// 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; }