jedioutcast/CODE-mp/client/FxSystem.cpp

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2013-04-04 14:52:42 +00:00
#include "client.h"
#if !defined(FX_SCHEDULER_H_INC)
#include "FxScheduler.h"
#endif
#if !defined(CG_CAMERA_H_INC)
// #include "cg_camera.h"
#endif
cvar_t fx_debug;
cvar_t fx_freeze;
#define DEFAULT_EXPLOSION_RADIUS 512
// Stuff for the FxHelper
//------------------------------------------------------
SFxHelper::SFxHelper(void) :
mTime(0),
mOldTime(0),
mFrameTime(0),
mTimeFrozen(false)
{
}
void SFxHelper::ReInit(void)
{
mTime = 0;
mOldTime = 0;
mFrameTime = 0;
mTimeFrozen = false;
}
//------------------------------------------------------
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 time )
{
if ( fx_freeze.integer )
{
mFrameTime = 0;
}
else
{
mOldTime = mTime;
mTime = time;
mFrameTime = mTime - mOldTime;
}
}
//------------------------------------------------------
void SFxHelper::CameraShake( vec3_t origin, float intensity, int radius, int time )
{
vec3_t dir;
float dist, intensityScale;
float realIntensity;
VectorSubtract( refdef.vieworg, origin, dir );
dist = VectorNormalize( dir );
// Apparently the SoF2 camera shake function takes a time, but not a radius.
// when someone feels like fixing this, we can be a bit more flexible
radius = DEFAULT_EXPLOSION_RADIUS;
//Use the dir to add kick to the explosion
if ( dist > radius )
return;
intensityScale = 1 - ( dist / (float) radius );
realIntensity = intensity * intensityScale;
//rjr theClientCamera.Shake( realIntensity, time );
}