jedioutcast/CODEmp/cgame/fx_demp2.c

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2013-04-04 14:52:42 +00:00
// DEMP2 Weapon
#include "cg_local.h"
/*
---------------------------
FX_DEMP2_ProjectileThink
---------------------------
*/
void FX_DEMP2_ProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
vec3_t forward;
if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
{
forward[2] = 1.0f;
}
trap_FX_PlayEffectID( cgs.effects.demp2ProjectileEffect, cent->lerpOrigin, forward );
}
/*
---------------------------
FX_DEMP2_HitWall
---------------------------
*/
void FX_DEMP2_HitWall( vec3_t origin, vec3_t normal )
{
trap_FX_PlayEffectID( cgs.effects.demp2WallImpactEffect, origin, normal );
}
/*
---------------------------
FX_DEMP2_HitPlayer
---------------------------
*/
void FX_DEMP2_HitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
trap_FX_PlayEffectID( cgs.effects.demp2FleshImpactEffect, origin, normal );
}
/*
---------------------------
FX_DEMP2_AltBeam
---------------------------
*/
void FX_DEMP2_AltBeam( vec3_t start, vec3_t end, vec3_t normal, //qboolean spark,
vec3_t targ1, vec3_t targ2 )
{
//NOTENOTE Fix this after trap calls for all primitives are created.
/*
vec3_t dir, chaos,
c1, c2,
v1, v2;
float len,
s1, s2, s3;
VectorSubtract( end, start, dir );
len = VectorNormalize( dir );
// Get the base control points, we'll work from there
VectorMA( start, 0.3333f * len, dir, c1 );
VectorMA( start, 0.6666f * len, dir, c2 );
// get some chaos values that really aren't very chaotic :)
s1 = sin( cg.time * 0.005f ) * 2 + crandom() * 0.2f;
s2 = sin( cg.time * 0.001f );
s3 = sin( cg.time * 0.011f );
VectorSet( chaos, len * 0.01f * s1,
len * 0.02f * s2,
len * 0.04f * (s1 + s2 + s3));
VectorAdd( c1, chaos, c1 );
VectorScale( chaos, 4.0f, v1 );
VectorSet( chaos, -len * 0.02f * s3,
len * 0.01f * (s1 * s2),
-len * 0.02f * (s1 + s2 * s3));
VectorAdd( c2, chaos, c2 );
VectorScale( chaos, 2.0f, v2 );
VectorSet( chaos, 1.0f, 1.0f, 1.0f );
FX_AddBezier( start, targ1,
c1, v1, c2, v2,
5.0f + s1 * 2, 8.0f, 0.0f,
1.0f, 0.0f, 0.0f,
chaos, chaos, 0.0f,
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
FX_AddBezier( start, targ1,
c2, v2, c1, v1,
3.0f + s3, 3.0f, 0.0f,
1.0f, 0.0f, 0.0f,
chaos, chaos, 0.0f,
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
s1 = sin( cg.time * 0.0005f ) + crandom() * 0.1f;
s2 = sin( cg.time * 0.0025f );
float cc2 = cos( cg.time * 0.0025f );
s3 = sin( cg.time * 0.01f ) + crandom() * 0.1f;
VectorSet( chaos, len * 0.08f * s2,
len * 0.04f * cc2,//s1 * -s3,
len * 0.06f * s3 );
VectorAdd( c1, chaos, c1 );
VectorScale( chaos, 4.0f, v1 );
VectorSet( chaos, len * 0.02f * s1 * s3,
len * 0.04f * s2,
len * 0.03f * s1 * s2 );
VectorAdd( c2, chaos, c2 );
VectorScale( chaos, 3.0f, v2 );
VectorSet( chaos, 1.0f, 1.0f, 1.0f );
FX_AddBezier( start, targ1,
c1, v1, c2, v2,
4.0f + s3, 8.0f, 0.0f,
1.0f, 0.0f, 0.0f,
chaos, chaos, 0.0f,
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
FX_AddBezier( start, targ1,
c2, v1, c1, v2,
5.0f + s1 * 2, 8.0f, 0.0f,
1.0f, 0.0f, 0.0f,
chaos, chaos, 0.0f,
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
VectorMA( start, 14.0f, dir, c1 );
FX_AddSprite( c1, NULL, NULL, 12.0f + crandom() * 4, 0.0f, 1.0f, 1.0f, random() * 360, 0.0f, 1.0f,
trap_R_RegisterShader( "gfx/misc/lightningFlash" ));
FX_AddSprite( c1, NULL, NULL, 6.0f + crandom() * 2, 0.0f, 1.0f, 1.0f, random() * 360, 0.0f, 1.0f,
trap_R_RegisterShader( "gfx/misc/lightningFlash" ));
FX_AddSprite( targ1, NULL, NULL, 4.0f + crandom(), 0.0f, 1.0f, 0.0f, chaos, chaos, random() * 360, 0.0f, 10,
trap_R_RegisterShader( "gfx/misc/lightningFlash" ));
FX_AddSprite( targ1, NULL, NULL, 8.0f + crandom() * 2, 0.0f, 1.0f, 0.0f, chaos, chaos, random() * 360, 0.0f, 10,
trap_R_RegisterShader( "gfx/misc/lightningFlash" ));
//--------------------------------------------
VectorSubtract( targ2, targ1, dir );
len = VectorNormalize( dir );
// Get the base control points, we'll work from there
VectorMA( targ1, 0.3333f * len, dir, c1 );
VectorMA( targ1, 0.6666f * len, dir, c2 );
// get some chaos values that really aren't very chaotic :)
s1 = sin( cg.time * 0.005f ) * 2 + crandom() * 0.2f;
s2 = sin( cg.time * 0.001f );
s3 = sin( cg.time * 0.011f );
VectorSet( chaos, len * 0.01f * s1,
len * 0.02f * s2,
len * 0.04f * (s1 + s2 + s3));
VectorAdd( c1, chaos, c1 );
VectorScale( chaos, 4.0f, v1 );
VectorSet( chaos, -len * 0.02f * s3,
len * 0.01f * (s1 * s2),
-len * 0.02f * (s1 + s2 * s3));
VectorAdd( c2, chaos, c2 );
VectorScale( chaos, 2.0f, v2 );
VectorSet( chaos, 1.0f, 1.0f, 1.0f );
FX_AddBezier( targ1, targ2,
c1, v1, c2, v2,
5.0f + s1 * 2, 8.0f, 0.0f,
1.0f, 0.0f, 0.0f,
chaos, chaos, 0.0f,
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
FX_AddBezier( targ1, targ2,
c2, v2, c1, v1,
3.0f + s3, 3.0f, 0.0f,
1.0f, 0.0f, 0.0f,
chaos, chaos, 0.0f,
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
s1 = sin( cg.time * 0.0005f ) + crandom() * 0.1f;
s2 = sin( cg.time * 0.0025f );
cc2 = cos( cg.time * 0.0025f );
s3 = sin( cg.time * 0.01f ) + crandom() * 0.1f;
VectorSet( chaos, len * 0.08f * s2,
len * 0.04f * cc2,//s1 * -s3,
len * 0.06f * s3 );
VectorAdd( c1, chaos, c1 );
VectorScale( chaos, 4.0f, v1 );
VectorSet( chaos, len * 0.02f * s1 * s3,
len * 0.04f * s2,
len * 0.03f * s1 * s2 );
VectorAdd( c2, chaos, c2 );
VectorScale( chaos, 3.0f, v2 );
VectorSet( chaos, 1.0f, 1.0f, 1.0f );
FX_AddBezier( targ1, targ2,
c1, v1, c2, v2,
4.0f + s3, 8.0f, 0.0f,
1.0f, 0.0f, 0.0f,
chaos, chaos, 0.0f,
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
FX_AddBezier( targ1, targ2,
c2, v1, c1, v2,
5.0f + s1 * 2, 8.0f, 0.0f,
1.0f, 0.0f, 0.0f,
chaos, chaos, 0.0f,
1.0f, trap_R_RegisterShader( "gfx/misc/electric2" ), FX_ALPHA_LINEAR );
FX_AddSprite( targ2, NULL, NULL, 4.0f + crandom(), 0.0f, 1.0f, 0.0f, chaos, chaos, random() * 360, 0.0f, 10,
trap_R_RegisterShader( "gfx/misc/lightningFlash" ));
FX_AddSprite( targ2, NULL, NULL, 8.0f + crandom() * 2, 0.0f, 1.0f, 0.0f, chaos, chaos, random() * 360, 0.0f, 10,
trap_R_RegisterShader( "gfx/misc/lightningFlash" ));
*/
}
//---------------------------------------------
void FX_DEMP2_AltDetonate( vec3_t org, float size )
{
localEntity_t *ex;
ex = CG_AllocLocalEntity();
ex->leType = LE_FADE_SCALE_MODEL;
memset( &ex->refEntity, 0, sizeof( refEntity_t ));
ex->refEntity.renderfx |= RF_VOLUMETRIC;
ex->startTime = cg.time;
ex->endTime = ex->startTime + 800;//1600;
ex->radius = size;
ex->refEntity.customShader = cgs.media.demp2ShellShader;
ex->refEntity.hModel = cgs.media.demp2Shell;
VectorCopy( org, ex->refEntity.origin );
ex->color[0] = ex->color[1] = ex->color[2] = 255.0f;
}