#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 ); }