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1546 lines
38 KiB
C
1546 lines
38 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_effects.c -- these functions generate localentities, usually as a result
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// of event processing
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#include "cg_local.h"
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/*
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==================
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CG_BubbleTrail
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Bullets shot underwater
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==================
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*/
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void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ) {
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vec3_t move;
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vec3_t vec;
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float len;
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int i;
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if ( cg_noProjectileTrail.integer ) {
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return;
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}
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VectorCopy (start, move);
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VectorSubtract (end, start, vec);
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len = VectorNormalize (vec);
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// advance a random amount first
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i = rand() % (int)spacing;
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VectorMA( move, i, vec, move );
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VectorScale (vec, spacing, vec);
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for ( ; i < len; i += spacing ) {
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localEntity_t *le;
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refEntity_t *re;
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le = CG_AllocLocalEntity();
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le->leFlags = LEF_PUFF_DONT_SCALE;
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le->leType = LE_MOVE_SCALE_FADE;
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le->startTime = cg.time;
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le->endTime = cg.time + 1000 + random() * 250;
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le->lifeRate = 1.0 / ( le->endTime - le->startTime );
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re = &le->refEntity;
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re->shaderTime = cg.time / 1000.0f;
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re->reType = RT_SPRITE;
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re->rotation = 0;
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re->radius = 3;
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re->customShader = 0;//cgs.media.waterBubbleShader;
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re->shaderRGBA[0] = 0xff;
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re->shaderRGBA[1] = 0xff;
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re->shaderRGBA[2] = 0xff;
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re->shaderRGBA[3] = 0xff;
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le->color[3] = 1.0;
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le->pos.trType = TR_LINEAR;
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le->pos.trTime = cg.time;
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VectorCopy( move, le->pos.trBase );
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le->pos.trDelta[0] = crandom()*5;
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le->pos.trDelta[1] = crandom()*5;
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le->pos.trDelta[2] = crandom()*5 + 6;
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VectorAdd (move, vec, move);
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}
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}
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/*
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=====================
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CG_SmokePuff
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Adds a smoke puff or blood trail localEntity.
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=====================
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*/
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localEntity_t *CG_SmokePuff( const vec3_t p, const vec3_t vel,
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float radius,
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float r, float g, float b, float a,
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float duration,
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int startTime,
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int fadeInTime,
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int leFlags,
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qhandle_t hShader ) {
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static int seed = 0x92;
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localEntity_t *le;
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refEntity_t *re;
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// int fadeInTime = startTime + duration / 2;
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le = CG_AllocLocalEntity();
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le->leFlags = leFlags;
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le->radius = radius;
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re = &le->refEntity;
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re->rotation = Q_random( &seed ) * 360;
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re->radius = radius;
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re->shaderTime = startTime / 1000.0f;
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le->leType = LE_MOVE_SCALE_FADE;
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le->startTime = startTime;
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le->fadeInTime = fadeInTime;
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le->endTime = startTime + duration;
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if ( fadeInTime > startTime ) {
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le->lifeRate = 1.0 / ( le->endTime - le->fadeInTime );
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}
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else {
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le->lifeRate = 1.0 / ( le->endTime - le->startTime );
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}
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le->color[0] = r;
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le->color[1] = g;
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le->color[2] = b;
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le->color[3] = a;
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le->pos.trType = TR_LINEAR;
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le->pos.trTime = startTime;
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VectorCopy( vel, le->pos.trDelta );
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VectorCopy( p, le->pos.trBase );
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VectorCopy( p, re->origin );
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re->customShader = hShader;
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re->shaderRGBA[0] = le->color[0] * 0xff;
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re->shaderRGBA[1] = le->color[1] * 0xff;
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re->shaderRGBA[2] = le->color[2] * 0xff;
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re->shaderRGBA[3] = 0xff;
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re->reType = RT_SPRITE;
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re->radius = le->radius;
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return le;
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}
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int CGDEBUG_SaberColor( int saberColor )
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{
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switch( (int)(saberColor) )
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{
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case SABER_RED:
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return 0x000000ff;
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break;
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case SABER_ORANGE:
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return 0x000088ff;
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break;
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case SABER_YELLOW:
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return 0x0000ffff;
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break;
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case SABER_GREEN:
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return 0x0000ff00;
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break;
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case SABER_BLUE:
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return 0x00ff0000;
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break;
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case SABER_PURPLE:
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return 0x00ff00ff;
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break;
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default:
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return saberColor;
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break;
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}
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}
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void CG_TestLine( vec3_t start, vec3_t end, int time, unsigned int color, int radius) {
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localEntity_t *le;
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refEntity_t *re;
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le = CG_AllocLocalEntity();
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le->leType = LE_LINE;
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le->startTime = cg.time;
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le->endTime = cg.time + time;
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le->lifeRate = 1.0 / ( le->endTime - le->startTime );
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re = &le->refEntity;
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VectorCopy( start, re->origin );
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VectorCopy( end, re->oldorigin);
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re->shaderTime = cg.time / 1000.0f;
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re->reType = RT_LINE;
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re->radius = 0.5*radius;
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re->customShader = cgs.media.whiteShader; //trap_R_RegisterShaderNoMip("textures/colombia/canvas_doublesided");
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re->shaderTexCoord[0] = re->shaderTexCoord[1] = 1.0f;
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if (color==0)
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{
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re->shaderRGBA[0] = re->shaderRGBA[1] = re->shaderRGBA[2] = re->shaderRGBA[3] = 0xff;
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}
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else
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{
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color = CGDEBUG_SaberColor( color );
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re->shaderRGBA[0] = color & 0xff;
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color >>= 8;
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re->shaderRGBA[1] = color & 0xff;
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color >>= 8;
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re->shaderRGBA[2] = color & 0xff;
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// color >>= 8;
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// re->shaderRGBA[3] = color & 0xff;
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re->shaderRGBA[3] = 0xff;
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}
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le->color[3] = 1.0;
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//re->renderfx |= RF_DEPTHHACK;
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}
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/*
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==================
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CG_ThrowChunk
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==================
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*/
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void CG_ThrowChunk( vec3_t origin, vec3_t velocity, qhandle_t hModel, int optionalSound, int startalpha ) {
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localEntity_t *le;
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refEntity_t *re;
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le = CG_AllocLocalEntity();
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re = &le->refEntity;
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le->leType = LE_FRAGMENT;
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le->startTime = cg.time;
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le->endTime = le->startTime + 5000 + random() * 3000;
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VectorCopy( origin, re->origin );
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AxisCopy( axisDefault, re->axis );
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re->hModel = hModel;
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le->pos.trType = TR_GRAVITY;
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le->angles.trType = TR_GRAVITY;
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VectorCopy( origin, le->pos.trBase );
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VectorCopy( velocity, le->pos.trDelta );
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VectorSet(le->angles.trBase, 20, 20, 20);
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VectorCopy( velocity, le->angles.trDelta );
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le->pos.trTime = cg.time;
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le->angles.trTime = cg.time;
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le->leFlags = LEF_TUMBLE;
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le->angles.trBase[YAW] = 180;
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le->bounceFactor = 0.3f;
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le->bounceSound = optionalSound;
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le->forceAlpha = startalpha;
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}
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//----------------------------
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//
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// Breaking Glass Technology
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//
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//----------------------------
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// Since we have shared verts when we tesselate the glass sheet, it helps to have a
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// random offset table set up up front.
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static float offX[20][20],
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offZ[20][20];
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#define FX_ALPHA_NONLINEAR 0x00000004
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#define FX_APPLY_PHYSICS 0x02000000
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#define FX_USE_ALPHA 0x08000000
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static void CG_DoGlassQuad( vec3_t p[4], vec2_t uv[4], qboolean stick, int time, vec3_t dmgDir )
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{
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float bounce;
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vec3_t rotDelta;
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vec3_t vel, accel;
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vec3_t rgb1;
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addpolyArgStruct_t apArgs;
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int i, i_2;
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VectorSet( vel, crandom() * 12, crandom() * 12, -1 );
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if ( !stick )
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{
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// We aren't a motion delayed chunk, so let us move quickly
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VectorMA( vel, 0.3f, dmgDir, vel );
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}
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// Set up acceleration due to gravity, 800 is standard QuakeIII gravity, so let's use something close
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VectorSet( accel, 0.0f, 0.0f, -(600.0f + random() * 100.0f ) );
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// We are using an additive shader, so let's set the RGB low so we look more like transparent glass
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// VectorSet( rgb1, 0.1f, 0.1f, 0.1f );
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VectorSet( rgb1, 1.0f, 1.0f, 1.0f );
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// Being glass, we don't want to bounce much
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bounce = random() * 0.2f + 0.15f;
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// Set up our random rotate, we only do PITCH and YAW, not ROLL. This is something like degrees per second
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VectorSet( rotDelta, crandom() * 40.0f, crandom() * 40.0f, 0.0f );
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//In an ideal world, this might actually work.
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/*
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CPoly *pol = FX_AddPoly(p, uv, 4, // verts, ST, vertCount
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vel, accel, // motion
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0.15f, 0.0f, 85.0f, // alpha start, alpha end, alpha parm ( begin alpha fade when 85% of life is complete )
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rgb1, rgb1, 0.0f, // rgb start, rgb end, rgb parm ( not used )
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rotDelta, bounce, time, // rotation amount, bounce, and time to delay motion for ( zero if no delay );
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6000, // life
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cgi_R_RegisterShader( "gfx/misc/test_crackle" ),
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FX_APPLY_PHYSICS | FX_ALPHA_NONLINEAR | FX_USE_ALPHA );
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if ( random() > 0.95f && pol )
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{
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pol->AddFlags( FX_IMPACT_RUNS_FX | FX_KILL_ON_IMPACT );
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pol->SetImpactFxID( theFxScheduler.RegisterEffect( "glass_impact" ));
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}
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*/
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//rww - this is dirty.
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i = 0;
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i_2 = 0;
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while (i < 4)
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{
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while (i_2 < 3)
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{
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apArgs.p[i][i_2] = p[i][i_2];
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i_2++;
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}
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i_2 = 0;
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i++;
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}
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i = 0;
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i_2 = 0;
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while (i < 4)
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{
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while (i_2 < 2)
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{
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apArgs.ev[i][i_2] = uv[i][i_2];
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i_2++;
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}
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i_2 = 0;
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i++;
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}
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apArgs.numVerts = 4;
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VectorCopy(vel, apArgs.vel);
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VectorCopy(accel, apArgs.accel);
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apArgs.alpha1 = 0.15f;
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apArgs.alpha2 = 0.0f;
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apArgs.alphaParm = 85.0f;
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VectorCopy(rgb1, apArgs.rgb1);
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VectorCopy(rgb1, apArgs.rgb2);
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apArgs.rgbParm = 0.0f;
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VectorCopy(rotDelta, apArgs.rotationDelta);
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apArgs.bounce = bounce;
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apArgs.motionDelay = time;
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apArgs.killTime = 6000;
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apArgs.shader = cgs.media.glassShardShader;
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apArgs.flags = (FX_APPLY_PHYSICS | FX_ALPHA_NONLINEAR | FX_USE_ALPHA);
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trap_FX_AddPoly(&apArgs);
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}
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static void CG_CalcBiLerp( vec3_t verts[4], vec3_t subVerts[4], vec2_t uv[4] )
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{
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vec3_t temp;
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// Nasty crap
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VectorScale( verts[0], 1.0f - uv[0][0], subVerts[0] );
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VectorMA( subVerts[0], uv[0][0], verts[1], subVerts[0] );
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VectorScale( subVerts[0], 1.0f - uv[0][1], temp );
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VectorScale( verts[3], 1.0f - uv[0][0], subVerts[0] );
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VectorMA( subVerts[0], uv[0][0], verts[2], subVerts[0] );
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VectorMA( temp, uv[0][1], subVerts[0], subVerts[0] );
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VectorScale( verts[0], 1.0f - uv[1][0], subVerts[1] );
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VectorMA( subVerts[1], uv[1][0], verts[1], subVerts[1] );
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VectorScale( subVerts[1], 1.0f - uv[1][1], temp );
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VectorScale( verts[3], 1.0f - uv[1][0], subVerts[1] );
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VectorMA( subVerts[1], uv[1][0], verts[2], subVerts[1] );
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VectorMA( temp, uv[1][1], subVerts[1], subVerts[1] );
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VectorScale( verts[0], 1.0f - uv[2][0], subVerts[2] );
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VectorMA( subVerts[2], uv[2][0], verts[1], subVerts[2] );
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VectorScale( subVerts[2], 1.0f - uv[2][1], temp );
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VectorScale( verts[3], 1.0f - uv[2][0], subVerts[2] );
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VectorMA( subVerts[2], uv[2][0], verts[2], subVerts[2] );
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VectorMA( temp, uv[2][1], subVerts[2], subVerts[2] );
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VectorScale( verts[0], 1.0f - uv[3][0], subVerts[3] );
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VectorMA( subVerts[3], uv[3][0], verts[1], subVerts[3] );
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VectorScale( subVerts[3], 1.0f - uv[3][1], temp );
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VectorScale( verts[3], 1.0f - uv[3][0], subVerts[3] );
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VectorMA( subVerts[3], uv[3][0], verts[2], subVerts[3] );
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VectorMA( temp, uv[3][1], subVerts[3], subVerts[3] );
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}
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// bilinear
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//f(p',q') = (1 - y) <20> {[(1 - x) <20> f(p,q)] + [x <20> f(p,q+1)]} + y <20> {[(1 - x) <20> f(p+1,q)] + [x <20> f(p+1,q+1)]}.
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static void CG_CalcHeightWidth( vec3_t verts[4], float *height, float *width )
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{
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vec3_t dir1, dir2, cross;
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VectorSubtract( verts[3], verts[0], dir1 ); // v
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VectorSubtract( verts[1], verts[0], dir2 ); // p-a
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CrossProduct( dir1, dir2, cross );
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*width = VectorNormalize( cross ) / VectorNormalize( dir1 ); // v
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VectorSubtract( verts[2], verts[0], dir2 ); // p-a
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CrossProduct( dir1, dir2, cross );
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*width += VectorNormalize( cross ) / VectorNormalize( dir1 ); // v
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*width *= 0.5f;
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VectorSubtract( verts[1], verts[0], dir1 ); // v
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VectorSubtract( verts[2], verts[0], dir2 ); // p-a
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CrossProduct( dir1, dir2, cross );
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*height = VectorNormalize( cross ) / VectorNormalize( dir1 ); // v
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VectorSubtract( verts[3], verts[0], dir2 ); // p-a
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CrossProduct( dir1, dir2, cross );
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*height += VectorNormalize( cross ) / VectorNormalize( dir1 ); // v
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*height *= 0.5f;
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}
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//Consider a line in 3D with position vector "a" and direction vector "v" and
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// let "p" be the position vector of an arbitrary point in 3D
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//dist = len( crossprod(p-a,v) ) / len(v);
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void CG_InitGlass( void )
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{
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int i, t;
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// Build a table first, so that we can do a more unpredictable crack scheme
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// do it once, up front to save a bit of time.
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for ( i = 0; i < 20; i++ )
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{
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for ( t = 0; t < 20; t++ )
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{
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offX[t][i] = crandom() * 0.03f;
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offZ[i][t] = crandom() * 0.03f;
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}
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}
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}
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void Vector2Set(vec2_t a,float b,float c)
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{
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a[0] = b;
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a[1] = c;
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}
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#define TIME_DECAY_SLOW 0.1f
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#define TIME_DECAY_MED 0.04f
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#define TIME_DECAY_FAST 0.009f
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void CG_DoGlass( vec3_t verts[4], vec3_t normal, vec3_t dmgPt, vec3_t dmgDir, float dmgRadius, int maxShards )
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{
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int i, t;
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int mxHeight, mxWidth;
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float height, width;
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float stepWidth, stepHeight;
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float timeDecay;
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float x, z;
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float xx, zz;
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float dif;
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int time = 0;
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int glassShards = 0;
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qboolean stick = qtrue;
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vec3_t subVerts[4];
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vec2_t biPoints[4];
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// To do a smarter tesselation, we should figure out the relative height and width of the brush face,
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// then use this to pick a lod value from 1-3 in each axis. This will give us 1-9 lod levels, which will
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// hopefully be sufficient.
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CG_CalcHeightWidth( verts, &height, &width );
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trap_S_StartSound( dmgPt, -1, CHAN_AUTO, trap_S_RegisterSound("sound/effects/glassbreak1.wav"));
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// Pick "LOD" for height
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if ( height < 100 )
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{
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stepHeight = 0.2f;
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mxHeight = 5;
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timeDecay = TIME_DECAY_SLOW;
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}
|
||
else if ( height > 220 )
|
||
{
|
||
stepHeight = 0.05f;
|
||
mxHeight = 20;
|
||
timeDecay = TIME_DECAY_FAST;
|
||
}
|
||
else
|
||
{
|
||
stepHeight = 0.1f;
|
||
mxHeight = 10;
|
||
timeDecay = TIME_DECAY_MED;
|
||
}
|
||
|
||
// Pick "LOD" for width
|
||
/*
|
||
if ( width < 100 )
|
||
{
|
||
stepWidth = 0.2f;
|
||
mxWidth = 5;
|
||
timeDecay = ( timeDecay + TIME_DECAY_SLOW ) * 0.5f;
|
||
}
|
||
else if ( width > 220 )
|
||
{
|
||
stepWidth = 0.05f;
|
||
mxWidth = 20;
|
||
timeDecay = ( timeDecay + TIME_DECAY_FAST ) * 0.5f;
|
||
}
|
||
else
|
||
{
|
||
stepWidth = 0.1f;
|
||
mxWidth = 10;
|
||
timeDecay = ( timeDecay + TIME_DECAY_MED ) * 0.5f;
|
||
}
|
||
*/
|
||
|
||
//Attempt to scale the glass directly to the size of the window
|
||
|
||
stepWidth = (0.25f - (width*0.0002)); //(width*0.0005));
|
||
mxWidth = width*0.2;
|
||
timeDecay = ( timeDecay + TIME_DECAY_FAST ) * 0.5f;
|
||
|
||
if (stepWidth < 0.01f)
|
||
{
|
||
stepWidth = 0.01f;
|
||
}
|
||
if (mxWidth < 5)
|
||
{
|
||
mxWidth = 5;
|
||
}
|
||
|
||
for ( z = 0.0f, i = 0; z < 1.0f; z += stepHeight, i++ )
|
||
{
|
||
for ( x = 0.0f, t = 0; x < 1.0f; x += stepWidth, t++ )
|
||
{
|
||
// This is nasty..
|
||
if ( t > 0 && t < mxWidth )
|
||
{
|
||
xx = x - offX[i][t];
|
||
}
|
||
else
|
||
{
|
||
xx = x;
|
||
}
|
||
|
||
if ( i > 0 && i < mxHeight )
|
||
{
|
||
zz = z - offZ[t][i];
|
||
}
|
||
else
|
||
{
|
||
zz = z;
|
||
}
|
||
|
||
Vector2Set( biPoints[0], xx, zz );
|
||
|
||
if ( t + 1 > 0 && t + 1 < mxWidth )
|
||
{
|
||
xx = x - offX[i][t + 1];
|
||
}
|
||
else
|
||
{
|
||
xx = x;
|
||
}
|
||
|
||
if ( i > 0 && i < mxHeight )
|
||
{
|
||
zz = z - offZ[t + 1][i];
|
||
}
|
||
else
|
||
{
|
||
zz = z;
|
||
}
|
||
|
||
Vector2Set( biPoints[1], xx + stepWidth, zz );
|
||
|
||
if ( t + 1 > 0 && t + 1 < mxWidth )
|
||
{
|
||
xx = x - offX[i + 1][t + 1];
|
||
}
|
||
else
|
||
{
|
||
xx = x;
|
||
}
|
||
|
||
if ( i + 1 > 0 && i + 1 < mxHeight )
|
||
{
|
||
zz = z - offZ[t + 1][i + 1];
|
||
}
|
||
else
|
||
{
|
||
zz = z;
|
||
}
|
||
|
||
Vector2Set( biPoints[2], xx + stepWidth, zz + stepHeight);
|
||
|
||
if ( t > 0 && t < mxWidth )
|
||
{
|
||
xx = x - offX[i + 1][t];
|
||
}
|
||
else
|
||
{
|
||
xx = x;
|
||
}
|
||
|
||
if ( i + 1 > 0 && i + 1 < mxHeight )
|
||
{
|
||
zz = z - offZ[t][i + 1];
|
||
}
|
||
else
|
||
{
|
||
zz = z;
|
||
}
|
||
|
||
Vector2Set( biPoints[3], xx, zz + stepHeight );
|
||
|
||
CG_CalcBiLerp( verts, subVerts, biPoints );
|
||
|
||
dif = DistanceSquared( subVerts[0], dmgPt ) * timeDecay - random() * 32;
|
||
|
||
// If we decrease dif, we are increasing the impact area, making it more likely to blow out large holes
|
||
dif -= dmgRadius * dmgRadius;
|
||
|
||
if ( dif > 1 )
|
||
{
|
||
stick = qtrue;
|
||
time = dif + random() * 200;
|
||
}
|
||
else
|
||
{
|
||
stick = qfalse;
|
||
time = 0;
|
||
}
|
||
|
||
CG_DoGlassQuad( subVerts, biPoints, stick, time, dmgDir );
|
||
glassShards++;
|
||
|
||
if (maxShards && glassShards >= maxShards)
|
||
{
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
==================
|
||
CG_GlassShatter
|
||
Break glass with fancy method
|
||
==================
|
||
*/
|
||
void CG_GlassShatter(int entnum, vec3_t dmgPt, vec3_t dmgDir, float dmgRadius, int maxShards)
|
||
{
|
||
vec3_t verts[4], normal;
|
||
|
||
if (cgs.inlineDrawModel[cg_entities[entnum].currentState.modelindex])
|
||
{
|
||
trap_R_GetBModelVerts(cgs.inlineDrawModel[cg_entities[entnum].currentState.modelindex], verts, normal);
|
||
CG_DoGlass(verts, normal, dmgPt, dmgDir, dmgRadius, maxShards);
|
||
}
|
||
//otherwise something awful has happened.
|
||
}
|
||
|
||
/*
|
||
==================
|
||
CG_GlassShatter_Old
|
||
Throws glass shards from within a given bounding box in the world
|
||
==================
|
||
*/
|
||
void CG_GlassShatter_Old(int entnum, vec3_t org, vec3_t mins, vec3_t maxs)
|
||
{
|
||
vec3_t velocity, a, shardorg, dif, difx;
|
||
float windowmass;
|
||
float shardsthrow = 0;
|
||
char chunkname[256];
|
||
|
||
trap_S_StartSound(org, entnum, CHAN_BODY, trap_S_RegisterSound("sound/effects/glassbreak1.wav"));
|
||
|
||
VectorSubtract(maxs, mins, a);
|
||
|
||
windowmass = VectorLength(a); //should give us some idea of how big the chunk of glass is
|
||
|
||
while (shardsthrow < windowmass)
|
||
{
|
||
velocity[0] = crandom()*150;
|
||
velocity[1] = crandom()*150;
|
||
velocity[2] = 150 + crandom()*75;
|
||
|
||
Com_sprintf(chunkname, sizeof(chunkname), "models/chunks/glass/glchunks_%i.md3", Q_irand(1, 6));
|
||
VectorCopy(org, shardorg);
|
||
|
||
dif[0] = (maxs[0]-mins[0])/2;
|
||
dif[1] = (maxs[1]-mins[1])/2;
|
||
dif[2] = (maxs[2]-mins[2])/2;
|
||
|
||
if (dif[0] < 2)
|
||
{
|
||
dif[0] = 2;
|
||
}
|
||
if (dif[1] < 2)
|
||
{
|
||
dif[1] = 2;
|
||
}
|
||
if (dif[2] < 2)
|
||
{
|
||
dif[2] = 2;
|
||
}
|
||
|
||
difx[0] = Q_irand(1, (dif[0]*0.9)*2);
|
||
difx[1] = Q_irand(1, (dif[1]*0.9)*2);
|
||
difx[2] = Q_irand(1, (dif[2]*0.9)*2);
|
||
|
||
if (difx[0] > dif[0])
|
||
{
|
||
shardorg[0] += difx[0]-(dif[0]);
|
||
}
|
||
else
|
||
{
|
||
shardorg[0] -= difx[0];
|
||
}
|
||
if (difx[1] > dif[1])
|
||
{
|
||
shardorg[1] += difx[1]-(dif[1]);
|
||
}
|
||
else
|
||
{
|
||
shardorg[1] -= difx[1];
|
||
}
|
||
if (difx[2] > dif[2])
|
||
{
|
||
shardorg[2] += difx[2]-(dif[2]);
|
||
}
|
||
else
|
||
{
|
||
shardorg[2] -= difx[2];
|
||
}
|
||
|
||
//CG_TestLine(org, shardorg, 5000, 0x0000ff, 3);
|
||
|
||
CG_ThrowChunk( shardorg, velocity, trap_R_RegisterModel( chunkname ), 0, 254 );
|
||
|
||
shardsthrow += 10;
|
||
}
|
||
}
|
||
|
||
/*
|
||
==================
|
||
CG_CreateDebris
|
||
Throws specified debris from within a given bounding box in the world
|
||
==================
|
||
*/
|
||
#define DEBRIS_SPECIALCASE_ROCK -1
|
||
#define DEBRIS_SPECIALCASE_CHUNKS -2
|
||
#define DEBRIS_SPECIALCASE_WOOD -3
|
||
#define DEBRIS_SPECIALCASE_GLASS -4
|
||
|
||
#define NUM_DEBRIS_MODELS_GLASS 8
|
||
#define NUM_DEBRIS_MODELS_WOOD 8
|
||
#define NUM_DEBRIS_MODELS_CHUNKS 3
|
||
#define NUM_DEBRIS_MODELS_ROCKS 4 //12
|
||
|
||
int dbModels_Glass[NUM_DEBRIS_MODELS_GLASS];
|
||
int dbModels_Wood[NUM_DEBRIS_MODELS_WOOD];
|
||
int dbModels_Chunks[NUM_DEBRIS_MODELS_CHUNKS];
|
||
int dbModels_Rocks[NUM_DEBRIS_MODELS_ROCKS];
|
||
|
||
void CG_CreateDebris(int entnum, vec3_t org, vec3_t mins, vec3_t maxs, int debrissound, int debrismodel)
|
||
{
|
||
vec3_t velocity, a, shardorg, dif, difx;
|
||
float windowmass;
|
||
float shardsthrow = 0;
|
||
int omodel = debrismodel;
|
||
|
||
if (omodel == DEBRIS_SPECIALCASE_GLASS && !dbModels_Glass[0])
|
||
{ //glass no longer exists, using it for metal.
|
||
dbModels_Glass[0] = trap_R_RegisterModel("models/chunks/metal/metal1_1.md3");
|
||
dbModels_Glass[1] = trap_R_RegisterModel("models/chunks/metal/metal1_2.md3");
|
||
dbModels_Glass[2] = trap_R_RegisterModel("models/chunks/metal/metal1_3.md3");
|
||
dbModels_Glass[3] = trap_R_RegisterModel("models/chunks/metal/metal1_4.md3");
|
||
dbModels_Glass[4] = trap_R_RegisterModel("models/chunks/metal/metal2_1.md3");
|
||
dbModels_Glass[5] = trap_R_RegisterModel("models/chunks/metal/metal2_2.md3");
|
||
dbModels_Glass[6] = trap_R_RegisterModel("models/chunks/metal/metal2_3.md3");
|
||
dbModels_Glass[7] = trap_R_RegisterModel("models/chunks/metal/metal2_4.md3");
|
||
}
|
||
if (omodel == DEBRIS_SPECIALCASE_WOOD && !dbModels_Wood[0])
|
||
{
|
||
dbModels_Wood[0] = trap_R_RegisterModel("models/chunks/crate/crate1_1.md3");
|
||
dbModels_Wood[1] = trap_R_RegisterModel("models/chunks/crate/crate1_2.md3");
|
||
dbModels_Wood[2] = trap_R_RegisterModel("models/chunks/crate/crate1_3.md3");
|
||
dbModels_Wood[3] = trap_R_RegisterModel("models/chunks/crate/crate1_4.md3");
|
||
dbModels_Wood[4] = trap_R_RegisterModel("models/chunks/crate/crate2_1.md3");
|
||
dbModels_Wood[5] = trap_R_RegisterModel("models/chunks/crate/crate2_2.md3");
|
||
dbModels_Wood[6] = trap_R_RegisterModel("models/chunks/crate/crate2_3.md3");
|
||
dbModels_Wood[7] = trap_R_RegisterModel("models/chunks/crate/crate2_4.md3");
|
||
}
|
||
if (omodel == DEBRIS_SPECIALCASE_CHUNKS && !dbModels_Chunks[0])
|
||
{
|
||
dbModels_Chunks[0] = trap_R_RegisterModel("models/chunks/generic/chunks_1.md3");
|
||
dbModels_Chunks[1] = trap_R_RegisterModel("models/chunks/generic/chunks_2.md3");
|
||
}
|
||
if (omodel == DEBRIS_SPECIALCASE_ROCK && !dbModels_Rocks[0])
|
||
{
|
||
dbModels_Rocks[0] = trap_R_RegisterModel("models/chunks/rock/rock1_1.md3");
|
||
dbModels_Rocks[1] = trap_R_RegisterModel("models/chunks/rock/rock1_2.md3");
|
||
dbModels_Rocks[2] = trap_R_RegisterModel("models/chunks/rock/rock1_3.md3");
|
||
dbModels_Rocks[3] = trap_R_RegisterModel("models/chunks/rock/rock1_4.md3");
|
||
/*
|
||
dbModels_Rocks[4] = trap_R_RegisterModel("models/chunks/rock/rock2_1.md3");
|
||
dbModels_Rocks[5] = trap_R_RegisterModel("models/chunks/rock/rock2_2.md3");
|
||
dbModels_Rocks[6] = trap_R_RegisterModel("models/chunks/rock/rock2_3.md3");
|
||
dbModels_Rocks[7] = trap_R_RegisterModel("models/chunks/rock/rock2_4.md3");
|
||
dbModels_Rocks[8] = trap_R_RegisterModel("models/chunks/rock/rock3_1.md3");
|
||
dbModels_Rocks[9] = trap_R_RegisterModel("models/chunks/rock/rock3_2.md3");
|
||
dbModels_Rocks[10] = trap_R_RegisterModel("models/chunks/rock/rock3_3.md3");
|
||
dbModels_Rocks[11] = trap_R_RegisterModel("models/chunks/rock/rock3_4.md3");
|
||
*/
|
||
}
|
||
|
||
VectorSubtract(maxs, mins, a);
|
||
|
||
windowmass = VectorLength(a); //should give us some idea of how big the chunk of glass is
|
||
|
||
while (shardsthrow < windowmass)
|
||
{
|
||
velocity[0] = crandom()*150;
|
||
velocity[1] = crandom()*150;
|
||
velocity[2] = 150 + crandom()*75;
|
||
|
||
if (omodel == DEBRIS_SPECIALCASE_GLASS)
|
||
{
|
||
debrismodel = dbModels_Glass[Q_irand(0, NUM_DEBRIS_MODELS_GLASS-1)];
|
||
}
|
||
else if (omodel == DEBRIS_SPECIALCASE_WOOD)
|
||
{
|
||
debrismodel = dbModels_Wood[Q_irand(0, NUM_DEBRIS_MODELS_WOOD-1)];
|
||
}
|
||
else if (omodel == DEBRIS_SPECIALCASE_CHUNKS)
|
||
{
|
||
debrismodel = dbModels_Chunks[Q_irand(0, NUM_DEBRIS_MODELS_CHUNKS-1)];
|
||
}
|
||
else if (omodel == DEBRIS_SPECIALCASE_ROCK)
|
||
{
|
||
debrismodel = dbModels_Rocks[Q_irand(0, NUM_DEBRIS_MODELS_ROCKS-1)];
|
||
}
|
||
|
||
VectorCopy(org, shardorg);
|
||
|
||
dif[0] = (maxs[0]-mins[0])/2;
|
||
dif[1] = (maxs[1]-mins[1])/2;
|
||
dif[2] = (maxs[2]-mins[2])/2;
|
||
|
||
if (dif[0] < 2)
|
||
{
|
||
dif[0] = 2;
|
||
}
|
||
if (dif[1] < 2)
|
||
{
|
||
dif[1] = 2;
|
||
}
|
||
if (dif[2] < 2)
|
||
{
|
||
dif[2] = 2;
|
||
}
|
||
|
||
difx[0] = Q_irand(1, (dif[0]*0.9)*2);
|
||
difx[1] = Q_irand(1, (dif[1]*0.9)*2);
|
||
difx[2] = Q_irand(1, (dif[2]*0.9)*2);
|
||
|
||
if (difx[0] > dif[0])
|
||
{
|
||
shardorg[0] += difx[0]-(dif[0]);
|
||
}
|
||
else
|
||
{
|
||
shardorg[0] -= difx[0];
|
||
}
|
||
if (difx[1] > dif[1])
|
||
{
|
||
shardorg[1] += difx[1]-(dif[1]);
|
||
}
|
||
else
|
||
{
|
||
shardorg[1] -= difx[1];
|
||
}
|
||
if (difx[2] > dif[2])
|
||
{
|
||
shardorg[2] += difx[2]-(dif[2]);
|
||
}
|
||
else
|
||
{
|
||
shardorg[2] -= difx[2];
|
||
}
|
||
|
||
//CG_TestLine(org, shardorg, 5000, 0x0000ff, 3);
|
||
|
||
CG_ThrowChunk( shardorg, velocity, debrismodel, debrissound, 0 );
|
||
|
||
shardsthrow += 10;
|
||
}
|
||
}
|
||
|
||
//==========================================================
|
||
//SP-style chunks
|
||
//==========================================================
|
||
|
||
/*
|
||
-------------------------
|
||
CG_ExplosionEffects
|
||
|
||
Used to find the player and shake the camera if close enough
|
||
intensity ranges from 1 (minor tremble) to 16 (major quake)
|
||
-------------------------
|
||
*/
|
||
|
||
void CG_ExplosionEffects( vec3_t origin, float intensity, int radius, int time )
|
||
{
|
||
//FIXME: When exactly is the vieworg calculated in relation to the rest of the frame?s
|
||
|
||
vec3_t dir;
|
||
float dist, intensityScale;
|
||
float realIntensity;
|
||
|
||
VectorSubtract( cg.refdef.vieworg, origin, dir );
|
||
dist = VectorNormalize( dir );
|
||
|
||
//Use the dir to add kick to the explosion
|
||
|
||
if ( dist > radius )
|
||
return;
|
||
|
||
intensityScale = 1 - ( dist / (float) radius );
|
||
realIntensity = intensity * intensityScale;
|
||
|
||
CGCam_Shake( realIntensity, time );
|
||
}
|
||
|
||
/*
|
||
-------------------------
|
||
CG_MiscModelExplosion
|
||
|
||
Adds an explosion to a misc model breakables
|
||
-------------------------
|
||
*/
|
||
|
||
void CG_MiscModelExplosion( vec3_t mins, vec3_t maxs, int size, material_t chunkType )
|
||
{
|
||
int ct = 13;
|
||
float r;
|
||
vec3_t org, mid, dir;
|
||
char *effect = NULL, *effect2 = NULL;
|
||
int eID1, eID2 = 0;
|
||
int i;
|
||
|
||
VectorAdd( mins, maxs, mid );
|
||
VectorScale( mid, 0.5f, mid );
|
||
|
||
switch( chunkType )
|
||
{
|
||
case MAT_GLASS:
|
||
effect = "chunks/glassbreak";
|
||
ct = 5;
|
||
break;
|
||
case MAT_GLASS_METAL:
|
||
effect = "chunks/glassbreak";
|
||
effect2 = "chunks/metalexplode";
|
||
ct = 5;
|
||
break;
|
||
case MAT_ELECTRICAL:
|
||
case MAT_ELEC_METAL:
|
||
effect = "chunks/sparkexplode";
|
||
ct = 5;
|
||
break;
|
||
case MAT_METAL:
|
||
case MAT_METAL2:
|
||
case MAT_METAL3:
|
||
case MAT_CRATE1:
|
||
case MAT_CRATE2:
|
||
effect = "chunks/metalexplode";
|
||
ct = 2;
|
||
break;
|
||
case MAT_GRATE1:
|
||
effect = "chunks/grateexplode";
|
||
ct = 8;
|
||
break;
|
||
case MAT_ROPE:
|
||
ct = 20;
|
||
effect = "chunks/ropebreak";
|
||
break;
|
||
case MAT_WHITE_METAL: //not sure what this crap is really supposed to be..
|
||
case MAT_DRK_STONE:
|
||
case MAT_LT_STONE:
|
||
case MAT_GREY_STONE:
|
||
case MAT_SNOWY_ROCK:
|
||
switch( size )
|
||
{
|
||
case 2:
|
||
effect = "chunks/rockbreaklg";
|
||
break;
|
||
case 1:
|
||
default:
|
||
effect = "chunks/rockbreakmed";
|
||
break;
|
||
}
|
||
}
|
||
|
||
if ( !effect )
|
||
{
|
||
return;
|
||
}
|
||
|
||
ct += 7 * size;
|
||
|
||
// FIXME: real precache .. VERify that these need to be here...don't think they would because the effects should be registered in g_breakable
|
||
//rww - No they don't.. indexed effects gameside get precached on load clientside, as server objects are setup before client asset load time.
|
||
//However, we need to index them, so..
|
||
eID1 = trap_FX_RegisterEffect( effect );
|
||
|
||
if ( effect2 && effect2[0] )
|
||
{
|
||
// FIXME: real precache
|
||
eID2 = trap_FX_RegisterEffect( effect2 );
|
||
}
|
||
|
||
// spawn chunk roughly in the bbox of the thing..
|
||
for ( i = 0; i < ct; i++ )
|
||
{
|
||
int j;
|
||
for( j = 0; j < 3; j++ )
|
||
{
|
||
r = random() * 0.8f + 0.1f;
|
||
org[j] = ( r * mins[j] + ( 1 - r ) * maxs[j] );
|
||
}
|
||
|
||
// shoot effect away from center
|
||
VectorSubtract( org, mid, dir );
|
||
VectorNormalize( dir );
|
||
|
||
if ( effect2 && effect2[0] && ( rand() & 1 ))
|
||
{
|
||
trap_FX_PlayEffectID( eID2, org, dir, -1, -1 );
|
||
}
|
||
else
|
||
{
|
||
trap_FX_PlayEffectID( eID1, org, dir, -1, -1 );
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
-------------------------
|
||
CG_Chunks
|
||
|
||
Fun chunk spewer
|
||
-------------------------
|
||
*/
|
||
|
||
void CG_Chunks( int owner, vec3_t origin, const vec3_t normal, const vec3_t mins, const vec3_t maxs,
|
||
float speed, int numChunks, material_t chunkType, int customChunk, float baseScale )
|
||
{
|
||
localEntity_t *le;
|
||
refEntity_t *re;
|
||
vec3_t dir;
|
||
int i, j, k;
|
||
int chunkModel = 0;
|
||
leBounceSoundType_t bounce = LEBS_NONE;
|
||
float r, speedMod = 1.0f;
|
||
qboolean chunk = qfalse;
|
||
|
||
if ( chunkType == MAT_NONE )
|
||
{
|
||
// Well, we should do nothing
|
||
return;
|
||
}
|
||
|
||
// Set up our chunk sound info...breaking sounds are done here so they are done once on breaking..some return instantly because the chunks are done with effects instead of models
|
||
switch( chunkType )
|
||
{
|
||
case MAT_GLASS:
|
||
trap_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.glassChunkSound );
|
||
return;
|
||
break;
|
||
case MAT_GRATE1:
|
||
trap_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.grateSound );
|
||
return;
|
||
break;
|
||
case MAT_ELECTRICAL:// (sparks)
|
||
trap_S_StartSound( NULL, owner, CHAN_BODY, trap_S_RegisterSound (va("sound/ambience/spark%d.wav", Q_irand(1, 6))) );
|
||
return;
|
||
break;
|
||
case MAT_DRK_STONE:
|
||
case MAT_LT_STONE:
|
||
case MAT_GREY_STONE:
|
||
case MAT_WHITE_METAL: // not quite sure what this stuff is supposed to be...it's for Stu
|
||
case MAT_SNOWY_ROCK:
|
||
trap_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.rockBreakSound );
|
||
bounce = LEBS_ROCK;
|
||
speedMod = 0.5f; // rock blows up less
|
||
break;
|
||
case MAT_GLASS_METAL:
|
||
trap_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.glassChunkSound ); // FIXME: should probably have a custom sound
|
||
bounce = LEBS_METAL;
|
||
break;
|
||
case MAT_CRATE1:
|
||
case MAT_CRATE2:
|
||
trap_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.crateBreakSound[Q_irand(0,1)] );
|
||
break;
|
||
case MAT_METAL:
|
||
case MAT_METAL2:
|
||
case MAT_METAL3:
|
||
case MAT_ELEC_METAL:// FIXME: maybe have its own sound?
|
||
trap_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.chunkSound );
|
||
bounce = LEBS_METAL;
|
||
speedMod = 0.8f; // metal blows up a bit more
|
||
break;
|
||
case MAT_ROPE:
|
||
// trap_S_StartSound( NULL, owner, CHAN_BODY, cgi_S_RegisterSound( "" )); FIXME: needs a sound
|
||
return;
|
||
break;
|
||
}
|
||
|
||
if ( baseScale <= 0.0f )
|
||
{
|
||
baseScale = 1.0f;
|
||
}
|
||
|
||
// Chunks
|
||
for( i = 0; i < numChunks; i++ )
|
||
{
|
||
if ( customChunk > 0 )
|
||
{
|
||
// Try to use a custom chunk.
|
||
if ( cgs.gameModels[customChunk] )
|
||
{
|
||
chunk = qtrue;
|
||
chunkModel = cgs.gameModels[customChunk];
|
||
}
|
||
}
|
||
|
||
if ( !chunk )
|
||
{
|
||
// No custom chunk. Pick a random chunk type at run-time so we don't get the same chunks
|
||
switch( chunkType )
|
||
{
|
||
case MAT_METAL2: //bluegrey
|
||
chunkModel = cgs.media.chunkModels[CHUNK_METAL2][Q_irand(0, 3)];
|
||
break;
|
||
case MAT_GREY_STONE://gray
|
||
chunkModel = cgs.media.chunkModels[CHUNK_ROCK1][Q_irand(0, 3)];
|
||
break;
|
||
case MAT_LT_STONE: //tan
|
||
chunkModel = cgs.media.chunkModels[CHUNK_ROCK2][Q_irand(0, 3)];
|
||
break;
|
||
case MAT_DRK_STONE://brown
|
||
chunkModel = cgs.media.chunkModels[CHUNK_ROCK3][Q_irand(0, 3)];
|
||
break;
|
||
case MAT_SNOWY_ROCK://gray & brown
|
||
if ( Q_irand( 0, 1 ) )
|
||
{
|
||
chunkModel = cgs.media.chunkModels[CHUNK_ROCK1][Q_irand(0, 3)];
|
||
}
|
||
else
|
||
{
|
||
chunkModel = cgs.media.chunkModels[CHUNK_ROCK3][Q_irand(0, 3)];
|
||
}
|
||
break;
|
||
case MAT_WHITE_METAL:
|
||
chunkModel = cgs.media.chunkModels[CHUNK_WHITE_METAL][Q_irand(0, 3)];
|
||
break;
|
||
case MAT_CRATE1://yellow multi-colored crate chunks
|
||
chunkModel = cgs.media.chunkModels[CHUNK_CRATE1][Q_irand(0, 3)];
|
||
break;
|
||
case MAT_CRATE2://red multi-colored crate chunks
|
||
chunkModel = cgs.media.chunkModels[CHUNK_CRATE2][Q_irand(0, 3)];
|
||
break;
|
||
case MAT_ELEC_METAL:
|
||
case MAT_GLASS_METAL:
|
||
case MAT_METAL://grey
|
||
chunkModel = cgs.media.chunkModels[CHUNK_METAL1][Q_irand(0, 3)];
|
||
break;
|
||
case MAT_METAL3:
|
||
if ( rand() & 1 )
|
||
{
|
||
chunkModel = cgs.media.chunkModels[CHUNK_METAL1][Q_irand(0, 3)];
|
||
}
|
||
else
|
||
{
|
||
chunkModel = cgs.media.chunkModels[CHUNK_METAL2][Q_irand(0, 3)];
|
||
}
|
||
break;
|
||
}
|
||
}
|
||
|
||
// It wouldn't look good to throw a bunch of RGB axis models...so make sure we have something to work with.
|
||
if ( chunkModel )
|
||
{
|
||
le = CG_AllocLocalEntity();
|
||
re = &le->refEntity;
|
||
|
||
re->hModel = chunkModel;
|
||
le->leType = LE_FRAGMENT;
|
||
le->endTime = cg.time + 1300 + random() * 900;
|
||
|
||
// spawn chunk roughly in the bbox of the thing...bias towards center in case thing blowing up doesn't complete fill its bbox.
|
||
for( j = 0; j < 3; j++ )
|
||
{
|
||
r = random() * 0.8f + 0.1f;
|
||
re->origin[j] = ( r * mins[j] + ( 1 - r ) * maxs[j] );
|
||
}
|
||
VectorCopy( re->origin, le->pos.trBase );
|
||
|
||
// Move out from center of thing, otherwise you can end up things moving across the brush in an undesirable direction. Visually looks wrong
|
||
VectorSubtract( re->origin, origin, dir );
|
||
VectorNormalize( dir );
|
||
VectorScale( dir, flrand( speed * 0.5f, speed * 1.25f ) * speedMod, le->pos.trDelta );
|
||
|
||
// Angular Velocity
|
||
VectorSet( le->angles.trBase, random() * 360, random() * 360, random() * 360 );
|
||
|
||
le->angles.trDelta[0] = crandom();
|
||
le->angles.trDelta[1] = crandom();
|
||
le->angles.trDelta[2] = 0; // don't do roll
|
||
|
||
VectorScale( le->angles.trDelta, random() * 600.0f + 200.0f, le->angles.trDelta );
|
||
|
||
le->pos.trType = TR_GRAVITY;
|
||
le->angles.trType = TR_LINEAR;
|
||
le->pos.trTime = le->angles.trTime = cg.time;
|
||
le->bounceFactor = 0.2f + random() * 0.2f;
|
||
le->leFlags |= LEF_TUMBLE;
|
||
//le->ownerGentNum = owner;
|
||
le->leBounceSoundType = bounce;
|
||
|
||
// Make sure that we have the desired start size set
|
||
le->radius = flrand( baseScale * 0.75f, baseScale * 1.25f );
|
||
re->nonNormalizedAxes = qtrue;
|
||
AxisCopy( axisDefault, re->axis ); // could do an angles to axis, but this is cheaper and works ok
|
||
for( k = 0; k < 3; k++ )
|
||
{
|
||
re->modelScale[k] = le->radius;
|
||
}
|
||
ScaleModelAxis(re);
|
||
/*
|
||
for( k = 0; k < 3; k++ )
|
||
{
|
||
VectorScale( re->axis[k], le->radius, re->axis[k] );
|
||
}
|
||
*/
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
==================
|
||
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, int numFrames, qhandle_t shader,
|
||
int msec, qboolean isSprite, float scale, int flags )
|
||
{
|
||
float ang = 0;
|
||
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;
|
||
ex->refEntity.rotation = rand() % 360;
|
||
ex->radius = scale;
|
||
VectorScale( dir, 16, tmpVec );
|
||
VectorAdd( tmpVec, origin, newOrigin );
|
||
} else {
|
||
ex->leType = LE_EXPLOSION;
|
||
VectorCopy( origin, newOrigin );
|
||
|
||
// set axis with random rotate when necessary
|
||
if ( !dir )
|
||
{
|
||
AxisClear( ex->refEntity.axis );
|
||
}
|
||
else
|
||
{
|
||
if ( !(flags & LEF_NO_RANDOM_ROTATE) )
|
||
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;
|
||
ex->lifeRate = (float)numFrames / msec;
|
||
ex->leFlags = flags;
|
||
|
||
//Scale the explosion
|
||
if (scale != 1) {
|
||
ex->refEntity.nonNormalizedAxes = qtrue;
|
||
|
||
VectorScale( ex->refEntity.axis[0], scale, ex->refEntity.axis[0] );
|
||
VectorScale( ex->refEntity.axis[1], scale, ex->refEntity.axis[1] );
|
||
VectorScale( ex->refEntity.axis[2], scale, ex->refEntity.axis[2] );
|
||
}
|
||
// 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_SurfaceExplosion
|
||
|
||
Adds an explosion to a surface
|
||
-------------------------
|
||
*/
|
||
|
||
#define NUM_SPARKS 12
|
||
#define NUM_PUFFS 1
|
||
#define NUM_EXPLOSIONS 4
|
||
|
||
void CG_SurfaceExplosion( vec3_t origin, vec3_t normal, float radius, float shake_speed, qboolean smoke )
|
||
{
|
||
localEntity_t *le;
|
||
//FXTrail *particle;
|
||
vec3_t direction, new_org;
|
||
vec3_t velocity = { 0, 0, 0 };
|
||
vec3_t temp_org, temp_vel;
|
||
float scale, dscale;
|
||
int i, numSparks;
|
||
|
||
//Sparks
|
||
numSparks = 16 + (random() * 16.0f);
|
||
|
||
for ( i = 0; i < numSparks; i++ )
|
||
{
|
||
scale = 0.25f + (random() * 2.0f);
|
||
dscale = -scale*0.5;
|
||
|
||
/* particle = FX_AddTrail( origin,
|
||
NULL,
|
||
NULL,
|
||
32.0f,
|
||
-64.0f,
|
||
scale,
|
||
-scale,
|
||
1.0f,
|
||
0.0f,
|
||
0.25f,
|
||
4000.0f,
|
||
cgs.media.sparkShader,
|
||
rand() & FXF_BOUNCE);
|
||
if ( particle == NULL )
|
||
return;
|
||
|
||
FXE_Spray( normal, 500, 150, 1.0f, 768 + (rand() & 255), (FXPrimitive *) particle );*/
|
||
}
|
||
|
||
//Smoke
|
||
//Move this out a little from the impact surface
|
||
VectorMA( origin, 4, normal, new_org );
|
||
VectorSet( velocity, 0.0f, 0.0f, 16.0f );
|
||
|
||
for ( i = 0; i < 4; i++ )
|
||
{
|
||
VectorSet( temp_org, new_org[0] + (crandom() * 16.0f), new_org[1] + (crandom() * 16.0f), new_org[2] + (random() * 4.0f) );
|
||
VectorSet( temp_vel, velocity[0] + (crandom() * 8.0f), velocity[1] + (crandom() * 8.0f), velocity[2] + (crandom() * 8.0f) );
|
||
|
||
/* FX_AddSprite( temp_org,
|
||
temp_vel,
|
||
NULL,
|
||
64.0f + (random() * 32.0f),
|
||
16.0f,
|
||
1.0f,
|
||
0.0f,
|
||
20.0f + (crandom() * 90.0f),
|
||
0.5f,
|
||
1500.0f,
|
||
cgs.media.smokeShader, FXF_USE_ALPHA_CHAN );*/
|
||
}
|
||
|
||
//Core of the explosion
|
||
|
||
//Orient the explosions to face the camera
|
||
VectorSubtract( cg.refdef.vieworg, origin, direction );
|
||
VectorNormalize( direction );
|
||
|
||
//Tag the last one with a light
|
||
le = CG_MakeExplosion( origin, direction, cgs.media.explosionModel, 6, cgs.media.surfaceExplosionShader, 500, qfalse, radius * 0.02f + (random() * 0.3f), 0);
|
||
le->light = 150;
|
||
VectorSet( le->lightColor, 0.9f, 0.8f, 0.5f );
|
||
|
||
for ( i = 0; i < NUM_EXPLOSIONS-1; i ++)
|
||
{
|
||
VectorSet( new_org, (origin[0] + (16 + (crandom() * 8))*crandom()), (origin[1] + (16 + (crandom() * 8))*crandom()), (origin[2] + (16 + (crandom() * 8))*crandom()) );
|
||
le = CG_MakeExplosion( new_org, direction, cgs.media.explosionModel, 6, cgs.media.surfaceExplosionShader, 300 + (rand() & 99), qfalse, radius * 0.05f + (crandom() *0.3f), 0);
|
||
}
|
||
|
||
//Shake the camera
|
||
CG_ExplosionEffects( origin, shake_speed, 350, 750 );
|
||
|
||
// The level designers wanted to be able to turn the smoke spawners off. The rationale is that they
|
||
// want to blow up catwalks and such that fall down...when that happens, it shouldn't really leave a mark
|
||
// and a smoke spewer at the explosion point...
|
||
if ( smoke )
|
||
{
|
||
VectorMA( origin, -8, normal, temp_org );
|
||
// FX_AddSpawner( temp_org, normal, NULL, NULL, 100, random()*25.0f, 5000.0f, (void *) CG_SmokeSpawn );
|
||
|
||
//Impact mark
|
||
//FIXME: Replace mark
|
||
//CG_ImpactMark( cgs.media.burnMarkShader, origin, normal, random()*360, 1,1,1,1, qfalse, 8, qfalse );
|
||
}
|
||
}
|
||
|
||
/*
|
||
=================
|
||
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 = 0;//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;
|
||
}
|