157 lines
4.0 KiB
C
157 lines
4.0 KiB
C
#include "cg_local.h"
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#include "fx_local.h"
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/*
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-------------------------
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FX_Disruptor
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-------------------------
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*/
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void DisruptorShards(vec3_t org)
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{
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vec3_t normal, end;
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// Pick a random endpoint
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VectorSet( normal, crandom(), crandom(), crandom() );
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VectorNormalize( normal );
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end[0] = org[0] + ( normal[0] * ( 48 + crandom() * 16 ));
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end[1] = org[1] + ( normal[1] * ( 48 + crandom() * 16 ));
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end[2] = org[2] + ( normal[2] * ( 64 + crandom() * 24 ));
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// Draw a light shard, use a couple of different kinds so it doesn't look too homogeneous
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if( rand() & 1 )
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{
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FX_AddLine( org, end, 1.0, random() * 0.5 + 0.5, 12.0, random() * 0.1 + 0.1, 0.0, 200 + random() * 350, cgs.media.orangeParticleShader );
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}
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else
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{
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FX_AddLine( org, end, 1.0, random() * 0.5 + 0.5, 12.0, random() * 0.1 + 0.1, 0.0, 200 + random() * 350, cgs.media.yellowParticleShader );
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}
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}
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qboolean MakeDisruptorShard( localEntity_t *le )
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{
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DisruptorShards(le->refEntity.origin);
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return(qtrue);
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}
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// Effect used when scav beams in--this wouldn't work well for a scav on the ground if they were to beam out
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void FX_Disruptor( vec3_t org, float length )
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{//FIXME: make it move with owner?
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vec3_t org1, org2, normal={0,0,1};
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int t;
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VectorMA( org, 48, normal, org1 );
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VectorMA( org, -48, normal, org2 );
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// This is the core
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FX_AddLine( org1, org2, 1.0, 0.1, 48.0, 1.0, 0.0, length, cgs.media.dkorangeParticleShader );
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// Spawn a bunch to get the effect going
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for (t=0; t < 12; t++ )
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{
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DisruptorShards( org);
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}
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// Keep spawning the light shards for a while.
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FX_AddSpawner( org, normal, NULL, NULL, qfalse, 20, 10, length*0.75, MakeDisruptorShard, 0);
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}
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void FX_EnergyGibs(vec3_t origin )
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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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float baseScale = 0.7f, dist;
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int numChunks;
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numChunks = irandom( 10, 15 );
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VectorSubtract(cg.snap->ps.origin, origin, dir);
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dist = VectorLength(dir);
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if (dist > 512)
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{
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numChunks *= 512.0/dist; // 1/2 at 1024, 1/4 at 2048, etc.
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}
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for ( i = 0; i < numChunks; i++ )
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{
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chunkModel = cgs.media.chunkModels[irandom(0,5)];
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le = CG_AllocLocalEntity();
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re = &le->refEntity;
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le->leType = LE_FRAGMENT;
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le->endTime = cg.time + 2000;
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VectorCopy( origin, re->origin );
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for ( j = 0; j < 3; j++ )
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{
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re->origin[j] += crandom() * 12;
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}
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VectorCopy( re->origin, le->pos.trBase );
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//Velocity
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VectorSet( dir, crandom(), crandom(), crandom() );
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VectorScale( dir, flrandom( 300, 500 ), le->pos.trDelta );
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//Angular Velocity
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VectorSet( le->angles.trBase, crandom() * 360, crandom() * 360, crandom() * 360 );
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VectorSet( le->angles.trDelta, crandom() * 90, crandom() * 90, crandom() * 90 );
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AxisCopy( axisDefault, re->axis );
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le->data.fragment.radius = flrandom(baseScale * 0.4f, baseScale * 0.8f );
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re->nonNormalizedAxes = qtrue;
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re->hModel = chunkModel;
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re->renderfx |= RF_CAP_FRAMES;
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re->customShader = cgs.media.quantumDisruptorShader;
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re->shaderTime = cg.time/1000.0f;
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le->pos.trType = TR_GRAVITY;
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le->pos.trTime = cg.time;
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le->angles.trType = TR_INTERPOLATE;
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le->angles.trTime = cg.time;
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le->bounceFactor = 0.2f + random() * 0.2f;
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le->leFlags |= LEF_TUMBLE;
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re->shaderRGBA[0] = re->shaderRGBA[1] = re->shaderRGBA[2] = re->shaderRGBA[3] = 255;
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// Make sure that we have the desired start size set
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for( k = 0; k < 3; k++)
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{
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VectorScale(le->refEntity.axis[k], le->data.fragment.radius, le->refEntity.axis[k]);
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}
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}
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}
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void FX_ExplodeBits( vec3_t org)
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{
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float width, length;
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vec3_t vel, pos;
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int i;
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FX_EnergyGibs(org);
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for (i = 0; i < 32; i++)
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{
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VectorSet(vel, flrandom(-320,320), flrandom(-320,320), flrandom(-100,320));
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VectorCopy(org, pos);
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pos[2] += flrandom(-8, 8);
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length = flrandom(10,20);
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width = flrandom(2.0,4.0);
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FX_AddTrail( pos, vel, qtrue, length, -length, width, -width,
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1.0f, 1.0f, 0.5f, 1000.0f, cgs.media.orangeTrailShader);
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}
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}
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