jediacademy/code/cgame/FX_Disruptor.cpp
2013-04-04 17:35:38 -05:00

98 lines
2.4 KiB
C++

// Disruptor Weapon
// this line must stay at top so the whole PCH thing works...
#include "cg_headers.h"
//#include "cg_local.h"
#include "cg_media.h"
#include "FxScheduler.h"
/*
---------------------------
FX_DisruptorMainShot
---------------------------
*/
static vec3_t WHITE ={1.0f,1.0f,1.0f};
void FX_DisruptorMainShot( vec3_t start, vec3_t end )
{
FX_AddLine( -1, start, end, 0.1f, 4.0f, 0.0f,
1.0f, 0.0f, 0.0f,
WHITE, WHITE, 0.0f,
120, cgi_R_RegisterShader( "gfx/effects/redLine" ),
0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
}
/*
---------------------------
FX_DisruptorAltShot
---------------------------
*/
void FX_DisruptorAltShot( vec3_t start, vec3_t end, qboolean fullCharge )
{
FX_AddLine( -1, start, end, 0.1f, 10.0f, 0.0f,
1.0f, 0.0f, 0.0f,
WHITE, WHITE, 0.0f,
175, cgi_R_RegisterShader( "gfx/effects/redLine" ),
0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
if ( fullCharge )
{
vec3_t YELLER={0.8f,0.7f,0.0f};
// add some beef
FX_AddLine( -1, start, end, 0.1f, 7.0f, 0.0f,
1.0f, 0.0f, 0.0f,
YELLER, YELLER, 0.0f,
150, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
}
}
/*
---------------------------
FX_DisruptorAltMiss
---------------------------
*/
void FX_DisruptorAltMiss( vec3_t origin, vec3_t normal )
{
vec3_t pos, c1, c2;
VectorMA( origin, 4.0f, normal, c1 );
VectorCopy( c1, c2 );
c1[2] += 4;
c2[2] += 12;
VectorAdd( origin, normal, pos );
pos[2] += 28;
FX_AddBezier( origin, pos, c1, vec3_origin, c2, vec3_origin, 6.0f, 6.0f, 0.0f, 0.0f, 0.2f, 0.5f, WHITE, WHITE, 0.0f, 4000, cgi_R_RegisterShader( "gfx/effects/smokeTrail" ), FX_ALPHA_WAVE );
theFxScheduler.PlayEffect( "disruptor/alt_miss", origin, normal );
}
/*
---------------------------
FX_KothosBeam
---------------------------
*/
void FX_KothosBeam( vec3_t start, vec3_t end )
{
FX_AddLine( -1, start, end, 0.1f, 10.0f, 0.0f,
1.0f, 0.0f, 0.0f,
WHITE, WHITE, 0.0f,
175, cgi_R_RegisterShader( "gfx/misc/dr1" ),
0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
vec3_t YELLER={0.8f,0.7f,0.0f};
// add some beef
FX_AddLine( -1, start, end, 0.1f, 7.0f, 0.0f,
1.0f, 0.0f, 0.0f,
YELLER, YELLER, 0.0f,
150, cgi_R_RegisterShader( "gfx/misc/whiteline2" ),
0, FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
}