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Legs for Q3 Mod

Postby v3nd3tta » Fri Oct 29, 2010 11:56 pm

Hey, a Team i am in, called Hazewood are creating a Open Source Quake 3 Mod Called Rain...
Our Base is itech3 (heavily modified - ioq3 + execandy)
We would like to know how the Legs are inplemented, better me (coding nub) wants to know where the legs are based on.
Thank you for Reading this NuB Question :P
v3nd3tta
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Postby Tequila » Tue Nov 02, 2010 10:28 am

Hey, welcome onboard v3nd3tta,

I think you should look at code/cgame/cg_players.c from the SG 1.1 branch. The 1.1 branch is the SG code I merged personally toward ioQuake3 trunk. In that file and any other one, look at any "#if[n]def SMOKINGUNS" section I inserted as this is used to isolate Smokin'Guns only code.

Maybe you should look at CG_PlayerAngles function as it defines what are the condition and the angles between MD3 player model parts. I'm really not sure if this is what you expect. Tell us what do you like in our "legs" against other ioQ3-based games ?

Then if we can support your own game, please, give some links toward your own project and source code ;)

8)
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