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https://github.com/ioquake/jedi-academy.git
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155 lines
3.3 KiB
C
155 lines
3.3 KiB
C
// Heavy Repeater Weapon
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#include "cg_local.h"
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/*
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---------------------------
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FX_RepeaterProjectileThink
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---------------------------
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*/
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void FX_RepeaterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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trap_FX_PlayEffectID( cgs.effects.repeaterProjectileEffect, cent->lerpOrigin, forward, -1, -1 );
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}
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/*
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------------------------
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FX_RepeaterHitWall
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------------------------
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*/
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void FX_RepeaterHitWall( vec3_t origin, vec3_t normal )
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{
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trap_FX_PlayEffectID( cgs.effects.repeaterWallImpactEffect, origin, normal, -1, -1 );
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}
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/*
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------------------------
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FX_RepeaterHitPlayer
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------------------------
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*/
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void FX_RepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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trap_FX_PlayEffectID( cgs.effects.repeaterFleshImpactEffect, origin, normal, -1, -1 );
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}
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static void CG_DistortionOrb( centity_t *cent )
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{
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refEntity_t ent;
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vec3_t ang;
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float scale = 0.5f;
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float vLen;
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if (!cg_renderToTextureFX.integer)
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{
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return;
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}
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memset( &ent, 0, sizeof( ent ) );
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VectorCopy( cent->lerpOrigin, ent.origin );
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VectorSubtract(ent.origin, cg.refdef.vieworg, ent.axis[0]);
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vLen = VectorLength(ent.axis[0]);
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if (VectorNormalize(ent.axis[0]) <= 0.1f)
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{ // Entity is right on vieworg. quit.
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return;
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}
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// VectorCopy(cg.refdef.viewaxis[2], ent.axis[2]);
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// CrossProduct(ent.axis[0], ent.axis[2], ent.axis[1]);
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vectoangles(ent.axis[0], ang);
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ang[ROLL] = cent->trickAlpha;
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cent->trickAlpha += 16; //spin the half-sphere to give a "screwdriver" effect
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AnglesToAxis(ang, ent.axis);
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//radius must be a power of 2, and is the actual captured texture size
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if (vLen < 128)
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{
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ent.radius = 256;
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}
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else if (vLen < 256)
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{
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ent.radius = 128;
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}
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else if (vLen < 512)
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{
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ent.radius = 64;
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}
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else
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{
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ent.radius = 32;
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}
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VectorScale(ent.axis[0], scale, ent.axis[0]);
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VectorScale(ent.axis[1], scale, ent.axis[1]);
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VectorScale(ent.axis[2], -scale, ent.axis[2]);
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ent.hModel = cgs.media.halfShieldModel;
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ent.customShader = 0;//cgs.media.halfShieldShader;
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#if 1
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ent.renderfx = (RF_DISTORTION|RF_RGB_TINT);
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//tint the whole thing a shade of blue
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ent.shaderRGBA[0] = 200.0f;
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ent.shaderRGBA[1] = 200.0f;
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ent.shaderRGBA[2] = 255.0f;
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#else //no tint
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ent.renderfx = RF_DISTORTION;
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#endif
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trap_R_AddRefEntityToScene( &ent );
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}
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/*
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------------------------------
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FX_RepeaterAltProjectileThink
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-----------------------------
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*/
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void FX_RepeaterAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
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{
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forward[2] = 1.0f;
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}
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if (cg_repeaterOrb.integer)
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{
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CG_DistortionOrb(cent);
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}
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trap_FX_PlayEffectID( cgs.effects.repeaterAltProjectileEffect, cent->lerpOrigin, forward, -1, -1 );
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}
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/*
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------------------------
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FX_RepeaterAltHitWall
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------------------------
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*/
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void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal )
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{
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trap_FX_PlayEffectID( cgs.effects.repeaterAltWallImpactEffect, origin, normal, -1, -1 );
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}
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/*
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------------------------
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FX_RepeaterAltHitPlayer
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------------------------
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*/
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void FX_RepeaterAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
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{
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trap_FX_PlayEffectID( cgs.effects.repeaterAltWallImpactEffect, origin, normal, -1, -1 );
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}
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