This commit is contained in:
q3rally 2011-05-01 12:25:00 +00:00
parent 51478e0eaf
commit 48ca1b6149
2 changed files with 1 additions and 271 deletions

View file

@ -868,257 +868,8 @@ void CG_LightningArc( vec3_t start, vec3_t end ) {
trap_R_AddRefEntityToScene( &arc );
}
/*
==================
CG_LaunchShard
==================
*/
void CG_LaunchShard( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
int bounce;
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FRAGMENT;
le->startTime = cg.time;
le->endTime = le->startTime + 30000 + 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;
bounce = le->bounceFactor;
bounce = 0.3;
le->leFlags = LEF_TUMBLE;
le->leBounceSoundType = LEBS_BRASS;
le->leMarkType = LEMT_NONE;
}
/*
===================
CG_BreakGlass
Breaks our brush and generates a few models on launches them all over the map :)
===================
*/
#define GLASS_VELOCITY 175 //175
#define GLASS_JUMP 125 //125
void CG_BreakGlass( vec3_t playerOrigin ) {
vec3_t origin, velocity;
int value;
int count = 20; //20
int states[] = {1,2,3};
int numstates = sizeof(states)/sizeof(states[0]);
while ( count-- ) {
value = states[rand()%numstates];
VectorCopy( playerOrigin, origin );
velocity[0] = crandom() * 165; //165
velocity[1] = crandom() * 125; //125
//velocity[2] = 0; //GLASS_JUMP + crandom() * 1; //165
velocity[2] = GLASS_JUMP + crandom() * 165; //165
switch (value) {
case 1:
CG_LaunchShard( origin, velocity, cgs.media.glass01 );
break;
case 2:
CG_LaunchShard( origin, velocity, cgs.media.glass02 );
break;
case 3:
CG_LaunchShard( origin, velocity, cgs.media.glass03 );
break;
}
}
}
/*
==================
CG_LaunchWood
==================
*/
void CG_LaunchWood( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
int bounce;
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FRAGMENT;
le->startTime = cg.time;
le->endTime = le->startTime + 30000 + 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;
bounce = le->bounceFactor;
bounce = 0.9; //0.3
//newq3ball
/* pm->ps->velocity[2] = -vel * 0.5; //2
if (pm->ps->velocity[2] <= 0.001) {
pm->ps->velocity[2] = 0;
*/
//endnew
le->leFlags = LEF_TUMBLE;
le->leBounceSoundType = LEBS_BRASS;
le->leMarkType = LEMT_NONE;
}
/*
===================
CG_BREAKWOOD
Breaks our brush and generates a few (here 1 model) on launches them all over the map :)
===================
*/
#define BOX_VELOCITY 60 //175
#define BOX_JUMP 85 //125
void CG_BREAKWOOD( vec3_t playerOrigin ) {
vec3_t origin, velocity;
int value;
int count = 8; //20
int states[] = {1,2,3};
int numstates = sizeof(states)/sizeof(states[0]);
while ( count-- ) {
value = states[rand()%numstates];
VectorCopy( playerOrigin, origin );
velocity[0] = crandom() * 80; //165
velocity[1] = crandom() * 125; //125
velocity[2] = BOX_JUMP + crandom() * 165; //165
//velocity[2] = 165; //165
//newq3ball
// velocity[2] = -velocity[0] * 0.5; //2
// if (velocity[2] <= 0.001) {
// velocity[2] = 0;
// }
//endnew
switch (value) {
case 1:
CG_LaunchWood( origin, velocity, cgs.media.wood01 );
break;
case 2:
CG_LaunchWood( origin, velocity, cgs.media.wood02 );
break;
case 3:
CG_LaunchWood( origin, velocity, cgs.media.wood03 );
break;
case 4:
CG_LaunchWood( origin, velocity, cgs.media.wood04 );
break;
}
}
}
/*
==================
CG_LaunchMetal
==================
*/
void CG_LaunchMetal( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
int bounce;
localEntity_t *le;
refEntity_t *re;
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FRAGMENT;
le->startTime = cg.time;
le->endTime = le->startTime + 30000 + 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;
bounce = le->bounceFactor;
bounce = 0.9; //0.3
le->leFlags = LEF_TUMBLE;
le->leBounceSoundType = LEBS_BRASS;
le->leMarkType = LEMT_NONE;
}
/*
===================
CG_BREAKMETAL
Breaks our brush and generates a few (here 1 model) on launches them all over the map :)
===================
*/
#define METAL_VELOCITY 60 //175
#define METAL_JUMP 85 //125
void CG_BREAKMETAL( vec3_t playerOrigin ) {
vec3_t origin, velocity;
int value;
int count = 8; //20
int states[] = {1,2,3};
int numstates = sizeof(states)/sizeof(states[0]);
while ( count-- ) {
value = states[rand()%numstates];
VectorCopy( playerOrigin, origin );
velocity[0] = crandom() * 80; //165
velocity[1] = crandom() * 125; //125
velocity[2] = METAL_JUMP + crandom() * 165; //165
//velocity[2] = 165; //165
//newq3ball
// velocity[2] = -velocity[0] * 0.5; //2
// if (velocity[2] <= 0.001) {
// velocity[2] = 0;
// }
//endnew
switch (value) {
case 1:
CG_LaunchMetal( origin, velocity, cgs.media.metal01 );
break;
case 2:
CG_LaunchMetal( origin, velocity, cgs.media.metal02 );
break;
case 3:
CG_LaunchMetal( origin, velocity, cgs.media.metal03 );
break;
}
}
}
/*
==================
CG_LaunchDebris
==================

View file

@ -1344,27 +1344,6 @@ void CG_EntityEvent( centity_t *cent, vec3_t position ) {
// Q3Rally Code END
break;
// Q3Rally Code Start
case EV_BREAK_GLASS:
DEBUGNAME("EV_BREAK_GLASS");
trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.glassSound );
CG_BreakGlass( cent->lerpOrigin );
break;
case EV_BREAKWOOD:
DEBUGNAME("EV_BREAKWOOD");
trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.woodSound );
CG_BREAKWOOD( cent->lerpOrigin );
break;
case EV_BREAKMETAL:
DEBUGNAME("EV_BREAKMETAL");
trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.metalSound );
CG_BREAKMETAL( cent->lerpOrigin );
break;
// Q3Rally Code END
case EV_STOPLOOPINGSOUND:
DEBUGNAME("EV_STOPLOOPINGSOUND");
trap_S_StopLoopingSound( es->number );