stvoy-sp-sdk/cgame/FX_Grenade_Launcher.cpp

192 lines
5.9 KiB
C++

// 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 );
}