rpg-x2/cgame/fx_lib.c

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2011-06-01 12:20:56 +00:00
// FX Library
#include "cg_local.h"
void FXE_Spray (vec3_t direction, float speed, float variation, float cone, vec3_t velocity)
{
vec3_t dir;
int i;
//Randomize the direction
for (i = 0; i < 3; i ++ )
{
dir[i] = direction[i] + (cone * crandom());
}
VectorNormalize(dir);
//set the speed
VectorScale( dir, speed + (variation * crandom()), velocity);
}
localEntity_t *FX_AddLine(vec3_t start, vec3_t end, float stScale, float scale, float dscale, float startalpha, float endalpha, float killTime, qhandle_t shader)
{
localEntity_t *le;
#ifdef _DEBUG
if (!shader)
{
Com_Printf("FX_AddLine: NULL shader\n");
}
#endif
le = CG_AllocLocalEntity();
le->leType = LE_LINE;
le->startTime = cg.time;
le->endTime = le->startTime + killTime;
le->data.line.width = scale;
le->data.line.dwidth = dscale;
le->alpha = startalpha;
le->dalpha = endalpha - startalpha;
le->refEntity.data.line.stscale = stScale;
le->refEntity.data.line.width = scale;
le->refEntity.customShader = shader;
// set origin
VectorCopy ( start, le->refEntity.origin);
VectorCopy ( end, le->refEntity.oldorigin );
AxisClear(le->refEntity.axis);
le->refEntity.shaderRGBA[0] = 0xff;
le->refEntity.shaderRGBA[1] = 0xff;
le->refEntity.shaderRGBA[2] = 0xff;
le->refEntity.shaderRGBA[3] = 0xff;
le->color[0] = 1.0;
le->color[1] = 1.0;
le->color[2] = 1.0;
le->color[3] = 1.0;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
return(le);
}
localEntity_t *FX_AddLine2(vec3_t start, vec3_t end, float stScale, float width1, float dwidth1, float width2, float dwidth2,
float startalpha, float endalpha, vec3_t startRGB, vec3_t endRGB, float killTime, qhandle_t shader)
{
localEntity_t *le;
#ifdef _DEBUG
if (!shader)
{
Com_Printf("FX_AddLine2: NULL shader\n");
}
#endif
le = CG_AllocLocalEntity();
le->leType = LE_LINE2;
le->startTime = cg.time;
le->endTime = le->startTime + killTime;
le->data.line2.width = width1;
le->data.line2.dwidth = dwidth1;
le->data.line2.width2 = width2;
le->data.line2.dwidth2 = dwidth2;
le->alpha = startalpha;
le->dalpha = endalpha - startalpha;
VectorCopy(startRGB, le->data.line2.startRGB);
VectorSubtract(endRGB, startRGB, le->data.line2.dRGB);
le->refEntity.data.line.stscale = stScale;
le->refEntity.data.line.width = width1;
le->refEntity.data.line.width2 = width2;
le->refEntity.customShader = shader;
// set origin
VectorCopy ( start, le->refEntity.origin);
VectorCopy ( end, le->refEntity.oldorigin );
AxisClear(le->refEntity.axis);
le->refEntity.shaderRGBA[0] = 0xff;
le->refEntity.shaderRGBA[1] = 0xff;
le->refEntity.shaderRGBA[2] = 0xff;
le->refEntity.shaderRGBA[3] = 0xff;
le->color[0] = startRGB[0];
le->color[1] = startRGB[1];
le->color[2] = startRGB[2];
le->color[3] = startalpha;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
return(le);
}
localEntity_t *FX_AddOrientedLine(vec3_t start, vec3_t end, vec3_t normal, float stScale, float scale,
float dscale, float startalpha, float endalpha, float killTime, qhandle_t shader)
{
localEntity_t *le;
#ifdef _DEBUG
if (!shader)
{
Com_Printf("FX_AddLine: NULL shader\n");
}
#endif
le = CG_AllocLocalEntity();
le->leType = LE_OLINE;
le->startTime = cg.time;
le->endTime = le->startTime + killTime;
le->data.line.width = scale;
le->data.line.dwidth = dscale;
le->alpha = startalpha;
le->dalpha = endalpha - startalpha;
le->refEntity.data.line.stscale = stScale;
le->refEntity.data.line.width = scale;
le->refEntity.customShader = shader;
// set origin
VectorCopy ( start, le->refEntity.origin);
VectorCopy ( end, le->refEntity.oldorigin );
AxisClear(le->refEntity.axis);
VectorCopy( normal, le->refEntity.axis[0] );
RotateAroundDirection( le->refEntity.axis, 0); // le->refEntity.data.sprite.rotation ); This is roll in quad land
le->refEntity.shaderRGBA[0] = 0xff;
le->refEntity.shaderRGBA[1] = 0xff;
le->refEntity.shaderRGBA[2] = 0xff;
le->refEntity.shaderRGBA[3] = 0xff;
le->color[0] = 1.0;
le->color[1] = 1.0;
le->color[2] = 1.0;
le->color[3] = 1.0;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
return(le);
}
localEntity_t *FX_AddTrail( vec3_t origin, vec3_t velocity, qboolean gravity, float length, float dlength,
float scale, float dscale, float startalpha, float endalpha,
float elasticity, float killTime, qhandle_t shader)
{
localEntity_t *le;
#ifdef _DEBUG
if (!shader)
{
Com_Printf("FX_AddTrail: NULL shader\n");
}
#endif
le = CG_AllocLocalEntity();
le->leType = LE_TRAIL;
le->startTime = cg.time;
le->endTime = le->startTime + killTime;
le->data.trail.width = scale;
le->data.trail.dwidth = dscale;
le->data.trail.length = length;
le->data.trail.dlength = dlength;
le->alpha = startalpha;
le->dalpha = endalpha - startalpha;
VectorSet(le->data.trail.startRGB, 1, 1, 1);
VectorSet(le->data.trail.dRGB, 0, 0, 0);
le->refEntity.data.line.stscale = 1.0;
le->refEntity.data.line.width = scale;
le->refEntity.customShader = shader;
// set origin
VectorCopy ( origin, le->refEntity.origin);
// kef -- extrapolate oldorigin based on length of trail and origin?
if (velocity)
{
vec3_t vel;
VectorNormalize2(velocity, vel);
VectorMA(origin, -length, vel, le->refEntity.oldorigin);
}
else
{
VectorCopy ( origin, le->refEntity.oldorigin );
}
AxisClear(le->refEntity.axis);
le->refEntity.shaderRGBA[0] = 0xff;
le->refEntity.shaderRGBA[1] = 0xff;
le->refEntity.shaderRGBA[2] = 0xff;
le->refEntity.shaderRGBA[3] = 0xff*startalpha;
le->color[0] = 1.0;
le->color[1] = 1.0;
le->color[2] = 1.0;
le->color[3] = 1.0;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
if (velocity)
{
le->leFlags |= LEF_MOVE;
VectorCopy (origin, le->pos.trBase);
VectorCopy (velocity, le->pos.trDelta);
if (gravity)
le->pos.trType = TR_GRAVITY;
else
le->pos.trType = TR_LINEAR;
le->pos.trTime = cg.time;
le->pos.trDuration = killTime;
if (elasticity > 0)
{
le->leFlags |= LEF_USE_COLLISION;
le->bounceFactor = elasticity;
}
}
return(le);
}
localEntity_t *FX_AddTrail2( vec3_t origin, vec3_t velocity, qboolean gravity, float length, float dlength,
float scale, float dscale, float startalpha, float endalpha, vec3_t startRGB, vec3_t endRGB,
float elasticity, float killTime, qhandle_t shader)
{
localEntity_t *le;
#ifdef _DEBUG
if (!shader)
{
Com_Printf("FX_AddTrail: NULL shader\n");
}
#endif
le = CG_AllocLocalEntity();
le->leType = LE_TRAIL;
le->startTime = cg.time;
le->endTime = le->startTime + killTime;
le->data.trail.width = scale;
le->data.trail.dwidth = dscale;
le->data.trail.length = length;
le->data.trail.dlength = dlength;
le->alpha = startalpha;
le->dalpha = endalpha - startalpha;
VectorCopy(startRGB, le->data.trail.startRGB);
VectorSubtract(endRGB, startRGB, le->data.trail.dRGB);
le->refEntity.data.line.stscale = 1.0;
le->refEntity.data.line.width = scale;
le->refEntity.customShader = shader;
// set origin
VectorCopy ( origin, le->refEntity.origin);
// kef -- extrapolate oldorigin based on length of trail and origin?
if (velocity)
{
vec3_t vel;
VectorNormalize2(velocity, vel);
VectorMA(origin, -length, vel, le->refEntity.oldorigin);
}
else
{
VectorCopy ( origin, le->refEntity.oldorigin );
}
AxisClear(le->refEntity.axis);
le->refEntity.shaderRGBA[0] = 0xff*startRGB[0];
le->refEntity.shaderRGBA[1] = 0xff*startRGB[1];
le->refEntity.shaderRGBA[2] = 0xff*startRGB[2];
le->refEntity.shaderRGBA[3] = 0xff*startalpha;
le->color[0] = 1.0;
le->color[1] = 1.0;
le->color[2] = 1.0;
le->color[3] = 1.0;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
if (velocity)
{
le->leFlags |= LEF_MOVE;
VectorCopy (origin, le->pos.trBase);
VectorCopy (velocity, le->pos.trDelta);
if (gravity)
le->pos.trType = TR_GRAVITY;
else
le->pos.trType = TR_LINEAR;
le->pos.trTime = cg.time;
le->pos.trDuration = killTime;
if (elasticity > 0)
{
le->leFlags |= LEF_USE_COLLISION;
le->bounceFactor = elasticity;
}
}
return(le);
}
/*
===============
FX_AddSprite
Adds a view oriented sprite to the FX wrapper render list
===============
*/
localEntity_t *FX_AddSprite(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
float startalpha, float endalpha, float roll, float elasticity,
float killTime, qhandle_t shader)
{
localEntity_t *le;
#ifdef _DEBUG
if (!shader)
{
Com_Printf("FX_AddSprite: NULL shader\n");
}
#endif
// Glow mark
le = CG_AllocLocalEntity();
le->leType = LE_VIEWSPRITE;
le->refEntity.data.sprite.rotation = roll;
le->startTime = cg.time;
le->endTime = le->startTime + killTime;
le->data.sprite.radius = scale;
le->data.sprite.dradius = dscale;
le->alpha = startalpha;
le->dalpha = endalpha - startalpha;
VectorSet(le->data.sprite.startRGB, 1, 1, 1);
VectorSet(le->data.sprite.dRGB, 0, 0, 0);
// le->refEntity.hModel = 0;
le->refEntity.customShader = shader;
// set origin
VectorCopy ( origin, le->refEntity.origin);
VectorCopy ( origin, le->refEntity.oldorigin );
le->color[0] = 1.0;
le->color[1] = 1.0;
le->color[2] = 1.0;
le->color[3] = startalpha;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
if (velocity)
{
le->leFlags |= LEF_MOVE;
VectorCopy (origin, le->pos.trBase);
VectorCopy (velocity, le->pos.trDelta);
if (gravity)
le->pos.trType = TR_GRAVITY;
else
le->pos.trType = TR_LINEAR;
le->pos.trTime = cg.time;
le->pos.trDuration = killTime;
if (elasticity > 0)
{
le->leFlags |= LEF_USE_COLLISION;
le->bounceFactor = elasticity;
}
}
return(le);
}
/*
===============
FX_AddSprite2
Adds a view oriented sprite to the FX wrapper render list
===============
*/
localEntity_t *FX_AddSprite2(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
float startalpha, float endalpha, vec3_t startRGB, vec3_t endRGB, float roll, float elasticity,
float killTime, qhandle_t shader)
{
localEntity_t *le;
#ifdef _DEBUG
if (!shader)
{
Com_Printf("FX_AddSprite: NULL shader\n");
}
#endif
// Glow mark
le = CG_AllocLocalEntity();
le->leType = LE_VIEWSPRITE;
le->refEntity.data.sprite.rotation = roll;
le->startTime = cg.time;
le->endTime = le->startTime + killTime;
le->data.sprite.radius = scale;
le->data.sprite.dradius = dscale;
le->alpha = startalpha;
le->dalpha = endalpha - startalpha;
VectorCopy(startRGB, le->data.sprite.startRGB);
VectorSubtract(endRGB, startRGB, le->data.sprite.dRGB);
// le->refEntity.hModel = 0;
le->refEntity.customShader = shader;
// set origin
VectorCopy ( origin, le->refEntity.origin);
VectorCopy ( origin, le->refEntity.oldorigin );
le->color[0] = startRGB[0];
le->color[1] = startRGB[1];
le->color[2] = startRGB[2];
le->color[3] = startalpha;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
if (velocity)
{
le->leFlags |= LEF_MOVE;
VectorCopy (origin, le->pos.trBase);
VectorCopy (velocity, le->pos.trDelta);
if (gravity)
le->pos.trType = TR_GRAVITY;
else
le->pos.trType = TR_LINEAR;
le->pos.trTime = cg.time;
le->pos.trDuration = killTime;
if (elasticity > 0)
{
le->leFlags |= LEF_USE_COLLISION;
le->bounceFactor = elasticity;
}
}
return(le);
}
/*
===============
FX_AddBezier
Adds a Bezier curve to the FX wrapper render list
===============
*/
localEntity_t *FX_AddBezier(vec3_t start, vec3_t end, vec3_t cpoint1, vec3_t cpoint2, vec3_t cpointvel1, vec3_t cpointvel2,
vec3_t cpointacc1, vec3_t cpointacc2, float width, float killTime, qhandle_t shader)
{
localEntity_t *le = CG_AllocLocalEntity();
#ifdef _DEBUG
if (!shader)
{
Com_Printf("FX_AddBezier: NULL shader\n");
}
#endif
// just testing beziers
le->leType = LE_BEZIER;
le->startTime = cg.time;
le->endTime = le->startTime + killTime;
le->data.line.width = width;
le->alpha = 1.0;
le->dalpha = -1.0;
le->refEntity.customShader = shader;
// set origin
VectorCopy ( start, le->refEntity.origin);
VectorCopy ( end, le->refEntity.oldorigin );
AxisClear(le->refEntity.axis);
le->refEntity.shaderRGBA[0] = 0xff;
le->refEntity.shaderRGBA[1] = 0xff;
le->refEntity.shaderRGBA[2] = 0xff;
le->refEntity.shaderRGBA[3] = 0xff;
le->color[0] = 1.0;
le->color[1] = 1.0;
le->color[2] = 1.0;
le->color[3] = 1.0;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
if (cpoint1)
{
VectorCopy(cpoint1, le->data.line.control1);
}
if (cpoint2)
{
VectorCopy(cpoint2, le->data.line.control2);
}
if (cpointvel1)
{
VectorCopy(cpointvel1, le->data.line.control1_velocity);
}
if (cpointvel2)
{
VectorCopy(cpointvel2, le->data.line.control2_velocity);
}
if (cpointacc1)
{
VectorCopy(cpointacc1, le->data.line.control1_acceleration);
}
if (cpointacc2)
{
VectorCopy(cpointacc2, le->data.line.control2_acceleration);
}
return le;
}
/*
===============
FX_AddQuad
Adds a quad to the FX wrapper render list
===============
*/
localEntity_t *FX_AddQuad( vec3_t origin, vec3_t normal, float scale, float dscale,
float startalpha, float endalpha, float roll, float killTime, qhandle_t shader )
{
localEntity_t *le = CG_AllocLocalEntity();
#ifdef _DEBUG
if (!shader)
{
Com_Printf("FX_AddQuad: NULL shader\n");
}
#endif
le->leType = LE_QUAD;
le->refEntity.data.sprite.rotation = roll;
le->startTime = cg.time;
le->endTime = le->startTime + killTime;
le->data.sprite.radius = scale;
le->data.sprite.dradius = dscale;
le->alpha = startalpha;
le->dalpha = endalpha - startalpha;
VectorSet(le->data.sprite.startRGB, 1, 1, 1);
VectorSet(le->data.sprite.dRGB, 0, 0, 0);
// le->refEntity.hModel = 0;
le->refEntity.customShader = shader;
// set origin
VectorCopy ( origin, le->refEntity.origin);
VectorCopy ( origin, le->refEntity.oldorigin );
VectorCopy( normal, le->refEntity.axis[0] );
RotateAroundDirection( le->refEntity.axis, le->refEntity.data.sprite.rotation );
le->color[0] = 1.0;
le->color[1] = 1.0;
le->color[2] = 1.0;
le->color[3] = startalpha;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
return(le);
}
/*
===============
FX_AddQuad2
Adds a quad to the FX wrapper render list
===============
*/
localEntity_t *FX_AddQuad2( vec3_t origin, vec3_t normal, float scale, float dscale, float startalpha, float endalpha,
vec3_t startRGB, vec3_t endRGB, float roll, float killTime, qhandle_t shader )
{
localEntity_t *le = CG_AllocLocalEntity();
#ifdef _DEBUG
if (!shader)
{
Com_Printf("FX_AddQuad: NULL shader\n");
}
#endif
le->leType = LE_QUAD;
le->refEntity.data.sprite.rotation = roll;
le->startTime = cg.time;
le->endTime = le->startTime + killTime;
le->data.sprite.radius = scale;
le->data.sprite.dradius = dscale;
VectorCopy(startRGB, le->data.sprite.startRGB);
VectorSubtract(endRGB, startRGB, le->data.sprite.dRGB);
le->alpha = startalpha;
le->dalpha = endalpha - startalpha;
// le->refEntity.hModel = 0;
le->refEntity.customShader = shader;
// set origin
VectorCopy ( origin, le->refEntity.origin);
VectorCopy ( origin, le->refEntity.oldorigin );
VectorCopy( normal, le->refEntity.axis[0] );
RotateAroundDirection( le->refEntity.axis, le->refEntity.data.sprite.rotation );
le->color[0] = startRGB[0];
le->color[1] = startRGB[1];
le->color[2] = startRGB[2];
le->color[3] = startalpha;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
return(le);
}
/*
===============
FX_AddCylinder
Adds a cylinder to the FX wrapper render list
Overloaded for RGB
===============
*/
//NOTENOTE: The reigning king of parameters!
#define DEFAULT_ST_SCALE 1.0f
localEntity_t *FX_AddCylinder( vec3_t start,
vec3_t normal,
float height,
float dheight,
float scale,
float dscale,
float scale2,
float dscale2,
float startalpha,
float endalpha,
float killTime,
qhandle_t shader,
float bias )
{
localEntity_t *le = CG_AllocLocalEntity();
#ifdef _DEBUG
if (!shader)
{
Com_Printf("FX_AddCylinder: NULL shader\n");
}
#endif
le->leType = LE_CYLINDER;
le->refEntity.data.cylinder.height = height;
le->refEntity.data.cylinder.width = scale;
le->refEntity.data.cylinder.width2 = scale2;
le->startTime = cg.time;
le->endTime = le->startTime + killTime;
le->data.cylinder.height = height;
le->data.cylinder.dheight = dheight;
le->data.cylinder.width = scale;
le->data.cylinder.dwidth = dscale;
le->data.cylinder.width2 = scale2;
le->data.cylinder.dwidth2 = dscale2;
le->alpha = startalpha;
le->dalpha = endalpha - startalpha;
le->refEntity.customShader = shader;
le->refEntity.data.cylinder.bias = bias;
le->refEntity.data.cylinder.stscale = 1.0;
le->refEntity.data.cylinder.wrap = qtrue;
// set origin
VectorCopy ( start, le->refEntity.origin);
VectorCopy ( start, le->refEntity.oldorigin );
VectorCopy( normal, le->refEntity.axis[0] );
RotateAroundDirection( le->refEntity.axis, 0);
le->color[0] = 1.0;
le->color[1] = 1.0;
le->color[2] = 1.0;
le->color[3] = startalpha;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
return(le);
}
/*
===============
FX_AddElectricity
Adds a electricity bolt to the scene
===============
*/
localEntity_t *FX_AddElectricity( vec3_t origin, vec3_t origin2, float stScale, float scale, float dscale,
float startalpha, float endalpha, float killTime, qhandle_t shader, float deviation )
{
localEntity_t *le;
#ifdef _DEBUG
if (!shader)
{
Com_Printf("FX_AddElectricity: NULL shader\n");
}
#endif
le = CG_AllocLocalEntity();
le->leType = LE_ELECTRICITY;
// set origin
VectorCopy (origin, le->refEntity.origin);
VectorCopy (origin2, le->refEntity.oldorigin );
le->refEntity.data.electricity.stscale = stScale;
le->refEntity.data.electricity.deviation = deviation;
le->data.electricity.width = scale;
le->data.electricity.dwidth = dscale;
le->alpha = startalpha;
le->dalpha = endalpha - startalpha;
le->startTime = cg.time;
le->endTime = le->startTime + killTime;
le->refEntity.customShader = shader;
le->color[0] = 1.0;
le->color[1] = 1.0;
le->color[2] = 1.0;
le->color[3] = startalpha;
return(le);
}
/*
===============
FX_AddParticle
Adds a particle (basically, a sprite with an optional think function) to the FX wrapper render list
===============
*/
localEntity_t *FX_AddParticle( vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
float startalpha, float endalpha, float roll, float elasticity,
float killTime, qhandle_t shader, qboolean (*thinkFn)(localEntity_t *le) )
{
localEntity_t *le;
#ifdef _DEBUG
if (!shader)
{
Com_Printf("FX_AddParticle: NULL shader\n");
}
#endif
// Glow mark
le = CG_AllocLocalEntity();
le->leType = LE_PARTICLE;
le->refEntity.data.sprite.rotation = roll;
le->startTime = cg.time;
le->endTime = le->startTime + killTime;
le->data.particle.radius = scale;
le->data.particle.dradius = dscale;
le->alpha = startalpha;
le->dalpha = endalpha - startalpha;
// le->refEntity.hModel = 0;
le->refEntity.customShader = shader;
// set origin
VectorCopy ( origin, le->refEntity.origin);
VectorCopy ( origin, le->refEntity.oldorigin );
le->color[0] = 1.0;
le->color[1] = 1.0;
le->color[2] = 1.0;
le->color[3] = startalpha;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
// wacky think function stuff
le->data.particle.thinkFn = thinkFn;
if (velocity)
{
le->leFlags |= LEF_MOVE;
VectorCopy (origin, le->pos.trBase);
VectorCopy (velocity, le->pos.trDelta);
if (gravity)
le->pos.trType = TR_GRAVITY;
else
le->pos.trType = TR_LINEAR;
le->pos.trTime = cg.time;
le->pos.trDuration = killTime;
if (elasticity > 0)
{
le->leFlags |= LEF_USE_COLLISION;
le->bounceFactor = elasticity;
}
}
return(le);
}
/*
===============
FX_AddSpawner
Adds a spawner -- basically, a local entity with a think function. Spawners don't have any rendered entities
associated with them inherently, but the spawner's think fn probably generates them.
===============
*/
localEntity_t *FX_AddSpawner( vec3_t origin, vec3_t dir, vec3_t velocity, vec3_t user, qboolean gravity, int delay,
float variance, float killTime, qboolean (*thinkFn)(localEntity_t *le), int radius )
{
localEntity_t *le = NULL;
if (NULL == thinkFn)
{
// a spawner with no think fn is silly. and useless.
return NULL;
}
le = CG_AllocLocalEntity();
le->leType = LE_SPAWNER;
le->data.spawner.data1 = radius;
le->data.spawner.delay = delay;
le->data.spawner.nextthink = cg.time + delay;
le->startTime = cg.time;
// if we want the spawner to hang around forever, we use a killtime of 0 and the think fn keeps adjusting it.
//thing is, we still need it to not get culled right here, so give it an arbitrary endTime somewhere in the future.
if (0 == killTime)
{
le->endTime = le->startTime + 10000;
le->data.spawner.dontDie = qtrue;
}
else
{
le->endTime = le->startTime + killTime;
}
le->data.spawner.variance = variance;
if(dir)
VectorCopy(dir, le->data.spawner.dir);
// set origin
VectorCopy ( origin, le->refEntity.origin);
VectorCopy ( origin, le->refEntity.oldorigin );
// maybe employ the user variable here, like in singleplayer? or in the think fn?
le->color[0] = 1.0;
le->color[1] = 1.0;
le->color[2] = 1.0;
le->color[3] = 1.0;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
// wacky think function stuff
le->data.spawner.thinkFn = thinkFn;
if (velocity)
{
le->leFlags |= LEF_MOVE;
VectorCopy (origin, le->pos.trBase);
if(velocity)
VectorCopy (velocity, le->pos.trDelta);
if (gravity)
le->pos.trType = TR_GRAVITY;
else
le->pos.trType = TR_LINEAR;
le->pos.trTime = cg.time;
// we better not ever have a spawner with a velocity that we expect to last forever, so just plain
//assigning killTime here _should_ be ok
le->pos.trDuration = killTime;
// if (elasticity > 0)
// {
// le->leFlags |= LEF_USE_COLLISION;
// le->bounceFactor = elasticity;
// }
}
return (le);
}
// provide the center of the circle, a normal out from it (normalized, please), and the radius.
//out will then become a random position on the radius of the circle.
void fxRandCircumferencePos(vec3_t center, vec3_t normal, float radius, vec3_t out)
{
float rnd = flrandom(0, 2*M_PI);
float s = sin(rnd);
float c = cos(rnd);
vec3_t vTemp, radialX, radialY;
vTemp[0]=0.57735;
vTemp[1]=0.57735;
vTemp[2]=0.57735;
CrossProduct(normal, vTemp, radialX);
CrossProduct(normal, radialX, radialY);
VectorScale(radialX, radius, radialX);
VectorScale(radialY, radius, radialY);
VectorMA(center, s, radialX, out);
VectorMA(out, c, radialY, out);
}