// Federation Grenade Launcher FX #include "cg_local.h" #include "fx_public.h" /* ------------------------- FX_GrenadeThink ------------------------- */ void FX_GrenadeThink( centity_t *cent, const struct weaponInfo_s *weapon ) { FX_AddSprite( cent->lerpOrigin, NULL, NULL, 16.0f + random() * 32.0f, 0.0f, 0.2f, 0.2f, 0, 0.0f, 1, cgs.media.dkorangeParticleShader ); if ( rand() & 1 ) FX_AddSprite( cent->lerpOrigin, NULL, NULL, 48.0f + random() * 48.0f, 0.0f, 0.2f, 0.2f, 0, 0.0f, 1, cgs.media.yellowParticleShader ); } /* ------------------------- FX_GrenadeAltThink ------------------------- */ void FX_GrenadeAltThink( centity_t *cent, const struct weaponInfo_s *weapon ) { vec3_t dir, org; VectorCopy( cent->gent->s.pos.trDelta, dir ); VectorNormalize( dir ); // Move away from the ent origin so that the glow doesn't clip into the model so much. VectorMA( cent->lerpOrigin, 1.4, dir, org ); FX_AddQuad( org, dir, NULL, NULL, 12.0f + random() * 32.0f, 0.0f, 0.75f, 0.75f, 0, 0, 0.0f, 1, cgs.media.dkorangeParticleShader ); if ( rand() & 1 ) FX_AddQuad( org, dir, NULL, NULL, 28.0f + random() * 32.0f, 0.0f, 0.5f, 0.5f, 0, 0, 0.0f, 1, cgs.media.yellowParticleShader ); if ( cent->gent ) { vec3_t rgb = { 1.0f, 1.0f, 0.4f }, rgb2 = { 1.0f, 0.5f, 0.0f }; // This flag controls whether or not the thing was initial fire, or shrapnel if ( cent->gent->trigger_formation ) // Shot from first person so beef it up a bit... FX_AddLine( cent->lerpOrigin, cent->gent->pos2, 1.0f, 4.0f, 8.0f, 0.7f, 0.1f, rgb, rgb2, 200, cgs.media.whiteLaserShader ); else FX_AddLine( cent->lerpOrigin, cent->gent->pos2, 1.0f, 16.0f, 4.0f, 0.2f, 0.1f, rgb, rgb2, 100, cgs.media.whiteLaserShader ); VectorCopy( cent->lerpOrigin, cent->gent->pos2 ); } } /* ------------------------- FX_GrenadeHitWall ------------------------- */ void FX_GrenadeHitWall( vec3_t origin, vec3_t normal ) { cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeExplodeSnd ); CG_SurfaceExplosion( origin, normal, 11, 1, qfalse ); } /* ------------------------- FX_GrenadeHitPlayer ------------------------- */ void FX_GrenadeHitPlayer( vec3_t origin, vec3_t normal ) { cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeExplodeSnd ); CG_SurfaceExplosion( origin, normal, 11, 1, qfalse ); } /* ------------------------- FX_GrenadeExplode ------------------------- */ void FX_GrenadeExplode( vec3_t origin, vec3_t normal ) { localEntity_t *le; FXTrail *fx; vec3_t direction, org; VectorSet( direction, 0,0,1 ); // Add an explosion and tag a light to it le = CG_MakeExplosion( origin, direction, cgs.media.nukeModel, 5, NULL, 250, qfalse, 25.0f, LEF_FADE_RGB ); le->light = 150; le->refEntity.renderfx |= RF_NOSHADOW; VectorSet( le->lightColor, 1.0f, 0.6f, 0.2f ); // Ground ring FX_AddQuad( origin, normal, NULL, NULL, 5, 330, 1.0, 0.0, random() * 360, 0, 0, 300, cgs.media.bigShockShader ); // Flare VectorMA( origin, 12, direction, org ); FX_AddSprite( org, NULL, NULL, 160.0, -540.0, 1.0, 0.0, 0.0, 0.0, 200, cgs.media.sunnyFlareShader ); for ( int i = 0; i < 12; i++) { fx = FX_AddTrail( origin, NULL, NULL, 24.0f + random() * 12, -40.0f, 0.5 + random() * 2, -3.0, 1.0f, 1.0f, 0.5f, 1000.0f, cgs.media.orangeTrailShader, rand() & FXF_BOUNCE ); if ( fx == NULL ) return; FXE_Spray( normal, 470, 325, 0.5f, 700, (FXPrimitive *) fx ); } cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeExplodeSnd ); // Smoke and impact CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1.0, qfalse, random() * 16 + 48, qfalse ); CG_ExplosionEffects( origin, 3.0f, 400 ); } /* ------------------------- FX_GrenadeShrapnelBits ------------------------- */ void FX_BlowBits( vec3_t start, vec3_t end, vec3_t dir, vec3_t user ) { vec3_t diff, org; float len; FXLine *fx; VectorSubtract( end, start, diff ); len = VectorNormalize( diff ) * ( 0.2 + random() * 0.3 ); VectorMA( start, len, diff, org ); fx = FX_AddLine( end, start, (int)(random() * 3.2f), 2.0f + random() * 2, 0, 0.5f, 0.1f, 150 + random() * 150, cgs.media.orangeTrailShader ); if ( fx == NULL ) return; fx->SetFlags( FXF_SHRINK ); FX_AddQuad( end, dir, NULL, NULL, 1.0f, 64.0f, 1.0, 0.0, random() * 360.0f, 0.0f, 0.0, 200, cgs.media.orangeRingShader ); // FX_AddQuad( end, dir, NULL, NULL, 20.0, -15.0, 0.6, 0.4, 0.0,0.0,0.0,450, cgs.media.borgEyeFlareShader ); } void FX_GrenadeShrapnelBits( vec3_t start, vec3_t end, vec3_t dir ) { FX_AddSpawner( start, end, dir, NULL, 50, 175, 450, FXF_DELAY_SPAWN | FXF_SPAWN_ONCE, FX_BlowBits, NULL, 1024 ); } void FX_GrenadeShrapnelExplode( vec3_t origin, vec3_t norm ) { localEntity_t *le; FXTrail *fx; vec3_t direction, org; //Orient the explosions to face the camera VectorSubtract( cg.refdef.vieworg, origin, direction ); VectorNormalize( direction ); VectorMA( origin, 12, direction, org ); // Add an explosion and tag a light to it le = CG_MakeExplosion( org, direction, cgs.media.explosionModel, 6, cgs.media.surfaceExplosionShader, 700, qfalse, 1.2f + (random()*0.3f) ); le->light = 150; le->refEntity.renderfx |= RF_NOSHADOW; VectorSet( le->lightColor, 1.0f, 0.6f, 0.6f ); for ( int i = 0; i < 6; i++) { fx = FX_AddTrail( origin, NULL, NULL, 16.0f, -15.0f, 1.5, -1.5, 1.0f, 1.0f, 0.2f, 1000.0f, cgs.media.orangeTrailShader, rand() & FXF_BOUNCE ); if ( fx == NULL ) return; FXE_Spray( norm, 500, 175, 0.8f, 512, (FXPrimitive *) fx ); } cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeAltExplodeSnd ); CG_ImpactMark( cgs.media.compressionMarkShader, origin, norm, random()*360, 1,1,1,1.0, qfalse, random() * 16 + 48, qfalse ); CG_ExplosionEffects( origin, 2.0, 350 ); }