jkxr/Projects/Android/jni/OpenJK/codemp/cgame/fx_heavyrepeater.c

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/*
===========================================================================
Copyright (C) 2000 - 2013, Raven Software, Inc.
Copyright (C) 2001 - 2013, Activision, Inc.
Copyright (C) 2013 - 2015, OpenJK contributors
This file is part of the OpenJK source code.
OpenJK is free software; you can redistribute it and/or modify it
under the terms of the GNU General Public License version 2 as
published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, see <http://www.gnu.org/licenses/>.
===========================================================================
*/
// Heavy Repeater Weapon
#include "cg_local.h"
/*
---------------------------
FX_RepeaterProjectileThink
---------------------------
*/
void FX_RepeaterProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
vec3_t forward;
if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
{
forward[2] = 1.0f;
}
trap->FX_PlayEffectID( cgs.effects.repeaterProjectileEffect, cent->lerpOrigin, forward, -1, -1, qfalse );
}
/*
------------------------
FX_RepeaterHitWall
------------------------
*/
void FX_RepeaterHitWall( vec3_t origin, vec3_t normal )
{
trap->FX_PlayEffectID( cgs.effects.repeaterWallImpactEffect, origin, normal, -1, -1, qfalse );
}
/*
------------------------
FX_RepeaterHitPlayer
------------------------
*/
void FX_RepeaterHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
trap->FX_PlayEffectID( cgs.effects.repeaterFleshImpactEffect, origin, normal, -1, -1, qfalse );
}
static void CG_DistortionOrb( centity_t *cent )
{
refEntity_t ent;
vec3_t ang;
float scale = 0.5f;
float vLen;
if (!cg_renderToTextureFX.integer)
{
return;
}
memset( &ent, 0, sizeof( ent ) );
VectorCopy( cent->lerpOrigin, ent.origin );
VectorSubtract(ent.origin, cg.refdef.vieworg, ent.axis[0]);
vLen = VectorLength(ent.axis[0]);
if (VectorNormalize(ent.axis[0]) <= 0.1f)
{ // Entity is right on vieworg. quit.
return;
}
// VectorCopy(cg.refdef.viewaxis[2], ent.axis[2]);
// CrossProduct(ent.axis[0], ent.axis[2], ent.axis[1]);
vectoangles(ent.axis[0], ang);
ang[ROLL] = cent->trickAlpha;
cent->trickAlpha += 16; //spin the half-sphere to give a "screwdriver" effect
AnglesToAxis(ang, ent.axis);
//radius must be a power of 2, and is the actual captured texture size
if (vLen < 128)
{
ent.radius = 256;
}
else if (vLen < 256)
{
ent.radius = 128;
}
else if (vLen < 512)
{
ent.radius = 64;
}
else
{
ent.radius = 32;
}
VectorScale(ent.axis[0], scale, ent.axis[0]);
VectorScale(ent.axis[1], scale, ent.axis[1]);
VectorScale(ent.axis[2], -scale, ent.axis[2]);
ent.hModel = cgs.media.halfShieldModel;
ent.customShader = 0;//cgs.media.halfShieldShader;
#if 1
ent.renderfx = (RF_DISTORTION|RF_RGB_TINT);
//tint the whole thing a shade of blue
ent.shaderRGBA[0] = 200.0f;
ent.shaderRGBA[1] = 200.0f;
ent.shaderRGBA[2] = 255.0f;
#else //no tint
ent.renderfx = RF_DISTORTION;
#endif
trap->R_AddRefEntityToScene( &ent );
}
/*
------------------------------
FX_RepeaterAltProjectileThink
-----------------------------
*/
void FX_RepeaterAltProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
{
vec3_t forward;
if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0.0f )
{
forward[2] = 1.0f;
}
if (cg_repeaterOrb.integer)
{
CG_DistortionOrb(cent);
}
trap->FX_PlayEffectID( cgs.effects.repeaterAltProjectileEffect, cent->lerpOrigin, forward, -1, -1, qfalse );
}
/*
------------------------
FX_RepeaterAltHitWall
------------------------
*/
void FX_RepeaterAltHitWall( vec3_t origin, vec3_t normal )
{
trap->FX_PlayEffectID( cgs.effects.repeaterAltWallImpactEffect, origin, normal, -1, -1, qfalse );
}
/*
------------------------
FX_RepeaterAltHitPlayer
------------------------
*/
void FX_RepeaterAltHitPlayer( vec3_t origin, vec3_t normal, qboolean humanoid )
{
trap->FX_PlayEffectID( cgs.effects.repeaterAltWallImpactEffect, origin, normal, -1, -1, qfalse );
}