240 lines
5.9 KiB
C
240 lines
5.9 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_TetrionProjectileThink
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-------------------------
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*/
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void FX_TetrionProjectileThink( centity_t *cent, const struct weaponInfo_s *wi )
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{
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vec3_t forward;
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if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0 )
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forward[2] = 1;
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FX_AddSprite( cent->lerpOrigin,
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NULL, qfalse,
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4.0f + random() * 16.0f, 0.0f,
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0.4f, 0.0f,
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random()*360, 0.0f,
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1.0f,
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cgs.media.greenBurstShader );
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FX_AddSprite( cent->lerpOrigin,
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NULL, qfalse,
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16.0f + random() * 16.0f, 0.0f,
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0.6f, 0.0f,
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random()*360, 0.0f,
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1.0f,
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cgs.media.borgFlareShader );
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FX_AddTrail( cent->lerpOrigin,
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forward, qfalse,
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64, 0,
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2.0f, 0,
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0.5f, 0,
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0,
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1,
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cgs.media.greenTrailShader );
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}
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/*
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-------------------------
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FX_TetrionShot
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-------------------------
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*/
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#define MAXRANGE_TETRION 8192
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void FX_TetrionShot( vec3_t start, vec3_t forward )
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{
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trace_t trace;
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vec3_t end, dir, new_start, new_end, radial, start2, spreadFwd;
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float off, len, i, numBullets = 3;
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float firingRadius = 6, minDeviation = 0.95, maxDeviation = 1.1;
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qboolean render_impact = qtrue;
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centity_t *traceEnt = NULL;
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int clientNum = -1;
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for (i = 0; i < numBullets; i++)
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{
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render_impact = qtrue;
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// determine new firing position
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fxRandCircumferencePos(start, forward, firingRadius, new_start);
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VectorSubtract(new_start, start, radial);
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VectorMA(start, 10, forward, start2);
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VectorMA(start2, flrandom(minDeviation, maxDeviation), radial, start2);
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VectorSubtract(start2, new_start, spreadFwd);
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VectorNormalize(spreadFwd);
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// determine new end position for this bullet. give the endpoint some spread, too.
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VectorMA(new_start, MAXRANGE_TETRION, spreadFwd, end);
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CG_Trace( &trace, new_start, NULL, NULL, end, cg_entities[cg.predictedPlayerState.clientNum].currentState.number, MASK_SHOT );
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// Get the length of the whole shot
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VectorSubtract( trace.endpos, new_start, dir );
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len = VectorNormalize( dir );
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// Don't do tracers when it gets really short
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if ( len >= 64 )
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{
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// Move the end_point in a bit so the tracer doesn't always trace the full line length--this isn't strictly necessary, but it does
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// add a bit of variance
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off = flrandom(0.7, 1.0);
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VectorMA( new_start, len * off, dir, new_end );
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// Draw the tracer
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FX_AddLine( new_end, new_start, 1.0f, 1.5f + random(), 0.0f, flrandom(0.3,0.6), 0.0,
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flrandom(300,500), cgs.media.borgFlareShader );
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}
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// put the impact effect where this tracer hits
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if (len >= 32)
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{
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// Rendering things like impacts when hitting a sky box would look bad, but you still want to see the tracer
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if ( trace.surfaceFlags & SURF_NOIMPACT )
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{
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render_impact = qfalse;
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}
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if (render_impact)
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{
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traceEnt = &cg_entities[trace.entityNum];
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clientNum = traceEnt->currentState.clientNum;
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if ( (trace.entityNum != ENTITYNUM_WORLD) && (clientNum >= 0 || clientNum < MAX_CLIENTS) )
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{
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// hit a player. let the shield/pain effects be the indicator for this
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}
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else
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{
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// hit something else
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FX_TetrionWeaponHitWall(trace.endpos, trace.plane.normal);
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}
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}
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}
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}
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}
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/*
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-------------------------
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FX_TetrionWeaponHitWall
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-------------------------
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*/
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void FX_TetrionWeaponHitWall( vec3_t origin, vec3_t normal )
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{
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vec3_t vel, accel, org;
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int i = 0, t = 0;
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float scale = random() * 2.5 + 1.5;
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CG_ImpactMark( cgs.media.bulletmarksShader, origin, normal, random()*360, 1,1,1,0.2, qfalse,
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scale, qfalse );
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// Move out a hair to avoid z buffer nastiness
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VectorMA( origin, 0.5, normal, org );
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// Add a bit of variation every now and then
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if ( rand() & 1 )
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{
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FX_AddQuad( org, normal,
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scale * 2, -4,
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0.5, 0.5,
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0,
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175,
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cgs.media.sunnyFlareShader );
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}
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FX_AddQuad( org, normal,
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scale * 4, -8,
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1.0, 1.0,
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0,
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175,
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cgs.media.borgFlareShader );
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// Add some smoke puffs
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for ( i = 0; i < 2; i ++ )
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{
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for ( t = 0; t < 3; t++ )
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{
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vel[t] = normal[t] + crandom();
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}
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VectorScale( vel, 12 + random() * 12, vel );
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vel[2] += 16;
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VectorScale( vel, -0.25, accel );
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FX_AddSprite( origin,
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vel, qfalse,
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random() * 4 + 2, 12,
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0.6 + random() * 0.4, 0.0,
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random() * 180,
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0.0,
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random() * 200 + 300,
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cgs.media.steamShader );
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}
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}
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/*
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-------------------------
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FX_TetrionRicochet
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-------------------------
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*/
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void FX_TetrionRicochet( vec3_t origin, vec3_t normal )
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{
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vec3_t org;
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// Move away from the wall a bit to help avoid z buffer clipping.
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VectorMA( origin, 0.5, normal, org );
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FX_AddQuad( org, normal,
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24, -24,
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1.0, 0.0,
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0,
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300,
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cgs.media.greenBurstShader );
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FX_AddQuad( org, normal,
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48, -48,
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0.5, 0.0,
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0,
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300,
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cgs.media.borgFlareShader );
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}
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/*
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-------------------------
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FX_TetrionAltHitWall
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-------------------------
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*/
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void FX_TetrionAltHitWall( vec3_t origin, vec3_t normal )
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{
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vec3_t org;
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float scale;
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scale = random() * 2.0 + 1.0;
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CG_ImpactMark( cgs.media.bulletmarksShader, origin, normal, random()*360, 1,1,1,0.2, qfalse,
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scale, qfalse );
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// Move out a hair to avoid z buffer nastiness
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VectorMA( origin, 0.5, normal, org );
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FX_AddQuad( origin, normal,
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64, -96,
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1.0, 0.0,
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0,
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200,
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cgs.media.greenBurstShader );
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FX_AddQuad( origin, normal,
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128, -192,
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1.0, 0.0,
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0,
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200,
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cgs.media.borgFlareShader );
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// kef -- urp.fixme.
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// cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cg_weapons[WP_TETRION_DISRUPTOR].altmissileHitSound );
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}
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/*
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-------------------------
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FX_TetrionAltHitPlayer
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-------------------------
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*/
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void FX_TetrionAltHitPlayer( vec3_t origin, vec3_t normal )
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{
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}
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