stvoy-sp-sdk/cgame/fx_scout_bot.cpp

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2002-11-22 00:00:00 +00:00
// Scout Bot weapon effects
#include "cg_local.h"
#include "fx_public.h"
#define LASER_TRAIL_MIN_DISTANCE 2
//------------------------------------------------
void FX_BotLaser( vec3_t start, vec3_t end, vec3_t normal, qboolean impact )
//------------------------------------------------
{
vec3_t rgb = {1.0f,0.8f,0.4f}, rgb2 = {1.0f, 0.7f, 0.2f};
float scale, life;
FX_AddSprite( start, NULL, NULL,
1.5f, 1.0f,
0.75, 0.0f,
rgb, rgb,
0.0f,
0.0f,
20,
cgs.media.waterDropShader );
FX_AddLine( start, end,
1.0f,
1.0f, 8.0f,
0.75, 0.0f,
rgb, rgb,
20,
cgs.media.whiteLaserShader );
// Doing all of this extra stuff would look weird if it hits a player ent.
if ( impact )
{
FX_AddQuad( end, normal, NULL, NULL,
3.0f, 1.0f,
0.75, 0.0f,
rgb, rgb,
0.0f, 0.0f,
0.0f,
20,
cgs.media.waterDropShader );
scale = crandom() * 0.5f + 1.75f;
life = crandom() * 300 + 1000;
FX_AddQuad( end, normal, NULL, NULL,
scale, -0.1f,
1.0f, 0.0f,
rgb2, rgb2,
0, 0,
0,
life,
cgs.media.waterDropShader );
FX_AddQuad( end, normal, NULL, NULL,
scale * 2.3f, 0.0f,
1.0f, 0.0f,
0, 0,
0,
life * 2,
cgs.media.smokeShader );
}
scale = 1.0f + (random() * 3.0f);
CG_Smoke( end, normal, scale, 12.0f, cgs.media.steamShader );
}
/*
-------------------------
FX_BotProjFunc
-------------------------
*/
void FX_BotProjFunc( centity_t *cent, const struct weaponInfo_s *weapon )
{
vec3_t diff, org;
float len;
// Make a laser trail that's reasonably consistent and not so much based on frame rate.
VectorSubtract( cent->lerpOrigin, cent->gent->pos1, diff );
len = VectorNormalize( diff );
if ( len > LASER_TRAIL_MIN_DISTANCE )
{
for ( float i = 0 ; i < len; i += LASER_TRAIL_MIN_DISTANCE )
{
VectorMA( cent->lerpOrigin, i, diff, org );
// glowing crap
if ( rand() & 1 )
FX_AddSprite( org, NULL, NULL, 3, -6, 1.0, 0.0f, random() * 360, 0, 60, cgs.media.yellowParticleShader );
else
FX_AddSprite( org, NULL, NULL, 3, -6, 1.0, 0.0f, random() * 360, 0, 60, cgs.media.orangeParticleShader );
FX_AddSprite( org, NULL, NULL, 8, -12, 0.2f, 0.2f, random() * 360, 0, 60, cgs.media.dkorangeParticleShader );
}
VectorCopy( cent->lerpOrigin, cent->gent->pos1 );
}
}