/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.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_effects.c -- these functions generate localentities, usually as a result // of event processing #include "cg_local.h" /* ================== CG_BubbleTrail Bullets shot underwater ================== */ void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ) { vec3_t move; vec3_t vec; float len; int i; if ( cg_noProjectileTrail.integer ) { return; } VectorCopy (start, move); VectorSubtract (end, start, vec); len = VectorNormalize (vec); // advance a random amount first i = rand() % (int)spacing; VectorMA( move, i, vec, move ); VectorScale (vec, spacing, vec); for ( ; i < len; i += spacing ) { localEntity_t *le; refEntity_t *re; le = CG_AllocLocalEntity(); le->leFlags = LEF_PUFF_DONT_SCALE; le->leType = LE_MOVE_SCALE_FADE; le->startTime = cg.time; le->endTime = cg.time + 1000 + random() * 250; le->lifeRate = 1.0 / ( le->endTime - le->startTime ); re = &le->refEntity; re->shaderTime = cg.time / 1000.0f; re->reType = RT_SPRITE; re->rotation = 0; re->radius = 3; re->customShader = cgs.media.waterBubbleShader; re->shaderRGBA[0] = 0xff; re->shaderRGBA[1] = 0xff; re->shaderRGBA[2] = 0xff; re->shaderRGBA[3] = 0xff; le->color[3] = 1.0; le->pos.trType = TR_LINEAR; le->pos.trTime = cg.time; VectorCopy( move, le->pos.trBase ); le->pos.trDelta[0] = crandom()*5; le->pos.trDelta[1] = crandom()*5; le->pos.trDelta[2] = crandom()*5 + 6; VectorAdd (move, vec, move); } } /* ===================== CG_SmokePuff Adds a smoke puff or blood trail localEntity. ===================== */ localEntity_t *CG_SmokePuff( const vec3_t p, const vec3_t vel, float radius, float r, float g, float b, float a, float duration, int startTime, int fadeInTime, int leFlags, qhandle_t hShader ) { static int seed = 0x92; localEntity_t *le; refEntity_t *re; // int fadeInTime = startTime + duration / 2; le = CG_AllocLocalEntity(); le->leFlags = leFlags; le->radius = radius; re = &le->refEntity; re->rotation = Q_random( &seed ) * 360; re->radius = radius; re->shaderTime = startTime / 1000.0f; le->leType = LE_MOVE_SCALE_FADE; le->startTime = startTime; le->fadeInTime = fadeInTime; le->endTime = startTime + duration; if ( fadeInTime > startTime ) { le->lifeRate = 1.0 / ( le->endTime - le->fadeInTime ); } else { le->lifeRate = 1.0 / ( le->endTime - le->startTime ); } le->color[0] = r; le->color[1] = g; le->color[2] = b; le->color[3] = a; le->pos.trType = TR_LINEAR; le->pos.trTime = startTime; VectorCopy( vel, le->pos.trDelta ); VectorCopy( p, le->pos.trBase ); VectorCopy( p, re->origin ); re->customShader = hShader; // rage pro can't alpha fade, so use a different shader if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) { re->customShader = cgs.media.smokePuffRageProShader; re->shaderRGBA[0] = 0xff; re->shaderRGBA[1] = 0xff; re->shaderRGBA[2] = 0xff; re->shaderRGBA[3] = 0xff; } else { re->shaderRGBA[0] = le->color[0] * 0xff; re->shaderRGBA[1] = le->color[1] * 0xff; re->shaderRGBA[2] = le->color[2] * 0xff; re->shaderRGBA[3] = 0xff; } re->reType = RT_SPRITE; re->radius = le->radius; return le; } /* ================== CG_SpawnEffect Player teleporting in or out ================== */ void CG_SpawnEffect( vec3_t org ) { localEntity_t *le; refEntity_t *re; le = CG_AllocLocalEntity(); le->leFlags = 0; le->leType = LE_FADE_RGB; le->startTime = cg.time; le->endTime = cg.time + 500; le->lifeRate = 1.0 / ( le->endTime - le->startTime ); le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0; re = &le->refEntity; re->reType = RT_MODEL; re->shaderTime = cg.time / 1000.0f; #ifndef MISSIONPACK re->customShader = cgs.media.teleportEffectShader; #endif re->hModel = cgs.media.teleportEffectModel; AxisClear( re->axis ); VectorCopy( org, re->origin ); #ifdef MISSIONPACK re->origin[2] += 16; #else re->origin[2] -= 24; #endif } #ifdef MISSIONPACK /* =============== CG_LightningBoltBeam =============== */ void CG_LightningBoltBeam( vec3_t start, vec3_t end ) { localEntity_t *le; refEntity_t *beam; le = CG_AllocLocalEntity(); le->leFlags = 0; le->leType = LE_SHOWREFENTITY; le->startTime = cg.time; le->endTime = cg.time + 50; beam = &le->refEntity; VectorCopy( start, beam->origin ); // this is the end point VectorCopy( end, beam->oldorigin ); beam->reType = RT_LIGHTNING; beam->customShader = cgs.media.lightningShader; } /* ================== CG_KamikazeEffect ================== */ void CG_KamikazeEffect( vec3_t org ) { localEntity_t *le; refEntity_t *re; le = CG_AllocLocalEntity(); le->leFlags = 0; le->leType = LE_KAMIKAZE; le->startTime = cg.time; le->endTime = cg.time + 3000;//2250; le->lifeRate = 1.0 / ( le->endTime - le->startTime ); le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0; VectorClear(le->angles.trBase); re = &le->refEntity; re->reType = RT_MODEL; re->shaderTime = cg.time / 1000.0f; re->hModel = cgs.media.kamikazeEffectModel; VectorCopy( org, re->origin ); } /* ================== CG_ObeliskExplode ================== */ void CG_ObeliskExplode( vec3_t org, int entityNum ) { localEntity_t *le; vec3_t origin; // create an explosion VectorCopy( org, origin ); origin[2] += 64; le = CG_MakeExplosion( origin, vec3_origin, cgs.media.dishFlashModel, cgs.media.rocketExplosionShader, 600, qtrue ); le->light = 300; le->lightColor[0] = 1; le->lightColor[1] = 0.75; le->lightColor[2] = 0.0; } /* ================== CG_ObeliskPain ================== */ void CG_ObeliskPain( vec3_t org ) { float r; sfxHandle_t sfx; // hit sound r = rand() & 3; if ( r < 2 ) { sfx = cgs.media.obeliskHitSound1; } else if ( r == 2 ) { sfx = cgs.media.obeliskHitSound2; } else { sfx = cgs.media.obeliskHitSound3; } trap_S_StartSound ( org, ENTITYNUM_NONE, CHAN_BODY, sfx ); } /* ================== CG_InvulnerabilityImpact ================== */ void CG_InvulnerabilityImpact( vec3_t org, vec3_t angles ) { localEntity_t *le; refEntity_t *re; int r; sfxHandle_t sfx; le = CG_AllocLocalEntity(); le->leFlags = 0; le->leType = LE_INVULIMPACT; le->startTime = cg.time; le->endTime = cg.time + 1000; le->lifeRate = 1.0 / ( le->endTime - le->startTime ); le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0; re = &le->refEntity; re->reType = RT_MODEL; re->shaderTime = cg.time / 1000.0f; re->hModel = cgs.media.invulnerabilityImpactModel; VectorCopy( org, re->origin ); AnglesToAxis( angles, re->axis ); r = rand() & 3; if ( r < 2 ) { sfx = cgs.media.invulnerabilityImpactSound1; } else if ( r == 2 ) { sfx = cgs.media.invulnerabilityImpactSound2; } else { sfx = cgs.media.invulnerabilityImpactSound3; } trap_S_StartSound (org, ENTITYNUM_NONE, CHAN_BODY, sfx ); } /* ================== CG_InvulnerabilityJuiced ================== */ void CG_InvulnerabilityJuiced( vec3_t org ) { localEntity_t *le; refEntity_t *re; vec3_t angles; le = CG_AllocLocalEntity(); le->leFlags = 0; le->leType = LE_INVULJUICED; le->startTime = cg.time; le->endTime = cg.time + 10000; le->lifeRate = 1.0 / ( le->endTime - le->startTime ); le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0; re = &le->refEntity; re->reType = RT_MODEL; re->shaderTime = cg.time / 1000.0f; re->hModel = cgs.media.invulnerabilityJuicedModel; VectorCopy( org, re->origin ); VectorClear(angles); AnglesToAxis( angles, re->axis ); trap_S_StartSound (org, ENTITYNUM_NONE, CHAN_BODY, cgs.media.invulnerabilityJuicedSound ); } #endif /* ================== CG_ScorePlum ================== */ void CG_ScorePlum( int client, vec3_t org, int score ) { localEntity_t *le; refEntity_t *re; vec3_t angles; static vec3_t lastPos; // only visualize for the client that scored if (client != cg.predictedPlayerState.clientNum || cg_scorePlum.integer == 0) { return; } le = CG_AllocLocalEntity(); le->leFlags = 0; le->leType = LE_SCOREPLUM; le->startTime = cg.time; le->endTime = cg.time + 4000; le->lifeRate = 1.0 / ( le->endTime - le->startTime ); le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0; le->radius = score; VectorCopy( org, le->pos.trBase ); if (org[2] >= lastPos[2] - 20 && org[2] <= lastPos[2] + 20) { le->pos.trBase[2] -= 20; } //CG_Printf( "Plum origin %i %i %i -- %i\n", (int)org[0], (int)org[1], (int)org[2], (int)Distance(org, lastPos)); VectorCopy(org, lastPos); re = &le->refEntity; re->reType = RT_SPRITE; re->radius = 16; VectorClear(angles); AnglesToAxis( angles, re->axis ); } /* ==================== CG_MakeExplosion ==================== */ localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir, qhandle_t hModel, qhandle_t shader, int msec, qboolean isSprite ) { float ang; localEntity_t *ex; int offset; vec3_t tmpVec, newOrigin; if ( msec <= 0 ) { CG_Error( "CG_MakeExplosion: msec = %i", msec ); } // skew the time a bit so they aren't all in sync offset = rand() & 63; ex = CG_AllocLocalEntity(); if ( isSprite ) { ex->leType = LE_SPRITE_EXPLOSION; // randomly rotate sprite orientation ex->refEntity.rotation = rand() % 360; VectorScale( dir, 16, tmpVec ); VectorAdd( tmpVec, origin, newOrigin ); } else { ex->leType = LE_EXPLOSION; VectorCopy( origin, newOrigin ); // set axis with random rotate if ( !dir ) { AxisClear( ex->refEntity.axis ); } else { ang = rand() % 360; VectorCopy( dir, ex->refEntity.axis[0] ); RotateAroundDirection( ex->refEntity.axis, ang ); } } ex->startTime = cg.time - offset; ex->endTime = ex->startTime + msec; // bias the time so all shader effects start correctly ex->refEntity.shaderTime = ex->startTime / 1000.0f; ex->refEntity.hModel = hModel; ex->refEntity.customShader = shader; // set origin VectorCopy( newOrigin, ex->refEntity.origin ); VectorCopy( newOrigin, ex->refEntity.oldorigin ); ex->color[0] = ex->color[1] = ex->color[2] = 1.0; return ex; } /* ================= CG_Bleed This is the spurt of blood when a character gets hit ================= */ void CG_Bleed( vec3_t origin, int entityNum ) { localEntity_t *ex; if ( !cg_blood.integer ) { return; } ex = CG_AllocLocalEntity(); ex->leType = LE_EXPLOSION; ex->startTime = cg.time; ex->endTime = ex->startTime + 500; VectorCopy ( origin, ex->refEntity.origin); ex->refEntity.reType = RT_SPRITE; ex->refEntity.rotation = rand() % 360; ex->refEntity.radius = 24; ex->refEntity.customShader = cgs.media.bloodExplosionShader; // don't show player's own blood in view if ( entityNum == cg.snap->ps.clientNum ) { ex->refEntity.renderfx |= RF_THIRD_PERSON; } } /* ================== CG_LaunchGib ================== */ // Q3Rally Code Start (add blood and oil splats) void CG_LaunchGib( vec3_t origin, vec3_t velocity, qhandle_t hModel, qhandle_t hSkin, float radius, qboolean carPart ) { // Q3Rally Code END localEntity_t *le; refEntity_t *re; le = CG_AllocLocalEntity(); re = &le->refEntity; le->leType = LE_FRAGMENT; le->startTime = cg.time; le->endTime = le->startTime + 5000 + random() * 3000; VectorCopy( origin, re->origin ); AxisCopy( axisDefault, re->axis ); re->hModel = hModel; // Q3Rally Code Start le->radius = radius; if (hSkin != -1) re->customSkin = hSkin; // Q3Rally Code END le->pos.trType = TR_GRAVITY; VectorCopy( origin, le->pos.trBase ); VectorCopy( velocity, le->pos.trDelta ); le->pos.trTime = cg.time; le->bounceFactor = 0.6f; // Q3Rally Code Start /* le->leBounceSoundType = LEBS_BLOOD; le->leMarkType = LEMT_BLOOD; */ if (carPart){ le->leBounceSoundType = LEBS_OIL; le->leMarkType = LEMT_OIL; } else { le->leBounceSoundType = LEBS_BLOOD; le->leMarkType = LEMT_BLOOD; } // Q3Rally Code END } /* =================== CG_GibPlayer Generated a bunch of gibs launching out from the bodies location =================== */ #define GIB_VELOCITY 250 // Q3Rally Code Start // #define GIB_JUMP 250 #define GIB_JUMP 100 // Q3Rally Code END void CG_GibPlayer( vec3_t playerOrigin, vec3_t playerVelocity, int client ) { vec3_t origin, dir, velocity; localEntity_t *le; if ( !cg_blood.integer ) { return; } VectorCopy( playerOrigin, origin ); // Q3Rally Code Start // use model with explosion shape with shader that deforms verts? /* velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; if ( rand() & 1 ) { CG_LaunchGib( origin, velocity, cgs.media.gibSkull ); } else { CG_LaunchGib( origin, velocity, cgs.media.gibBrain ); } */ VectorCopy( playerOrigin, origin ); VectorSet( dir, 0, 0, 1 ); // // create the explosion // le = CG_MakeExplosion( origin, dir, cgs.media.dishFlashModel, cgs.media.rocketExplosionShader, 1000, qtrue ); le->light = 300; le->lightColor[0] = 1.0f; le->lightColor[1] = 0.75f; le->lightColor[2] = 0.0f; // // impact mark // CG_ImpactMark( cgs.media.burnMarkShader, origin, dir, random()*360, 1,1,1,1, qfalse, 128, qfalse ); // Q3Rally Code END // allow gibs to be turned off for speed if ( !cg_gibs.integer ) { return; } // Q3Rally Code Start (replace player gibs with car parts) /* VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; CG_LaunchGib( origin, velocity, cgs.media.gibAbdomen ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; CG_LaunchGib( origin, velocity, cgs.media.gibArm ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; CG_LaunchGib( origin, velocity, cgs.media.gibChest ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; CG_LaunchGib( origin, velocity, cgs.media.gibFist ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; CG_LaunchGib( origin, velocity, cgs.media.gibFoot ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; CG_LaunchGib( origin, velocity, cgs.media.gibForearm ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; CG_LaunchGib( origin, velocity, cgs.media.gibIntestine ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; CG_LaunchGib( origin, velocity, cgs.media.gibLeg ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; CG_LaunchGib( origin, velocity, cgs.media.gibLeg ); */ VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; VectorAdd( playerVelocity, velocity, velocity ); CG_LaunchGib( origin, velocity, cgs.clientinfo[client].wheelModel, cgs.clientinfo[client].wheelSkin, WHEEL_RADIUS, qtrue ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; VectorAdd( playerVelocity, velocity, velocity ); CG_LaunchGib( origin, velocity, cgs.clientinfo[client].wheelModel, cgs.clientinfo[client].wheelSkin, WHEEL_RADIUS, qtrue ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; VectorAdd( playerVelocity, velocity, velocity ); CG_LaunchGib( origin, velocity, cgs.clientinfo[client].wheelModel, cgs.clientinfo[client].wheelSkin, WHEEL_RADIUS, qtrue ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; VectorAdd( playerVelocity, velocity, velocity ); CG_LaunchGib( origin, velocity, cgs.clientinfo[client].wheelModel, cgs.clientinfo[client].wheelSkin, WHEEL_RADIUS, qtrue ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; VectorAdd( playerVelocity, velocity, velocity ); CG_LaunchGib( origin, velocity, cgs.media.gibFan, -1, 0, qtrue ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; VectorAdd( playerVelocity, velocity, velocity ); CG_LaunchGib( origin, velocity, cgs.media.gibHose1, -1, 0, qtrue ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; VectorAdd( playerVelocity, velocity, velocity ); CG_LaunchGib( origin, velocity, cgs.media.gibHose2, -1, 0, qtrue ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; VectorAdd( playerVelocity, velocity, velocity ); CG_LaunchGib( origin, velocity, cgs.media.gibMuffler, -1, 0, qtrue ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; VectorAdd( playerVelocity, velocity, velocity ); CG_LaunchGib( origin, velocity, cgs.media.gibPiston, -1, 0, qtrue ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; VectorAdd( playerVelocity, velocity, velocity ); CG_LaunchGib( origin, velocity, cgs.media.gibShock, -1, 0, qtrue ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*GIB_VELOCITY; velocity[1] = crandom()*GIB_VELOCITY; velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY; VectorAdd( playerVelocity, velocity, velocity ); CG_LaunchGib( origin, velocity, cgs.media.gibSteer, -1, 0, qtrue ); // Q3Rally Code END } /* ================== CG_LaunchExplode ================== */ void CG_LaunchExplode( vec3_t origin, vec3_t velocity, qhandle_t hModel ) { localEntity_t *le; refEntity_t *re; le = CG_AllocLocalEntity(); re = &le->refEntity; le->leType = LE_FRAGMENT; le->startTime = cg.time; le->endTime = le->startTime + 10000 + random() * 6000; 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; le->bounceFactor = 0.1f; le->leBounceSoundType = LEBS_BRASS; le->leMarkType = LEMT_NONE; } #define EXP_VELOCITY 100 #define EXP_JUMP 150 /* =================== CG_BigExplode Generated a bunch of gibs launching out from the bodies location =================== */ void CG_BigExplode( vec3_t playerOrigin ) { vec3_t origin, velocity; if ( !cg_blood.integer ) { return; } VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*EXP_VELOCITY; velocity[1] = crandom()*EXP_VELOCITY; velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY; CG_LaunchExplode( origin, velocity, cgs.media.smoke2 ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*EXP_VELOCITY; velocity[1] = crandom()*EXP_VELOCITY; velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY; CG_LaunchExplode( origin, velocity, cgs.media.smoke2 ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*EXP_VELOCITY*1.5; velocity[1] = crandom()*EXP_VELOCITY*1.5; velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY; CG_LaunchExplode( origin, velocity, cgs.media.smoke2 ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*EXP_VELOCITY*2.0; velocity[1] = crandom()*EXP_VELOCITY*2.0; velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY; CG_LaunchExplode( origin, velocity, cgs.media.smoke2 ); VectorCopy( playerOrigin, origin ); velocity[0] = crandom()*EXP_VELOCITY*2.5; velocity[1] = crandom()*EXP_VELOCITY*2.5; velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY; CG_LaunchExplode( origin, velocity, cgs.media.smoke2 ); } /* =================================================== CG_LightningArc Generates an arc of lightning between two abitary vectors =================================================== */ void CG_LightningArc( vec3_t start, vec3_t end ) { refEntity_t arc; memset( &arc, 0, sizeof( arc ) ); arc.reType = RT_LIGHTNING; arc.customShader = cgs.media.lightningShader; VectorCopy( start, arc.origin ); VectorCopy( end, arc.oldorigin ); 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; } } } /* ================== 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; } } }