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