jediacademy/codemp/client/FxSystem.cpp

129 lines
3.3 KiB
C++

//Anything above this #include will be ignored by the compiler
#include "../qcommon/exe_headers.h"
// this include must remain at the top of every CPP file
#include "client.h"
#if !defined(FX_SCHEDULER_H_INC)
#include "FxScheduler.h"
#endif
cvar_t *fx_debug;
#ifdef _SOF2DEV_
cvar_t *fx_freeze;
#endif
cvar_t *fx_countScale;
cvar_t *fx_nearCull;
#define DEFAULT_EXPLOSION_RADIUS 512
// Stuff for the FxHelper
//------------------------------------------------------
SFxHelper::SFxHelper(void) :
mTime(0),
mOldTime(0),
mFrameTime(0),
mTimeFrozen(false),
refdef(0)
{
}
void SFxHelper::ReInit(refdef_t* pRefdef)
{
mTime = 0;
mOldTime = 0;
mFrameTime = 0;
mTimeFrozen = false;
refdef = pRefdef;
}
//------------------------------------------------------
void SFxHelper::Print( const char *msg, ... )
{
va_list argptr;
char text[1024];
va_start( argptr, msg );
vsprintf( text, msg, argptr );
va_end( argptr );
Com_DPrintf( text );
}
//------------------------------------------------------
void SFxHelper::AdjustTime( int frametime )
{
#ifdef _SOF2DEV_
if ( fx_freeze->integer || ( frametime <= 0 ))
#else
if ( frametime <= 0 )
#endif
{
// Allow no time progression when we are paused.
mFrameTime = 0;
mRealTime = 0.0f;
}
else
{
mOldTime = mTime;
mTime = frametime;
mFrameTime = mTime - mOldTime;
mRealTime = mFrameTime * 0.001f;
/* mFrameTime = frametime;
mTime += mFrameTime;
mRealTime = mFrameTime * 0.001f;*/
// mHalfRealTimeSq = mRealTime * mRealTime * 0.5f;
}
}
//------------------------------------------------------
void SFxHelper::CameraShake( vec3_t origin, float intensity, int radius, int time )
{
TCGCameraShake *data = (TCGCameraShake *)cl.mSharedMemory;
VectorCopy(origin, data->mOrigin);
data->mIntensity = intensity;
data->mRadius = radius;
data->mTime = time;
VM_Call( cgvm, CG_FX_CAMERASHAKE );
}
//------------------------------------------------------
qboolean SFxHelper::GetOriginAxisFromBolt(CGhoul2Info_v *pGhoul2, int mEntNum, int modelNum, int boltNum, vec3_t /*out*/origin, vec3_t /*out*/axis[3])
{
qboolean doesBoltExist;
mdxaBone_t boltMatrix;
TCGGetBoltData *data = (TCGGetBoltData*)cl.mSharedMemory;
data->mEntityNum = mEntNum;
VM_Call( cgvm, CG_GET_LERP_DATA );//this func will zero out pitch and roll for players, and ridable vehicles
//Fixme: optimize these VM calls away by storing
// go away and get me the bolt position for this frame please
doesBoltExist = G2API_GetBoltMatrix(*pGhoul2, modelNum, boltNum,
&boltMatrix, data->mAngles, data->mOrigin, theFxHelper.mOldTime, 0, data->mScale);
if (doesBoltExist)
{ // set up the axis and origin we need for the actual effect spawning
origin[0] = boltMatrix.matrix[0][3];
origin[1] = boltMatrix.matrix[1][3];
origin[2] = boltMatrix.matrix[2][3];
axis[1][0] = boltMatrix.matrix[0][0];
axis[1][1] = boltMatrix.matrix[1][0];
axis[1][2] = boltMatrix.matrix[2][0];
axis[0][0] = boltMatrix.matrix[0][1];
axis[0][1] = boltMatrix.matrix[1][1];
axis[0][2] = boltMatrix.matrix[2][1];
axis[2][0] = boltMatrix.matrix[0][2];
axis[2][1] = boltMatrix.matrix[1][2];
axis[2][2] = boltMatrix.matrix[2][2];
}
return doesBoltExist;
}