\SeriousBomb.mdl"));
pmo->mo_toTexture.SetData_t(CTFILENAME("ModelsMP\\Items\\PowerUps\\SeriousBomb\\SeriousBomb.tex"));
_plModel = CPlacement3D(FLOAT3D(0.0f, -1.0f, -6.0f), ANGLE3D(0,-10.0f,0));
_aRotation = ANGLE3D(60,0,0);
_fFOV = 40.0f;
/*_plModel = CPlacement3D(FLOAT3D(tmp_af[5],tmp_af[6],tmp_af[7]), ANGLE3D(0,tmp_af[8],0));
_fFOV = tmp_af[9];
CPrintF("%f %f %f : %f : %f\n", tmp_af[5],tmp_af[6],tmp_af[7], tmp_af[8], tmp_af[9]);*/
pmo->StretchModel(FLOAT3D(3.0f, 3.0f, 3.0f));
_bHasFloor = TRUE;
_fFloorY = 0.0f;
} else if (strName=="Minigun") {
pmo->SetData_t(CTFILENAME("Models\\Weapons\\Minigun\\MinigunItem.mdl"));
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Weapons\\Minigun\\Minigun.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-0.5f,-3.75f), ANGLE3D(0,10,0));
_aRotation = ANGLE3D(100,0,0);
AddAttachment_t(pmo, MINIGUNITEM_ATTACHMENT_BARRELS,
CTFILENAME("Models\\Weapons\\Minigun\\Barrels.mdl"), 0,
CTFILENAME("Models\\Weapons\\Minigun\\Barrels.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, MINIGUNITEM_ATTACHMENT_BODY,
CTFILENAME("Models\\Weapons\\Minigun\\Body.mdl"), 0,
CTFILENAME("Models\\Weapons\\Minigun\\Body.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, MINIGUNITEM_ATTACHMENT_ENGINE,
CTFILENAME("Models\\Weapons\\Minigun\\Engine.mdl"), 0,
CTFILENAME("Models\\Weapons\\Minigun\\Barrels.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
pmo->StretchModel(FLOAT3D(1.75,1.75,1.75));
_bHasFloor = TRUE;
_fFloorY = -1.0f;
} else if (strName=="RocketLauncher") {
pmo->SetData_t(CTFILENAME("Models\\Weapons\\RocketLauncher\\RocketLauncherItem.mdl"));
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Weapons\\RocketLauncher\\Body.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-1.0f,-3.0), ANGLE3D(0,10,0));
_aRotation = ANGLE3D(100,0,0);
AddAttachment_t(pmo, ROCKETLAUNCHERITEM_ATTACHMENT_BODY,
CTFILENAME("Models\\Weapons\\RocketLauncher\\Body.mdl"), 0,
CTFILENAME("Models\\Weapons\\RocketLauncher\\Body.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, ROCKETLAUNCHERITEM_ATTACHMENT_ROTATINGPART,
CTFILENAME("Models\\Weapons\\RocketLauncher\\RotatingPart.mdl"), 0,
CTFILENAME("Models\\Weapons\\RocketLauncher\\RotatingPart.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET1,
CTFILENAME("Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.mdl"), 0,
CTFILENAME("Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET2,
CTFILENAME("Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.mdl"), 0,
CTFILENAME("Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET3,
CTFILENAME("Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.mdl"), 0,
CTFILENAME("Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, ROCKETLAUNCHERITEM_ATTACHMENT_ROCKET4,
CTFILENAME("Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.mdl"), 0,
CTFILENAME("Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
pmo->StretchModel(FLOAT3D(2.5,2.5,2.5));
_bHasFloor = TRUE;
_fFloorY = -1.0f;
} else if (strName=="GrenadeLauncher") {
pmo->SetData_t(CTFILENAME("Models\\Weapons\\GrenadeLauncher\\GrenadeLauncherItem.mdl"));
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Weapons\\GrenadeLauncher\\Body.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-1.0f,-4.0), ANGLE3D(0,10,0));
_aRotation = ANGLE3D(100,0,0);
AddAttachment_t(pmo, GRENADELAUNCHERITEM_ATTACHMENT_BODY,
CTFILENAME("Models\\Weapons\\GrenadeLauncher\\Body.mdl"), 0,
CTFILENAME("Models\\Weapons\\GrenadeLauncher\\Body.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, GRENADELAUNCHERITEM_ATTACHMENT_MOVING_PART,
CTFILENAME("Models\\Weapons\\GrenadeLauncher\\MovingPipe.mdl"), 0,
CTFILENAME("Models\\Weapons\\GrenadeLauncher\\MovingPipe.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, GRENADELAUNCHERITEM_ATTACHMENT_GRENADE,
CTFILENAME("Models\\Weapons\\GrenadeLauncher\\GrenadeBack.mdl"), 0,
CTFILENAME("Models\\Weapons\\GrenadeLauncher\\MovingPipe.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
pmo->StretchModel(FLOAT3D(2.5,2.5,2.5));
_bHasFloor = TRUE;
_fFloorY = -1.0f;
} else if (strName=="Laser") {
pmo->SetData_t(CTFILENAME("Models\\Weapons\\Laser\\LaserItem.mdl"));
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Weapons\\Laser\\Body.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-1.0f,-3.0), ANGLE3D(0,10,0));
_aRotation = ANGLE3D(100,0,0);
AddAttachment_t(pmo, LASERITEM_ATTACHMENT_BODY,
CTFILENAME("Models\\Weapons\\Laser\\Body.mdl"), 0,
CTFILENAME("Models\\Weapons\\Laser\\Body.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, LASERITEM_ATTACHMENT_LEFTUP,
CTFILENAME("Models\\Weapons\\Laser\\Barrel.mdl"), 0,
CTFILENAME("Models\\Weapons\\Laser\\Barrel.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, LASERITEM_ATTACHMENT_LEFTDOWN,
CTFILENAME("Models\\Weapons\\Laser\\Barrel.mdl"), 0,
CTFILENAME("Models\\Weapons\\Laser\\Barrel.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, LASERITEM_ATTACHMENT_RIGHTUP,
CTFILENAME("Models\\Weapons\\Laser\\Barrel.mdl"), 0,
CTFILENAME("Models\\Weapons\\Laser\\Barrel.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
AddAttachment_t(pmo, LASERITEM_ATTACHMENT_RIGHTDOWN,
CTFILENAME("Models\\Weapons\\Laser\\Barrel.mdl"), 0,
CTFILENAME("Models\\Weapons\\Laser\\Barrel.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
pmo->StretchModel(FLOAT3D(2.5,2.5,2.5));
_bHasFloor = TRUE;
_fFloorY = -1.0f;
} else if (strName=="Cannon") {
pmo->SetData_t(CTFILENAME("Models\\Weapons\\Cannon\\Cannon.mdl"));
pmo->mo_toTexture.SetData_t(CTFILENAME("Models\\Weapons\\Cannon\\Body.tex"));
_plModel = CPlacement3D(FLOAT3D(0,-1.0f,-3.0), ANGLE3D(0,10,0));
_aRotation = ANGLE3D(100,0,0);
AddAttachment_t(pmo, CANNON_ATTACHMENT_BODY,
CTFILENAME("Models\\Weapons\\Cannon\\Body.mdl"), 0,
CTFILENAME("Models\\Weapons\\Cannon\\Body.tex"),
CTFILENAME("Models\\ReflectionTextures\\LightMetal01.tex"),
CTFILENAME("Models\\SpecularTextures\\Medium.tex"));
pmo->StretchModel(FLOAT3D(2.5,2.5,2.5));
_bHasFloor = TRUE;
_fFloorY = -1.0f;
} else {
ThrowF_t(TRANS("Unknown model '%s'"), (const char *) strName);
2016-03-11 14:57:17 +01:00
}
}
void RenderMessageModel(CDrawPort *pdp, const CTString &strModel)
{
// if new model
if (_strLastModel!=strModel) {
_strLastModel=strModel;
_bModelOK = FALSE;
// try to
try {
// load model
SetupCompModel_t(strModel);
_bModelOK = TRUE;
// if failed
} catch(char *strError) {
// report error
CPrintF("Cannot setup model '%s':\n%s\n", (const char *) strModel, strError);
2016-03-11 14:57:17 +01:00
// do nothing
return;
}
}
// if model is not loaded ok
if (!_bModelOK) {
// do nothing
return;
}
// for each eye
for (INDEX iEye=STEREO_LEFT; iEye<=(Stereo_IsEnabled()?STEREO_RIGHT:STEREO_LEFT); iEye++) {
// prepare projection
CRenderModel rm;
CPerspectiveProjection3D pr;
pr.FOVL() = AngleDeg(_fFOV);
pr.ScreenBBoxL() = FLOATaabbox2D(
FLOAT2D(0.0f, 0.0f),
FLOAT2D((float)pdp->GetWidth(), (float)pdp->GetHeight())
);
pr.AspectRatioL() = 1.0f;
pr.FrontClipDistanceL() = 0.3f;
pr.ViewerPlacementL() = CPlacement3D(FLOAT3D(0,0,0), ANGLE3D(0,0,0));
// setup stereo rendering
Stereo_SetBuffer(iEye);
Stereo_AdjustProjection(pr, iEye, 0.16f);
pdp->FillZBuffer(1.0f);
// initialize rendering
CAnyProjection3D apr;
apr = pr;
BeginModelRenderingView(apr, pdp);
rm.rm_vLightDirection = _vLightDir;
const FLOAT fDistance = 1+ 10*(1/(_fMsgAppearFade+0.01) - 1/(1+0.01));
// if model needs floor
if( _bHasFloor) {
// set floor's position
CPlacement3D pl = _plModel;
pl.pl_OrientationAngle = ANGLE3D(0,0,0);
pl.pl_PositionVector = _plModel.pl_PositionVector;
pl.pl_PositionVector(2) += _fFloorY;
pl.pl_PositionVector(3) *= fDistance;
rm.SetObjectPlacement(pl);
// render the floor
rm.rm_colLight = C_WHITE;
rm.rm_colAmbient = C_WHITE;
rm.rm_fDistanceFactor = -999;
_moFloor.SetupModelRendering(rm);
_moFloor.RenderModel(rm);
}
// set model's position
CPlacement3D pl;
pl.pl_OrientationAngle = _plModel.pl_OrientationAngle + _aRotation*_pTimer->GetLerpedCurrentTick();
pl.pl_PositionVector = _plModel.pl_PositionVector;
pl.pl_PositionVector(3) *= fDistance / pdp->dp_fWideAdjustment;
rm.SetObjectPlacement(pl);
// render the model
rm.rm_colLight = _colLight;
rm.rm_colAmbient = _colAmbient;
rm.rm_fDistanceFactor = -999; // force highest mip disregarding stretch factors
_moModel.SetupModelRendering(rm);
FLOATplane3D plFloorPlane = FLOATplane3D( FLOAT3D( 0.0f, 1.0f, 0.0f), _plModel.pl_PositionVector(2)+_fFloorY);
CPlacement3D plLightPlacement = CPlacement3D( _plModel.pl_PositionVector
+ rm.rm_vLightDirection * _plModel.pl_PositionVector(3) *5, ANGLE3D(0,0,0));
_moModel.RenderShadow( rm, plLightPlacement, 200.0f, 200.0f, 1.0f, plFloorPlane);
_moModel.RenderModel(rm);
// render particles
if (_iParticleType!=PARTICLES_NONE) {
Particle_PrepareSystem(pdp, apr);
Particle_PrepareEntity( 1, 0, 0, NULL);
switch(_iParticleType) {
case PARTICLES_AIR_ELEMENTAL:
Particles_AirElemental_Comp(&_moModel, 1.0f, 1.0f, pl);
break;
case PARTICLES_LAVA_ELEMENTAL:
Particles_Burning_Comp(&_moModel, 0.25f, pl);
break;
}
Particle_EndSystem();
}
EndModelRenderingView();
}
Stereo_SetBuffer(STEREO_BOTH);
}