mirror of
https://github.com/nzp-team/fteqw.git
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c69d233c71
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1144 fc73d0e0-1445-4013-8a0c-d673dee63da5
294 lines
6.8 KiB
C++
294 lines
6.8 KiB
C++
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// Effects code (EFF) --
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// TE effects/muzzleflash/messages
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// modular efs
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var float ef_red = 0; // used for glow on pent item
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var float ef_pent = EF_DIMLIGHT; // used for pent effect on player
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var float ef_blue = 0; // used for glow on quad
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var float ef_quad = EF_DIMLIGHT; // used for quad effect on player
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// base te write functions
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void WriteVector (float msg, vector org) =
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{
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WriteCoord (msg, org_x);
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WriteCoord (msg, org_y);
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WriteCoord (msg, org_z);
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};
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#ifdef NETQUAKE
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void(vector org, float effect) _EFF_PointEffect =
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{
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, effect);
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WriteVector (MSG_BROADCAST, org);
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};
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void(entity ent, vector org, vector org2, float effect) _EFF_BeamEffect =
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{
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, effect);
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WriteEntity (MSG_BROADCAST, ent);
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WriteVector (MSG_BROADCAST, org);
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WriteVector (MSG_BROADCAST, org2);
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};
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void(vector org, float damage, float effect) _EFF_CountEffect =
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{
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, effect);
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WriteByte (MSG_BROADCAST, damage);
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WriteVector (MSG_BROADCAST, org);
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};
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#define EFF_PointEffect(a,b,c) _EFF_PointEffect(a,b)
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#define EFF_BeamEffect(a,b,c,d,e) _EFF_BeamEffect(a,b,c,d)
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#define EFF_CountEffect(a,b,c,d) _EFF_CountEffect(a,b,c)
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#else
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void(vector org, float effect, float mcast) EFF_PointEffect =
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{
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, effect);
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WriteVector (MSG_MULTICAST, org);
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multicast (org, mcast);
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};
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void(entity ent, vector org, vector org2, float effect, float mcast) EFF_BeamEffect =
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{
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, effect);
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WriteEntity (MSG_MULTICAST, ent);
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WriteVector (MSG_MULTICAST, org);
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WriteVector (MSG_MULTICAST, org2);
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multicast (org, mcast);
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};
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void(vector org, float damage, float effect, float mcast) EFF_CountEffect =
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{
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, effect);
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WriteByte (MSG_MULTICAST, damage);
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WriteVector (MSG_MULTICAST, org);
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multicast (org, mcast);
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};
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#endif
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/*
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================
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SpawnBlood
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================
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*/
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void(vector org, float damage) _SpawnBlood_TEBlood =
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{
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te_blood(org, '0 0 0', damage*2);
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};
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void(vector org, float damage) _SpawnBlood =
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{
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#ifdef NETQUAKE
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particle (org, '0 0 0', 73, damage*2);
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#else
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EFF_CountEffect(org, damage, TE_BLOOD, MULTICAST_PVS);
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#endif
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};
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// #if defined(NETQUAKE) || defined(MONSTERS)
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void() s_explode6 = [5, SUB_Remove] {};
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void() s_explode5 = [4, s_explode6] {};
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void() s_explode4 = [3, s_explode5] {};
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void() s_explode3 = [2, s_explode4] {};
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void() s_explode2 = [1, s_explode3] {};
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void() s_explode1 = [0, s_explode2] {};
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void(vector org) CreateExplosion =
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{
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local entity s;
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s = self; // save old self
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self = spawn();
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self.movetype = MOVETYPE_NONE;
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self.velocity = '0 0 0';
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self.touch = SUB_Null;
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setmodel (self, "progs/s_explod.spr");
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setorigin (self, org);
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self.solid = SOLID_NOT;
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s_explode1 ();
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self = s; // restore old self
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};
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// #endif
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void(vector org) _TE_explosion =
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{
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EFF_PointEffect(org, TE_EXPLOSION, MULTICAST_PHS);
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#ifdef NETQUAKE
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CreateExplosion(org);
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#endif
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};
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void(vector org) _TE_gunshot =
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{
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#ifdef NETQUAKE
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EFF_PointEffect(org, TE_GUNSHOT, MULTICAST_PVS);
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#else
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EFF_CountEffect(org, 3, TE_GUNSHOT, MULTICAST_PVS);
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#endif
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};
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void(vector org) _TE_spike =
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{
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EFF_PointEffect(org, TE_SPIKE, MULTICAST_PHS);
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};
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void(vector org) _TE_knightspike =
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{
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EFF_PointEffect(org, TE_KNIGHTSPIKE, MULTICAST_PHS);
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};
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void(vector org) _TE_wizspike =
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{
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EFF_PointEffect(org, TE_WIZSPIKE, MULTICAST_PHS);
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};
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void(vector org) _TE_superspike =
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{
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EFF_PointEffect(org, TE_SUPERSPIKE, MULTICAST_PHS);
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};
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void(vector org) _TE_teleport =
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{
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EFF_PointEffect(org, TE_TELEPORT, MULTICAST_PHS);
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};
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void(vector org) _TE_lavasplash =
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{
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EFF_PointEffect(org, TE_LAVASPLASH, MULTICAST_PVS);
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};
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void(vector org) _TE_tarexplosion =
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{
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EFF_PointEffect(org, TE_TAREXPLOSION, MULTICAST_PHS);
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};
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void(entity ent, vector start, vector end) _TE_lightning1 =
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{
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EFF_BeamEffect (ent, start, end, TE_LIGHTNING1, MULTICAST_PHS);
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};
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void(entity ent, vector start, vector end) _TE_lightning2 =
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{
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EFF_BeamEffect (ent, start, end, TE_LIGHTNING2, MULTICAST_PHS);
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};
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void(entity ent, vector start, vector end) _TE_lightning3 =
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{
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EFF_BeamEffect (ent, start, end, TE_LIGHTNING3, MULTICAST_PHS);
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};
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void(vector org) TE_lightningblood =
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{
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#ifdef NETQUAKE
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particle(org, '0 0 100', 225, 120);
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#else
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EFF_PointEffect(org, TE_LIGHTNINGBLOOD, MULTICAST_PVS);
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#endif
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};
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// function pointers for TE calls
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var void(vector org, float damage) SpawnBlood = _SpawnBlood;
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var void(vector org) TE_explosion = _TE_explosion;
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var void(vector org) TE_gunshot = _TE_gunshot;
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var void(vector org) TE_spike = _TE_spike;
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var void(vector org) TE_knightspike = _TE_knightspike;
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var void(vector org) TE_wizspike = _TE_wizspike;
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var void(vector org) TE_superspike = _TE_superspike;
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var void(vector org) TE_teleport = _TE_teleport;
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var void(vector org) TE_lavasplash = _TE_lavasplash;
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var void(vector org) TE_tarexplosion = _TE_tarexplosion;
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var void(entity ent, vector start, vector end) TE_lightning1 = _TE_lightning1;
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var void(entity ent, vector start, vector end) TE_lightning2 = _TE_lightning2;
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var void(entity ent, vector start, vector end) TE_lightning3 = _TE_lightning3;
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// set effects function, takes function pointers and assigns them based on detected builtins
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void() EFF_SetEffects =
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{
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if (eng_support & ENG_EFRED)
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{
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ef_pent = 128;
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ef_red = 128;
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}
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if (eng_support & ENG_EFBLUE)
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{
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ef_blue = 64;
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ef_quad = 64;
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}
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if (eng_support & ENG_TEBUILTINS)
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{
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// use TE_ builtins instead
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TE_explosion = _te_explosion;
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TE_gunshot = _te_gunshot;
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TE_spike = _te_spike;
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TE_knightspike = _te_knightspike;
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TE_wizspike = _te_wizspike;
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TE_superspike = _te_superspike;
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TE_teleport = _te_teleport;
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TE_lavasplash = _te_lavasplash;
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TE_tarexplosion = _te_tarexplosion;
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TE_lightning1 = _te_lightning1;
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TE_lightning2 = _te_lightning2;
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TE_lightning3 = _te_lightning3;
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}
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if (eng_support & ENG_TEBLOOD)
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SpawnBlood = _SpawnBlood_TEBlood; // use TE_Blood builtin instead
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};
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// view kicks
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void(entity ent) VK_smallkick =
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{
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#ifdef NETQUAKE
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self.punchangle_x = -2;
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#else
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msg_entity = ent;
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WriteByte (MSG_ONE, SVC_SMALLKICK);
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#endif
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}
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void(entity ent) VK_bigkick =
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{
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#ifdef NETQUAKE
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self.punchangle_x = -4;
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#else
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msg_entity = ent;
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WriteByte (MSG_ONE, SVC_BIGKICK);
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#endif
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}
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// muzzle flash
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void() muzzleflash =
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{
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#ifdef NETQUAKE
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self.effects |= EF_MUZZLEFLASH;
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#else
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WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH);
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WriteEntity (MSG_MULTICAST, self);
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multicast (self.origin, MULTICAST_PVS);
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#endif
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};
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// touch blood functions
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void(float damage) spawn_touchblood =
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{
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local vector vel;
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vel = normalize (self.velocity);
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vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
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vel = vel + 2*trace_plane_normal;
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vel = vel * 0.4;
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SpawnBlood (self.origin + vel, damage);
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};
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