990 lines
No EOL
27 KiB
C++
990 lines
No EOL
27 KiB
C++
// cg_effects.c -- these functions generate localentities
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// this line must stay at top so the whole PCH thing works...
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#include "cg_headers.h"
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//#include "cg_local.h"
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#include "cg_media.h"
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#if !defined(FX_SCHEDULER_H_INC)
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#include "FxScheduler.h"
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#endif
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//void DoBolt( vec3_t m_origin, vec3_t m_origin2, float m_scale, float m_deviation );
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/*
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====================
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CG_MakeExplosion
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====================
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*/
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/*
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localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
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qhandle_t hModel, int numFrames, qhandle_t shader,
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int msec, qboolean isSprite, float scale, int flags )
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{
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float ang = 0;
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localEntity_t *ex;
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int offset;
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vec3_t tmpVec, newOrigin;
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if ( msec <= 0 ) {
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CG_Error( "CG_MakeExplosion: msec = %i", msec );
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}
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// skew the time a bit so they aren't all in sync
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offset = rand() & 63;
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ex = CG_AllocLocalEntity();
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if ( isSprite ) {
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ex->leType = LE_SPRITE_EXPLOSION;
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ex->refEntity.rotation = rand() % 360;
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ex->radius = scale;
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VectorScale( dir, 16, tmpVec );
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VectorAdd( tmpVec, origin, newOrigin );
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} else {
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ex->leType = LE_EXPLOSION;
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VectorCopy( origin, newOrigin );
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// set axis with random rotate when necessary
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if ( !dir )
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{
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AxisClear( ex->refEntity.axis );
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}
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else
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{
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if ( !(flags & LEF_NO_RANDOM_ROTATE) )
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ang = rand() % 360;
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VectorCopy( dir, ex->refEntity.axis[0] );
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RotateAroundDirection( ex->refEntity.axis, ang );
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}
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}
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ex->startTime = cg.time - offset;
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ex->endTime = ex->startTime + msec;
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// bias the time so all shader effects start correctly
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ex->refEntity.shaderTime = ex->startTime / 1000.0f;
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ex->refEntity.hModel = hModel;
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ex->refEntity.customShader = shader;
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ex->lifeRate = (float)numFrames / msec;
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ex->leFlags = flags;
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//Scale the explosion
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if (scale != 1) {
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ex->refEntity.nonNormalizedAxes = qtrue;
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VectorScale( ex->refEntity.axis[0], scale, ex->refEntity.axis[0] );
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VectorScale( ex->refEntity.axis[1], scale, ex->refEntity.axis[1] );
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VectorScale( ex->refEntity.axis[2], scale, ex->refEntity.axis[2] );
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}
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// set origin
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VectorCopy ( newOrigin, ex->refEntity.origin);
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VectorCopy ( newOrigin, ex->refEntity.oldorigin );
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ex->color[0] = ex->color[1] = ex->color[2] = 1.0;
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return ex;
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}
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*/
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// When calling this version, just pass in a zero for the flags
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//localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
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// qhandle_t hModel, int numFrames, qhandle_t shader,
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// int msec, qboolean isSprite, float scale ) {
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// return CG_MakeExplosion( origin, dir, hModel, numFrames, shader, msec, isSprite, scale, 0 );
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//}
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/*
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====================
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CG_AddTempLight
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====================
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*/
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localEntity_t *CG_AddTempLight( vec3_t origin, float scale, vec3_t color, int msec )
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{
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localEntity_t *ex;
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if ( msec <= 0 ) {
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CG_Error( "CG_AddTempLight: msec = %i", msec );
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}
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ex = CG_AllocLocalEntity();
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ex->leType = LE_LIGHT;
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ex->startTime = cg.time;
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ex->endTime = ex->startTime + msec;
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// set origin
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VectorCopy ( origin, ex->refEntity.origin);
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VectorCopy ( origin, ex->refEntity.oldorigin );
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VectorCopy( color, ex->lightColor );
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ex->light = scale;
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return ex;
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}
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/*
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-------------------------
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CG_ExplosionEffects
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Used to find the player and shake the camera if close enough
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intensity ranges from 1 (minor tremble) to 16 (major quake)
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-------------------------
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*/
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void CG_ExplosionEffects( vec3_t origin, float intensity, int radius, int time )
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{
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//FIXME: When exactly is the vieworg calculated in relation to the rest of the frame?s
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vec3_t dir;
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float dist, intensityScale;
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float realIntensity;
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VectorSubtract( cg.refdef.vieworg, origin, dir );
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dist = VectorNormalize( dir );
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//Use the dir to add kick to the explosion
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if ( dist > radius )
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return;
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intensityScale = 1 - ( dist / (float) radius );
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realIntensity = intensity * intensityScale;
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CGCam_Shake( realIntensity, time );
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}
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/*
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-------------------------
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CG_SurfaceExplosion
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Adds an explosion to a surface
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-------------------------
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*/
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/*
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#define NUM_SPARKS 12
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#define NUM_PUFFS 1
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#define NUM_EXPLOSIONS 4
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void CG_SurfaceExplosion( vec3_t origin, vec3_t normal, float radius, float shake_speed, qboolean smoke )
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{
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localEntity_t *le;
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//FXTrail *particle;
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vec3_t direction, new_org;
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vec3_t velocity = { 0, 0, 0 };
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vec3_t temp_org, temp_vel;
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float scale, dscale;
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int i, numSparks;
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//Sparks
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numSparks = 16 + (random() * 16.0f);
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for ( i = 0; i < numSparks; i++ )
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{
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scale = 0.25f + (random() * 2.0f);
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dscale = -scale*0.5;
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particle = FX_AddTrail( origin,
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NULL,
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NULL,
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32.0f,
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-64.0f,
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scale,
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-scale,
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1.0f,
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0.0f,
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0.25f,
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4000.0f,
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cgs.media.sparkShader,
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rand() & FXF_BOUNCE);
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if ( particle == NULL )
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return;
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FXE_Spray( normal, 500, 150, 1.0f, 768 + (rand() & 255), (FXPrimitive *) particle );
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}
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//Smoke
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//Move this out a little from the impact surface
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VectorMA( origin, 4, normal, new_org );
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VectorSet( velocity, 0.0f, 0.0f, 16.0f );
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for ( i = 0; i < 4; i++ )
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{
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VectorSet( temp_org, new_org[0] + (crandom() * 16.0f), new_org[1] + (crandom() * 16.0f), new_org[2] + (random() * 4.0f) );
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VectorSet( temp_vel, velocity[0] + (crandom() * 8.0f), velocity[1] + (crandom() * 8.0f), velocity[2] + (crandom() * 8.0f) );
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FX_AddSprite( temp_org,
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temp_vel,
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NULL,
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64.0f + (random() * 32.0f),
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16.0f,
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1.0f,
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0.0f,
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20.0f + (crandom() * 90.0f),
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0.5f,
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1500.0f,
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cgs.media.smokeShader, FXF_USE_ALPHA_CHAN );
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}
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//Core of the explosion
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//Orient the explosions to face the camera
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VectorSubtract( cg.refdef.vieworg, origin, direction );
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VectorNormalize( direction );
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//Tag the last one with a light
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le = CG_MakeExplosion( origin, direction, cgs.media.explosionModel, 6, cgs.media.surfaceExplosionShader, 500, qfalse, radius * 0.02f + (random() * 0.3f) );
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le->light = 150;
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VectorSet( le->lightColor, 0.9f, 0.8f, 0.5f );
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for ( i = 0; i < NUM_EXPLOSIONS-1; i ++)
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{
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VectorSet( new_org, (origin[0] + (16 + (crandom() * 8))*crandom()), (origin[1] + (16 + (crandom() * 8))*crandom()), (origin[2] + (16 + (crandom() * 8))*crandom()) );
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le = CG_MakeExplosion( new_org, direction, cgs.media.explosionModel, 6, cgs.media.surfaceExplosionShader, 300 + (rand() & 99), qfalse, radius * 0.05f + (crandom() *0.3f) );
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}
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//Shake the camera
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CG_ExplosionEffects( origin, shake_speed, 350, 750 );
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// The level designers wanted to be able to turn the smoke spawners off. The rationale is that they
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// want to blow up catwalks and such that fall down...when that happens, it shouldn't really leave a mark
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// and a smoke spewer at the explosion point...
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if ( smoke )
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{
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VectorMA( origin, -8, normal, temp_org );
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// FX_AddSpawner( temp_org, normal, NULL, NULL, 100, random()*25.0f, 5000.0f, (void *) CG_SmokeSpawn );
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//Impact mark
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//FIXME: Replace mark
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//CG_ImpactMark( cgs.media.burnMarkShader, origin, normal, random()*360, 1,1,1,1, qfalse, 8, qfalse );
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}
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}
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*/
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/*
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-------------------------
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CG_MiscModelExplosion
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Adds an explosion to a misc model breakables
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-------------------------
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*/
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void CG_MiscModelExplosion( vec3_t mins, vec3_t maxs, int size, material_t chunkType )
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{
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int ct = 13;
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float r;
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vec3_t org, mid, dir;
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char *effect = NULL, *effect2 = NULL;
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VectorAdd( mins, maxs, mid );
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VectorScale( mid, 0.5f, mid );
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switch( chunkType )
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{
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case MAT_GLASS:
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effect = "chunks/glassbreak";
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ct = 5;
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break;
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case MAT_GLASS_METAL:
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effect = "chunks/glassbreak";
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effect2 = "chunks/metalexplode";
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ct = 5;
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break;
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case MAT_ELECTRICAL:
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case MAT_ELEC_METAL:
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effect = "chunks/sparkexplode";
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ct = 5;
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break;
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case MAT_METAL:
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case MAT_METAL2:
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case MAT_METAL3:
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case MAT_CRATE1:
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case MAT_CRATE2:
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effect = "chunks/metalexplode";
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ct = 2;
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break;
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case MAT_GRATE1:
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effect = "chunks/grateexplode";
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ct = 8;
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break;
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case MAT_ROPE:
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ct = 20;
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effect = "chunks/ropebreak";
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break;
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case MAT_WHITE_METAL: //not sure what this crap is really supposed to be..
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case MAT_DRK_STONE:
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case MAT_LT_STONE:
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case MAT_GREY_STONE:
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switch( size )
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{
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case 2:
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effect = "chunks/rockbreaklg";
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break;
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case 1:
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default:
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effect = "chunks/rockbreakmed";
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break;
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}
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}
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if ( !effect )
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{
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return;
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}
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ct += 7 * size;
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// FIXME: real precache .. VERify that these need to be here...don't think they would because the effects should be registered in g_breakable
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theFxScheduler.RegisterEffect( effect );
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if ( effect2 )
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{
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// FIXME: real precache
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theFxScheduler.RegisterEffect( effect2 );
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}
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// spawn chunk roughly in the bbox of the thing..
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for ( int i = 0; i < ct; i++ )
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{
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for( int j = 0; j < 3; j++ )
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{
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r = random() * 0.8f + 0.1f;
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org[j] = ( r * mins[j] + ( 1 - r ) * maxs[j] );
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}
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// shoot effect away from center
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VectorSubtract( org, mid, dir );
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VectorNormalize( dir );
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if ( effect2 && ( rand() & 1 ))
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{
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theFxScheduler.PlayEffect( effect2, org, dir );
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}
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else
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{
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theFxScheduler.PlayEffect( effect, org, dir );
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}
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}
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}
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/*
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-------------------------
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CG_Chunks
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Fun chunk spewer
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-------------------------
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*/
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void CG_Chunks( int owner, vec3_t origin, const vec3_t normal, const vec3_t mins, const vec3_t maxs,
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float speed, int numChunks, material_t chunkType, int customChunk, float baseScale )
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{
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localEntity_t *le;
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refEntity_t *re;
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vec3_t dir;
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int i, j, k;
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int chunkModel = 0;
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leBounceSound_t bounce = LEBS_NONE;
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float r, speedMod = 1.0f;
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qboolean chunk = qfalse;
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if ( chunkType == MAT_NONE )
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{
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// Well, we should do nothing
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return;
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}
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// Set up our chunk sound info...breaking sounds are done here so they are done once on breaking..some return instantly because the chunks are done with effects instead of models
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switch( chunkType )
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{
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case MAT_GLASS:
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cgi_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.glassChunkSound );
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return;
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break;
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case MAT_GRATE1:
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cgi_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.grateSound );
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return;
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break;
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case MAT_ELECTRICAL:// (sparks)
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cgi_S_StartSound( NULL, owner, CHAN_BODY, cgi_S_RegisterSound (va("sound/ambience/spark%d.wav", Q_irand(1, 6))) );
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return;
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break;
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case MAT_DRK_STONE:
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case MAT_LT_STONE:
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case MAT_GREY_STONE:
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case MAT_WHITE_METAL: // not quite sure what this stuff is supposed to be...it's for Stu
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cgi_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.rockBreakSound );
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bounce = LEBS_ROCK;
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speedMod = 0.5f; // rock blows up less
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break;
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case MAT_GLASS_METAL:
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cgi_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.glassChunkSound ); // FIXME: should probably have a custom sound
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bounce = LEBS_METAL;
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break;
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case MAT_CRATE1:
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case MAT_CRATE2:
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cgi_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.crateBreakSound[Q_irand(0,1)] );
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break;
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case MAT_METAL:
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case MAT_METAL2:
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case MAT_METAL3:
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case MAT_ELEC_METAL:// FIXME: maybe have its own sound?
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cgi_S_StartSound( NULL, owner, CHAN_BODY, cgs.media.chunkSound );
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bounce = LEBS_METAL;
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speedMod = 0.8f; // metal blows up a bit more
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break;
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case MAT_ROPE:
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// cgi_S_StartSound( NULL, owner, CHAN_BODY, cgi_S_RegisterSound( "" )); FIXME: needs a sound
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return;
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break;
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}
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if ( baseScale <= 0.0f )
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{
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baseScale = 1.0f;
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}
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// Chunks
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for( i = 0; i < numChunks; i++ )
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{
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if ( customChunk > 0 )
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{
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// Try to use a custom chunk.
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if ( cgs.model_draw[customChunk] )
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{
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chunk = qtrue;
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chunkModel = cgs.model_draw[customChunk];
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}
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}
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if ( !chunk )
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{
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// No custom chunk. Pick a random chunk type at run-time so we don't get the same chunks
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switch( chunkType )
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{
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case MAT_METAL2: //bluegrey
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chunkModel = cgs.media.chunkModels[CHUNK_METAL2][Q_irand(0, 3)];
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break;
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case MAT_GREY_STONE://gray
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chunkModel = cgs.media.chunkModels[CHUNK_ROCK1][Q_irand(0, 3)];
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break;
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case MAT_LT_STONE: //tan
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chunkModel = cgs.media.chunkModels[CHUNK_ROCK2][Q_irand(0, 3)];
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break;
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case MAT_DRK_STONE://brown
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chunkModel = cgs.media.chunkModels[CHUNK_ROCK3][Q_irand(0, 3)];
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break;
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case MAT_WHITE_METAL:
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chunkModel = cgs.media.chunkModels[CHUNK_WHITE_METAL][Q_irand(0, 3)];
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break;
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case MAT_CRATE1://yellow multi-colored crate chunks
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chunkModel = cgs.media.chunkModels[CHUNK_CRATE1][Q_irand(0, 3)];
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break;
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case MAT_CRATE2://red multi-colored crate chunks
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chunkModel = cgs.media.chunkModels[CHUNK_CRATE2][Q_irand(0, 3)];
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break;
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case MAT_ELEC_METAL:
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case MAT_GLASS_METAL:
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case MAT_METAL://grey
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chunkModel = cgs.media.chunkModels[CHUNK_METAL1][Q_irand(0, 3)];
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break;
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case MAT_METAL3:
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if ( rand() & 1 )
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{
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chunkModel = cgs.media.chunkModels[CHUNK_METAL1][Q_irand(0, 3)];
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}
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else
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{
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chunkModel = cgs.media.chunkModels[CHUNK_METAL2][Q_irand(0, 3)];
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}
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break;
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}
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}
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// It wouldn't look good to throw a bunch of RGB axis models...so make sure we have something to work with.
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if ( chunkModel )
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{
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le = CG_AllocLocalEntity();
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re = &le->refEntity;
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re->hModel = chunkModel;
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le->leType = LE_FRAGMENT;
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le->endTime = cg.time + 1300 + random() * 900;
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// spawn chunk roughly in the bbox of the thing...bias towards center in case thing blowing up doesn't complete fill its bbox.
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for( j = 0; j < 3; j++ )
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{
|
||
r = random() * 0.8f + 0.1f;
|
||
re->origin[j] = ( r * mins[j] + ( 1 - r ) * maxs[j] );
|
||
}
|
||
VectorCopy( re->origin, le->pos.trBase );
|
||
|
||
// Move out from center of thing, otherwise you can end up things moving across the brush in an undesirable direction. Visually looks wrong
|
||
VectorSubtract( re->origin, origin, dir );
|
||
VectorNormalize( dir );
|
||
VectorScale( dir, Q_flrand( speed * 0.5f, speed * 1.25f ) * speedMod, le->pos.trDelta );
|
||
|
||
// Angular Velocity
|
||
VectorSet( le->angles.trBase, random() * 360, random() * 360, random() * 360 );
|
||
|
||
le->angles.trDelta[0] = crandom();
|
||
le->angles.trDelta[1] = crandom();
|
||
le->angles.trDelta[2] = 0; // don't do roll
|
||
|
||
VectorScale( le->angles.trDelta, random() * 600.0f + 200.0f, le->angles.trDelta );
|
||
|
||
le->pos.trType = TR_GRAVITY;
|
||
le->angles.trType = TR_LINEAR;
|
||
le->pos.trTime = le->angles.trTime = cg.time;
|
||
le->bounceFactor = 0.2f + random() * 0.2f;
|
||
le->leFlags |= LEF_TUMBLE;
|
||
le->ownerGentNum = owner;
|
||
le->leBounceSoundType = bounce;
|
||
|
||
// Make sure that we have the desired start size set
|
||
le->radius = Q_flrand( baseScale * 0.75f, baseScale * 1.25f );
|
||
re->nonNormalizedAxes = qtrue;
|
||
AxisCopy( axisDefault, re->axis ); // could do an angles to axis, but this is cheaper and works ok
|
||
for( k = 0; k < 3; k++ )
|
||
{
|
||
VectorScale( re->axis[k], le->radius, re->axis[k] );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void CG_TestLine( vec3_t start, vec3_t end, int time, unsigned int color, int radius )
|
||
{
|
||
localEntity_t *le;
|
||
refEntity_t *re;
|
||
|
||
le = CG_AllocLocalEntity();
|
||
le->leType = LE_LINE;
|
||
le->startTime = cg.time;
|
||
le->endTime = cg.time + time;
|
||
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
|
||
|
||
re = &le->refEntity;
|
||
VectorCopy( start, re->origin );
|
||
VectorCopy( end, re->oldorigin);
|
||
re->shaderTime = cg.time / 1000.0f;
|
||
|
||
re->reType = RT_LINE;
|
||
re->radius = 0.5*radius;
|
||
re->customShader = cgs.media.whiteShader; //trap_R_RegisterShaderNoMip("textures/colombia/canvas_doublesided");
|
||
|
||
re->shaderTexCoord[0] = re->shaderTexCoord[1] = 1.0f;
|
||
|
||
if (color==0)
|
||
{
|
||
re->shaderRGBA[0] = re->shaderRGBA[1] = re->shaderRGBA[2] = re->shaderRGBA[3] = 0xff;
|
||
}
|
||
else
|
||
{
|
||
re->shaderRGBA[0] = color & 0xff;
|
||
color >>= 8;
|
||
re->shaderRGBA[1] = color & 0xff;
|
||
color >>= 8;
|
||
re->shaderRGBA[2] = color & 0xff;
|
||
// color >>= 8;
|
||
// re->shaderRGBA[3] = color & 0xff;
|
||
re->shaderRGBA[3] = 0xff;
|
||
}
|
||
|
||
le->color[3] = 1.0;
|
||
}
|
||
|
||
//----------------------------
|
||
//
|
||
// Breaking Glass Technology
|
||
//
|
||
//----------------------------
|
||
|
||
// Since we have shared verts when we tesselate the glass sheet, it helps to have a
|
||
// random offset table set up up front...so that we can have more random looking breaks.
|
||
|
||
static float offX[20][20],
|
||
offZ[20][20];
|
||
|
||
static void CG_DoGlassQuad( vec3_t p[4], vec2_t uv[4], bool stick, int time, vec3_t dmgDir )
|
||
{
|
||
float bounce;
|
||
vec3_t rotDelta;
|
||
vec3_t vel, accel;
|
||
vec3_t rgb1;
|
||
|
||
VectorSet( vel, crandom() * 12, crandom() * 12, -1 );
|
||
|
||
if ( !stick )
|
||
{
|
||
// We aren't a motion delayed chunk, so let us move quickly
|
||
VectorMA( vel, 0.3f, dmgDir, vel );
|
||
}
|
||
|
||
// Set up acceleration due to gravity, 800 is standard QuakeIII gravity, so let's use something close
|
||
VectorSet( accel, 0.0f, 0.0f, -(600.0f + random() * 100.0f ) );
|
||
|
||
VectorSet( rgb1, 1.0f, 1.0f, 1.0f );
|
||
|
||
// Being glass, we don't want to bounce much
|
||
bounce = random() * 0.2f + 0.15f;
|
||
|
||
// Set up our random rotate, we only do PITCH and YAW, not ROLL. This is something like degrees per second
|
||
VectorSet( rotDelta, crandom() * 40.0f, crandom() * 40.0f, 0.0f );
|
||
|
||
CPoly *pol = FX_AddPoly(p, uv, 4, // verts, ST, vertCount
|
||
vel, accel, // motion
|
||
0.15f, 0.0f, 85.0f, // alpha start, alpha end, alpha parm ( begin alpha fade when 85% of life is complete )
|
||
rgb1, rgb1, 0.0f, // rgb start, rgb end, rgb parm ( not used )
|
||
rotDelta, bounce, time, // rotation amount, bounce, and time to delay motion for ( zero if no delay );
|
||
3500 + random() * 1000, // life
|
||
cgi_R_RegisterShader( "gfx/misc/test_crackle" ),
|
||
FX_APPLY_PHYSICS | FX_ALPHA_NONLINEAR | FX_USE_ALPHA );
|
||
|
||
if ( random() > 0.95f && pol )
|
||
{
|
||
pol->AddFlags( FX_IMPACT_RUNS_FX | FX_KILL_ON_IMPACT );
|
||
pol->SetImpactFxID( theFxScheduler.RegisterEffect( "glass_impact" ));
|
||
}
|
||
}
|
||
|
||
static void CG_CalcBiLerp( vec3_t verts[4], vec3_t subVerts[4], vec2_t uv[4] )
|
||
{
|
||
vec3_t temp;
|
||
|
||
// Nasty crap
|
||
VectorScale( verts[0], 1.0f - uv[0][0], subVerts[0] );
|
||
VectorMA( subVerts[0], uv[0][0], verts[1], subVerts[0] );
|
||
VectorScale( subVerts[0], 1.0f - uv[0][1], temp );
|
||
VectorScale( verts[3], 1.0f - uv[0][0], subVerts[0] );
|
||
VectorMA( subVerts[0], uv[0][0], verts[2], subVerts[0] );
|
||
VectorMA( temp, uv[0][1], subVerts[0], subVerts[0] );
|
||
|
||
VectorScale( verts[0], 1.0f - uv[1][0], subVerts[1] );
|
||
VectorMA( subVerts[1], uv[1][0], verts[1], subVerts[1] );
|
||
VectorScale( subVerts[1], 1.0f - uv[1][1], temp );
|
||
VectorScale( verts[3], 1.0f - uv[1][0], subVerts[1] );
|
||
VectorMA( subVerts[1], uv[1][0], verts[2], subVerts[1] );
|
||
VectorMA( temp, uv[1][1], subVerts[1], subVerts[1] );
|
||
|
||
VectorScale( verts[0], 1.0f - uv[2][0], subVerts[2] );
|
||
VectorMA( subVerts[2], uv[2][0], verts[1], subVerts[2] );
|
||
VectorScale( subVerts[2], 1.0f - uv[2][1], temp );
|
||
VectorScale( verts[3], 1.0f - uv[2][0], subVerts[2] );
|
||
VectorMA( subVerts[2], uv[2][0], verts[2], subVerts[2] );
|
||
VectorMA( temp, uv[2][1], subVerts[2], subVerts[2] );
|
||
|
||
VectorScale( verts[0], 1.0f - uv[3][0], subVerts[3] );
|
||
VectorMA( subVerts[3], uv[3][0], verts[1], subVerts[3] );
|
||
VectorScale( subVerts[3], 1.0f - uv[3][1], temp );
|
||
VectorScale( verts[3], 1.0f - uv[3][0], subVerts[3] );
|
||
VectorMA( subVerts[3], uv[3][0], verts[2], subVerts[3] );
|
||
VectorMA( temp, uv[3][1], subVerts[3], subVerts[3] );
|
||
}
|
||
// bilinear
|
||
//f(p',q') = (1 - y) <20> {[(1 - x) <20> f(p,q)] + [x <20> f(p,q+1)]} + y <20> {[(1 - x) <20> f(p+1,q)] + [x <20> f(p+1,q+1)]}.
|
||
|
||
|
||
static void CG_CalcHeightWidth( vec3_t verts[4], float *height, float *width )
|
||
{
|
||
vec3_t dir1, dir2, cross;
|
||
|
||
VectorSubtract( verts[3], verts[0], dir1 ); // v
|
||
VectorSubtract( verts[1], verts[0], dir2 ); // p-a
|
||
CrossProduct( dir1, dir2, cross );
|
||
*width = VectorNormalize( cross ) / VectorNormalize( dir1 ); // v
|
||
VectorSubtract( verts[2], verts[0], dir2 ); // p-a
|
||
CrossProduct( dir1, dir2, cross );
|
||
*width += VectorNormalize( cross ) / VectorNormalize( dir1 ); // v
|
||
*width *= 0.5f;
|
||
|
||
VectorSubtract( verts[1], verts[0], dir1 ); // v
|
||
VectorSubtract( verts[2], verts[0], dir2 ); // p-a
|
||
CrossProduct( dir1, dir2, cross );
|
||
*height = VectorNormalize( cross ) / VectorNormalize( dir1 ); // v
|
||
VectorSubtract( verts[3], verts[0], dir2 ); // p-a
|
||
CrossProduct( dir1, dir2, cross );
|
||
*height += VectorNormalize( cross ) / VectorNormalize( dir1 ); // v
|
||
*height *= 0.5f;
|
||
}
|
||
//Consider a line in 3D with position vector "a" and direction vector "v" and
|
||
// let "p" be the position vector of an arbitrary point in 3D
|
||
//dist = len( crossprod(p-a,v) ) / len(v);
|
||
|
||
void CG_InitGlass( void )
|
||
{
|
||
int i, t;
|
||
|
||
// Build a table first, so that we can do a more unpredictable crack scheme
|
||
// do it once, up front to save a bit of time.
|
||
for ( i = 0; i < 20; i++ )
|
||
{
|
||
for ( t = 0; t < 20; t++ )
|
||
{
|
||
offX[t][i] = crandom() * 0.03f;
|
||
offZ[i][t] = crandom() * 0.03f;
|
||
}
|
||
}
|
||
}
|
||
|
||
#define TIME_DECAY_SLOW 0.1f
|
||
#define TIME_DECAY_MED 0.04f
|
||
#define TIME_DECAY_FAST 0.009f
|
||
|
||
void CG_DoGlass( vec3_t verts[4], vec3_t normal, vec3_t dmgPt, vec3_t dmgDir, float dmgRadius )
|
||
{
|
||
int i, t;
|
||
int mxHeight, mxWidth;
|
||
float height, width;
|
||
float stepWidth, stepHeight;
|
||
float timeDecay;
|
||
float x, z;
|
||
float xx, zz;
|
||
int time = 0;
|
||
bool stick = true;
|
||
vec3_t subVerts[4];
|
||
vec2_t biPoints[4];
|
||
|
||
// To do a smarter tesselation, we should figure out the relative height and width of the brush face,
|
||
// then use this to pick a lod value from 1-3 in each axis. This will give us 1-9 lod levels, which will
|
||
// hopefully be sufficient.
|
||
CG_CalcHeightWidth( verts, &height, &width );
|
||
|
||
cgi_S_StartSound( dmgPt, -1, CHAN_AUTO, cgi_S_RegisterSound("sound/effects/glassbreak1.wav"));
|
||
|
||
// Pick "LOD" for height
|
||
if ( height < 100 )
|
||
{
|
||
stepHeight = 0.2f;
|
||
mxHeight = 5;
|
||
timeDecay = TIME_DECAY_SLOW;
|
||
}
|
||
/* else if ( height > 220 ) // was originally mxHeight = 20....but removing this whole section because it causes huge number of chunks...which is bad
|
||
{
|
||
stepHeight = 0.075f;
|
||
mxHeight = 15;
|
||
timeDecay = TIME_DECAY_FAST;
|
||
}*/
|
||
else
|
||
{
|
||
stepHeight = 0.1f;
|
||
mxHeight = 10;
|
||
timeDecay = TIME_DECAY_MED;
|
||
}
|
||
|
||
// Pick "LOD" for width
|
||
if ( width < 100 )
|
||
{
|
||
stepWidth = 0.2f;
|
||
mxWidth = 5;
|
||
timeDecay = ( timeDecay + TIME_DECAY_SLOW ) * 0.5f;
|
||
}
|
||
/* else if ( width > 220 ) // don't do this because it causes too much chug with large glass panes...especially when more than one pane can be broken at a time
|
||
{
|
||
stepWidth = 0.075f;
|
||
mxWidth = 15;
|
||
timeDecay = ( timeDecay + TIME_DECAY_FAST ) * 0.5f;
|
||
}*/
|
||
else
|
||
{
|
||
stepWidth = 0.1f;
|
||
mxWidth = 10;
|
||
timeDecay = ( timeDecay + TIME_DECAY_MED ) * 0.5f;
|
||
}
|
||
|
||
for ( z = 0.0f, i = 0; z < 1.0f; z += stepHeight, i++ )
|
||
{
|
||
for ( x = 0.0f, t = 0; x < 1.0f; x += stepWidth, t++ )
|
||
{
|
||
// This is nasty..we do this because we don't want to add a random offset on the edge of the glass brush
|
||
// ...but we do in the center, otherwise the breaking scheme looks way too orderly
|
||
if ( t > 0 && t < mxWidth )
|
||
{
|
||
xx = x - offX[i][t];
|
||
}
|
||
else
|
||
{
|
||
xx = x;
|
||
}
|
||
|
||
if ( i > 0 && i < mxHeight )
|
||
{
|
||
zz = z - offZ[t][i];
|
||
}
|
||
else
|
||
{
|
||
zz = z;
|
||
}
|
||
|
||
Vector2Set( biPoints[0], xx, zz );
|
||
|
||
if ( t + 1 > 0 && t + 1 < mxWidth )
|
||
{
|
||
xx = x - offX[i][t + 1];
|
||
}
|
||
else
|
||
{
|
||
xx = x;
|
||
}
|
||
|
||
if ( i > 0 && i < mxHeight )
|
||
{
|
||
zz = z - offZ[t + 1][i];
|
||
}
|
||
else
|
||
{
|
||
zz = z;
|
||
}
|
||
|
||
Vector2Set( biPoints[1], xx + stepWidth, zz );
|
||
|
||
if ( t + 1 > 0 && t + 1 < mxWidth )
|
||
{
|
||
xx = x - offX[i + 1][t + 1];
|
||
}
|
||
else
|
||
{
|
||
xx = x;
|
||
}
|
||
|
||
if ( i + 1 > 0 && i + 1 < mxHeight )
|
||
{
|
||
zz = z - offZ[t + 1][i + 1];
|
||
}
|
||
else
|
||
{
|
||
zz = z;
|
||
}
|
||
|
||
Vector2Set( biPoints[2], xx + stepWidth, zz + stepHeight);
|
||
|
||
if ( t > 0 && t < mxWidth )
|
||
{
|
||
xx = x - offX[i + 1][t];
|
||
}
|
||
else
|
||
{
|
||
xx = x;
|
||
}
|
||
|
||
if ( i + 1 > 0 && i + 1 < mxHeight )
|
||
{
|
||
zz = z - offZ[t][i + 1];
|
||
}
|
||
else
|
||
{
|
||
zz = z;
|
||
}
|
||
|
||
Vector2Set( biPoints[3], xx, zz + stepHeight );
|
||
|
||
CG_CalcBiLerp( verts, subVerts, biPoints );
|
||
|
||
float dif = DistanceSquared( subVerts[0], dmgPt ) * timeDecay - random() * 32;
|
||
|
||
// If we decrease dif, we are increasing the impact area, making it more likely to blow out large holes
|
||
dif -= dmgRadius * dmgRadius;
|
||
|
||
if ( dif > 1 )
|
||
{
|
||
stick = true;
|
||
time = dif + random() * 200;
|
||
}
|
||
else
|
||
{
|
||
stick = false;
|
||
time = 0;
|
||
}
|
||
|
||
CG_DoGlassQuad( subVerts, biPoints, stick, time, dmgDir );
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
=================
|
||
CG_Seeker
|
||
=================
|
||
*/
|
||
/*void CG_Seeker( centity_t *cent )
|
||
{
|
||
refEntity_t re;
|
||
|
||
vec3_t seekerOrg, viewAng;
|
||
float angle, c;
|
||
|
||
// must match cg_effects ( CG_Seeker ) & g_weapon ( SeekerAcquiresTarget ) & cg_weapons ( CG_FireSeeker )
|
||
angle = cg.time * 0.004f;
|
||
c = cos( angle );
|
||
|
||
seekerOrg[0] = cent->lerpOrigin[0] + 18 * c;
|
||
seekerOrg[1] = cent->lerpOrigin[1] + 18 * sin(angle);
|
||
seekerOrg[2] = cent->lerpOrigin[2] + cg.predicted_player_state.viewheight + 8 + (3 * cos(cg.time * 0.001));
|
||
|
||
memset( &re, 0, sizeof( re ) );
|
||
|
||
re.reType = RT_MODEL;
|
||
VectorCopy( seekerOrg, re.origin);
|
||
re.hModel = cgi_R_RegisterModel( "models/items/remote.md3" );
|
||
|
||
VectorCopy( cent->lerpAngles, viewAng ); // so the seeker faces the same direction the player is
|
||
viewAng[PITCH] = -90; // but, we don't want the seeker facing up or down, always horizontal
|
||
viewAng[YAW] += c * 15.f;
|
||
|
||
AnglesToAxis( viewAng, re.axis );
|
||
VectorScale( re.axis[0], 0.5f, re.axis[0] );
|
||
VectorScale( re.axis[1], 0.5f, re.axis[1] );
|
||
VectorScale( re.axis[2], 0.5f, re.axis[2] );
|
||
re.nonNormalizedAxes = qtrue;
|
||
|
||
cgi_R_AddRefEntityToScene( &re );
|
||
}
|
||
*/
|
||
//------------------------------------------------------------------------------------------
|
||
void CG_DrawTargetBeam( vec3_t start, vec3_t end, vec3_t norm, const char *beamFx, const char *impactFx )
|
||
{
|
||
int handle = 0;
|
||
vec3_t dir;
|
||
SEffectTemplate *temp;
|
||
|
||
// overriding the effect, so give us a copy first
|
||
temp = theFxScheduler.GetEffectCopy( beamFx, &handle );
|
||
|
||
VectorSubtract( start, end, dir );
|
||
VectorNormalize( dir );
|
||
|
||
if ( temp )
|
||
{
|
||
// have a copy, so get the line element out of there
|
||
CPrimitiveTemplate *prim = theFxScheduler.GetPrimitiveCopy( temp, "beam" );
|
||
|
||
if ( prim )
|
||
{
|
||
// we have the primitive, so modify the endpoint
|
||
prim->mOrigin2X.SetRange( end[0], end[0] );
|
||
prim->mOrigin2Y.SetRange( end[1], end[1] );
|
||
prim->mOrigin2Z.SetRange( end[2], end[2] );
|
||
|
||
// have a copy, so get the line element out of there
|
||
CPrimitiveTemplate *prim = theFxScheduler.GetPrimitiveCopy( temp, "glow" );
|
||
|
||
// glow is not required
|
||
if ( prim )
|
||
{
|
||
// we have the primitive, so modify the endpoint
|
||
prim->mOrigin2X.SetRange( end[0], end[0] );
|
||
prim->mOrigin2Y.SetRange( end[1], end[1] );
|
||
prim->mOrigin2Z.SetRange( end[2], end[2] );
|
||
}
|
||
|
||
// play the modified effect
|
||
theFxScheduler.PlayEffect( handle, start, dir );
|
||
}
|
||
}
|
||
|
||
if ( impactFx )
|
||
{
|
||
theFxScheduler.PlayEffect( impactFx, end, norm );
|
||
}
|
||
} |