mirror of
https://github.com/DrBeef/JKXR.git
synced 2024-11-30 16:00:55 +00:00
4597b03873
Opens in Android Studio but haven't even tried to build it yet (it won't.. I know that much!)
2035 lines
47 KiB
C++
2035 lines
47 KiB
C++
/*
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===========================================================================
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Copyright (C) 2000 - 2013, Raven Software, Inc.
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Copyright (C) 2001 - 2013, Activision, Inc.
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Copyright (C) 2013 - 2015, OpenJK contributors
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This file is part of the OpenJK source code.
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OpenJK is free software; you can redistribute it and/or modify it
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under the terms of the GNU General Public License version 2 as
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published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, see <http://www.gnu.org/licenses/>.
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===========================================================================
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*/
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#if !defined(FX_SCHEDULER_H_INC)
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#include "FxScheduler.h"
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#endif
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#include "cg_media.h"
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extern int drawnFx;
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extern int mParticles;
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extern int mOParticles;
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extern int mLines;
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extern int mTails;
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// Helper function
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//-------------------------
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void ClampVec( vec3_t dat, byte *res )
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{
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int r;
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// clamp all vec values, then multiply the normalized values by 255 to maximize the result
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for ( int i = 0; i < 3; i++ )
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{
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r = Q_ftol(dat[i] * 255.0f);
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if ( r < 0 )
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{
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r = 0;
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}
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else if ( r > 255 )
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{
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r = 255;
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}
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res[i] = (unsigned char)r;
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}
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}
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void GetOrigin( int clientID, vec3_t org )
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{
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if ( clientID >=0 )
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{
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centity_t *cent = &cg_entities[clientID];
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if ( cent && cent->gent && cent->gent->client )
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{
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VectorCopy( cent->gent->client->renderInfo.muzzlePoint, org );
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}
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}
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}
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void GetDir( int clientID, vec3_t org )
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{
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if ( clientID >=0 )
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{
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centity_t *cent = &cg_entities[clientID];
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if ( cent && cent->gent && cent->gent->client )
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{
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VectorCopy( cent->gent->client->renderInfo.muzzleDir, org );
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}
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}
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}
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//--------------------------
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//
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// Base Effect Class
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//
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//--------------------------
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//--------------------------
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//
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// Derived Particle Class
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//
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//--------------------------
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void CParticle::Die()
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{
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if ( mFlags & FX_DEATH_RUNS_FX && !(mFlags & FX_KILL_ON_IMPACT) )
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{
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vec3_t norm;
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// Man, this just seems so, like, uncool and stuff...
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VectorSet( norm, Q_flrand(-1.0f, 1.0f), Q_flrand(-1.0f, 1.0f), Q_flrand(-1.0f, 1.0f));
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VectorNormalize( norm );
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theFxScheduler.PlayEffect( mDeathFxID, mOrigin1, norm );
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}
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}
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//----------------------------
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bool CParticle::Cull()
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{
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vec3_t dir;
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// Get the direction to the view
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VectorSubtract( mOrigin1, cg.refdef.vieworg, dir );
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// Check if it's behind the viewer
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if ( (DotProduct( cg.refdef.viewaxis[0], dir )) < 0 )
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{
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return true;
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}
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float len = VectorLengthSquared( dir );
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// Can't be too close
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if ( len < 16 * 16 )
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{
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return true;
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}
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return false;
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}
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//----------------------------
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void CParticle::Draw()
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{
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if ( mFlags & FX_DEPTH_HACK )
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{
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// Not sure if first person needs to be set, but it can't hurt?
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mRefEnt.renderfx |= RF_DEPTHHACK;
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}
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// Add our refEntity to the scene
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VectorCopy( mOrigin1, mRefEnt.origin );
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theFxHelper.AddFxToScene( &mRefEnt );
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drawnFx++;
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mParticles++;
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}
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//----------------------------
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// Update
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//----------------------------
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bool CParticle::Update()
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{
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// Game pausing can cause dumb time things to happen, so kill the effect in this instance
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if ( mTimeStart > theFxHelper.mTime )
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{
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return false;
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}
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if ( mFlags & FX_RELATIVE )
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{
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if ( mClientID < 0 || mClientID >= ENTITYNUM_WORLD )
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{
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// we are somehow not bolted even though the flag is on?
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return false;
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}
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vec3_t dir, org = { 0.0f };
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vec3_t realVel, realAccel;
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float time = (theFxHelper.mTime - mTimeStart) * 0.001f;
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// Get our current position and direction
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GetOrigin( mClientID, org );
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GetDir( mClientID, dir );
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vec3_t ang, ax[3];
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vectoangles( dir, ang );
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AngleVectors( ang, ax[0], ax[1], ax[2] );
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// VectorCopy( dir, ax[0] );
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// CrossProduct( up, ax[0], ax[1] );
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// VectorNormalize( ax[1] );
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// CrossProduct( ax[0], ax[1], ax[2] );
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VectorMA( org, mOrgOffset[0], ax[0], org );
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VectorMA( org, mOrgOffset[1], ax[1], org );
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VectorMA( org, mOrgOffset[2], ax[2], org );
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// calc the real velocity and accel vectors
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VectorScale( ax[0], mVel[0], realVel );
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VectorMA( realVel, mVel[1], ax[1], realVel );
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VectorMA( realVel, mVel[2], ax[2], realVel );
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realVel[2] += 0.5f * mGravity * time;
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VectorScale( ax[0], mAccel[0], realAccel );
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VectorMA( realAccel, mAccel[1], ax[1], realAccel );
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VectorMA( realAccel, mAccel[2], ax[2], realAccel );
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// Get our real velocity at the current time, taking into account the effects of acceleartion. NOTE: not sure if this is even 100% correct math-wise
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VectorMA( realVel, time, realAccel, realVel );
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// Now move us to where we should be at the given time
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VectorMA( org, time, realVel, mOrigin1 );
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}
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else if (( mTimeStart < theFxHelper.mTime ) && UpdateOrigin() == false )
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{
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// we are marked for death
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return false;
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}
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if ( !Cull())
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{
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UpdateSize();
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UpdateRGB();
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UpdateAlpha();
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UpdateRotation();
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Draw();
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}
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return true;
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}
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//----------------------------
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// Update Origin
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//----------------------------
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bool CParticle::UpdateOrigin()
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{
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vec3_t new_origin;
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// float ftime, time2;
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UpdateVelocity();
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// Calc the time differences
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// ftime = theFxHelper.mFrameTime * 0.001f;
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//time2 = ftime * ftime * 0.5f;
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// time2=0;
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// Predict the new position
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new_origin[0] = mOrigin1[0] + theFxHelper.mFloatFrameTime * mVel[0];// + time2 * mVel[0];
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new_origin[1] = mOrigin1[1] + theFxHelper.mFloatFrameTime * mVel[1];// + time2 * mVel[1];
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new_origin[2] = mOrigin1[2] + theFxHelper.mFloatFrameTime * mVel[2];// + time2 * mVel[2];
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// Only perform physics if this object is tagged to do so
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if ( (mFlags & FX_APPLY_PHYSICS) )
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{
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bool solid;
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if ( mFlags & FX_EXPENSIVE_PHYSICS )
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{
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solid = true; // by setting this to true, we force a real trace to happen
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}
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else
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{
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// if this returns solid, we need to do a trace
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solid = !!(CG_PointContents( new_origin, ENTITYNUM_WORLD ) & ( MASK_SHOT | CONTENTS_WATER ));
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}
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if ( solid )
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{
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trace_t trace;
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float dot;
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if ( mFlags & FX_USE_BBOX )
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{
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theFxHelper.Trace( &trace, mOrigin1, mMin, mMax, new_origin, -1, ( MASK_SHOT | CONTENTS_WATER ) );
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}
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else
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{
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theFxHelper.Trace( &trace, mOrigin1, NULL, NULL, new_origin, -1, ( MASK_SHOT | CONTENTS_WATER ) );
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}
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if ( trace.startsolid || trace.allsolid || trace.fraction == 1.0)
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{
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}
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else
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{
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// Hit something
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if ( mFlags & FX_IMPACT_RUNS_FX && !(trace.surfaceFlags & SURF_NOIMPACT ))
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{
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theFxScheduler.PlayEffect( mImpactFxID, trace.endpos, trace.plane.normal );
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}
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if ( mFlags & FX_KILL_ON_IMPACT )
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{
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// time to die
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return false;
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}
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VectorMA( mVel, theFxHelper.mFloatFrameTime * trace.fraction, mAccel, mVel );
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dot = DotProduct( mVel, trace.plane.normal );
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VectorMA( mVel, -2 * dot, trace.plane.normal, mVel );
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VectorScale( mVel, mElasticity, mVel );
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// If the velocity is too low, make it stop moving, rotating, and turn off physics to avoid
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// doing expensive operations when they aren't needed
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if ( trace.plane.normal[2] > 0 && mVel[2] < 4 )
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{
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VectorClear( mVel );
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VectorClear( mAccel );
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mFlags &= ~(FX_APPLY_PHYSICS|FX_IMPACT_RUNS_FX);
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}
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// Set the origin to the exact impact point
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VectorCopy( trace.endpos, mOrigin1 );
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return true;
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}
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}
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}
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// No physics were done to this object, move it
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VectorCopy( new_origin, mOrigin1 );
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return true;
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}
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//----------------------------
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// Update Size
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//----------------------------
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void CParticle::UpdateSize()
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{
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// completely biased towards start if it doesn't get overridden
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float perc1 = 1.0f, perc2 = 1.0f;
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if ( (mFlags & FX_SIZE_LINEAR) )
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{
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// calculate element biasing
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perc1 = 1.0f - (float)(theFxHelper.mTime - mTimeStart)
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/ (float)(mTimeEnd - mTimeStart);
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}
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// We can combine FX_LINEAR with _either_ FX_NONLINEAR, FX_WAVE, or FX_CLAMP
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if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_NONLINEAR )
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{
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if ( theFxHelper.mTime > mSizeParm )
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{
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// get percent done, using parm as the start of the non-linear fade
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perc2 = 1.0f - (float)(theFxHelper.mTime - mSizeParm)
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/ (float)(mTimeEnd - mSizeParm);
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}
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if ( mFlags & FX_SIZE_LINEAR )
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{
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// do an even blend
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perc1 = perc1 * 0.5f + perc2 * 0.5f;
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}
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else
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{
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// just copy it over...sigh
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perc1 = perc2;
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}
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}
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else if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE )
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{
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// wave gen, with parm being the frequency multiplier
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perc1 = perc1 * (float)cos( (theFxHelper.mTime - mTimeStart) * mSizeParm );
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}
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else if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_CLAMP )
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{
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if ( theFxHelper.mTime < mSizeParm )
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{
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// get percent done, using parm as the start of the non-linear fade
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perc2 = (float)(mSizeParm - theFxHelper.mTime)
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/ (float)(mSizeParm - mTimeStart);
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}
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else
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{
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perc2 = 0.0f; // make it full size??
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}
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if ( (mFlags & FX_SIZE_LINEAR) )
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{
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// do an even blend
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perc1 = perc1 * 0.5f + perc2 * 0.5f;
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}
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else
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{
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// just copy it over...sigh
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perc1 = perc2;
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}
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}
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// If needed, RAND can coexist with linear and either non-linear or wave.
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if (( mFlags & FX_SIZE_RAND ))
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{
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// Random simply modulates the existing value
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perc1 = Q_flrand(0.0f, 1.0f) * perc1;
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}
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mRefEnt.radius = (mSizeStart * perc1) + (mSizeEnd * (1.0f - perc1));
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}
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//----------------------------
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// Update RGB
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//----------------------------
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void CParticle::UpdateRGB()
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{
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// completely biased towards start if it doesn't get overridden
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float perc1 = 1.0f, perc2 = 1.0f;
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vec3_t res;
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if ( (mFlags & FX_RGB_LINEAR) )
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{
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// calculate element biasing
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perc1 = 1.0f - (float)( theFxHelper.mTime - mTimeStart )
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/ (float)( mTimeEnd - mTimeStart );
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}
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// We can combine FX_LINEAR with _either_ FX_NONLINEAR, FX_WAVE, or FX_CLAMP
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if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_NONLINEAR )
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{
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if ( theFxHelper.mTime > mRGBParm )
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{
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// get percent done, using parm as the start of the non-linear fade
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perc2 = 1.0f - (float)( theFxHelper.mTime - mRGBParm )
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/ (float)( mTimeEnd - mRGBParm );
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}
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if ( (mFlags & FX_RGB_LINEAR) )
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{
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// do an even blend
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perc1 = perc1 * 0.5f + perc2 * 0.5f;
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}
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else
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{
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// just copy it over...sigh
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perc1 = perc2;
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}
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}
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else if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE )
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{
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// wave gen, with parm being the frequency multiplier
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perc1 = perc1 * (float)cos(( theFxHelper.mTime - mTimeStart ) * mRGBParm );
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}
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else if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_CLAMP )
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{
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if ( theFxHelper.mTime < mRGBParm )
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{
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// get percent done, using parm as the start of the non-linear fade
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perc2 = (float)(mRGBParm - theFxHelper.mTime)
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/ (float)(mRGBParm - mTimeStart);
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}
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else
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{
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perc2 = 0.0f; // make it full size??
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}
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if (( mFlags & FX_RGB_LINEAR ))
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{
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// do an even blend
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perc1 = perc1 * 0.5f + perc2 * 0.5f;
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}
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else
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{
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// just copy it over...sigh
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perc1 = perc2;
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}
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}
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// If needed, RAND can coexist with linear and either non-linear or wave.
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if (( mFlags & FX_RGB_RAND ))
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{
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// Random simply modulates the existing value
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perc1 = Q_flrand(0.0f, 1.0f) * perc1;
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}
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// Now get the correct color
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VectorScale( mRGBStart, perc1, res );
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VectorMA( res, (1.0f - perc1), mRGBEnd, mRefEnt.angles ); // angles is a temp storage, will get clamped to a byte in the UpdateAlpha section
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}
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//----------------------------
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// Update Alpha
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//----------------------------
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void CParticle::UpdateAlpha()
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{
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// completely biased towards start if it doesn't get overridden
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float perc1 = 1.0f, perc2 = 1.0f;
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if ( mFlags & FX_ALPHA_LINEAR )
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{
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// calculate element biasing
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perc1 = 1.0f - (float)(theFxHelper.mTime - mTimeStart)
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/ (float)(mTimeEnd - mTimeStart);
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}
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// We can combine FX_LINEAR with _either_ FX_NONLINEAR, FX_WAVE, or FX_CLAMP
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if (( mFlags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_NONLINEAR )
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{
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if ( theFxHelper.mTime > mAlphaParm )
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{
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// get percent done, using parm as the start of the non-linear fade
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perc2 = 1.0f - (float)(theFxHelper.mTime - mAlphaParm)
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/ (float)(mTimeEnd - mAlphaParm);
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}
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if ( mFlags & FX_ALPHA_LINEAR )
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{
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// do an even blend
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perc1 = perc1 * 0.5f + perc2 * 0.5f;
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}
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else
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{
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// just copy it over...sigh
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perc1 = perc2;
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}
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}
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else if (( mFlags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_WAVE )
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{
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// wave gen, with parm being the frequency multiplier
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perc1 = perc1 * (float)cos( (theFxHelper.mTime - mTimeStart) * mAlphaParm );
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}
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else if (( mFlags & FX_ALPHA_PARM_MASK ) == FX_ALPHA_CLAMP )
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{
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if ( theFxHelper.mTime < mAlphaParm )
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{
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// get percent done, using parm as the start of the non-linear fade
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perc2 = (float)(mAlphaParm - theFxHelper.mTime)
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/ (float)(mAlphaParm - mTimeStart);
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}
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else
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{
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perc2 = 0.0f; // make it full size??
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}
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|
|
if ( mFlags & FX_ALPHA_LINEAR )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
|
|
perc1 = (mAlphaStart * perc1) + (mAlphaEnd * (1.0f - perc1));
|
|
|
|
// We should be in the right range, but clamp to ensure
|
|
if ( perc1 < 0.0f )
|
|
{
|
|
perc1 = 0.0f;
|
|
}
|
|
else if ( perc1 > 1.0f )
|
|
{
|
|
perc1 = 1.0f;
|
|
}
|
|
|
|
// If needed, RAND can coexist with linear and either non-linear or wave.
|
|
if ( (mFlags & FX_ALPHA_RAND) )
|
|
{
|
|
// Random simply modulates the existing value
|
|
perc1 = Q_flrand(0.0f, 1.0f) * perc1;
|
|
}
|
|
|
|
if ( mFlags & FX_USE_ALPHA )
|
|
{
|
|
// should use this when using art that has an alpha channel
|
|
ClampVec( mRefEnt.angles, (byte*)(&mRefEnt.shaderRGBA) );
|
|
mRefEnt.shaderRGBA[3] = (byte)(perc1 * 0xff);
|
|
}
|
|
else
|
|
{
|
|
// Modulate the rgb fields by the alpha value to do the fade, works fine for additive blending
|
|
VectorScale( mRefEnt.angles, perc1, mRefEnt.angles );
|
|
ClampVec( mRefEnt.angles, (byte*)(&mRefEnt.shaderRGBA) );
|
|
}
|
|
}
|
|
|
|
//--------------------------------
|
|
//
|
|
// Derived Oriented Particle Class
|
|
//
|
|
//--------------------------------
|
|
|
|
|
|
//----------------------------
|
|
bool COrientedParticle::Cull()
|
|
{
|
|
vec3_t dir;
|
|
|
|
// Get the direction to the view
|
|
VectorSubtract( mOrigin1, cg.refdef.vieworg, dir );
|
|
|
|
// Check if it's behind the viewer
|
|
if ( (DotProduct( cg.refdef.viewaxis[0], dir )) < 0 )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
float len = VectorLengthSquared( dir );
|
|
|
|
// Can't be too close
|
|
if ( len < 24 * 24 )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//----------------------------
|
|
void COrientedParticle::Draw()
|
|
{
|
|
if ( mFlags & FX_DEPTH_HACK )
|
|
{
|
|
// Not sure if first person needs to be set
|
|
mRefEnt.renderfx |= RF_DEPTHHACK;
|
|
}
|
|
|
|
// Add our refEntity to the scene
|
|
VectorCopy( mOrigin1, mRefEnt.origin );
|
|
VectorCopy( mNormal, mRefEnt.axis[0] );
|
|
theFxHelper.AddFxToScene( &mRefEnt );
|
|
|
|
drawnFx++;
|
|
mOParticles++;
|
|
}
|
|
|
|
//----------------------------
|
|
// Update
|
|
//----------------------------
|
|
bool COrientedParticle::Update()
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (( mTimeStart < theFxHelper.mTime ) && UpdateOrigin() == false )
|
|
{
|
|
// we are marked for death
|
|
return false;
|
|
}
|
|
|
|
if ( !Cull())
|
|
{
|
|
UpdateSize();
|
|
UpdateRGB();
|
|
UpdateAlpha();
|
|
UpdateRotation();
|
|
|
|
Draw();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//----------------------------
|
|
//
|
|
// Derived Line Class
|
|
//
|
|
//----------------------------
|
|
|
|
//----------------------------
|
|
void CLine::Draw()
|
|
{
|
|
if ( mFlags & FX_DEPTH_HACK )
|
|
{
|
|
// Not sure if first person needs to be set, but it can't hurt?
|
|
mRefEnt.renderfx |= RF_DEPTHHACK;
|
|
}
|
|
|
|
VectorCopy( mOrigin1, mRefEnt.origin );
|
|
VectorCopy( mOrigin2, mRefEnt.oldorigin );
|
|
|
|
theFxHelper.AddFxToScene( &mRefEnt );
|
|
|
|
drawnFx++;
|
|
mLines++;
|
|
}
|
|
|
|
//----------------------------
|
|
bool CLine::Update()
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( mFlags & FX_RELATIVE )
|
|
{
|
|
if ( mClientID < 0 || mClientID >= ENTITYNUM_WORLD )
|
|
{
|
|
// we are somehow not bolted even though the flag is on?
|
|
return false;
|
|
}
|
|
|
|
vec3_t dir = { 0.0f }, end;
|
|
trace_t trace;
|
|
|
|
// Get our current position and direction
|
|
GetOrigin( mClientID, mOrigin1 );
|
|
GetDir( mClientID, dir );
|
|
|
|
if ( mFlags & FX_APPLY_PHYSICS )
|
|
{
|
|
VectorMA( mOrigin1, 2048, dir, end );
|
|
|
|
theFxHelper.Trace( &trace, mOrigin1, NULL, NULL, end, mClientID, MASK_SHOT );
|
|
|
|
VectorCopy( trace.endpos, mOrigin2 );
|
|
|
|
if ( mImpactFxID > 0 )
|
|
{
|
|
theFxScheduler.PlayEffect( mImpactFxID, trace.endpos, trace.plane.normal );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
VectorMA( mOrigin1, mOrgOffset[0], dir, mOrigin2 );
|
|
}
|
|
}
|
|
|
|
UpdateSize();
|
|
UpdateRGB();
|
|
UpdateAlpha();
|
|
|
|
Draw();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//----------------------------
|
|
//
|
|
// Derived Electricity Class
|
|
//
|
|
//----------------------------
|
|
void CElectricity::Initialize()
|
|
{
|
|
mRefEnt.frame = Q_flrand(0.0f, 1.0f) * 1265536;
|
|
mRefEnt.endTime = cg.time + (mTimeEnd - mTimeStart);
|
|
|
|
if ( mFlags & FX_DEPTH_HACK )
|
|
{
|
|
mRefEnt.renderfx |= RF_DEPTHHACK;
|
|
}
|
|
|
|
if ( mFlags & FX_BRANCH )
|
|
{
|
|
mRefEnt.renderfx |= RF_FORKED;
|
|
}
|
|
|
|
if ( mFlags & FX_TAPER )
|
|
{
|
|
mRefEnt.renderfx |= RF_TAPERED;
|
|
}
|
|
|
|
if ( mFlags & FX_GROW )
|
|
{
|
|
mRefEnt.renderfx |= RF_GROW;
|
|
}
|
|
}
|
|
|
|
//----------------------------
|
|
void CElectricity::Draw()
|
|
{
|
|
VectorCopy( mOrigin1, mRefEnt.origin );
|
|
VectorCopy( mOrigin2, mRefEnt.oldorigin );
|
|
mRefEnt.angles[0] = mChaos;
|
|
mRefEnt.angles[1] = mTimeEnd - mTimeStart;
|
|
|
|
theFxHelper.AddFxToScene( &mRefEnt );
|
|
|
|
drawnFx++;
|
|
mLines++; // NOT REALLY A LINE!
|
|
}
|
|
|
|
//----------------------------
|
|
bool CElectricity::Update()
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
UpdateSize();
|
|
UpdateRGB();
|
|
UpdateAlpha();
|
|
|
|
Draw();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//----------------------------
|
|
//
|
|
// Derived Tail Class
|
|
//
|
|
//----------------------------
|
|
bool CTail::Cull()
|
|
{
|
|
vec3_t dir;
|
|
|
|
// Get the direction to the view
|
|
VectorSubtract( mOrigin1, cg.refdef.vieworg, dir );
|
|
|
|
// Check if it's behind the viewer
|
|
if ( (DotProduct( cg.refdef.viewaxis[0], dir )) < 0 )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//----------------------------
|
|
void CTail::Draw()
|
|
{
|
|
if ( mFlags & FX_DEPTH_HACK )
|
|
{
|
|
// Not sure if first person needs to be set
|
|
mRefEnt.renderfx |= RF_DEPTHHACK;
|
|
}
|
|
|
|
VectorCopy( mOrigin1, mRefEnt.origin );
|
|
|
|
theFxHelper.AddFxToScene( &mRefEnt );
|
|
|
|
drawnFx++;
|
|
mTails++;
|
|
}
|
|
|
|
//----------------------------
|
|
bool CTail::Update()
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if ( !fx_freeze.integer )
|
|
{
|
|
VectorCopy( mOrigin1, mOldOrigin );
|
|
}
|
|
|
|
if ( mFlags & FX_RELATIVE )
|
|
{
|
|
if ( mClientID < 0 || mClientID >= ENTITYNUM_WORLD )
|
|
{
|
|
// the thing we are bolted to is no longer valid, so we may as well just die.
|
|
return false;
|
|
}
|
|
|
|
vec3_t dir, org = { 0.0f };
|
|
// vec3_t right, up;
|
|
vec3_t realVel, realAccel;
|
|
|
|
// Get our current position and direction
|
|
GetOrigin( mClientID, org );
|
|
GetDir( mClientID, dir );
|
|
|
|
vec3_t ang, ax[3];
|
|
|
|
vectoangles( dir, ang );
|
|
AngleVectors( ang, ax[0], ax[1], ax[2] );
|
|
|
|
VectorMA( org, mOrgOffset[0], ax[0], org );
|
|
VectorMA( org, mOrgOffset[1], ax[1], org );
|
|
VectorMA( org, mOrgOffset[2], ax[2], org );
|
|
|
|
// calc the real velocity and accel vectors
|
|
// FIXME: if you want right and up movement in addition to the forward movement, you'll have to convert dir into a set of perp. axes and do some extra work
|
|
VectorScale( ax[0], mVel[0], realVel );
|
|
VectorMA( realVel, mVel[1], ax[1], realVel );
|
|
VectorMA( realVel, mVel[2], ax[2], realVel );
|
|
|
|
VectorScale( ax[0], mAccel[0], realAccel );
|
|
VectorMA( realAccel, mAccel[1], ax[1], realAccel );
|
|
VectorMA( realAccel, mAccel[2], ax[2], realAccel );
|
|
|
|
// Get our real velocity at the current time, taking into account the effects of acceleration. NOTE: not sure if this is even 100% correct math-wise
|
|
VectorMA( realVel, (theFxHelper.mTime - mTimeStart) * 0.001f, realAccel, realVel );
|
|
|
|
// Now move us to where we should be at the given time
|
|
VectorMA( org, (theFxHelper.mTime - mTimeStart) * 0.001f, realVel, mOrigin1 );
|
|
|
|
// Just calc an old point some time in the past, doesn't really matter when
|
|
VectorMA( org, ((theFxHelper.mTime - mTimeStart) - 3) * 0.001f, realVel, mOldOrigin );
|
|
}
|
|
else if (( mTimeStart < theFxHelper.mTime ) && UpdateOrigin() == false )
|
|
{
|
|
// we are marked for death
|
|
return false;
|
|
}
|
|
|
|
if ( !Cull() )
|
|
{
|
|
UpdateSize();
|
|
UpdateLength();
|
|
UpdateRGB();
|
|
UpdateAlpha();
|
|
|
|
CalcNewEndpoint();
|
|
|
|
Draw();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------
|
|
void CTail::UpdateLength()
|
|
{
|
|
// completely biased towards start if it doesn't get overridden
|
|
float perc1 = 1.0f, perc2 = 1.0f;
|
|
|
|
if ( mFlags & FX_LENGTH_LINEAR )
|
|
{
|
|
// calculate element biasing
|
|
perc1 = 1.0f - (float)(theFxHelper.mTime - mTimeStart)
|
|
/ (float)(mTimeEnd - mTimeStart);
|
|
}
|
|
|
|
// We can combine FX_LINEAR with _either_ FX_NONLINEAR or FX_WAVE
|
|
if (( mFlags & FX_LENGTH_PARM_MASK ) == FX_LENGTH_NONLINEAR )
|
|
{
|
|
if ( theFxHelper.mTime > mLengthParm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = 1.0f - (float)(theFxHelper.mTime - mLengthParm)
|
|
/ (float)(mTimeEnd - mLengthParm);
|
|
}
|
|
|
|
if ( mFlags & FX_LENGTH_LINEAR )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
else if (( mFlags & FX_LENGTH_PARM_MASK ) == FX_LENGTH_WAVE )
|
|
{
|
|
// wave gen, with parm being the frequency multiplier
|
|
perc1 = perc1 * (float)cos( (theFxHelper.mTime - mTimeStart) * mLengthParm );
|
|
}
|
|
else if (( mFlags & FX_LENGTH_PARM_MASK ) == FX_LENGTH_CLAMP )
|
|
{
|
|
if ( theFxHelper.mTime < mLengthParm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = (float)(mLengthParm - theFxHelper.mTime)
|
|
/ (float)(mLengthParm - mTimeStart);
|
|
}
|
|
else
|
|
{
|
|
perc2 = 0.0f; // make it full size??
|
|
}
|
|
|
|
if ( mFlags & FX_LENGTH_LINEAR )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
|
|
// If needed, RAND can coexist with linear and either non-linear or wave.
|
|
if ( mFlags & FX_LENGTH_RAND )
|
|
{
|
|
// Random simply modulates the existing value
|
|
perc1 = Q_flrand(0.0f, 1.0f) * perc1;
|
|
}
|
|
|
|
mLength = (mLengthStart * perc1) + (mLengthEnd * (1.0f - perc1));
|
|
}
|
|
|
|
//----------------------------
|
|
void CTail::CalcNewEndpoint()
|
|
{
|
|
vec3_t temp;
|
|
|
|
// FIXME: Hmmm, this looks dumb when physics are on and a bounce happens
|
|
VectorSubtract( mOldOrigin, mOrigin1, temp );
|
|
|
|
// I wish we didn't have to do a VectorNormalize every frame.....
|
|
VectorNormalize( temp );
|
|
|
|
VectorMA( mOrigin1, mLength, temp, mRefEnt.oldorigin );
|
|
}
|
|
|
|
|
|
//----------------------------
|
|
//
|
|
// Derived Cylinder Class
|
|
//
|
|
//----------------------------
|
|
void CCylinder::Draw()
|
|
{
|
|
if ( mFlags & FX_DEPTH_HACK )
|
|
{
|
|
// Not sure if first person needs to be set, but it can't hurt?
|
|
mRefEnt.renderfx |= RF_DEPTHHACK;
|
|
}
|
|
|
|
VectorCopy( mOrigin1, mRefEnt.origin );
|
|
VectorMA( mOrigin1, mLength, mRefEnt.axis[0], mRefEnt.oldorigin );
|
|
|
|
theFxHelper.AddFxToScene( &mRefEnt );
|
|
|
|
drawnFx++;
|
|
}
|
|
|
|
//----------------------------
|
|
// Update Size2
|
|
//----------------------------
|
|
void CCylinder::UpdateSize2()
|
|
{
|
|
// completely biased towards start if it doesn't get overridden
|
|
float perc1 = 1.0f, perc2 = 1.0f;
|
|
|
|
if ( mFlags & FX_SIZE2_LINEAR )
|
|
{
|
|
// calculate element biasing
|
|
perc1 = 1.0f - (float)(theFxHelper.mTime - mTimeStart)
|
|
/ (float)(mTimeEnd - mTimeStart);
|
|
}
|
|
|
|
// We can combine FX_LINEAR with _either_ FX_NONLINEAR or FX_WAVE
|
|
if (( mFlags & FX_SIZE2_PARM_MASK ) == FX_SIZE2_NONLINEAR )
|
|
{
|
|
if ( theFxHelper.mTime > mSize2Parm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = 1.0f - (float)(theFxHelper.mTime - mSize2Parm)
|
|
/ (float)(mTimeEnd - mSize2Parm);
|
|
}
|
|
|
|
if ( (mFlags & FX_SIZE2_LINEAR) )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
else if (( mFlags & FX_SIZE2_PARM_MASK ) == FX_SIZE2_WAVE )
|
|
{
|
|
// wave gen, with parm being the frequency multiplier
|
|
perc1 = perc1 * (float)cos( (theFxHelper.mTime - mTimeStart) * mSize2Parm );
|
|
}
|
|
else if (( mFlags & FX_SIZE2_PARM_MASK ) == FX_SIZE2_CLAMP )
|
|
{
|
|
if ( theFxHelper.mTime < mSize2Parm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = (float)(mSize2Parm - theFxHelper.mTime)
|
|
/ (float)(mSize2Parm - mTimeStart);
|
|
}
|
|
else
|
|
{
|
|
perc2 = 0.0f; // make it full size??
|
|
}
|
|
|
|
if ( mFlags & FX_SIZE2_LINEAR )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
|
|
// If needed, RAND can coexist with linear and either non-linear or wave.
|
|
if ( mFlags & FX_SIZE2_RAND )
|
|
{
|
|
// Random simply modulates the existing value
|
|
perc1 = Q_flrand(0.0f, 1.0f) * perc1;
|
|
}
|
|
|
|
mRefEnt.backlerp = (mSize2Start * perc1) + (mSize2End * (1.0f - perc1));
|
|
}
|
|
|
|
//----------------------------
|
|
bool CCylinder::Update()
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
UpdateSize();
|
|
UpdateSize2();
|
|
UpdateLength();
|
|
UpdateRGB();
|
|
UpdateAlpha();
|
|
|
|
Draw();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//----------------------------
|
|
//
|
|
// Derived Emitter Class
|
|
//
|
|
//----------------------------
|
|
|
|
//----------------------------
|
|
// Draw
|
|
//----------------------------
|
|
void CEmitter::Draw()
|
|
{
|
|
// Emitters don't draw themselves, but they may need to add an attached model
|
|
if ( mFlags & FX_ATTACHED_MODEL )
|
|
{
|
|
mRefEnt.nonNormalizedAxes = qtrue;
|
|
|
|
VectorCopy( mOrigin1, mRefEnt.origin );
|
|
|
|
// ensure that we are sized
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
VectorScale( mRefEnt.axis[i], mRefEnt.radius, mRefEnt.axis[i] );
|
|
}
|
|
|
|
theFxHelper.AddFxToScene( &mRefEnt );
|
|
}
|
|
|
|
// If we are emitting effects, we had better be careful because just calling it every cgame frame could
|
|
// either choke up the effects system on a fast machine, or look really nasty on a low end one.
|
|
if ( mFlags & FX_EMIT_FX )
|
|
{
|
|
vec3_t org, v;
|
|
float ftime, time2,
|
|
step;
|
|
int i, t, dif;
|
|
|
|
#define TRAIL_RATE 8 // we "think" at about a 60hz rate
|
|
|
|
// Pick a target step distance and square it
|
|
step = mDensity + Q_flrand(-1.0f, 1.0f) * mVariance;
|
|
step *= step;
|
|
|
|
dif = 0;
|
|
|
|
for ( t = mOldTime; t <= theFxHelper.mTime; t += TRAIL_RATE )
|
|
{
|
|
dif += TRAIL_RATE;
|
|
|
|
// ?Not sure if it's better to update this before or after updating the origin
|
|
VectorMA( mOldVelocity, dif * 0.001f, mAccel, v );
|
|
|
|
// Calc the time differences
|
|
ftime = dif * 0.001f;
|
|
time2 = ftime * ftime * 0.5f;
|
|
|
|
// Predict the new position
|
|
for ( i = 0 ; i < 3 ; i++ )
|
|
{
|
|
org[i] = mOldOrigin[i] + ftime * v[i] + time2 * v[i];
|
|
}
|
|
|
|
// Only perform physics if this object is tagged to do so
|
|
if ( (mFlags & FX_APPLY_PHYSICS) )
|
|
{
|
|
bool solid;
|
|
|
|
if ( mFlags & FX_EXPENSIVE_PHYSICS )
|
|
{
|
|
solid = true; // by setting this to true, we force a real trace to happen
|
|
}
|
|
else
|
|
{
|
|
// if this returns solid, we need to do a trace
|
|
solid = !!(CG_PointContents( org, ENTITYNUM_WORLD ) & MASK_SHOT);
|
|
}
|
|
|
|
if ( solid )
|
|
{
|
|
trace_t trace;
|
|
|
|
if ( mFlags & FX_USE_BBOX )
|
|
{
|
|
theFxHelper.Trace( &trace, mOldOrigin, mMin, mMax, org, -1, MASK_SHOT );
|
|
}
|
|
else
|
|
{
|
|
theFxHelper.Trace( &trace, mOldOrigin, NULL, NULL, org, -1, MASK_SHOT );
|
|
}
|
|
|
|
// Hit something
|
|
if ( trace.fraction < 1.0f || trace.startsolid || trace.allsolid )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Is it time to draw an effect?
|
|
if ( DistanceSquared( org, mOldOrigin ) >= step )
|
|
{
|
|
// Pick a new target step distance and square it
|
|
step = mDensity + Q_flrand(-1.0f, 1.0f) * mVariance;
|
|
step *= step;
|
|
|
|
// We met the step criteria so, we should add in the effect
|
|
theFxScheduler.PlayEffect( mEmitterFxID, org, mRefEnt.axis );
|
|
|
|
VectorCopy( org, mOldOrigin );
|
|
VectorCopy( v, mOldVelocity );
|
|
dif = 0;
|
|
mOldTime = t;
|
|
}
|
|
}
|
|
}
|
|
|
|
drawnFx++;
|
|
}
|
|
|
|
//----------------------------
|
|
bool CEmitter::Update()
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Use this to track if we've stopped moving
|
|
VectorCopy( mOrigin1, mOldOrigin );
|
|
VectorCopy( mVel, mOldVelocity );
|
|
|
|
if (( mTimeStart < theFxHelper.mTime ) && UpdateOrigin() == false )
|
|
{
|
|
// we are marked for death
|
|
return false;
|
|
}
|
|
|
|
// If the thing is no longer moving, kill the angle delta, but don't do it too quickly or it will
|
|
// look very artificial. Don't do it too slowly or it will look like there is no friction.
|
|
if ( VectorCompare( mOldOrigin, mOrigin1 ))
|
|
{
|
|
VectorScale( mAngleDelta, 0.7f, mAngleDelta );
|
|
}
|
|
|
|
UpdateAngles();
|
|
UpdateSize();
|
|
// UpdateRGB(); // had wanted to do something slick whereby an emitted effect could somehow inherit these
|
|
// UpdateAlpha(); // values, but it's not a priority right now.
|
|
|
|
Draw();
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------
|
|
void CEmitter::UpdateAngles()
|
|
{
|
|
VectorMA( mAngles, theFxHelper.mFrameTime * 0.01f, mAngleDelta, mAngles ); // was 0.001f, but then you really have to jack up the delta to even notice anything
|
|
AnglesToAxis( mAngles, mRefEnt.axis );
|
|
}
|
|
|
|
|
|
//--------------------------
|
|
//
|
|
// Derived Light Class
|
|
//
|
|
//--------------------------
|
|
//----------------------------
|
|
// Update
|
|
//----------------------------
|
|
bool CLight::Update()
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
UpdateSize();
|
|
UpdateRGB();
|
|
|
|
Draw();
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------
|
|
// Update Size
|
|
//----------------------------
|
|
void CLight::UpdateSize()
|
|
{
|
|
// completely biased towards start if it doesn't get overridden
|
|
float perc1 = 1.0f, perc2 = 1.0f;
|
|
|
|
if ( mFlags & FX_SIZE_LINEAR )
|
|
{
|
|
// calculate element biasing
|
|
perc1 = 1.0f - (float)(theFxHelper.mTime - mTimeStart)
|
|
/ (float)(mTimeEnd - mTimeStart);
|
|
}
|
|
|
|
// We can combine FX_LINEAR with _either_ FX_NONLINEAR or FX_WAVE
|
|
if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_NONLINEAR )
|
|
{
|
|
if ( theFxHelper.mTime > mSizeParm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = 1.0f - (float)(theFxHelper.mTime - mSizeParm)
|
|
/ (float)(mTimeEnd - mSizeParm);
|
|
}
|
|
|
|
if ( (mFlags & FX_SIZE_LINEAR) )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
else if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_WAVE )
|
|
{
|
|
// wave gen, with parm being the frequency multiplier
|
|
perc1 = perc1 * (float)cos( (theFxHelper.mTime - mTimeStart) * mSizeParm );
|
|
}
|
|
else if (( mFlags & FX_SIZE_PARM_MASK ) == FX_SIZE_CLAMP )
|
|
{
|
|
if ( theFxHelper.mTime < mSizeParm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = (float)(mSizeParm - theFxHelper.mTime)
|
|
/ (float)(mSizeParm - mTimeStart);
|
|
}
|
|
else
|
|
{
|
|
perc2 = 0.0f; // make it full size??
|
|
}
|
|
|
|
if ( mFlags & FX_SIZE_LINEAR )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
|
|
// If needed, RAND can coexist with linear and either non-linear or wave.
|
|
if ( mFlags & FX_SIZE_RAND )
|
|
{
|
|
// Random simply modulates the existing value
|
|
perc1 = Q_flrand(0.0f, 1.0f) * perc1;
|
|
}
|
|
|
|
mRefEnt.radius = (mSizeStart * perc1) + (mSizeEnd * (1.0f - perc1));
|
|
}
|
|
|
|
//----------------------------
|
|
// Update RGB
|
|
//----------------------------
|
|
void CLight::UpdateRGB()
|
|
{
|
|
// completely biased towards start if it doesn't get overridden
|
|
float perc1 = 1.0f, perc2 = 1.0f;
|
|
vec3_t res;
|
|
|
|
if ( mFlags & FX_RGB_LINEAR )
|
|
{
|
|
// calculate element biasing
|
|
perc1 = 1.0f - (float)( theFxHelper.mTime - mTimeStart )
|
|
/ (float)( mTimeEnd - mTimeStart );
|
|
}
|
|
|
|
// We can combine FX_LINEAR with _either_ FX_NONLINEAR or FX_WAVE
|
|
if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_NONLINEAR )
|
|
{
|
|
if ( theFxHelper.mTime > mRGBParm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = 1.0f - (float)( theFxHelper.mTime - mRGBParm )
|
|
/ (float)( mTimeEnd - mRGBParm );
|
|
}
|
|
|
|
if ( mFlags & FX_RGB_LINEAR )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
else if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_WAVE )
|
|
{
|
|
// wave gen, with parm being the frequency multiplier
|
|
perc1 = perc1 * (float)cos(( theFxHelper.mTime - mTimeStart ) * mRGBParm );
|
|
}
|
|
else if (( mFlags & FX_RGB_PARM_MASK ) == FX_RGB_CLAMP )
|
|
{
|
|
if ( theFxHelper.mTime < mRGBParm )
|
|
{
|
|
// get percent done, using parm as the start of the non-linear fade
|
|
perc2 = (float)(mRGBParm - theFxHelper.mTime)
|
|
/ (float)(mRGBParm - mTimeStart);
|
|
}
|
|
else
|
|
{
|
|
perc2 = 0.0f; // make it full size??
|
|
}
|
|
|
|
if ( mFlags & FX_RGB_LINEAR )
|
|
{
|
|
// do an even blend
|
|
perc1 = perc1 * 0.5f + perc2 * 0.5f;
|
|
}
|
|
else
|
|
{
|
|
// just copy it over...sigh
|
|
perc1 = perc2;
|
|
}
|
|
}
|
|
|
|
// If needed, RAND can coexist with linear and either non-linear or wave.
|
|
if ( mFlags & FX_RGB_RAND )
|
|
{
|
|
// Random simply modulates the existing value
|
|
perc1 = Q_flrand(0.0f, 1.0f) * perc1;
|
|
}
|
|
|
|
// Now get the correct color
|
|
VectorScale( mRGBStart, perc1, res );
|
|
|
|
mRefEnt.lightingOrigin[0] = res[0] + ( 1.0f - perc1 ) * mRGBEnd[0];
|
|
mRefEnt.lightingOrigin[1] = res[1] + ( 1.0f - perc1 ) * mRGBEnd[1];
|
|
mRefEnt.lightingOrigin[2] = res[2] + ( 1.0f - perc1 ) * mRGBEnd[2];
|
|
}
|
|
|
|
|
|
//--------------------------
|
|
//
|
|
// Derived Trail Class
|
|
//
|
|
//--------------------------
|
|
#define NEW_MUZZLE 0
|
|
#define NEW_TIP 1
|
|
#define OLD_TIP 2
|
|
#define OLD_MUZZLE 3
|
|
|
|
//----------------------------
|
|
void CTrail::Draw()
|
|
{
|
|
polyVert_t verts[3];
|
|
// vec3_t color;
|
|
|
|
// build the first tri out of the new muzzle...new tip...old muzzle
|
|
VectorCopy( mVerts[NEW_MUZZLE].origin, verts[0].xyz );
|
|
VectorCopy( mVerts[NEW_TIP].origin, verts[1].xyz );
|
|
VectorCopy( mVerts[OLD_MUZZLE].origin, verts[2].xyz );
|
|
|
|
// VectorScale( mVerts[NEW_MUZZLE].curRGB, mVerts[NEW_MUZZLE].curAlpha, color );
|
|
verts[0].modulate[0] = mVerts[NEW_MUZZLE].rgb[0];
|
|
verts[0].modulate[1] = mVerts[NEW_MUZZLE].rgb[1];
|
|
verts[0].modulate[2] = mVerts[NEW_MUZZLE].rgb[2];
|
|
verts[0].modulate[3] = mVerts[NEW_MUZZLE].alpha;
|
|
|
|
// VectorScale( mVerts[NEW_TIP].curRGB, mVerts[NEW_TIP].curAlpha, color );
|
|
verts[1].modulate[0] = mVerts[NEW_TIP].rgb[0];
|
|
verts[1].modulate[1] = mVerts[NEW_TIP].rgb[1];
|
|
verts[1].modulate[2] = mVerts[NEW_TIP].rgb[2];
|
|
verts[1].modulate[3] = mVerts[NEW_TIP].alpha;
|
|
|
|
// VectorScale( mVerts[OLD_MUZZLE].curRGB, mVerts[OLD_MUZZLE].curAlpha, color );
|
|
verts[2].modulate[0] = mVerts[OLD_MUZZLE].rgb[0];
|
|
verts[2].modulate[1] = mVerts[OLD_MUZZLE].rgb[1];
|
|
verts[2].modulate[2] = mVerts[OLD_MUZZLE].rgb[2];
|
|
verts[2].modulate[3] = mVerts[OLD_MUZZLE].alpha;
|
|
|
|
verts[0].st[0] = mVerts[NEW_MUZZLE].curST[0];
|
|
verts[0].st[1] = mVerts[NEW_MUZZLE].curST[1];
|
|
verts[1].st[0] = mVerts[NEW_TIP].curST[0];
|
|
verts[1].st[1] = mVerts[NEW_TIP].curST[1];
|
|
verts[2].st[0] = mVerts[OLD_MUZZLE].curST[0];
|
|
verts[2].st[1] = mVerts[OLD_MUZZLE].curST[1];
|
|
|
|
// Add this tri
|
|
theFxHelper.AddPolyToScene( mShader, 3, verts );
|
|
|
|
// build the second tri out of the old muzzle...old tip...new tip
|
|
VectorCopy( mVerts[OLD_MUZZLE].origin, verts[0].xyz );
|
|
VectorCopy( mVerts[OLD_TIP].origin, verts[1].xyz );
|
|
VectorCopy( mVerts[NEW_TIP].origin, verts[2].xyz );
|
|
|
|
// VectorScale( mVerts[OLD_MUZZLE].curRGB, mVerts[OLD_MUZZLE].curAlpha, color );
|
|
verts[0].modulate[0] = mVerts[OLD_MUZZLE].rgb[0];
|
|
verts[0].modulate[1] = mVerts[OLD_MUZZLE].rgb[1];
|
|
verts[0].modulate[2] = mVerts[OLD_MUZZLE].rgb[2];
|
|
verts[0].modulate[3] = mVerts[OLD_MUZZLE].alpha;
|
|
|
|
// VectorScale( mVerts[OLD_TIP].curRGB, mVerts[OLD_TIP].curAlpha, color );
|
|
verts[1].modulate[0] = mVerts[OLD_TIP].rgb[0];
|
|
verts[1].modulate[1] = mVerts[OLD_TIP].rgb[1];
|
|
verts[1].modulate[2] = mVerts[OLD_TIP].rgb[2];
|
|
verts[0].modulate[3] = mVerts[OLD_TIP].alpha;
|
|
|
|
// VectorScale( mVerts[NEW_TIP].curRGB, mVerts[NEW_TIP].curAlpha, color );
|
|
verts[2].modulate[0] = mVerts[NEW_TIP].rgb[0];
|
|
verts[2].modulate[1] = mVerts[NEW_TIP].rgb[1];
|
|
verts[2].modulate[2] = mVerts[NEW_TIP].rgb[2];
|
|
verts[0].modulate[3] = mVerts[NEW_TIP].alpha;
|
|
|
|
verts[0].st[0] = mVerts[OLD_MUZZLE].curST[0];
|
|
verts[0].st[1] = mVerts[OLD_MUZZLE].curST[1];
|
|
verts[1].st[0] = mVerts[OLD_TIP].curST[0];
|
|
verts[1].st[1] = mVerts[OLD_TIP].curST[1];
|
|
verts[2].st[0] = mVerts[NEW_TIP].curST[0];
|
|
verts[2].st[1] = mVerts[NEW_TIP].curST[1];
|
|
|
|
// Add this tri
|
|
theFxHelper.AddPolyToScene( mShader, 3, verts );
|
|
|
|
drawnFx++;
|
|
}
|
|
|
|
//----------------------------
|
|
// Update
|
|
//----------------------------
|
|
bool CTrail::Update()
|
|
{
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
float perc = (float)(mTimeEnd - theFxHelper.mTime) / (float)(mTimeEnd - mTimeStart);
|
|
|
|
for ( int t = 0; t < 4; t++ )
|
|
{
|
|
// mVerts[t].curAlpha = mVerts[t].alpha * perc + mVerts[t].destAlpha * ( 1.0f - perc );
|
|
// if ( mVerts[t].curAlpha < 0.0f )
|
|
// {
|
|
// mVerts[t].curAlpha = 0.0f;
|
|
// }
|
|
|
|
// VectorScale( mVerts[t].rgb, perc, mVerts[t].curRGB );
|
|
// VectorMA( mVerts[t].curRGB, ( 1.0f - perc ), mVerts[t].destrgb, mVerts[t].curRGB );
|
|
mVerts[t].curST[0] = mVerts[t].ST[0] * perc + mVerts[t].destST[0] * ( 1.0f - perc );
|
|
if ( mVerts[t].curST[0] > 1.0f )
|
|
{
|
|
mVerts[t].curST[0] = 1.0f;
|
|
}
|
|
mVerts[t].curST[1] = mVerts[t].ST[1] * perc + mVerts[t].destST[1] * ( 1.0f - perc );
|
|
}
|
|
|
|
Draw();
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
//--------------------------
|
|
//
|
|
// Derived Poly Class
|
|
//
|
|
//--------------------------
|
|
bool CPoly::Cull()
|
|
{
|
|
vec3_t dir;
|
|
|
|
// Get the direction to the view
|
|
VectorSubtract( mOrigin1, cg.refdef.vieworg, dir );
|
|
|
|
// Check if it's behind the viewer
|
|
if ( (DotProduct( cg.refdef.viewaxis[0], dir )) < 0 )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
float len = VectorLengthSquared( dir );
|
|
|
|
// Can't be too close
|
|
if ( len < 24 * 24 )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
//----------------------------
|
|
void CPoly::Draw()
|
|
{
|
|
polyVert_t verts[MAX_CPOLY_VERTS];
|
|
|
|
for ( int i = 0; i < mCount; i++ )
|
|
{
|
|
// Add our midpoint and vert offset to get the actual vertex
|
|
VectorAdd( mOrigin1, mOrg[i], verts[i].xyz );
|
|
|
|
// Assign the same color to each vert
|
|
verts[i].modulate[0] = mRefEnt.shaderRGBA[0];
|
|
verts[i].modulate[1] = mRefEnt.shaderRGBA[1];
|
|
verts[i].modulate[2] = mRefEnt.shaderRGBA[2];
|
|
verts[i].modulate[3] = mRefEnt.shaderRGBA[3];
|
|
|
|
// Copy the ST coords
|
|
VectorCopy2( mST[i], verts[i].st );
|
|
}
|
|
|
|
// Add this poly
|
|
theFxHelper.AddPolyToScene( mRefEnt.customShader, mCount, verts );
|
|
|
|
drawnFx++;
|
|
}
|
|
|
|
//----------------------------
|
|
void CPoly::CalcRotateMatrix()
|
|
{
|
|
float cosX, cosZ;
|
|
float sinX, sinZ;
|
|
float rad;
|
|
|
|
// rotate around Z
|
|
rad = DEG2RAD( mRotDelta[YAW] * theFxHelper.mFrameTime * 0.01f );
|
|
cosZ = cos( rad );
|
|
sinZ = sin( rad );
|
|
// rotate around X
|
|
rad = DEG2RAD( mRotDelta[PITCH] * theFxHelper.mFrameTime * 0.01f );
|
|
cosX = cos( rad );
|
|
sinX = sin( rad );
|
|
|
|
/*Pitch - aroundx Yaw - around z
|
|
1 0 0 c -s 0
|
|
0 c -s s c 0
|
|
0 s c 0 0 1
|
|
*/
|
|
mRot[0][0] = cosZ;
|
|
mRot[1][0] = -sinZ;
|
|
mRot[2][0] = 0;
|
|
mRot[0][1] = cosX * sinZ;
|
|
mRot[1][1] = cosX * cosZ;
|
|
mRot[2][1] = -sinX;
|
|
mRot[0][2] = sinX * sinZ;
|
|
mRot[1][2] = sinX * cosZ;
|
|
mRot[2][2] = cosX;
|
|
/*
|
|
// ROLL is not supported unless anyone complains, if it needs to be added, use this format
|
|
Roll
|
|
|
|
c 0 s
|
|
0 1 0
|
|
-s 0 c
|
|
*/
|
|
mLastFrameTime = theFxHelper.mFrameTime;
|
|
}
|
|
|
|
//--------------------------------
|
|
void CPoly::Rotate()
|
|
{
|
|
vec3_t temp[MAX_CPOLY_VERTS];
|
|
float dif = fabs( (double)(mLastFrameTime - theFxHelper.mFrameTime) );
|
|
|
|
// Very generous check with frameTimes
|
|
if ( dif > 0.5f * mLastFrameTime )
|
|
{
|
|
CalcRotateMatrix();
|
|
}
|
|
|
|
// Multiply our rotation matrix by each of the offset verts to get their new position
|
|
for ( int i = 0; i < mCount; i++ )
|
|
{
|
|
VectorRotate( mOrg[i], mRot, temp[i] );
|
|
VectorCopy( temp[i], mOrg[i] );
|
|
}
|
|
}
|
|
|
|
//----------------------------
|
|
// Update
|
|
//----------------------------
|
|
bool CPoly::Update()
|
|
{
|
|
vec3_t mOldOrigin = { 0.0f };
|
|
|
|
// Game pausing can cause dumb time things to happen, so kill the effect in this instance
|
|
if ( mTimeStart > theFxHelper.mTime )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// If our timestamp hasn't exired yet, we won't even consider doing any kind of motion
|
|
if ( theFxHelper.mTime > mTimeStamp )
|
|
{
|
|
VectorCopy( mOrigin1, mOldOrigin );
|
|
|
|
if (( mTimeStart < theFxHelper.mTime ) && UpdateOrigin() == false )
|
|
{
|
|
// we are marked for death
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if ( !Cull() )
|
|
{
|
|
// only rotate when our start timestamp has expired
|
|
if ( theFxHelper.mTime > mTimeStamp )
|
|
{
|
|
// Only rotate whilst moving
|
|
if ( !VectorCompare( mOldOrigin, mOrigin1 ))
|
|
{
|
|
Rotate();
|
|
}
|
|
}
|
|
|
|
UpdateRGB();
|
|
UpdateAlpha();
|
|
|
|
Draw();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------
|
|
void CPoly::PolyInit()
|
|
{
|
|
if ( mCount < 3 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
int i;
|
|
vec3_t org={0,0,0};
|
|
|
|
// Find our midpoint
|
|
for ( i = 0; i < mCount; i++ )
|
|
{
|
|
VectorAdd( org, mOrg[i], org );
|
|
}
|
|
|
|
VectorScale( org, (float)(1.0f / mCount), org );
|
|
|
|
// now store our midpoint for physics purposes
|
|
VectorCopy( org, mOrigin1 );
|
|
|
|
// Now we process the passed in points and make it so that they aren't actually the point...
|
|
// rather, they are the offset from mOrigin1.
|
|
for ( i = 0; i < mCount; i++ )
|
|
{
|
|
VectorSubtract( mOrg[i], mOrigin1, mOrg[i] );
|
|
}
|
|
|
|
CalcRotateMatrix();
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CBezier
|
|
|
|
Bezier curve line
|
|
-------------------------
|
|
*/
|
|
//----------------------------
|
|
bool CBezier::Update( void )
|
|
{
|
|
float ftime, time2;
|
|
|
|
ftime = cg.frametime * 0.001f;
|
|
time2 = ftime * ftime * 0.5f;
|
|
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
mControl1[i] = mControl1[i] + ftime * mControl1Vel[i] + time2 * mControl1Vel[i];
|
|
mControl2[i] = mControl2[i] + ftime * mControl2Vel[i] + time2 * mControl2Vel[i];
|
|
}
|
|
|
|
UpdateSize();
|
|
UpdateRGB();
|
|
UpdateAlpha();
|
|
|
|
Draw();
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------
|
|
inline void CBezier::DrawSegment( vec3_t start, vec3_t end, float texcoord1, float texcoord2 )
|
|
{
|
|
vec3_t lineDir, cross, viewDir;
|
|
static vec3_t lastEnd[2];
|
|
polyVert_t verts[4];
|
|
float scale;
|
|
|
|
VectorSubtract( end, start, lineDir );
|
|
VectorSubtract( end, cg.refdef.vieworg, viewDir );
|
|
CrossProduct( lineDir, viewDir, cross );
|
|
VectorNormalize( cross );
|
|
|
|
scale = mRefEnt.radius * 0.5f;
|
|
|
|
//Construct the oriented quad
|
|
if ( mInit )
|
|
{
|
|
VectorCopy( lastEnd[0], verts[0].xyz );
|
|
VectorCopy( lastEnd[1], verts[1].xyz );
|
|
}
|
|
else
|
|
{
|
|
VectorMA( start, -scale, cross, verts[0].xyz );
|
|
VectorMA( start, scale, cross, verts[1].xyz );
|
|
}
|
|
|
|
verts[0].st[0] = 0.0f;
|
|
verts[0].st[1] = texcoord1;
|
|
|
|
verts[0].modulate[0] = mRefEnt.shaderRGBA[0] * ( 1.0f - texcoord1 );
|
|
verts[0].modulate[1] = mRefEnt.shaderRGBA[1] * ( 1.0f - texcoord1 );
|
|
verts[0].modulate[2] = mRefEnt.shaderRGBA[2] * ( 1.0f - texcoord1 );
|
|
verts[0].modulate[3] = mRefEnt.shaderRGBA[3];
|
|
|
|
verts[1].st[0] = 1.0f;
|
|
verts[1].st[1] = texcoord1;
|
|
verts[1].modulate[0] = mRefEnt.shaderRGBA[0] * ( 1.0f - texcoord1 );
|
|
verts[1].modulate[1] = mRefEnt.shaderRGBA[1] * ( 1.0f - texcoord1 );
|
|
verts[1].modulate[2] = mRefEnt.shaderRGBA[2] * ( 1.0f - texcoord1 );
|
|
verts[1].modulate[3] = mRefEnt.shaderRGBA[3];
|
|
|
|
if ( texcoord1 == 0.0f )
|
|
{
|
|
verts[0].modulate[0] = 0;
|
|
verts[0].modulate[1] = 0;
|
|
verts[0].modulate[2] = 0;
|
|
verts[0].modulate[3] = 0;
|
|
verts[1].modulate[0] = 0;
|
|
verts[1].modulate[1] = 0;
|
|
verts[1].modulate[2] = 0;
|
|
verts[1].modulate[3] = 0;
|
|
}
|
|
|
|
VectorMA( end, scale, cross, verts[2].xyz );
|
|
verts[2].st[0] = 1.0f;
|
|
verts[2].st[1] = texcoord2;
|
|
verts[2].modulate[0] = mRefEnt.shaderRGBA[0] * ( 1.0f - texcoord2 );
|
|
verts[2].modulate[1] = mRefEnt.shaderRGBA[1] * ( 1.0f - texcoord2 );
|
|
verts[2].modulate[2] = mRefEnt.shaderRGBA[2] * ( 1.0f - texcoord2 );
|
|
verts[2].modulate[3] = mRefEnt.shaderRGBA[3];
|
|
|
|
VectorMA( end, -scale, cross, verts[3].xyz );
|
|
verts[3].st[0] = 0.0f;
|
|
verts[3].st[1] = texcoord2;
|
|
verts[3].modulate[0] = mRefEnt.shaderRGBA[0] * ( 1.0f - texcoord2 );
|
|
verts[3].modulate[1] = mRefEnt.shaderRGBA[1] * ( 1.0f - texcoord2 );
|
|
verts[3].modulate[2] = mRefEnt.shaderRGBA[2] * ( 1.0f - texcoord2 );
|
|
verts[3].modulate[3] = mRefEnt.shaderRGBA[3];
|
|
|
|
cgi_R_AddPolyToScene( mRefEnt.customShader, 4, verts );
|
|
|
|
VectorCopy( verts[2].xyz, lastEnd[1] );
|
|
VectorCopy( verts[3].xyz, lastEnd[0] );
|
|
|
|
mInit = true;
|
|
}
|
|
|
|
const float BEZIER_RESOLUTION = 16.0f;
|
|
|
|
//----------------------------
|
|
void CBezier::Draw( void )
|
|
{
|
|
vec3_t pos, old_pos;
|
|
float mu, mum1;
|
|
float incr = 1.0f / BEZIER_RESOLUTION, tex = 1.0f, tc1, tc2;
|
|
int i;
|
|
|
|
VectorCopy( mOrigin1, old_pos );
|
|
|
|
mInit = false; //Signify a new batch for vert gluing
|
|
|
|
// Calculate the texture coords so the texture can stretch along the whole bezier
|
|
// if ( mFlags & FXF_WRAP )
|
|
// {
|
|
// tex = m_stScale / 1.0f;
|
|
// }
|
|
|
|
float mum13, mu3, group1, group2;
|
|
|
|
tc1 = 0.0f;
|
|
|
|
for ( mu = incr; mu <= 1.0f; mu += incr )
|
|
{
|
|
//Four point curve
|
|
mum1 = 1 - mu;
|
|
mum13 = mum1 * mum1 * mum1;
|
|
mu3 = mu * mu * mu;
|
|
group1 = 3 * mu * mum1 * mum1;
|
|
group2 = 3 * mu * mu *mum1;
|
|
|
|
for ( i = 0; i < 3; i++ )
|
|
{
|
|
pos[i] = mum13 * mOrigin1[i] + group1 * mControl1[i] + group2 * mControl2[i] + mu3 * mOrigin2[i];
|
|
}
|
|
|
|
// if ( m_flags & FXF_WRAP )
|
|
// {
|
|
tc2 = mu * tex;
|
|
// }
|
|
// else
|
|
// {
|
|
// // Texture will get mapped onto each segement
|
|
// tc1 = 0.0f;
|
|
// tc2 = 1.0f;
|
|
// }
|
|
|
|
//Draw it
|
|
DrawSegment( old_pos, pos, tc1, tc2 );
|
|
|
|
VectorCopy( pos, old_pos );
|
|
tc1 = tc2;
|
|
}
|
|
|
|
drawnFx++;
|
|
mLines++; // NOT REALLY A LINE
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CFlash
|
|
|
|
Full screen flash
|
|
-------------------------
|
|
*/
|
|
|
|
//----------------------------
|
|
bool CFlash::Update( void )
|
|
{
|
|
UpdateRGB();
|
|
Draw();
|
|
|
|
return true;
|
|
}
|
|
|
|
//----------------------------
|
|
void CFlash::Init( void )
|
|
{
|
|
vec3_t dif;
|
|
float mod = 1.0f, dis;
|
|
|
|
VectorSubtract( mOrigin1, cg.refdef.vieworg, dif );
|
|
dis = VectorNormalize( dif );
|
|
|
|
mod = DotProduct( dif, cg.refdef.viewaxis[0] );
|
|
|
|
if ( dis > 600 || ( mod < 0.5f && dis > 100 ))
|
|
{
|
|
mod = 0.0f;
|
|
}
|
|
else if ( mod < 0.5f && dis <= 100 )
|
|
{
|
|
mod += 1.1f;
|
|
}
|
|
|
|
mod *= (1.0f - ((dis * dis) / (600.0f * 600.0f)));
|
|
|
|
VectorScale( mRGBStart, mod, mRGBStart );
|
|
VectorScale( mRGBEnd, mod, mRGBEnd );
|
|
}
|
|
|
|
//----------------------------
|
|
void CFlash::Draw( void )
|
|
{
|
|
// Interestingly, if znear is set > than this, then the flash
|
|
// doesn't appear at all.
|
|
const float FLASH_DISTANCE_FROM_VIEWER = 8.0f;
|
|
|
|
mRefEnt.reType = RT_SPRITE;
|
|
|
|
for ( int i = 0; i < 3; i++ )
|
|
{
|
|
if ( mRefEnt.lightingOrigin[i] > 1.0f )
|
|
{
|
|
mRefEnt.lightingOrigin[i] = 1.0f;
|
|
}
|
|
else if ( mRefEnt.lightingOrigin[i] < 0.0f )
|
|
{
|
|
mRefEnt.lightingOrigin[i] = 0.0f;
|
|
}
|
|
}
|
|
mRefEnt.shaderRGBA[0] = mRefEnt.lightingOrigin[0] * 255;
|
|
mRefEnt.shaderRGBA[1] = mRefEnt.lightingOrigin[1] * 255;
|
|
mRefEnt.shaderRGBA[2] = mRefEnt.lightingOrigin[2] * 255;
|
|
mRefEnt.shaderRGBA[3] = 255;
|
|
|
|
VectorCopy( cg.refdef.vieworg, mRefEnt.origin );
|
|
VectorMA( mRefEnt.origin, FLASH_DISTANCE_FROM_VIEWER, cg.refdef.viewaxis[0], mRefEnt.origin );
|
|
|
|
// This is assuming that the screen is wider than it is tall.
|
|
mRefEnt.radius = FLASH_DISTANCE_FROM_VIEWER * tan (DEG2RAD (cg.refdef.fov_x * 0.5f));
|
|
|
|
theFxHelper.AddFxToScene( &mRefEnt );
|
|
|
|
drawnFx++;
|
|
}
|