#include "cg_local.h" #include "fx_local.h" // think function for the quantum explosion particles qboolean explosionTailThink(localEntity_t *le) { refEntity_t *re = &le->refEntity; float length = 20; // leave a cool tail CG_AddTrail(FX_AddTrail( re->origin, le->data.particle.dir, qtrue, length, 0, le->data.particle.radius*0.8, le->data.particle.dradius, 0.2, 0.0, // alpha, dalpha 0, 1, cgs.media.yellowParticleShader )); return qtrue; } /* ------------------------- FX_QuantumThink ------------------------- */ void FX_QuantumThink( centity_t *cent, const struct weaponInfo_s *weapon ) { vec3_t line1end, line2end, axis[3], rgb; AxisClear( axis ); // convert direction of travel into axis if ( VectorNormalize2( cent->currentState.pos.trDelta, axis[0] ) == 0 ) { axis[0][2] = 1; } // spin as it moves RotateAroundDirection( axis, cg.time * 0.3f );// * 1.25f ); VectorMA( cent->lerpOrigin, -24.0f, axis[1], line1end ); VectorMA( cent->lerpOrigin, 24.0f, axis[1], line2end ); FX_AddLine( line1end, line2end, 1.0f, random() * 6 + 2, 0.0f, 0.2 + random() * 0.2, 0.0f, 1, cgs.media.yellowParticleShader ); AxisClear( axis ); // convert direction of travel into axis if ( VectorNormalize2( cent->currentState.pos.trDelta, axis[0] ) == 0 ) { axis[0][2] = 1; } // spin as it moves RotateAroundDirection( axis, -cg.time * 0.3f );// * 1.25f ); VectorMA( cent->lerpOrigin, -48.0f, axis[2], line1end ); VectorMA( cent->lerpOrigin, 48.0f, axis[2], line2end ); FX_AddLine( line1end, line2end, 1.0f, random() * 5 + 2, 0.0f, 0.1 + random() * 0.2, 0.0f, 1, cgs.media.yellowParticleShader ); VectorSet( rgb, 1.0f, 0.45f, 0.15f ); // orange FX_AddSprite( cent->lerpOrigin, NULL,qfalse,random() * 60 + 30, 4, 0.5f, 0.0f, 0, 0.0f, 1.0f, cgs.media.orangeParticleShader ); FX_AddSprite2(cent->lerpOrigin, NULL,qfalse,random() * 10 + 60, 0.0f, 0.1f, 0.1f, rgb, rgb, 0.0f, 0.0f, 1, cgs.media.whiteRingShader ); FX_AddSprite( cent->lerpOrigin, NULL,qfalse,random() * 16 + 8, 4, 0.5f, 0.0f, 0, 0.0f, 1.0f, cgs.media.yellowParticleShader ); } /* ------------------------- FX_QuantumAltThink ------------------------- */ void FX_QuantumAltThink( centity_t *cent, const struct weaponInfo_s *weapon ) { vec3_t line1end, line2end, axis[3], vel, rgb; float scale; AxisClear( axis ); // convert direction of travel into axis if ( VectorNormalize2( cent->currentState.pos.trDelta, axis[0] ) == 0 ) { axis[0][2] = 1; } // spin as it moves RotateAroundDirection( axis, cg.time * 0.3f );// * 1.25f ); VectorMA( cent->lerpOrigin, -48.0f, axis[1], line1end ); VectorMA( cent->lerpOrigin, 48.0f, axis[1], line2end ); FX_AddLine( line1end, line2end, 1.0f, random() * 6 + 2, 0.0f, 0.2 + random() * 0.2, 0.0f, 1, cgs.media.yellowParticleShader ); VectorMA( cent->lerpOrigin, -48.0f, axis[2], line1end ); VectorMA( cent->lerpOrigin, 48.0f, axis[2], line2end ); FX_AddLine( line1end, line2end, 1.0f, random() * 5 + 2, 0.0f, 0.2 + random() * 0.2, 0.0f, 1, cgs.media.yellowParticleShader ); VectorSet( rgb, 1.0f, 0.45f, 0.15f ); // orange FX_AddSprite( cent->lerpOrigin, NULL,qfalse,random() * 60 + 30, 4, 0.5f, 0.0f, 0, 0.0f, 1.0f, cgs.media.orangeParticleShader ); FX_AddSprite2(cent->lerpOrigin, NULL,qfalse,random() * 10 + 60, 0.0f, 0.1f, 0.1f, rgb, rgb, 0.0f, 0.0f, 1, cgs.media.whiteRingShader ); FX_AddSprite( cent->lerpOrigin, NULL,qfalse,random() * 16 + 8, 4, 0.5f, 0.0f, 0, 0.0f, 1.0f, cgs.media.yellowParticleShader ); scale = ( 2.0f + cos( cg.time * ( M_PI * 0.001f * 4 ))) * 0.5f; // Unlike the main fire, I'm leaving around this center core for a moment as a trail... VectorScale( cent->currentState.pos.trDelta, 0.25f, vel ); FX_AddSprite( cent->lerpOrigin, NULL,qfalse,scale * 8 + 2, scale * -5.0f, 0.8f, 0.0f, 0, 0, 300.0f, cgs.media.sunnyFlareShader); // Tack on a sprite trail so we can see the cool tracking at work. VectorSet( vel, flrandom(-12, 12), flrandom(-12, 12), flrandom(-12, 12)); VectorMA( vel, 0.25f, cent->currentState.pos.trDelta, vel); if ( rand() & 1 ) FX_AddSprite( cent->lerpOrigin, vel,qfalse,random() * 12.0f + scale * 14, -10, 0.2f + random() * 0.2f, 0.0, random()*360, 0, 800 + random() * 200.0f, cgs.media.orangeRingShader ); else FX_AddSprite2(cent->lerpOrigin, vel,qfalse,random() * 12.0f + scale * 14, -10, 0.5, 0.0, rgb, rgb, random()*360, 0, 800 + random() * 200.0f, cgs.media.whiteRingShader ); } /* ------------------------- FX_QuantumHitWall ------------------------- */ void FX_QuantumHitWall( vec3_t origin, vec3_t normal ) { localEntity_t *le = NULL; vec3_t dir, org; vec3_t vel; float scale; int i; weaponInfo_t *weaponInfo = &cg_weapons[WP_QUANTUM_BURST]; for ( i = 0; i < 12; i++ ) { VectorSet( dir, normal[0] + crandom() * 2, normal[1] + crandom() * 2, normal[2] + crandom() ); VectorNormalize( dir ); scale = random() * 300 + 300; VectorScale( dir, scale, vel ); vel[2] += 300; if ( rand() & 1 ) { // FX_AddParticle( origin, vel, qfalse, random() * 14 + 2, -2.0, 0.9, 0.1, 0.0, 0.0, 300 + random() * 100, cgs.media.yellowParticleShader, explosionTailThink ); scale = random()*14+2; // Instead of the particle code, which seems redundant and doesn't fade real well, try adding the projectile... le=FX_AddSprite(origin, vel, qfalse, scale, -scale, 0.9, 0.5, 0.0, 0.0, 200 + random() * 100, cgs.media.yellowParticleShader); // ...with a trail that overlaps it exactly. FX_AddTrail(origin, vel, qfalse, 80, -40, scale, -scale, 0.8, 0.4, 0.0, 300, cgs.media.orangeTrailShader); } else { // FX_AddParticle( origin, vel, qfalse, random() * 14 + 2, -2.0, 0.9, 0.1, 0.0, 0.0, 450 + random() * 200, cgs.media.sunnyFlareShader, explosionTailThink ); scale = random()*14+6; // Instead of the particle code, which seems redundant and doesn't fade real well, try adding the projectile... le=FX_AddSprite(origin, vel, qfalse, scale, -scale, 0.9, 0.5, 0.0, 0.0, 350 + random() * 150, cgs.media.sunnyFlareShader); // ...with a trail that overlaps it exactly. FX_AddTrail(origin, vel, qfalse, 80, -40, scale, -scale, 0.8, 0.4, 0.0, 500, cgs.media.orangeTrailShader); } } // Always face the camera VectorSubtract( cg.refdef.vieworg, origin, dir ); VectorNormalize( dir ); // Main explosion, tag with light le = CG_MakeExplosion2( origin, normal, (qhandle_t)0, 1, cgs.media.quantumExplosionShader, 600, qtrue, 3 + crandom(), 0 ); le->light = 150; le->refEntity.renderfx |= RF_NOSHADOW; VectorSet( le->lightColor, 1.0f, 1.0f, 0.6f ); // Create sphere CG_MakeExplosion2( origin, dir, cgs.media.explosionModel, 5, cgs.media.quantumFlashShader, 150, qfalse, 4.6f + ( crandom() * 0.3f), 0 ); // Make an offset explosion for ( i = 0; i < 3; i++ ) { org[i] = origin[i] + crandom() * 4; } CG_MakeExplosion( org, dir, 0, cgs.media.quantumExplosionShader, 700, qtrue ); CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1.0, qfalse, random() * 16 + 48, qfalse ); CG_ExplosionEffects( origin, 3.0f, 256 ); // One big bright quick flash FX_AddSprite( origin, NULL, qfalse, 100, -100, 1.0, 1.0, 0, 0, 300, cgs.media.sunnyFlareShader); trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->mainHitSound ); } /* ------------------------- FX_QuantumAltHitWall ------------------------- */ void FX_QuantumAltHitWall( vec3_t origin, vec3_t normal ) { localEntity_t *le = NULL; vec3_t dir, org; vec3_t vel; float scale; int i; vec3_t RGB={1.0, 0.6, 0.3}, RGB2={1.0, 0.3, 0.0}; weaponInfo_t *weaponInfo = &cg_weapons[WP_QUANTUM_BURST]; for ( i = 0; i < 12; i++ ) { VectorSet( dir, normal[0] + crandom() * 2, normal[1] + crandom() * 2, normal[2] + crandom() ); VectorNormalize( dir ); scale = random() * 500 + 500; VectorScale( dir, scale, vel ); vel[2] += 300; if ( rand() & 1 ) { // FX_AddParticle( origin, vel, qfalse, random() * 14 + 2, -2.0, 0.9, 0.1, 0.0, 0.0, 300 + random() * 100, cgs.media.yellowParticleShader, explosionTailThink ); scale = random()*14+2; // Instead of the particle code, which seems redundant and doesn't fade real well, try adding the projectile... le=FX_AddSprite2(origin, vel, qfalse, scale, -scale, 0.9, 0.5, RGB, RGB2, 0.0, 0.0, 200 + random() * 100, cgs.media.yellowParticleShader); // ...with a trail that overlaps it exactly. FX_AddTrail2(origin, vel, qfalse, 80, -40, scale, -scale, 0.8, 0.4, RGB, RGB2, 0.0, 300, cgs.media.orangeTrailShader); } else { // FX_AddParticle( origin, vel, qfalse, random() * 14 + 2, -2.0, 0.9, 0.1, 0.0, 0.0, 450 + random() * 200, cgs.media.sunnyFlareShader, explosionTailThink ); scale = random()*14+6; // Instead of the particle code, which seems redundant and doesn't fade real well, try adding the projectile... le=FX_AddSprite2(origin, vel, qfalse, scale, -scale, 0.9, 0.5, RGB, RGB2, 0.0, 0.0, 350 + random() * 150, cgs.media.sunnyFlareShader); // ...with a trail that overlaps it exactly. FX_AddTrail2(origin, vel, qfalse, 80, -40, scale, -scale, 0.8, 0.4, RGB, RGB2, 0.0, 500, cgs.media.orangeTrailShader); } } // Always face the camera VectorSubtract( cg.refdef.vieworg, origin, dir ); VectorNormalize( dir ); // Main explosion, tag with light le = CG_MakeExplosion2( origin, normal, (qhandle_t)0, 1, cgs.media.quantumExplosionShader, 600, qtrue, 3 + crandom(), 0 ); le->light = 150; le->refEntity.renderfx |= RF_NOSHADOW; VectorSet( le->lightColor, 1.0f, 1.0f, 0.6f ); // Create sphere CG_MakeExplosion2( origin, dir, cgs.media.explosionModel, 5, cgs.media.quantumFlashShader, 150, qfalse, 5.4f + ( crandom() * 0.3f), 0 ); // Make an offset explosion for ( i = 0; i < 3; i++ ) { org[i] = origin[i] + crandom() * 4; } CG_MakeExplosion( org, dir, 0, cgs.media.quantumExplosionShader, 700, qtrue ); CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1.0, qfalse, random() * 16 + 48, qfalse ); CG_ExplosionEffects( origin, 3.0f, 256 ); // One big bright quick flash FX_AddSprite( origin, NULL, qfalse, 200, -200, 1.0, 1.0, 0, 0, 400, cgs.media.sunnyFlareShader); trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->altHitSound ); } qboolean FX_QuantumSparkle( localEntity_t *le) { int t, i; vec3_t org, v; for ( i = 0; i < 4; i ++ ) { VectorCopy( le->refEntity.origin, org ); for ( t = 0; t < 3; t++ ) { org[t] = le->refEntity.origin[t] + crandom() * 12; v[t] = crandom() * 18.0f; } FX_AddSprite( org, v, qfalse, random() * 1 + 1, -4, 0.5f, 1.0f, 0.0f, 0.0f, 125 + random() * 100, cgs.media.yellowParticleShader); } return qtrue; } void FX_QuantumFizzles( vec3_t origin ) { float v; vec3_t dir, vel, org; int i; for ( i = 0; i < 32; i++ ) { v = random() * 6.0f + 6.0f; VectorSet( dir, crandom(), crandom(), crandom() ); VectorNormalize( dir ); VectorScale( dir, v, vel ); org[0] = origin[0] + dir[0] * 48; org[1] = origin[1] + dir[1] * 48; org[2] = origin[2] + dir[2] * 64; FX_AddSpawner( org, dir, vel, NULL, qfalse, 125, 10 + random() * 30, 200 + random() * 400, FX_QuantumSparkle, 1024 ); } } void FX_QuantumColumns( vec3_t origin ) { vec3_t dir, bottom, top; vec3_t sizeMin = {-4, -4, -1}; vec3_t sizeMax = {-4, -4, 1}; trace_t trace; localEntity_t *le; //Orient the explosions to face the camera VectorSubtract( cg.refdef.vieworg, origin, dir ); VectorNormalize( dir ); //=== Sound === trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.quantumBoom ); //=== columns === VectorCopy( origin, bottom ); bottom[2] -= 256; trap_CM_BoxTrace( &trace, origin, bottom, sizeMin, sizeMax, 0, MASK_OPAQUE ); VectorCopy( trace.endpos, bottom ); VectorCopy( origin, top ); top[2] += 256; trap_CM_BoxTrace( &trace, origin, top, sizeMin, sizeMax, 0, MASK_OPAQUE ); VectorCopy( trace.endpos, top ); //found floor and ceiling, now do columns and ring explosions: //ceiling VectorSet( dir, 0, 0, -1 ); le = FX_AddCylinder( top, dir, top[2] - origin[2], (origin[2] - top[2]), 40, 100, 20, 50, 1.0, 0.0, 1000, cgs.media.quantumRingShader, 1.5 ); le->refEntity.data.cylinder.wrap = qtrue; le->refEntity.data.cylinder.stscale = 6; //floor VectorSet( dir, 0, 0, 1 ); le = FX_AddCylinder( bottom, dir, origin[2] - bottom[2], (bottom[2] - origin[2]), 40, 100, 20, 50, 1.0, 0.0, 1000, cgs.media.quantumRingShader, 1.5 ); le->refEntity.data.cylinder.wrap = qtrue; le->refEntity.data.cylinder.stscale = 6; FX_QuantumFizzles( origin ); // Main explosion, tag with light le = CG_MakeExplosion2( origin, dir, (qhandle_t)0, 1, cgs.media.quantumExplosionShader, 600, qtrue, 3 + crandom(), 0 ); le->light = 150; le->refEntity.renderfx |= RF_NOSHADOW; VectorSet( le->lightColor, 1.0f, 1.0f, 0.6f ); }