stvoy-sp-sdk/cgame/fx_parasite.cpp

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2002-11-22 00:00:00 +00:00
// Parasite weapon effects
#include "cg_local.h"
#include "fx_public.h"
//------------------------------------------------
void FX_ParasiteAcidThink( centity_t *cent, const struct weaponInfo_s *weapon )
//------------------------------------------------
{
vec3_t rgb, org;
FXSprite *fx;
for ( int i = 0; i < 5; i++ )
{
VectorSet( org,
cent->lerpOrigin[0] + crandom() * 2.0f,
cent->lerpOrigin[1] + crandom() * 2.0f,
cent->lerpOrigin[2] + crandom() * 2.0f );
VectorSet( rgb,
random() * 0.3f + 0.2f,
random() * 0.4f + 0.4f,
random() * 0.2f + 0.05f );
fx = FX_AddSprite( org, NULL, NULL, 3.0f + ( random() * 4.0f ), -30.0f,
1.0f, 1.0f,
rgb, rgb,
0, 0.0f,
500,
cgs.media.spooShader );
if ( fx == NULL )
return;
fx->SetRoll( 0 );
}
}
//------------------------------------------------
void FX_ParasiteAcidHitPlayer( vec3_t origin, vec3_t dir )
//------------------------------------------------
{
//Sound
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cg_weapons[WP_PARASITE].missileHitSound );
vec3_t rgb, org;
FXSprite *fx;
vec3_t moveDir;
vec3_t accel = { 0, 0, -400 };
for ( int i = 0; i < 15; i++ )
{
VectorSet( org,
origin[0] + crandom() * 2.5f,
origin[1] + crandom() * 2.5f,
origin[2] + crandom() * 2.5f );
VectorScale( dir, 40.0f + random() * 120.0f, moveDir );
for ( int j = 0; j < 3; j++ )
{
moveDir[j] += crandom() * 75.0;
}
moveDir[2] += 90.0f;
VectorSet( rgb,
random() * 0.3f + 0.2f,
random() * 0.4f + 0.4f,
random() * 0.3f + 0.05f );
fx = FX_AddSprite( org, moveDir, accel, 2.0f + ( random() * 1.0f ), -2.0f,
1.0f, 1.0f,
rgb, rgb,
0, 0.0f,
400 + random() * 700,
cgs.media.spooShader );
if ( fx == NULL )
return;
fx->SetRoll( 0 );
}
}
//------------------------------------------------
void FX_ParasiteAcidHitWall( vec3_t origin, vec3_t dir )
//------------------------------------------------
{
FXTrail *particle;
float detail;
vec3_t rgb={0.2f,0.8f,0.0f};
int i;
// Spawn some smoke from the acid burn
for ( i = 0; i < 4; i ++ )
{
CG_Smoke( origin, dir, random() * 4.0f + 8.0f, random() * 16.0f + 2.0f, cgs.media.steamShader );
}
FX_AddQuad( origin, dir, NULL, NULL, 4.0, 6.0, 0.5, 0.0, rgb, rgb, 0.0, 0.0, 0.0, 550, cgs.media.waterDropShader );
// Leave a melted spot
CG_ImpactMark( cgs.media.bulletmarksShader, origin, dir, random()*360, 1,1,1,0.2f, qfalse,
random() * 3.0f + 8.0, qfalse );
//Sound
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cg_weapons[WP_PARASITE].missileHitSound );
// See if it's worth doing a splash
detail = FX_DetailLevel( origin, 16, 400 );
if (detail == 0)
return;
// splash the acid
for ( i = 0; i < 10; i++ )
{
particle = FX_AddTrail( origin, NULL, NULL, 3.0f, -1.0f, 2.0, -1.0,
0.3f, 0.1f, rgb, rgb, 0.4f, 500.0f, cgs.media.waterDropShader, rand() & FXF_BOUNCE );
if ( particle != NULL )
{
FXE_Spray( dir, 80, 100, 0.95f, 512, (FXPrimitive *) particle );
}
}
// Make a real splash
vec3_t org;
FXSprite *fx;
vec3_t moveDir;
vec3_t accel = { 0, 0, -400 };
for ( i = 0; i < 6; i++ )
{
VectorSet( org,
origin[0] + crandom() * 2.5f,
origin[1] + crandom() * 2.5f,
origin[2] + crandom() * 2.5f );
for ( int j = 0; j < 3; j++ )
{
moveDir[j] = crandom() * 55.0;
}
moveDir[2] += 120.0f;
VectorSet( rgb,
random() * 0.3f + 0.2f,
random() * 0.4f + 0.5f,
random() * 0.2f + 0.05f );
fx = FX_AddSprite( org, moveDir, accel, 2.0f + ( random() * 1.0f ), -2.0f,
1.0f, 1.0f,
rgb, rgb,
0, 0.0f,
400 + random() * 700,
cgs.media.spooShader );
if ( fx == NULL )
return;
fx->SetRoll( 0 );
}
}