mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-29 07:22:23 +00:00
259 lines
7.1 KiB
C
259 lines
7.1 KiB
C
// DEMP2 Weapon
|
|
|
|
#include "cg_local.h"
|
|
|
|
/*
|
|
---------------------------
|
|
FX_DEMP2_ProjectileThink
|
|
---------------------------
|
|
*/
|
|
|
|
void FX_DEMP2_ProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
|
|
{
|
|
vec3_t forward;
|
|
|
|
if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
|
|
{
|
|
forward[2] = 1.0f;
|
|
}
|
|
|
|
trap_FX_PlayEffectID( cgs.effects.demp2ProjectileEffect, cent->lerpOrigin, forward, -1, -1 );
|
|
}
|
|
|
|
/*
|
|
---------------------------
|
|
FX_DEMP2_HitWall
|
|
---------------------------
|
|
*/
|
|
|
|
void FX_DEMP2_HitWall( vec3_t origin, vec3_t normal )
|
|
{
|
|
trap_FX_PlayEffectID( cgs.effects.demp2WallImpactEffect, origin, normal, -1, -1 );
|
|
}
|
|
|
|
/*
|
|
---------------------------
|
|
FX_DEMP2_HitPlayer
|
|
---------------------------
|
|
*/
|
|
|
|
void FX_DEMP2_HitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
|
|
{
|
|
trap_FX_PlayEffectID( cgs.effects.demp2FleshImpactEffect, origin, normal, -1, -1 );
|
|
}
|
|
|
|
/*
|
|
---------------------------
|
|
FX_DEMP2_AltBeam
|
|
---------------------------
|
|
*/
|
|
void FX_DEMP2_AltBeam( vec3_t start, vec3_t end, vec3_t normal, //qboolean spark,
|
|
vec3_t targ1, vec3_t targ2 )
|
|
{
|
|
//NOTENOTE Fix this after trap calls for all primitives are created.
|
|
/*
|
|
vec3_t dir, chaos,
|
|
c1, c2,
|
|
v1, v2;
|
|
float len,
|
|
s1, s2, s3;
|
|
|
|
VectorSubtract( end, start, dir );
|
|
len = VectorNormalize( dir );
|
|
|
|
// Get the base control points, we'll work from there
|
|
VectorMA( start, 0.3333f * len, dir, c1 );
|
|
VectorMA( start, 0.6666f * len, dir, c2 );
|
|
|
|
// get some chaos values that really aren't very chaotic :)
|
|
s1 = sin( cg.time * 0.005f ) * 2 + crandom() * 0.2f;
|
|
s2 = sin( cg.time * 0.001f );
|
|
s3 = sin( cg.time * 0.011f );
|
|
|
|
VectorSet( chaos, len * 0.01f * s1,
|
|
len * 0.02f * s2,
|
|
len * 0.04f * (s1 + s2 + s3));
|
|
|
|
VectorAdd( c1, chaos, c1 );
|
|
VectorScale( chaos, 4.0f, v1 );
|
|
|
|
VectorSet( chaos, -len * 0.02f * s3,
|
|
len * 0.01f * (s1 * s2),
|
|
-len * 0.02f * (s1 + s2 * s3));
|
|
|
|
VectorAdd( c2, chaos, c2 );
|
|
VectorScale( chaos, 2.0f, v2 );
|
|
|
|
VectorSet( chaos, 1.0f, 1.0f, 1.0f );
|
|
|
|
FX_AddBezier( start, targ1,
|
|
c1, v1, c2, v2,
|
|
5.0f + s1 * 2, 8.0f, 0.0f,
|
|
1.0f, 0.0f, 0.0f,
|
|
chaos, chaos, 0.0f,
|
|
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
|
|
|
|
FX_AddBezier( start, targ1,
|
|
c2, v2, c1, v1,
|
|
3.0f + s3, 3.0f, 0.0f,
|
|
1.0f, 0.0f, 0.0f,
|
|
chaos, chaos, 0.0f,
|
|
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
|
|
|
|
s1 = sin( cg.time * 0.0005f ) + crandom() * 0.1f;
|
|
s2 = sin( cg.time * 0.0025f );
|
|
float cc2 = cos( cg.time * 0.0025f );
|
|
s3 = sin( cg.time * 0.01f ) + crandom() * 0.1f;
|
|
|
|
VectorSet( chaos, len * 0.08f * s2,
|
|
len * 0.04f * cc2,//s1 * -s3,
|
|
len * 0.06f * s3 );
|
|
|
|
VectorAdd( c1, chaos, c1 );
|
|
VectorScale( chaos, 4.0f, v1 );
|
|
|
|
VectorSet( chaos, len * 0.02f * s1 * s3,
|
|
len * 0.04f * s2,
|
|
len * 0.03f * s1 * s2 );
|
|
|
|
VectorAdd( c2, chaos, c2 );
|
|
VectorScale( chaos, 3.0f, v2 );
|
|
|
|
VectorSet( chaos, 1.0f, 1.0f, 1.0f );
|
|
|
|
FX_AddBezier( start, targ1,
|
|
c1, v1, c2, v2,
|
|
4.0f + s3, 8.0f, 0.0f,
|
|
1.0f, 0.0f, 0.0f,
|
|
chaos, chaos, 0.0f,
|
|
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
|
|
|
|
FX_AddBezier( start, targ1,
|
|
c2, v1, c1, v2,
|
|
5.0f + s1 * 2, 8.0f, 0.0f,
|
|
1.0f, 0.0f, 0.0f,
|
|
chaos, chaos, 0.0f,
|
|
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
|
|
|
|
|
|
VectorMA( start, 14.0f, dir, c1 );
|
|
|
|
FX_AddSprite( c1, NULL, NULL, 12.0f + crandom() * 4, 0.0f, 1.0f, 1.0f, random() * 360, 0.0f, 1.0f,
|
|
trap_R_RegisterShader( "gfx/misc/lightningFlash" ));
|
|
FX_AddSprite( c1, NULL, NULL, 6.0f + crandom() * 2, 0.0f, 1.0f, 1.0f, random() * 360, 0.0f, 1.0f,
|
|
trap_R_RegisterShader( "gfx/misc/lightningFlash" ));
|
|
|
|
FX_AddSprite( targ1, NULL, NULL, 4.0f + crandom(), 0.0f, 1.0f, 0.0f, chaos, chaos, random() * 360, 0.0f, 10,
|
|
trap_R_RegisterShader( "gfx/misc/lightningFlash" ));
|
|
FX_AddSprite( targ1, NULL, NULL, 8.0f + crandom() * 2, 0.0f, 1.0f, 0.0f, chaos, chaos, random() * 360, 0.0f, 10,
|
|
trap_R_RegisterShader( "gfx/misc/lightningFlash" ));
|
|
|
|
|
|
//--------------------------------------------
|
|
|
|
VectorSubtract( targ2, targ1, dir );
|
|
len = VectorNormalize( dir );
|
|
|
|
// Get the base control points, we'll work from there
|
|
VectorMA( targ1, 0.3333f * len, dir, c1 );
|
|
VectorMA( targ1, 0.6666f * len, dir, c2 );
|
|
|
|
// get some chaos values that really aren't very chaotic :)
|
|
s1 = sin( cg.time * 0.005f ) * 2 + crandom() * 0.2f;
|
|
s2 = sin( cg.time * 0.001f );
|
|
s3 = sin( cg.time * 0.011f );
|
|
|
|
VectorSet( chaos, len * 0.01f * s1,
|
|
len * 0.02f * s2,
|
|
len * 0.04f * (s1 + s2 + s3));
|
|
|
|
VectorAdd( c1, chaos, c1 );
|
|
VectorScale( chaos, 4.0f, v1 );
|
|
|
|
VectorSet( chaos, -len * 0.02f * s3,
|
|
len * 0.01f * (s1 * s2),
|
|
-len * 0.02f * (s1 + s2 * s3));
|
|
|
|
VectorAdd( c2, chaos, c2 );
|
|
VectorScale( chaos, 2.0f, v2 );
|
|
|
|
VectorSet( chaos, 1.0f, 1.0f, 1.0f );
|
|
|
|
FX_AddBezier( targ1, targ2,
|
|
c1, v1, c2, v2,
|
|
5.0f + s1 * 2, 8.0f, 0.0f,
|
|
1.0f, 0.0f, 0.0f,
|
|
chaos, chaos, 0.0f,
|
|
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
|
|
|
|
FX_AddBezier( targ1, targ2,
|
|
c2, v2, c1, v1,
|
|
3.0f + s3, 3.0f, 0.0f,
|
|
1.0f, 0.0f, 0.0f,
|
|
chaos, chaos, 0.0f,
|
|
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
|
|
|
|
s1 = sin( cg.time * 0.0005f ) + crandom() * 0.1f;
|
|
s2 = sin( cg.time * 0.0025f );
|
|
cc2 = cos( cg.time * 0.0025f );
|
|
s3 = sin( cg.time * 0.01f ) + crandom() * 0.1f;
|
|
|
|
VectorSet( chaos, len * 0.08f * s2,
|
|
len * 0.04f * cc2,//s1 * -s3,
|
|
len * 0.06f * s3 );
|
|
|
|
VectorAdd( c1, chaos, c1 );
|
|
VectorScale( chaos, 4.0f, v1 );
|
|
|
|
VectorSet( chaos, len * 0.02f * s1 * s3,
|
|
len * 0.04f * s2,
|
|
len * 0.03f * s1 * s2 );
|
|
|
|
VectorAdd( c2, chaos, c2 );
|
|
VectorScale( chaos, 3.0f, v2 );
|
|
|
|
VectorSet( chaos, 1.0f, 1.0f, 1.0f );
|
|
|
|
FX_AddBezier( targ1, targ2,
|
|
c1, v1, c2, v2,
|
|
4.0f + s3, 8.0f, 0.0f,
|
|
1.0f, 0.0f, 0.0f,
|
|
chaos, chaos, 0.0f,
|
|
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
|
|
|
|
FX_AddBezier( targ1, targ2,
|
|
c2, v1, c1, v2,
|
|
5.0f + s1 * 2, 8.0f, 0.0f,
|
|
1.0f, 0.0f, 0.0f,
|
|
chaos, chaos, 0.0f,
|
|
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
|
|
|
|
|
|
FX_AddSprite( targ2, NULL, NULL, 4.0f + crandom(), 0.0f, 1.0f, 0.0f, chaos, chaos, random() * 360, 0.0f, 10,
|
|
trap_R_RegisterShader( "gfx/misc/lightningFlash" ));
|
|
FX_AddSprite( targ2, NULL, NULL, 8.0f + crandom() * 2, 0.0f, 1.0f, 0.0f, chaos, chaos, random() * 360, 0.0f, 10,
|
|
trap_R_RegisterShader( "gfx/misc/lightningFlash" ));
|
|
*/
|
|
}
|
|
|
|
//---------------------------------------------
|
|
void FX_DEMP2_AltDetonate( vec3_t org, float size )
|
|
{
|
|
localEntity_t *ex;
|
|
|
|
ex = CG_AllocLocalEntity();
|
|
ex->leType = LE_FADE_SCALE_MODEL;
|
|
memset( &ex->refEntity, 0, sizeof( refEntity_t ));
|
|
|
|
ex->refEntity.renderfx |= RF_VOLUMETRIC;
|
|
|
|
ex->startTime = cg.time;
|
|
ex->endTime = ex->startTime + 800;//1600;
|
|
|
|
ex->radius = size;
|
|
ex->refEntity.customShader = cgs.media.demp2ShellShader;
|
|
ex->refEntity.hModel = cgs.media.demp2Shell;
|
|
VectorCopy( org, ex->refEntity.origin );
|
|
|
|
ex->color[0] = ex->color[1] = ex->color[2] = 255.0f;
|
|
}
|