pressure stuff

This commit is contained in:
Bryce Hutchings 2002-05-26 05:14:14 +00:00
parent b8c6577529
commit 101e0d4cbc
2 changed files with 22 additions and 22 deletions

View File

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.14 2002/05/26 05:14:14 niceass
// pressure stuff
//
// Revision 1.13 2002/05/18 03:55:35 niceass
// many misc. changes
//
@ -232,7 +235,7 @@ void CG_ReflectVelocity( localEntity_t *le, trace_t *trace ) {
float dot;
int hitTime;
// NiceAss: Make the reflection less perfect
// NiceAss: Make the reflection less perfect (for brass)
VectorCopy( trace->plane.normal, normal );
if (le->leFlags == LEF_TUMBLE) {
@ -834,27 +837,24 @@ void CG_AddPressureEntity ( localEntity_t *le ) {
alpha = -(cg.time - le->startTime) + (le->endTime - le->startTime);
alpha /= (le->endTime - le->startTime);
//steamSound
for (l = 0; l < 1; l++) {
/*
VectorScale(le->pos.trDelta, 200 + rand() % 30, velocity);
velocity[0] += rand() % 20 - 10;
velocity[1] += rand() % 20 - 10;
velocity[2] = 0;
*/
//steamSound!!!
for (l = 0; l < 1; l++) {
// steam:
VectorScale(le->pos.trDelta, 200 + rand() % 30, velocity);
VectorScale(le->pos.trDelta, le->size + rand() % 30, velocity);
velocity[0] += rand() % 40 - 20;
velocity[1] += rand() % 40 - 20;
VectorCopy(le->pos.trBase, origin);
//VectorMA(origin, 10, velocity, origin);
//CG_ParticleWater(le->pos.trBase, velocity, 200 + rand() % 120, alpha, -8, 1 );
//CG_ParticleSteam(le->pos.trBase, velocity, 200 + rand() % 120, alpha, 1, 1 );
CG_ParticleSteam(le->pos.trBase, velocity, 200 + rand() % 120, alpha, 2, 1 );
if (le->leFlags == LEF_WATER)
CG_ParticleWater(le->pos.trBase, velocity, 200 + rand() % 120, alpha, 2, 1 );
else if (le->leFlags == LEF_FLAME)
CG_ParticleSteam(le->pos.trBase, velocity, 200 + rand() % 120, alpha, 2, 1, cgs.media.grenadeExplosionShader );
else
CG_ParticleSteam(le->pos.trBase, velocity, 200 + rand() % 120, alpha, 2, 1, cgs.media.smokePuffShader );
}
}

View File

@ -5,6 +5,9 @@
//-----------------------------------------------------------------------------
//
// $Log$
// Revision 1.9 2002/05/26 05:14:05 niceass
// pressure stuff
//
// Revision 1.8 2002/04/29 06:13:31 niceass
// small particle stuff
//
@ -2332,11 +2335,10 @@ void CG_ParticleWater (vec3_t org, vec3_t vel, int duration, float alpha, float
VectorCopy(org, p->org);
p->vel[0] = vel[0];
p->vel[1] = vel[1];
p->vel[2] = vel[2];
p->vel[0] = vel[0] * speed;
p->vel[1] = vel[1] * speed;
p->vel[2] = vel[2] * speed;
// Elder: old settings
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY * 4;
@ -2345,7 +2347,7 @@ void CG_ParticleWater (vec3_t org, vec3_t vel, int duration, float alpha, float
p->vel[2] += (20 + (crandom() * 10)) * speed;
}
void CG_ParticleSteam (vec3_t org, vec3_t vel, int duration, float alpha, float speed, float scale)
void CG_ParticleSteam (vec3_t org, vec3_t vel, int duration, float alpha, float speed, float scale, int Shader)
{
cparticle_t *p;
@ -2371,9 +2373,7 @@ void CG_ParticleSteam (vec3_t org, vec3_t vel, int duration, float alpha, float
p->rotate = qtrue;
p->roll = crandom()*179;
p->pshader = cgs.media.smokePuffShader;
//cgs.media.grenadeExplosionShader
p->pshader = Shader;
p->type = P_SMOKE;