// this include must remain at the top of every FXxxxx.CPP file #include "common_headers.h" #if !defined(FX_SCHEDULER_H_INC) #include "FxScheduler.h" #endif #include "cg_media.h" //for cgs.model_draw for G2 extern vmCvar_t fx_debug; extern vmCvar_t fx_freeze; extern void CG_ExplosionEffects( vec3_t origin, float intensity, int radius, int time ); // Stuff for the FxHelper //------------------------------------------------------ void SFxHelper::Init() { mTime = 0; } //------------------------------------------------------ void SFxHelper::Print( const char *msg, ... ) { #ifndef FINAL_BUILD va_list argptr; char text[1024]; va_start( argptr, msg ); vsprintf( text, msg, argptr ); va_end( argptr ); gi.Printf( text ); #endif } //------------------------------------------------------ void SFxHelper::AdjustTime( int frameTime ) { if ( fx_freeze.integer || ( frameTime <= 0 )) { // Allow no time progression when we are paused. mFrameTime = 0; mFloatFrameTime = 0.0f; } else { if ( !cg_paused.integer ) { if ( frameTime > 300 ) // hack for returning from paused and time bursts { frameTime = 300; } mFrameTime = frameTime; mFloatFrameTime = mFrameTime * 0.001f; mTime += mFrameTime; } } } //------------------------------------------------------ int SFxHelper::OpenFile( const char *file, fileHandle_t *fh, int mode ) { // char path[256]; // sprintf( path, "%s/%s", FX_FILE_PATH, file ); return cgi_FS_FOpenFile( file, fh, FS_READ ); } //------------------------------------------------------ int SFxHelper::ReadFile( void *data, int len, fileHandle_t fh ) { return cgi_FS_Read( data, len, fh ); } //------------------------------------------------------ void SFxHelper::CloseFile( fileHandle_t fh ) { cgi_FS_FCloseFile( fh ); } //------------------------------------------------------ void SFxHelper::PlaySound( const vec3_t org, int entityNum, int entchannel, int sfxHandle ) { cgi_S_StartSound( org, entityNum, entchannel, sfxHandle ); } //------------------------------------------------------ void SFxHelper::PlayLocalSound( int sfxHandle, int channelNum ) { cgi_S_StartLocalSound(sfxHandle, channelNum); } //------------------------------------------------------ void SFxHelper::Trace( trace_t *tr, vec3_t start, vec3_t min, vec3_t max, vec3_t end, int skipEntNum, int flags ) { CG_Trace( tr, start, min, max, end, skipEntNum, flags ); } void SFxHelper::G2Trace( trace_t *tr, vec3_t start, vec3_t min, vec3_t max, vec3_t end, int skipEntNum, int flags ) { //CG_Trace( tr, start, min, max, end, skipEntNum, flags, G2_COLLIDE ); gi.trace(tr, start, NULL, NULL, end, skipEntNum, flags, G2_COLLIDE); } //------------------------------------------------------ void SFxHelper::AddFxToScene( refEntity_t *ent ) { cgi_R_AddRefEntityToScene( ent ); } //------------------------------------------------------ int SFxHelper::RegisterShader( const char *shader ) { return cgi_R_RegisterShader( shader ); } //------------------------------------------------------ int SFxHelper::RegisterSound( const char *sound ) { return cgi_S_RegisterSound( sound ); } //------------------------------------------------------ int SFxHelper::RegisterModel( const char *model ) { return cgi_R_RegisterModel( model ); } //------------------------------------------------------ void SFxHelper::AddLightToScene( vec3_t org, float radius, float red, float green, float blue ) { cgi_R_AddLightToScene( org, radius, red, green, blue ); } //------------------------------------------------------ void SFxHelper::AddPolyToScene( int shader, int count, polyVert_t *verts ) { cgi_R_AddPolyToScene( shader, count, verts ); } //------------------------------------------------------ void SFxHelper::CameraShake( vec3_t origin, float intensity, int radius, int time ) { CG_ExplosionEffects( origin, intensity, radius, time ); } //------------------------------------------------------ int SFxHelper::GetOriginAxisFromBolt(const centity_t ¢, int modelNum, int boltNum, vec3_t /*out*/origin, vec3_t /*out*/axis[3]) { if ((cg.time-cent.snapShotTime) > 200) { //you were added more than 200ms ago, so I say you are no longer valid/in our snapshot. return 0; } int doesBoltExist; mdxaBone_t boltMatrix; vec3_t G2Angles = {cent.lerpAngles[0] , cent.lerpAngles[1], cent.lerpAngles[2]}; if ( cent.currentState.eType == ET_PLAYER ) {//players use cent.renderAngles VectorCopy( cent.renderAngles, G2Angles ); if ( cent.gent //has a game entity && cent.gent->s.m_iVehicleNum != 0 //in a vehicle && cent.gent->m_pVehicle //have a valid vehicle pointer && cent.gent->m_pVehicle->m_pVehicleInfo->type != VH_FIGHTER //it's not a fighter && cent.gent->m_pVehicle->m_pVehicleInfo->type != VH_SPEEDER //not a speeder ) { G2Angles[PITCH]=0; G2Angles[ROLL] =0; } } // go away and get me the bolt position for this frame please doesBoltExist = gi.G2API_GetBoltMatrix(cent.gent->ghoul2, modelNum, boltNum, &boltMatrix, G2Angles, cent.lerpOrigin, cg.time, cgs.model_draw, cent.currentState.modelScale); // set up the axis and origin we need for the actual effect spawning origin[0] = boltMatrix.matrix[0][3]; origin[1] = boltMatrix.matrix[1][3]; origin[2] = boltMatrix.matrix[2][3]; axis[1][0] = boltMatrix.matrix[0][0]; axis[1][1] = boltMatrix.matrix[1][0]; axis[1][2] = boltMatrix.matrix[2][0]; axis[0][0] = boltMatrix.matrix[0][1]; axis[0][1] = boltMatrix.matrix[1][1]; axis[0][2] = boltMatrix.matrix[2][1]; axis[2][0] = boltMatrix.matrix[0][2]; axis[2][1] = boltMatrix.matrix[1][2]; axis[2][2] = boltMatrix.matrix[2][2]; return doesBoltExist; } #ifdef _IMMERSION //------------------------------------------------------ ffHandle_t SFxHelper::RegisterForce( const char *force, int channel ) { return cgi_FF_Register( force, channel ); } //------------------------------------------------------ void SFxHelper::PlayForce( int entityNum, ffHandle_t ff ) { cgi_FF_Start( ff, entityNum ); } #endif // _IMMERSION