/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2002-2021 Q3Rally Team (Per Thormann - q3rally@gmail.com) This file is part of q3rally source code. q3rally source code is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. q3rally source code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with q3rally; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // // cg_localents.c -- every frame, generate renderer commands for locally // processed entities, like smoke puffs, gibs, shells, etc. #include "cg_local.h" // Q3Rally Code Start - increased max // #define MAX_LOCAL_ENTITIES 512 #define MAX_LOCAL_ENTITIES 1024 // Q3Rally Code END localEntity_t cg_localEntities[MAX_LOCAL_ENTITIES]; localEntity_t cg_activeLocalEntities; // double linked list localEntity_t *cg_freeLocalEntities; // single linked list /* =================== CG_InitLocalEntities This is called at startup and for tournement restarts =================== */ void CG_InitLocalEntities( void ) { int i; memset( cg_localEntities, 0, sizeof( cg_localEntities ) ); cg_activeLocalEntities.next = &cg_activeLocalEntities; cg_activeLocalEntities.prev = &cg_activeLocalEntities; cg_freeLocalEntities = cg_localEntities; for ( i = 0 ; i < MAX_LOCAL_ENTITIES - 1 ; i++ ) { cg_localEntities[i].next = &cg_localEntities[i+1]; } } /* ================== CG_FreeLocalEntity ================== */ void CG_FreeLocalEntity( localEntity_t *le ) { if ( !le->prev ) { CG_Error( "CG_FreeLocalEntity: not active" ); } // remove from the doubly linked active list le->prev->next = le->next; le->next->prev = le->prev; // the free list is only singly linked le->next = cg_freeLocalEntities; cg_freeLocalEntities = le; } /* =================== CG_AllocLocalEntity Will always succeed, even if it requires freeing an old active entity =================== */ localEntity_t *CG_AllocLocalEntity( void ) { localEntity_t *le; if ( !cg_freeLocalEntities ) { // no free entities, so free the one at the end of the chain // remove the oldest active entity CG_FreeLocalEntity( cg_activeLocalEntities.prev ); } le = cg_freeLocalEntities; cg_freeLocalEntities = cg_freeLocalEntities->next; memset( le, 0, sizeof( *le ) ); // link into the active list le->next = cg_activeLocalEntities.next; le->prev = &cg_activeLocalEntities; cg_activeLocalEntities.next->prev = le; cg_activeLocalEntities.next = le; return le; } /* ==================================================================================== FRAGMENT PROCESSING A fragment localentity interacts with the environment in some way (hitting walls), or generates more localentities along a trail. ==================================================================================== */ /* ================ CG_PuffTrail Leave expanding puffs behind fragments ================ */ void CG_PuffTrail( localEntity_t *le ) { int t; int t2; int step; vec3_t newOrigin; localEntity_t *puff; float r, g, b, a; qhandle_t mediaShader; int verticalMovement; if ( le->leTrailType == LETT_NONE ) return; if ( le->leTrailType == LETT_BLOOD ) { step = 150; r = 1; g = 1; b = 1; a = 1; mediaShader = cgs.media.bloodTrailShader; verticalMovement = 40; } else if ( le->leTrailType == LETT_DEBRIS_CONCRETE ) { step = 25; r = 1; g = 1; b = 1; a = 0.2; mediaShader = cgs.media.smokePuffShader; verticalMovement = -40; } else /*if ( le->leTrailType == LETT_DEBRIS_WOOD )*/ { step = 25; r = 0.5; g = 0.42; b = 0.36; a = 0.2; mediaShader = cgs.media.smokePuffShader; verticalMovement = -40; } t = step * ( (cg.time - cg.frametime + step ) / step ); t2 = step * ( cg.time / step ); for ( ; t <= t2; t += step ) { BG_EvaluateTrajectory( &le->pos, t, newOrigin ); puff = CG_SmokePuff( newOrigin, vec3_origin, 20, // radius r, g, b, a, // color 2000, // trailTime t, // startTime 0, // fadeInTime 0, // flags mediaShader ); // use the optimized version puff->leType = LE_FALL_SCALE_FADE; // drop or rise a total of n units over its lifetime puff->pos.trDelta[2] = verticalMovement; } } /* ================ CG_FragmentBounceMark ================ */ void CG_FragmentBounceMark( localEntity_t *le, trace_t *trace ) { int radius; if ( le->leMarkType == LEMT_BLOOD ) { radius = 16 + (rand()&31); CG_ImpactMark( cgs.media.bloodMarkShader, trace->endpos, trace->plane.normal, random()*360, 1,1,1,1, qtrue, radius, qfalse ); } else if ( le->leMarkType == LEMT_BURN ) { radius = 8 + (rand()&15); CG_ImpactMark( cgs.media.burnMarkShader, trace->endpos, trace->plane.normal, random()*360, 1,1,1,1, qtrue, radius, qfalse ); } // Q3Rally Code Start else if ( le->leMarkType == LEMT_OIL ) { radius = 8 + (rand()&15); CG_ImpactMark( cgs.media.oilMarkShader, trace->endpos, trace->plane.normal, random()*360, 1,1,1,1, qtrue, radius, qfalse ); } // Q3Rally Code END // don't allow a fragment to make multiple marks, or they // pile up while settling le->leMarkType = LEMT_NONE; } /* ================ CG_FragmentBounceSound ================ */ void CG_FragmentBounceSound( localEntity_t *le, trace_t *trace ) { if ( le->leBounceSoundType == LEBS_BLOOD ) { // half the gibs will make splat sounds if ( rand() & 1 ) { int r = rand()&3; sfxHandle_t s; if ( r == 0 ) { s = cgs.media.gibBounce1Sound; } else if ( r == 1 ) { s = cgs.media.gibBounce2Sound; } else { s = cgs.media.gibBounce3Sound; } trap_S_StartSound( trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, s ); } } else if ( le->leBounceSoundType == LEBS_BRASS ) { } // Q3Rally Code Start : put oil sound in? else if ( le->leBounceSoundType == LEBS_OIL ) { } // Q3Rally Code END // don't allow a fragment to make multiple bounce sounds, // or it gets too noisy as they settle le->leBounceSoundType = LEBS_NONE; } /* ================ CG_ReflectVelocity ================ */ void CG_ReflectVelocity( localEntity_t *le, trace_t *trace ) { vec3_t velocity; float dot; int hitTime; // reflect the velocity on the trace plane hitTime = cg.time - cg.frametime + cg.frametime * trace->fraction; BG_EvaluateTrajectoryDelta( &le->pos, hitTime, velocity ); dot = DotProduct( velocity, trace->plane.normal ); VectorMA( velocity, -2*dot, trace->plane.normal, le->pos.trDelta ); VectorScale( le->pos.trDelta, le->bounceFactor, le->pos.trDelta ); VectorCopy( trace->endpos, le->pos.trBase ); le->pos.trTime = cg.time; // check for stop, making sure that even on low FPS systems it doesn't bobble if ( trace->allsolid || ( trace->plane.normal[2] > 0 && ( le->pos.trDelta[2] < 40 || le->pos.trDelta[2] < -cg.frametime * le->pos.trDelta[2] ) ) ) { le->pos.trType = TR_STATIONARY; } else { } } /* ================ CG_AddFragment ================ */ void CG_AddFragment( localEntity_t *le ) { vec3_t newOrigin; trace_t trace; // Q3Rally Code Start vec3_t oldOrigin; vec3_t mins, maxs; // VectorCopy( le->refEntity.origin, oldOrigin ); VectorSet(mins, -le->radius, -le->radius, -le->radius); VectorSet(maxs, le->radius, le->radius, le->radius); if( le->leFlags & LEF_SCALE_FADE_OUT ) { float c = 1.0f; c = ( cg.time - le->startTime ) / (float)( le->endTime - le->startTime ); le->refEntity.shaderRGBA[0] = 255; le->refEntity.shaderRGBA[1] = (int)(210 * ( 1.0f - c )); le->refEntity.shaderRGBA[2] = 0; c = 1.0f; if ( le->fadeInTime > le->startTime && le->fadeInTime < le->endTime && cg.time > le->fadeInTime ) { // fade / grow time c = 1.0f - (float) ( cg.time - le->fadeInTime ) / ( le->endTime - le->fadeInTime ); } le->refEntity.shaderRGBA[3] = (int)(255 * c * le->color[3]); if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) { le->refEntity.radius = le->radius * c; } } // if ( le->pos.trType == TR_STATIONARY ) { if ( le->pos.trType == TR_STATIONARY && !(le->leFlags & LEF_SCALE_FADE_OUT) ) { // Q3Rally Code END // sink into the ground if near the removal time int t; float oldZ; t = le->endTime - cg.time; if ( t < SINK_TIME ) { // we must use an explicit lighting origin, otherwise the // lighting would be lost as soon as the origin went // into the ground VectorCopy( le->refEntity.origin, le->refEntity.lightingOrigin ); le->refEntity.renderfx |= RF_LIGHTING_ORIGIN; oldZ = le->refEntity.origin[2]; le->refEntity.origin[2] -= 16 * ( 1.0 - (float)t / SINK_TIME ); trap_R_AddRefEntityToScene( &le->refEntity ); le->refEntity.origin[2] = oldZ; } else { trap_R_AddRefEntityToScene( &le->refEntity ); } return; } // Q3Rally Code Start if( le->leFlags & LEF_SCALE_FADE_OUT ) BG_EvaluateTrajectory( &le->pos, cg.time - le->startTime > 50 ? cg.time - 50 : le->startTime, oldOrigin ); // Q3Rally Code END // calculate new position BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin ); // trace a line from previous position to new position // Q3Rally Code Start // CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID ); if( le->leFlags & LEF_SCALE_FADE_OUT ) CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID ); else CG_Trace( &trace, le->refEntity.origin, mins, maxs, newOrigin, -1, CONTENTS_SOLID ); // Q3Rally Code END if ( trace.fraction == 1.0 ) { // still in free fall VectorCopy( newOrigin, le->refEntity.origin ); if ( le->leFlags & LEF_TUMBLE ) { vec3_t angles; BG_EvaluateTrajectory( &le->angles, cg.time, angles ); AnglesToAxis( angles, le->refEntity.axis ); } // Q3Rally Code Start // trap_R_AddRefEntityToScene( &le->refEntity ); if( le->leFlags & LEF_SCALE_FADE_OUT ) CG_Draw3DLine( oldOrigin, newOrigin, le->refEntity.shaderRGBA[0] / 255.0f, le->refEntity.shaderRGBA[1] / 255.0f, le->refEntity.shaderRGBA[2] / 255.0f, le->refEntity.shaderRGBA[3] / 255.0f ); else trap_R_AddRefEntityToScene( &le->refEntity ); // Q3Rally Code END // add a blood trail if ( le->leBounceSoundType == LEBS_BLOOD ) { CG_PuffTrail( le ); } return; } // if it is in a nodrop zone, remove it // this keeps gibs from waiting at the bottom of pits of death // and floating levels if ( CG_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) { CG_FreeLocalEntity( le ); return; } // leave a mark CG_FragmentBounceMark( le, &trace ); // do a bouncy sound CG_FragmentBounceSound( le, &trace ); // reflect the velocity on the trace plane CG_ReflectVelocity( le, &trace ); // Q3Rally Code Start // trap_R_AddRefEntityToScene( &le->refEntity ); if( le->leFlags & LEF_SCALE_FADE_OUT ) CG_Draw3DLine( oldOrigin, trace.endpos, le->refEntity.shaderRGBA[0] / 255.0f, le->refEntity.shaderRGBA[1] / 255.0f, le->refEntity.shaderRGBA[2] / 255.0f, le->refEntity.shaderRGBA[3] / 255.0f ); else trap_R_AddRefEntityToScene( &le->refEntity ); // Q3Rally Code END } /* ===================================================================== TRIVIAL LOCAL ENTITIES These only do simple scaling or modulation before passing to the renderer ===================================================================== */ /* ==================== CG_AddFadeRGB ==================== */ void CG_AddFadeRGB( localEntity_t *le ) { refEntity_t *re; float c; re = &le->refEntity; c = ( le->endTime - cg.time ) * le->lifeRate; c *= 0xff; re->shaderRGBA[0] = le->color[0] * c; re->shaderRGBA[1] = le->color[1] * c; re->shaderRGBA[2] = le->color[2] * c; re->shaderRGBA[3] = le->color[3] * c; trap_R_AddRefEntityToScene( re ); } /* ================== CG_AddMoveScaleFade ================== */ static void CG_AddMoveScaleFade( localEntity_t *le ) { refEntity_t *re; float c; vec3_t delta; float len; re = &le->refEntity; if ( le->fadeInTime > le->startTime && cg.time < le->fadeInTime ) { // fade / grow time c = 1.0 - (float) ( le->fadeInTime - cg.time ) / ( le->fadeInTime - le->startTime ); } else { // fade / grow time c = ( le->endTime - cg.time ) * le->lifeRate; } re->shaderRGBA[3] = 0xff * c * le->color[3]; if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) { re->radius = le->radius * ( 1.0 - c ) + 8; } BG_EvaluateTrajectory( &le->pos, cg.time, re->origin ); // if the view would be "inside" the sprite, kill the sprite // so it doesn't add too much overdraw VectorSubtract( re->origin, cg.refdef.vieworg, delta ); len = VectorLength( delta ); if ( len < le->radius ) { // Q3Rally Code Start - keep the entity, just dont draw it // CG_FreeLocalEntity( le ); // Q3Rally Code END return; } trap_R_AddRefEntityToScene( re ); } /* =================== CG_AddScaleFade For rocket smokes that hang in place, fade out, and are removed if the view passes through them. There are often many of these, so it needs to be simple. =================== */ static void CG_AddScaleFade( localEntity_t *le ) { refEntity_t *re; float c; vec3_t delta; float len; re = &le->refEntity; // fade / grow time c = ( le->endTime - cg.time ) * le->lifeRate; re->shaderRGBA[3] = 0xff * c * le->color[3]; re->radius = le->radius * ( 1.0 - c ) + 8; // if the view would be "inside" the sprite, kill the sprite // so it doesn't add too much overdraw VectorSubtract( re->origin, cg.refdef.vieworg, delta ); len = VectorLength( delta ); if ( len < le->radius ) { CG_FreeLocalEntity( le ); return; } trap_R_AddRefEntityToScene( re ); } /* ================= CG_AddFallScaleFade This is just an optimized CG_AddMoveScaleFade For blood mists that drift down, fade out, and are removed if the view passes through them. There are often 100+ of these, so it needs to be simple. ================= */ static void CG_AddFallScaleFade( localEntity_t *le ) { refEntity_t *re; float c; vec3_t delta; float len; re = &le->refEntity; // fade time c = ( le->endTime - cg.time ) * le->lifeRate; re->shaderRGBA[3] = 0xff * c * le->color[3]; re->origin[2] = le->pos.trBase[2] - ( 1.0 - c ) * le->pos.trDelta[2]; re->radius = le->radius * ( 1.0 - c ) + 16; // if the view would be "inside" the sprite, kill the sprite // so it doesn't add too much overdraw VectorSubtract( re->origin, cg.refdef.vieworg, delta ); len = VectorLength( delta ); if ( len < le->radius ) { CG_FreeLocalEntity( le ); return; } trap_R_AddRefEntityToScene( re ); } /* ================ CG_AddExplosion ================ */ static void CG_AddExplosion( localEntity_t *ex ) { refEntity_t *ent; ent = &ex->refEntity; // add the entity trap_R_AddRefEntityToScene(ent); // add the dlight if ( ex->light ) { float light; light = (float)( cg.time - ex->startTime ) / ( ex->endTime - ex->startTime ); if ( light < 0.5 ) { light = 1.0; } else { light = 1.0 - ( light - 0.5 ) * 2; } light = ex->light * light; trap_R_AddLightToScene(ent->origin, light, ex->lightColor[0], ex->lightColor[1], ex->lightColor[2] ); } } /* ================ CG_AddSpriteExplosion ================ */ static void CG_AddSpriteExplosion( localEntity_t *le ) { refEntity_t re; float c; re = le->refEntity; c = ( le->endTime - cg.time ) / ( float ) ( le->endTime - le->startTime ); if ( c > 1 ) { c = 1.0; // can happen during connection problems } re.shaderRGBA[0] = 0xff; re.shaderRGBA[1] = 0xff; re.shaderRGBA[2] = 0xff; re.shaderRGBA[3] = 0xff * c * 0.33; re.reType = RT_SPRITE; re.radius = 42 * ( 1.0 - c ) + 30; trap_R_AddRefEntityToScene( &re ); // add the dlight if ( le->light ) { float light; light = (float)( cg.time - le->startTime ) / ( le->endTime - le->startTime ); if ( light < 0.5 ) { light = 1.0; } else { light = 1.0 - ( light - 0.5 ) * 2; } light = le->light * light; trap_R_AddLightToScene(re.origin, light, le->lightColor[0], le->lightColor[1], le->lightColor[2] ); } } #ifdef MISSIONPACK /* ==================== CG_AddKamikaze ==================== */ void CG_AddKamikaze( localEntity_t *le ) { refEntity_t *re; refEntity_t shockwave; float c; vec3_t test, axis[3]; int t; re = &le->refEntity; t = cg.time - le->startTime; VectorClear( test ); AnglesToAxis( test, axis ); if (t > KAMI_SHOCKWAVE_STARTTIME && t < KAMI_SHOCKWAVE_ENDTIME) { if (!(le->leFlags & LEF_SOUND1)) { // trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeExplodeSound ); trap_S_StartLocalSound(cgs.media.kamikazeExplodeSound, CHAN_AUTO); le->leFlags |= LEF_SOUND1; } // 1st kamikaze shockwave memset(&shockwave, 0, sizeof(shockwave)); shockwave.hModel = cgs.media.kamikazeShockWave; shockwave.reType = RT_MODEL; shockwave.shaderTime = re->shaderTime; VectorCopy(re->origin, shockwave.origin); c = (float)(t - KAMI_SHOCKWAVE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVE_STARTTIME); VectorScale( axis[0], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] ); VectorScale( axis[1], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] ); VectorScale( axis[2], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] ); shockwave.nonNormalizedAxes = qtrue; if (t > KAMI_SHOCKWAVEFADE_STARTTIME) { c = (float)(t - KAMI_SHOCKWAVEFADE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVEFADE_STARTTIME); } else { c = 0; } c *= 0xff; shockwave.shaderRGBA[0] = 0xff - c; shockwave.shaderRGBA[1] = 0xff - c; shockwave.shaderRGBA[2] = 0xff - c; shockwave.shaderRGBA[3] = 0xff - c; trap_R_AddRefEntityToScene( &shockwave ); } if (t > KAMI_EXPLODE_STARTTIME && t < KAMI_IMPLODE_ENDTIME) { // explosion and implosion c = ( le->endTime - cg.time ) * le->lifeRate; c *= 0xff; re->shaderRGBA[0] = le->color[0] * c; re->shaderRGBA[1] = le->color[1] * c; re->shaderRGBA[2] = le->color[2] * c; re->shaderRGBA[3] = le->color[3] * c; if( t < KAMI_IMPLODE_STARTTIME ) { c = (float)(t - KAMI_EXPLODE_STARTTIME) / (float)(KAMI_IMPLODE_STARTTIME - KAMI_EXPLODE_STARTTIME); } else { if (!(le->leFlags & LEF_SOUND2)) { // trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeImplodeSound ); trap_S_StartLocalSound(cgs.media.kamikazeImplodeSound, CHAN_AUTO); le->leFlags |= LEF_SOUND2; } c = (float)(KAMI_IMPLODE_ENDTIME - t) / (float) (KAMI_IMPLODE_ENDTIME - KAMI_IMPLODE_STARTTIME); } VectorScale( axis[0], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[0] ); VectorScale( axis[1], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[1] ); VectorScale( axis[2], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[2] ); re->nonNormalizedAxes = qtrue; trap_R_AddRefEntityToScene( re ); // add the dlight trap_R_AddLightToScene( re->origin, c * 1000.0, 1.0, 1.0, c ); } if (t > KAMI_SHOCKWAVE2_STARTTIME && t < KAMI_SHOCKWAVE2_ENDTIME) { // 2nd kamikaze shockwave if (le->angles.trBase[0] == 0 && le->angles.trBase[1] == 0 && le->angles.trBase[2] == 0) { le->angles.trBase[0] = random() * 360; le->angles.trBase[1] = random() * 360; le->angles.trBase[2] = random() * 360; } memset(&shockwave, 0, sizeof(shockwave)); shockwave.hModel = cgs.media.kamikazeShockWave; shockwave.reType = RT_MODEL; shockwave.shaderTime = re->shaderTime; VectorCopy(re->origin, shockwave.origin); test[0] = le->angles.trBase[0]; test[1] = le->angles.trBase[1]; test[2] = le->angles.trBase[2]; AnglesToAxis( test, axis ); c = (float)(t - KAMI_SHOCKWAVE2_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2_STARTTIME); VectorScale( axis[0], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] ); VectorScale( axis[1], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] ); VectorScale( axis[2], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] ); shockwave.nonNormalizedAxes = qtrue; if (t > KAMI_SHOCKWAVE2FADE_STARTTIME) { c = (float)(t - KAMI_SHOCKWAVE2FADE_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2FADE_STARTTIME); } else { c = 0; } c *= 0xff; shockwave.shaderRGBA[0] = 0xff - c; shockwave.shaderRGBA[1] = 0xff - c; shockwave.shaderRGBA[2] = 0xff - c; shockwave.shaderRGBA[3] = 0xff - c; trap_R_AddRefEntityToScene( &shockwave ); } } /* =================== CG_AddInvulnerabilityImpact =================== */ void CG_AddInvulnerabilityImpact( localEntity_t *le ) { trap_R_AddRefEntityToScene( &le->refEntity ); } /* =================== CG_AddInvulnerabilityJuiced =================== */ void CG_AddInvulnerabilityJuiced( localEntity_t *le ) { int t; t = cg.time - le->startTime; if ( t > 3000 ) { le->refEntity.axis[0][0] = (float) 1.0 + 0.3 * (t - 3000) / 2000; le->refEntity.axis[1][1] = (float) 1.0 + 0.3 * (t - 3000) / 2000; le->refEntity.axis[2][2] = (float) 0.7 + 0.3 * (2000 - (t - 3000)) / 2000; } if ( t > 5000 ) { le->endTime = 0; // Q3Rally Code Start: set to -1 maybe? // CG_GibPlayer( le->refEntity.origin ); CG_GibPlayer( le->refEntity.origin, vec3_origin, 0 ); // Q3Rally Code END } else { trap_R_AddRefEntityToScene( &le->refEntity ); } } /* =================== CG_AddRefEntity =================== */ void CG_AddRefEntity( localEntity_t *le ) { if (le->endTime < cg.time) { CG_FreeLocalEntity( le ); return; } trap_R_AddRefEntityToScene( &le->refEntity ); } #endif /* =================== CG_AddScorePlum =================== */ #define NUMBER_SIZE 8 void CG_AddScorePlum( localEntity_t *le ) { refEntity_t *re; vec3_t origin, delta, dir, vec, up = {0, 0, 1}; float c, len; int i, score, digits[10], numdigits, negative; re = &le->refEntity; c = ( le->endTime - cg.time ) * le->lifeRate; score = le->radius; if (score < 0) { re->shaderRGBA[0] = 0xff; re->shaderRGBA[1] = 0x11; re->shaderRGBA[2] = 0x11; } else { re->shaderRGBA[0] = 0xff; re->shaderRGBA[1] = 0xff; re->shaderRGBA[2] = 0xff; if (score >= 50) { re->shaderRGBA[1] = 0; } else if (score >= 20) { re->shaderRGBA[0] = re->shaderRGBA[1] = 0; } else if (score >= 10) { re->shaderRGBA[2] = 0; } else if (score >= 2) { re->shaderRGBA[0] = re->shaderRGBA[2] = 0; } } if (c < 0.25) re->shaderRGBA[3] = 0xff * 4 * c; else re->shaderRGBA[3] = 0xff; re->radius = NUMBER_SIZE / 2; VectorCopy(le->pos.trBase, origin); origin[2] += 110 - c * 100; VectorSubtract(cg.refdef.vieworg, origin, dir); CrossProduct(dir, up, vec); VectorNormalize(vec); VectorMA(origin, -10 + 20 * sin(c * 2 * M_PI), vec, origin); // if the view would be "inside" the sprite, kill the sprite // so it doesn't add too much overdraw VectorSubtract( origin, cg.refdef.vieworg, delta ); len = VectorLength( delta ); if ( len < 20 ) { CG_FreeLocalEntity( le ); return; } negative = qfalse; if (score < 0) { negative = qtrue; score = -score; } for (numdigits = 0; !(numdigits && !score); numdigits++) { digits[numdigits] = score % 10; score = score / 10; } if (negative) { digits[numdigits] = 10; numdigits++; } for (i = 0; i < numdigits; i++) { VectorMA(origin, (float) (((float) numdigits / 2) - i) * NUMBER_SIZE, vec, re->origin); re->customShader = cgs.media.numberShaders[digits[numdigits-1-i]]; trap_R_AddRefEntityToScene( re ); } } //============================================================================== /* =================== CG_AddLocalEntities =================== */ void CG_AddLocalEntities( void ) { localEntity_t *le, *next; // walk the list backwards, so any new local entities generated // (trails, marks, etc) will be present this frame le = cg_activeLocalEntities.prev; for ( ; le != &cg_activeLocalEntities ; le = next ) { // grab next now, so if the local entity is freed we // still have it next = le->prev; if ( cg.time >= le->endTime ) { CG_FreeLocalEntity( le ); continue; } switch ( le->leType ) { default: CG_Error( "Bad leType: %i", le->leType ); break; case LE_MARK: break; case LE_SPRITE_EXPLOSION: CG_AddSpriteExplosion( le ); break; case LE_EXPLOSION: CG_AddExplosion( le ); break; case LE_FRAGMENT: // gibs and brass CG_AddFragment( le ); break; case LE_MOVE_SCALE_FADE: // water bubbles CG_AddMoveScaleFade( le ); break; case LE_FADE_RGB: // teleporters, railtrails CG_AddFadeRGB( le ); break; case LE_FALL_SCALE_FADE: // gib blood trails CG_AddFallScaleFade( le ); break; case LE_SCALE_FADE: // rocket trails CG_AddScaleFade( le ); break; case LE_SCOREPLUM: CG_AddScorePlum( le ); break; #ifdef MISSIONPACK case LE_KAMIKAZE: CG_AddKamikaze( le ); break; case LE_INVULIMPACT: CG_AddInvulnerabilityImpact( le ); break; case LE_INVULJUICED: CG_AddInvulnerabilityJuiced( le ); break; case LE_SHOWREFENTITY: CG_AddRefEntity( le ); break; #endif } } }