mirror of
https://github.com/ioquake/ioq3.git
synced 2024-11-10 15:21:35 +00:00
718 lines
17 KiB
C
718 lines
17 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Foobar; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
//
|
|
// cg_effects.c -- these functions generate localentities, usually as a result
|
|
// of event processing
|
|
|
|
#include "cg_local.h"
|
|
|
|
|
|
/*
|
|
==================
|
|
CG_BubbleTrail
|
|
|
|
Bullets shot underwater
|
|
==================
|
|
*/
|
|
void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ) {
|
|
vec3_t move;
|
|
vec3_t vec;
|
|
float len;
|
|
int i;
|
|
|
|
if ( cg_noProjectileTrail.integer ) {
|
|
return;
|
|
}
|
|
|
|
VectorCopy (start, move);
|
|
VectorSubtract (end, start, vec);
|
|
len = VectorNormalize (vec);
|
|
|
|
// advance a random amount first
|
|
i = rand() % (int)spacing;
|
|
VectorMA( move, i, vec, move );
|
|
|
|
VectorScale (vec, spacing, vec);
|
|
|
|
for ( ; i < len; i += spacing ) {
|
|
localEntity_t *le;
|
|
refEntity_t *re;
|
|
|
|
le = CG_AllocLocalEntity();
|
|
le->leFlags = LEF_PUFF_DONT_SCALE;
|
|
le->leType = LE_MOVE_SCALE_FADE;
|
|
le->startTime = cg.time;
|
|
le->endTime = cg.time + 1000 + random() * 250;
|
|
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
|
|
|
|
re = &le->refEntity;
|
|
re->shaderTime = cg.time / 1000.0f;
|
|
|
|
re->reType = RT_SPRITE;
|
|
re->rotation = 0;
|
|
re->radius = 3;
|
|
re->customShader = cgs.media.waterBubbleShader;
|
|
re->shaderRGBA[0] = 0xff;
|
|
re->shaderRGBA[1] = 0xff;
|
|
re->shaderRGBA[2] = 0xff;
|
|
re->shaderRGBA[3] = 0xff;
|
|
|
|
le->color[3] = 1.0;
|
|
|
|
le->pos.trType = TR_LINEAR;
|
|
le->pos.trTime = cg.time;
|
|
VectorCopy( move, le->pos.trBase );
|
|
le->pos.trDelta[0] = crandom()*5;
|
|
le->pos.trDelta[1] = crandom()*5;
|
|
le->pos.trDelta[2] = crandom()*5 + 6;
|
|
|
|
VectorAdd (move, vec, move);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CG_SmokePuff
|
|
|
|
Adds a smoke puff or blood trail localEntity.
|
|
=====================
|
|
*/
|
|
localEntity_t *CG_SmokePuff( const vec3_t p, const vec3_t vel,
|
|
float radius,
|
|
float r, float g, float b, float a,
|
|
float duration,
|
|
int startTime,
|
|
int fadeInTime,
|
|
int leFlags,
|
|
qhandle_t hShader ) {
|
|
static int seed = 0x92;
|
|
localEntity_t *le;
|
|
refEntity_t *re;
|
|
// int fadeInTime = startTime + duration / 2;
|
|
|
|
le = CG_AllocLocalEntity();
|
|
le->leFlags = leFlags;
|
|
le->radius = radius;
|
|
|
|
re = &le->refEntity;
|
|
re->rotation = Q_random( &seed ) * 360;
|
|
re->radius = radius;
|
|
re->shaderTime = startTime / 1000.0f;
|
|
|
|
le->leType = LE_MOVE_SCALE_FADE;
|
|
le->startTime = startTime;
|
|
le->fadeInTime = fadeInTime;
|
|
le->endTime = startTime + duration;
|
|
if ( fadeInTime > startTime ) {
|
|
le->lifeRate = 1.0 / ( le->endTime - le->fadeInTime );
|
|
}
|
|
else {
|
|
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
|
|
}
|
|
le->color[0] = r;
|
|
le->color[1] = g;
|
|
le->color[2] = b;
|
|
le->color[3] = a;
|
|
|
|
|
|
le->pos.trType = TR_LINEAR;
|
|
le->pos.trTime = startTime;
|
|
VectorCopy( vel, le->pos.trDelta );
|
|
VectorCopy( p, le->pos.trBase );
|
|
|
|
VectorCopy( p, re->origin );
|
|
re->customShader = hShader;
|
|
|
|
// rage pro can't alpha fade, so use a different shader
|
|
if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
|
|
re->customShader = cgs.media.smokePuffRageProShader;
|
|
re->shaderRGBA[0] = 0xff;
|
|
re->shaderRGBA[1] = 0xff;
|
|
re->shaderRGBA[2] = 0xff;
|
|
re->shaderRGBA[3] = 0xff;
|
|
} else {
|
|
re->shaderRGBA[0] = le->color[0] * 0xff;
|
|
re->shaderRGBA[1] = le->color[1] * 0xff;
|
|
re->shaderRGBA[2] = le->color[2] * 0xff;
|
|
re->shaderRGBA[3] = 0xff;
|
|
}
|
|
|
|
re->reType = RT_SPRITE;
|
|
re->radius = le->radius;
|
|
|
|
return le;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CG_SpawnEffect
|
|
|
|
Player teleporting in or out
|
|
==================
|
|
*/
|
|
void CG_SpawnEffect( vec3_t org ) {
|
|
localEntity_t *le;
|
|
refEntity_t *re;
|
|
|
|
le = CG_AllocLocalEntity();
|
|
le->leFlags = 0;
|
|
le->leType = LE_FADE_RGB;
|
|
le->startTime = cg.time;
|
|
le->endTime = cg.time + 500;
|
|
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
|
|
|
|
le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
|
|
|
|
re = &le->refEntity;
|
|
|
|
re->reType = RT_MODEL;
|
|
re->shaderTime = cg.time / 1000.0f;
|
|
|
|
#ifndef MISSIONPACK
|
|
re->customShader = cgs.media.teleportEffectShader;
|
|
#endif
|
|
re->hModel = cgs.media.teleportEffectModel;
|
|
AxisClear( re->axis );
|
|
|
|
VectorCopy( org, re->origin );
|
|
#ifdef MISSIONPACK
|
|
re->origin[2] += 16;
|
|
#else
|
|
re->origin[2] -= 24;
|
|
#endif
|
|
}
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
/*
|
|
===============
|
|
CG_LightningBoltBeam
|
|
===============
|
|
*/
|
|
void CG_LightningBoltBeam( vec3_t start, vec3_t end ) {
|
|
localEntity_t *le;
|
|
refEntity_t *beam;
|
|
|
|
le = CG_AllocLocalEntity();
|
|
le->leFlags = 0;
|
|
le->leType = LE_SHOWREFENTITY;
|
|
le->startTime = cg.time;
|
|
le->endTime = cg.time + 50;
|
|
|
|
beam = &le->refEntity;
|
|
|
|
VectorCopy( start, beam->origin );
|
|
// this is the end point
|
|
VectorCopy( end, beam->oldorigin );
|
|
|
|
beam->reType = RT_LIGHTNING;
|
|
beam->customShader = cgs.media.lightningShader;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CG_KamikazeEffect
|
|
==================
|
|
*/
|
|
void CG_KamikazeEffect( vec3_t org ) {
|
|
localEntity_t *le;
|
|
refEntity_t *re;
|
|
|
|
le = CG_AllocLocalEntity();
|
|
le->leFlags = 0;
|
|
le->leType = LE_KAMIKAZE;
|
|
le->startTime = cg.time;
|
|
le->endTime = cg.time + 3000;//2250;
|
|
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
|
|
|
|
le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
|
|
|
|
VectorClear(le->angles.trBase);
|
|
|
|
re = &le->refEntity;
|
|
|
|
re->reType = RT_MODEL;
|
|
re->shaderTime = cg.time / 1000.0f;
|
|
|
|
re->hModel = cgs.media.kamikazeEffectModel;
|
|
|
|
VectorCopy( org, re->origin );
|
|
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CG_ObeliskExplode
|
|
==================
|
|
*/
|
|
void CG_ObeliskExplode( vec3_t org, int entityNum ) {
|
|
localEntity_t *le;
|
|
vec3_t origin;
|
|
|
|
// create an explosion
|
|
VectorCopy( org, origin );
|
|
origin[2] += 64;
|
|
le = CG_MakeExplosion( origin, vec3_origin,
|
|
cgs.media.dishFlashModel,
|
|
cgs.media.rocketExplosionShader,
|
|
600, qtrue );
|
|
le->light = 300;
|
|
le->lightColor[0] = 1;
|
|
le->lightColor[1] = 0.75;
|
|
le->lightColor[2] = 0.0;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CG_ObeliskPain
|
|
==================
|
|
*/
|
|
void CG_ObeliskPain( vec3_t org ) {
|
|
float r;
|
|
sfxHandle_t sfx;
|
|
|
|
// hit sound
|
|
r = rand() & 3;
|
|
if ( r < 2 ) {
|
|
sfx = cgs.media.obeliskHitSound1;
|
|
} else if ( r == 2 ) {
|
|
sfx = cgs.media.obeliskHitSound2;
|
|
} else {
|
|
sfx = cgs.media.obeliskHitSound3;
|
|
}
|
|
trap_S_StartSound ( org, ENTITYNUM_NONE, CHAN_BODY, sfx );
|
|
}
|
|
|
|
|
|
/*
|
|
==================
|
|
CG_InvulnerabilityImpact
|
|
==================
|
|
*/
|
|
void CG_InvulnerabilityImpact( vec3_t org, vec3_t angles ) {
|
|
localEntity_t *le;
|
|
refEntity_t *re;
|
|
int r;
|
|
sfxHandle_t sfx;
|
|
|
|
le = CG_AllocLocalEntity();
|
|
le->leFlags = 0;
|
|
le->leType = LE_INVULIMPACT;
|
|
le->startTime = cg.time;
|
|
le->endTime = cg.time + 1000;
|
|
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
|
|
|
|
le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
|
|
|
|
re = &le->refEntity;
|
|
|
|
re->reType = RT_MODEL;
|
|
re->shaderTime = cg.time / 1000.0f;
|
|
|
|
re->hModel = cgs.media.invulnerabilityImpactModel;
|
|
|
|
VectorCopy( org, re->origin );
|
|
AnglesToAxis( angles, re->axis );
|
|
|
|
r = rand() & 3;
|
|
if ( r < 2 ) {
|
|
sfx = cgs.media.invulnerabilityImpactSound1;
|
|
} else if ( r == 2 ) {
|
|
sfx = cgs.media.invulnerabilityImpactSound2;
|
|
} else {
|
|
sfx = cgs.media.invulnerabilityImpactSound3;
|
|
}
|
|
trap_S_StartSound (org, ENTITYNUM_NONE, CHAN_BODY, sfx );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CG_InvulnerabilityJuiced
|
|
==================
|
|
*/
|
|
void CG_InvulnerabilityJuiced( vec3_t org ) {
|
|
localEntity_t *le;
|
|
refEntity_t *re;
|
|
vec3_t angles;
|
|
|
|
le = CG_AllocLocalEntity();
|
|
le->leFlags = 0;
|
|
le->leType = LE_INVULJUICED;
|
|
le->startTime = cg.time;
|
|
le->endTime = cg.time + 10000;
|
|
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
|
|
|
|
le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
|
|
|
|
re = &le->refEntity;
|
|
|
|
re->reType = RT_MODEL;
|
|
re->shaderTime = cg.time / 1000.0f;
|
|
|
|
re->hModel = cgs.media.invulnerabilityJuicedModel;
|
|
|
|
VectorCopy( org, re->origin );
|
|
VectorClear(angles);
|
|
AnglesToAxis( angles, re->axis );
|
|
|
|
trap_S_StartSound (org, ENTITYNUM_NONE, CHAN_BODY, cgs.media.invulnerabilityJuicedSound );
|
|
}
|
|
|
|
#endif
|
|
|
|
/*
|
|
==================
|
|
CG_ScorePlum
|
|
==================
|
|
*/
|
|
void CG_ScorePlum( int client, vec3_t org, int score ) {
|
|
localEntity_t *le;
|
|
refEntity_t *re;
|
|
vec3_t angles;
|
|
static vec3_t lastPos;
|
|
|
|
// only visualize for the client that scored
|
|
if (client != cg.predictedPlayerState.clientNum || cg_scorePlum.integer == 0) {
|
|
return;
|
|
}
|
|
|
|
le = CG_AllocLocalEntity();
|
|
le->leFlags = 0;
|
|
le->leType = LE_SCOREPLUM;
|
|
le->startTime = cg.time;
|
|
le->endTime = cg.time + 4000;
|
|
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
|
|
|
|
|
|
le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
|
|
le->radius = score;
|
|
|
|
VectorCopy( org, le->pos.trBase );
|
|
if (org[2] >= lastPos[2] - 20 && org[2] <= lastPos[2] + 20) {
|
|
le->pos.trBase[2] -= 20;
|
|
}
|
|
|
|
//CG_Printf( "Plum origin %i %i %i -- %i\n", (int)org[0], (int)org[1], (int)org[2], (int)Distance(org, lastPos));
|
|
VectorCopy(org, lastPos);
|
|
|
|
|
|
re = &le->refEntity;
|
|
|
|
re->reType = RT_SPRITE;
|
|
re->radius = 16;
|
|
|
|
VectorClear(angles);
|
|
AnglesToAxis( angles, re->axis );
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CG_MakeExplosion
|
|
====================
|
|
*/
|
|
localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
|
|
qhandle_t hModel, qhandle_t shader,
|
|
int msec, qboolean isSprite ) {
|
|
float ang;
|
|
localEntity_t *ex;
|
|
int offset;
|
|
vec3_t tmpVec, newOrigin;
|
|
|
|
if ( msec <= 0 ) {
|
|
CG_Error( "CG_MakeExplosion: msec = %i", msec );
|
|
}
|
|
|
|
// skew the time a bit so they aren't all in sync
|
|
offset = rand() & 63;
|
|
|
|
ex = CG_AllocLocalEntity();
|
|
if ( isSprite ) {
|
|
ex->leType = LE_SPRITE_EXPLOSION;
|
|
|
|
// randomly rotate sprite orientation
|
|
ex->refEntity.rotation = rand() % 360;
|
|
VectorScale( dir, 16, tmpVec );
|
|
VectorAdd( tmpVec, origin, newOrigin );
|
|
} else {
|
|
ex->leType = LE_EXPLOSION;
|
|
VectorCopy( origin, newOrigin );
|
|
|
|
// set axis with random rotate
|
|
if ( !dir ) {
|
|
AxisClear( ex->refEntity.axis );
|
|
} else {
|
|
ang = rand() % 360;
|
|
VectorCopy( dir, ex->refEntity.axis[0] );
|
|
RotateAroundDirection( ex->refEntity.axis, ang );
|
|
}
|
|
}
|
|
|
|
ex->startTime = cg.time - offset;
|
|
ex->endTime = ex->startTime + msec;
|
|
|
|
// bias the time so all shader effects start correctly
|
|
ex->refEntity.shaderTime = ex->startTime / 1000.0f;
|
|
|
|
ex->refEntity.hModel = hModel;
|
|
ex->refEntity.customShader = shader;
|
|
|
|
// set origin
|
|
VectorCopy( newOrigin, ex->refEntity.origin );
|
|
VectorCopy( newOrigin, ex->refEntity.oldorigin );
|
|
|
|
ex->color[0] = ex->color[1] = ex->color[2] = 1.0;
|
|
|
|
return ex;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
CG_Bleed
|
|
|
|
This is the spurt of blood when a character gets hit
|
|
=================
|
|
*/
|
|
void CG_Bleed( vec3_t origin, int entityNum ) {
|
|
localEntity_t *ex;
|
|
|
|
if ( !cg_blood.integer ) {
|
|
return;
|
|
}
|
|
|
|
ex = CG_AllocLocalEntity();
|
|
ex->leType = LE_EXPLOSION;
|
|
|
|
ex->startTime = cg.time;
|
|
ex->endTime = ex->startTime + 500;
|
|
|
|
VectorCopy ( origin, ex->refEntity.origin);
|
|
ex->refEntity.reType = RT_SPRITE;
|
|
ex->refEntity.rotation = rand() % 360;
|
|
ex->refEntity.radius = 24;
|
|
|
|
ex->refEntity.customShader = cgs.media.bloodExplosionShader;
|
|
|
|
// don't show player's own blood in view
|
|
if ( entityNum == cg.snap->ps.clientNum ) {
|
|
ex->refEntity.renderfx |= RF_THIRD_PERSON;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
==================
|
|
CG_LaunchGib
|
|
==================
|
|
*/
|
|
void CG_LaunchGib( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
|
|
localEntity_t *le;
|
|
refEntity_t *re;
|
|
|
|
le = CG_AllocLocalEntity();
|
|
re = &le->refEntity;
|
|
|
|
le->leType = LE_FRAGMENT;
|
|
le->startTime = cg.time;
|
|
le->endTime = le->startTime + 5000 + random() * 3000;
|
|
|
|
VectorCopy( origin, re->origin );
|
|
AxisCopy( axisDefault, re->axis );
|
|
re->hModel = hModel;
|
|
|
|
le->pos.trType = TR_GRAVITY;
|
|
VectorCopy( origin, le->pos.trBase );
|
|
VectorCopy( velocity, le->pos.trDelta );
|
|
le->pos.trTime = cg.time;
|
|
|
|
le->bounceFactor = 0.6f;
|
|
|
|
le->leBounceSoundType = LEBS_BLOOD;
|
|
le->leMarkType = LEMT_BLOOD;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CG_GibPlayer
|
|
|
|
Generated a bunch of gibs launching out from the bodies location
|
|
===================
|
|
*/
|
|
#define GIB_VELOCITY 250
|
|
#define GIB_JUMP 250
|
|
void CG_GibPlayer( vec3_t playerOrigin ) {
|
|
vec3_t origin, velocity;
|
|
|
|
if ( !cg_blood.integer ) {
|
|
return;
|
|
}
|
|
|
|
VectorCopy( playerOrigin, origin );
|
|
velocity[0] = crandom()*GIB_VELOCITY;
|
|
velocity[1] = crandom()*GIB_VELOCITY;
|
|
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
|
if ( rand() & 1 ) {
|
|
CG_LaunchGib( origin, velocity, cgs.media.gibSkull );
|
|
} else {
|
|
CG_LaunchGib( origin, velocity, cgs.media.gibBrain );
|
|
}
|
|
|
|
// allow gibs to be turned off for speed
|
|
if ( !cg_gibs.integer ) {
|
|
return;
|
|
}
|
|
|
|
VectorCopy( playerOrigin, origin );
|
|
velocity[0] = crandom()*GIB_VELOCITY;
|
|
velocity[1] = crandom()*GIB_VELOCITY;
|
|
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
|
CG_LaunchGib( origin, velocity, cgs.media.gibAbdomen );
|
|
|
|
VectorCopy( playerOrigin, origin );
|
|
velocity[0] = crandom()*GIB_VELOCITY;
|
|
velocity[1] = crandom()*GIB_VELOCITY;
|
|
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
|
CG_LaunchGib( origin, velocity, cgs.media.gibArm );
|
|
|
|
VectorCopy( playerOrigin, origin );
|
|
velocity[0] = crandom()*GIB_VELOCITY;
|
|
velocity[1] = crandom()*GIB_VELOCITY;
|
|
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
|
CG_LaunchGib( origin, velocity, cgs.media.gibChest );
|
|
|
|
VectorCopy( playerOrigin, origin );
|
|
velocity[0] = crandom()*GIB_VELOCITY;
|
|
velocity[1] = crandom()*GIB_VELOCITY;
|
|
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
|
CG_LaunchGib( origin, velocity, cgs.media.gibFist );
|
|
|
|
VectorCopy( playerOrigin, origin );
|
|
velocity[0] = crandom()*GIB_VELOCITY;
|
|
velocity[1] = crandom()*GIB_VELOCITY;
|
|
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
|
CG_LaunchGib( origin, velocity, cgs.media.gibFoot );
|
|
|
|
VectorCopy( playerOrigin, origin );
|
|
velocity[0] = crandom()*GIB_VELOCITY;
|
|
velocity[1] = crandom()*GIB_VELOCITY;
|
|
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
|
CG_LaunchGib( origin, velocity, cgs.media.gibForearm );
|
|
|
|
VectorCopy( playerOrigin, origin );
|
|
velocity[0] = crandom()*GIB_VELOCITY;
|
|
velocity[1] = crandom()*GIB_VELOCITY;
|
|
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
|
CG_LaunchGib( origin, velocity, cgs.media.gibIntestine );
|
|
|
|
VectorCopy( playerOrigin, origin );
|
|
velocity[0] = crandom()*GIB_VELOCITY;
|
|
velocity[1] = crandom()*GIB_VELOCITY;
|
|
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
|
CG_LaunchGib( origin, velocity, cgs.media.gibLeg );
|
|
|
|
VectorCopy( playerOrigin, origin );
|
|
velocity[0] = crandom()*GIB_VELOCITY;
|
|
velocity[1] = crandom()*GIB_VELOCITY;
|
|
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
|
CG_LaunchGib( origin, velocity, cgs.media.gibLeg );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CG_LaunchGib
|
|
==================
|
|
*/
|
|
void CG_LaunchExplode( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
|
|
localEntity_t *le;
|
|
refEntity_t *re;
|
|
|
|
le = CG_AllocLocalEntity();
|
|
re = &le->refEntity;
|
|
|
|
le->leType = LE_FRAGMENT;
|
|
le->startTime = cg.time;
|
|
le->endTime = le->startTime + 10000 + random() * 6000;
|
|
|
|
VectorCopy( origin, re->origin );
|
|
AxisCopy( axisDefault, re->axis );
|
|
re->hModel = hModel;
|
|
|
|
le->pos.trType = TR_GRAVITY;
|
|
VectorCopy( origin, le->pos.trBase );
|
|
VectorCopy( velocity, le->pos.trDelta );
|
|
le->pos.trTime = cg.time;
|
|
|
|
le->bounceFactor = 0.1f;
|
|
|
|
le->leBounceSoundType = LEBS_BRASS;
|
|
le->leMarkType = LEMT_NONE;
|
|
}
|
|
|
|
#define EXP_VELOCITY 100
|
|
#define EXP_JUMP 150
|
|
/*
|
|
===================
|
|
CG_GibPlayer
|
|
|
|
Generated a bunch of gibs launching out from the bodies location
|
|
===================
|
|
*/
|
|
void CG_BigExplode( vec3_t playerOrigin ) {
|
|
vec3_t origin, velocity;
|
|
|
|
if ( !cg_blood.integer ) {
|
|
return;
|
|
}
|
|
|
|
VectorCopy( playerOrigin, origin );
|
|
velocity[0] = crandom()*EXP_VELOCITY;
|
|
velocity[1] = crandom()*EXP_VELOCITY;
|
|
velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
|
|
CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
|
|
|
|
VectorCopy( playerOrigin, origin );
|
|
velocity[0] = crandom()*EXP_VELOCITY;
|
|
velocity[1] = crandom()*EXP_VELOCITY;
|
|
velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
|
|
CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
|
|
|
|
VectorCopy( playerOrigin, origin );
|
|
velocity[0] = crandom()*EXP_VELOCITY*1.5;
|
|
velocity[1] = crandom()*EXP_VELOCITY*1.5;
|
|
velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
|
|
CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
|
|
|
|
VectorCopy( playerOrigin, origin );
|
|
velocity[0] = crandom()*EXP_VELOCITY*2.0;
|
|
velocity[1] = crandom()*EXP_VELOCITY*2.0;
|
|
velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
|
|
CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
|
|
|
|
VectorCopy( playerOrigin, origin );
|
|
velocity[0] = crandom()*EXP_VELOCITY*2.5;
|
|
velocity[1] = crandom()*EXP_VELOCITY*2.5;
|
|
velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
|
|
CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
|
|
}
|
|
|