Inheritance: idActor
Example #1
0
		protected override string GetPlayerSkin(idPlayer player)
		{
			string baseName = string.Empty;
			
			if(player.Team == PlayerTeam.Blue)
			{
				baseName = "skins/characters/player/marine_mp_blue";
			}
			else
			{
				baseName = "skins/characters/player/marine_mp_red";
			}
						
			return baseName;
		}
Example #2
0
		public idPlayerView(idPlayer player)
		{
			_player = player;
			_screenBlobs = new ScreenBlob[idR.MaxScreenBlobs];
			_view = new idRenderView();
	
			_doubleVisionMaterial = idR.DeclManager.FindMaterial("_scratch");
			_tunnelMaterial = idR.DeclManager.FindMaterial("textures/decals/tunnel");
			_armorMaterial = idR.DeclManager.FindMaterial("armorViewEffect");
			_berserkMaterial = idR.DeclManager.FindMaterial("textures/decals/berserk");
			_irGogglesMaterial = idR.DeclManager.FindMaterial("textures/decals/irblend");
			_bloodSprayMaterial = idR.DeclManager.FindMaterial("textures/decals/bloodspray");
			_bfgMaterial = idR.DeclManager.FindMaterial("textures/decals/bfgvision");
			_lagoMaterial = idR.DeclManager.FindMaterial(idR.LagometerMaterial, false );

			ClearEffects();
		}
Example #3
0
		public PlayerView(idPlayer player)
		{
			_player = player;

			/*memset(screenBlobs, 0, sizeof(screenBlobs));
			dvMaterial = declManager->FindMaterial("_scratch");
			tunnelMaterial = declManager->FindMaterial("textures/decals/tunnel");
			armorMaterial = declManager->FindMaterial("armorViewEffect");
			berserkMaterial = declManager->FindMaterial("textures/decals/berserk");
			irGogglesMaterial = declManager->FindMaterial("textures/decals/irblend");
			bloodSprayMaterial = declManager->FindMaterial("textures/decals/bloodspray");
			bfgMaterial = declManager->FindMaterial("textures/decals/bfgvision");
			lagoMaterial = declManager->FindMaterial(LAGO_MATERIAL, false);
			bfgVision = false;
			dvFinishTime = 0;
			kickFinishTime = 0;
			kickAngles.Zero();
			lastDamageTime = 0.0f;
			fadeTime = 0;
			fadeRate = 0.0;
			fadeFromColor.Zero();
			fadeToColor.Zero();
			fadeColor.Zero();
			shakeAng.Zero();

			ClearEffects();*/
		}
Example #4
0
		/// <summary>
		/// spectators are spawned randomly anywhere.
		/// in-game clients are spawned based on distance to active players (randomized on the first half)
		/// upon map restart, initial spawns are used (randomized ordered list of spawns flagged "initial").
		/// if there are more players than initial spots, overflow to regular spawning.
		/// </summary>
		/// <param name="player"></param>
		/// <returns></returns>
		public idEntity SelectInitialSpawnPoint(idPlayer player)
		{
			if((this.IsMultiplayer == false) || (_spawnPoints.Length == 0))
			{
				idEntity ent = FindEntityUsingDef(null, "info_player_start");

				if(ent == null)
				{
					idConsole.Error("No info_player_start on map.");
				}

				return ent;
			}

			if(player.IsSpectating == true)
			{
				// plain random spot, don't bother
				return _spawnPoints[_random.Next(_spawnPoints.Length)].Entity;
				/*} else if ( player->useInitialSpawns && currentInitialSpot < initialSpots.Num() ) {
			return initialSpots[ currentInitialSpot++ ];*/
			}
			else
			{
				// check if we are alone in map
				bool alone = true;

				for(int j = 0; j < idR.MaxClients; j++)
				{
					if((_entities[j] != null) && (_entities[j] != player))
					{
						alone = false;
					}
				}

				if(alone == true)
				{
					// don't do distance-based
					return _spawnPoints[_random.Next(_spawnPoints.Length)].Entity;
				}

				// TODO
				// find the distance to the closest active player for each spawn spot
				/*for( i = 0; i < spawnSpots.Num(); i++ ) {
					pos = spawnSpots[ i ].ent->GetPhysics()->GetOrigin();
					spawnSpots[ i ].dist = 0x7fffffff;
					for( j = 0; j < MAX_CLIENTS; j++ ) {
						if ( !entities[ j ] || !entities[ j ]->IsType( idPlayer::Type )
							|| entities[ j ] == player
							|| static_cast< idPlayer * >( entities[ j ] )->spectating ) {
							continue;
						}
				
						dist = ( pos - entities[ j ]->GetPhysics()->GetOrigin() ).LengthSqr();
						if ( dist < spawnSpots[ i ].dist ) {
							spawnSpots[ i ].dist = dist;
						}
					}
				}

		// sort the list
		qsort( ( void * )spawnSpots.Ptr(), spawnSpots.Num(), sizeof( spawnSpot_t ), ( int (*)(const void *, const void *) )sortSpawnPoints );

		// choose a random one in the top half
		which = random.RandomInt( spawnSpots.Num() / 2 );
		spot = spawnSpots[ which ];*/
			}

			// TODO: return spot.ent;
			return null;
		}
Example #5
0
		protected virtual string GetPlayerSkin(idPlayer player)
		{
			return player.Info.GetString("ui_skin");
		}
Example #6
0
		private void UpdatePlayerSkin(idPlayer player, bool restart)
		{
			if(restart == true)
			{
				player.Team = (player.Info.GetString("ui_team").ToLower() == "blue") ? PlayerTeam.Blue : PlayerTeam.Red;
			}

			player.BaseSkin = this.GetPlayerSkin(player);

			if(player.BaseSkin == string.Empty)
			{
				player.BaseSkin = "skins/characters/player/marine_mp";
			}

			player.Skin = idR.DeclManager.FindSkin(player.BaseSkin, false);

			// match the skin to a color band for scoreboard
			if(player.BaseSkin.Contains("red") == true)
			{
				player.ColorBarIndex = 1;
			}
			else if(player.BaseSkin.Contains("green") == true)
			{
				player.ColorBarIndex = 2;
			}
			else if(player.BaseSkin.Contains("blue") == true)
			{
				player.ColorBarIndex = 3;
			}
			else if(player.BaseSkin.Contains("yellow") == true)
			{
				player.ColorBarIndex = 4;
			}
			else
			{
				player.ColorBarIndex = 0;
			}

			player.ColorBar = idPlayer.ColorBarTable[player.ColorBarIndex];

			idConsole.Warning("TODO: powerup active");
			/*if(PowerUpActive(BERSERK))
			{
				powerUpSkin = declManager->FindSkin(baseSkinName + "_berserk");
			}*/
		}