mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-21 20:11:21 +00:00
Removed more unsued stuff, renamed more files
This commit is contained in:
parent
339b3a9e0b
commit
12ed3c567a
6 changed files with 343 additions and 700 deletions
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@ -27,7 +27,7 @@ endif
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OBJ = \
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fx_transporter.o \
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fx_tetrion.o \
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fx_stasis.o \
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fx_disruptor.o \
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fx_hypospray.o \
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fx_quantum.o \
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fx_phaser.o \
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@ -103,7 +103,7 @@ fx_misc.o : fx_misc.c; $(DO_CC)
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fx_phaser.o : fx_phaser.c; $(DO_CC)
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fx_quantum.o : fx_quantum.c; $(DO_CC)
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fx_hypospray.o : fx_hypospray.c; $(DO_CC)
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fx_stasis.o : fx_stasis.c; $(DO_CC)
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fx_disruptor.o : fx_disruptor.c; $(DO_CC)
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fx_tetrion.o : fx_tetrion.c; $(DO_CC)
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fx_transporter.o : fx_transporter.c; $(DO_CC)
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@ -2194,7 +2194,7 @@ void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir )
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return;
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break;
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case WP_DISRUPTOR:
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FX_StasisWeaponHitWall( origin, dir, 2 ); //cent->currentState.time2
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FX_DisruptorWeaponHitWall( origin, dir, 2 ); //cent->currentState.time2
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return;
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break;
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case WP_NULL_HAND:
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296
cgame/fx_disruptor.c
Normal file
296
cgame/fx_disruptor.c
Normal file
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@ -0,0 +1,296 @@
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#include "cg_local.h"
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#include "fx_local.h"
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/*
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-------------------------
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FX_OrientedBolt
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Creates new bolts for a while
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-------------------------
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*/
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void FX_OrientedBolt( vec3_t start, vec3_t end, vec3_t dir )
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{
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vec3_t mid;
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VectorSubtract( end, start, mid );
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VectorScale( mid, 0.1f + (random() * 0.8), mid );
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VectorAdd( start, mid, mid );
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VectorMA(mid, 3.0f + (random() * 10.0f), dir, mid );
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//FX_AddElectricity( mid, start, 0.5, 0.75 + random() * 0.75, 0.0, 1.0, 0.5, 300.0f + random() * 300, cgs.media.bolt2Shader, DEFAULT_DEVIATION);
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//FX_AddElectricity( mid, end, 0.5, 0.75 + random() * 0.75, 1.0, 1.0, 0.5, 300.0f + random() * 300, cgs.media.bolt2Shader, DEFAULT_DEVIATION);
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FX_AddElectricity( mid, start, 0.5, 0.75 + random() * 0.75, 0.0, 1.0, 0.5, 300.0f + random() * 300, cgs.media.borgLightningShaders[2], DEFAULT_DEVIATION);
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FX_AddElectricity( mid, end, 0.5, 0.75 + random() * 0.75, 1.0, 1.0, 0.5, 300.0f + random() * 300, cgs.media.borgLightningShaders[3], DEFAULT_DEVIATION);
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}
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/*
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-------------------------
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FX_DisruptorDischarge
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Fun "crawling" electricity ( credit goes to Josh for this one )
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-------------------------
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*/
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void FX_DisruptorDischarge( vec3_t origin, vec3_t normal, int count, float dist_out, float dist_side )
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{
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trace_t trace;
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vec3_t org, dir, dest;
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vec3_t vr;
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int i;
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int discharge = dist_side;
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vectoangles( normal, dir );
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dir[ROLL] += random() * 360;
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for (i = 0; i < count; i++)
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{
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//Move out a set distance
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VectorMA( origin, dist_out, normal, org );
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//Even out the hits
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dir[ROLL] += (360 / count) + (rand() & 31);
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AngleVectors( dir, NULL, vr, NULL );
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//Move to the side in a random direction
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discharge += (int)( crandom() * 8.0f );
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VectorMA( org, discharge, vr, org );
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//Trace back to find a surface
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VectorMA( org, -dist_out * 3, normal, dest );
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CG_Trace( &trace, org, NULL, NULL, dest, 0, MASK_SHOT );
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//No surface found, start over
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if (trace.fraction == 1)
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continue;
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//Connect the two points with bolts
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FX_OrientedBolt( origin, trace.endpos, normal );
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//TiM : Aww screw it. Add a lens flare. ^_^
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CG_InitLensFlare( trace.endpos,
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10, 10,
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colorTable[CT_GREEN], 1.2, 2.0, 1600, 500,
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colorTable[CT_GREEN], 1600, 500, 100, 5, qtrue,
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0, 0, qfalse, qtrue,
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qfalse, 1.0, cg.time, 0, 0, 300.0f + random() * 300);
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}
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}
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/*
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-------------------------
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FX_DisruptorWeaponHitWall
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Main fire impact
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-------------------------
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*/
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#define NUM_DISCHARGES 6
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#define DISCHARGE_DIST 8
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#define DISCHARGE_SIDE_DIST 24
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void FX_DisruptorWeaponHitWall( vec3_t origin, vec3_t dir, int size )
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{
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vec3_t vel, /*accel,*/ hitpos, direction, org;
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//int i, t;
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weaponInfo_t *weaponInfo = &cg_weapons[WP_DISRUPTOR];
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CG_InitLensFlare( origin,
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375, 375,
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colorTable[CT_GREEN], 1.2, 2.0, 1600, 200,
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colorTable[CT_GREEN], 1600, 200, 800, 20, qtrue,
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0, 0, qfalse, qtrue,
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qfalse, 1.0, cg.time, 0, 0, 200);
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// Generate "crawling" electricity // eh, don't it doesn't look that great.
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FX_DisruptorDischarge( origin, dir, NUM_DISCHARGES, DISCHARGE_DIST, DISCHARGE_SIDE_DIST );
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VectorMA(origin, size, dir, hitpos);
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// Set an oriented residual glow effect
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FX_AddQuad( hitpos, dir, size * size * 15.0f, -150.0f,
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1.0f, 0.0f, 0, 300, cgs.media.greenParticleShader );
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CG_ImpactMark( cgs.media.scavMarkShader, origin, dir, random()*360, 1,1,1,0.6, qfalse,
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size * 12 + 1, qfalse );
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FX_AddSprite( hitpos, NULL, qfalse, size * size * 15.0f, -150.0f,
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1.0f, 0.0f, 360*random(), 0, 400, cgs.media.greenParticleShader );
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/* FX_AddSprite( hitpos, NULL, qfalse, size * size * 15.0f, -150.0f,
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1.0f, 0.0f, 360*random(), 0, 400, cgs.media.greenParticleStreakShader ); */
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FX_AddSprite( hitpos, NULL, qfalse, size * size * 25.0f, -150.0f,
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1.0f, 0.0f, 0.0f, 0, 400, cgs.media.greenParticleStreakShader );
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VectorSubtract( cg.refdef.vieworg, origin, direction );
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VectorNormalize( direction );
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VectorMA( origin, 12, direction, org );
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VectorMA( org, 8, dir, direction );
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VectorSet(vel, 0, 0, 32 ); //8
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FX_AddSprite( origin,
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vel, qfalse,
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random() * 4 + 2, 12,
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0.6 + random() * 0.4, 0.0,
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random() * 180,
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0.0,
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random() * 200 + 1200, //300
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cgs.media.steamShader );
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//FX_AddSprite(
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// Only play the impact sound and throw off the purple particles when it's the main projectile
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/* if ( size < 3 )
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return;
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for ( i = 0; i < 4; i++ )
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{
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for ( t = 0; t < 3; t++ )
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vel[t] = ( dir[t] + crandom() * 0.9 ) * ( random() * 100 + 250 );
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VectorScale( vel, -2.2, accel );
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FX_AddSprite( hitpos, vel, qfalse, random() * 8 + 8, 0, 1.0, 0.0, 0.0, 0.0, 200, cgs.media.purpleParticleShader );
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}*/
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trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->mainHitSound );
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}
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void FX_DisruptorBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spark, qboolean impact, qboolean empty )
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{
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refEntity_t beam;
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sfxHandle_t sfx;
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float size;
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vec3_t velocity;
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int sparks;
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vec3_t rgb = { 1,0.9,0.6}, rgb2={1,0.3,0};
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//vec3_t rgb3 = { 1.0, 1.0, 1.0 };
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sfx = 0;
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// Draw beam first.
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memset( &beam, 0, sizeof( beam ) );
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VectorCopy( startpos, beam.origin);
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VectorCopy( endpos, beam.oldorigin );
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beam.reType = RT_LINE;
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if (empty)
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{
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beam.customShader = cgs.media.phaserEmptyShader;
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}
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else
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{
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beam.customShader = cgs.media.disruptorBeam;
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}
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AxisClear( beam.axis );
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beam.shaderRGBA[0] = 0xff;
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beam.shaderRGBA[1] = 0xff;
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beam.shaderRGBA[2] = 0xff;
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beam.shaderRGBA[3] = 0xff;
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if (empty)
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{
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beam.data.line.width = 1.0f + ( crandom() * 0.6f );
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}
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else
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{
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beam.data.line.width = 1.5f + ( crandom() * 0.6f );
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}
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beam.data.line.stscale = 5.0;
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trap_R_AddRefEntityToScene( &beam );
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// Now draw the hit graphic
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// no explosion at LG impact, it is added with the beam
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if ( sfx )
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{
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Com_Printf("playing %s\n", "phaser sound");
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trap_S_StartSound( endpos, ENTITYNUM_WORLD, CHAN_AUTO, sfx );
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}
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//
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// impact mark
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//
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if (impact)
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{
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if (!empty)
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{ // normal.
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CG_ImpactMark( cgs.media.scavMarkShader, endpos, normal, random()*360, 1,1,1,0.2, qfalse,
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random() + 1, qfalse );
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//VectorCopy( endpos, phaserFlare.worldCoord );
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/*CG_InitLensFlare( endpos,
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80,
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80,
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rgb,
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1.2,
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1.5,
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1600,
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200,
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colorTable[CT_BLACK],
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1600,
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200,
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80,
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5,
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qfalse,
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5,
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40,
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qfalse,
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qfalse,
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qfalse,
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1.0,
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1.0,
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200.0,
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200.0,
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200.0 );*/
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//CG_InitLensFlare( endpos,
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// 30, 30,
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// rgb, 1.2, 2.0, 1600, 200,
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// colorTable[CT_BLACK], 1600, 200, 410, 15, qfalse,
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// 0, 0, qfalse, qtrue,
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// qfalse, 1.0, cg.time, 0, 0, 50);
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//TiM : Add your basic cheesy 'seen-way-too-much-in-movies-these-days' anamorphic lens streak :)
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//CG_DrawLensFlare( &phaserFlare );
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//FX_AddSprite( endpos, NULL, qfalse, random() * 1.25 + 5.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 50.0, cgs.media.blueParticleStreakShader ); //1.5f
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//FX_AddQuad2( endpos, normal, random() * 1.25 + 8.0f, 0.0f, 1.0f, 1.0f, rgb3, rgb3, 270, 50.0, cgs.media.blueParticleStreakShader );
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//eh... looked bad :P
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FX_AddQuad2( endpos, normal, random() * 1.25 + 1.5f, 0.0f, 1.0f, 0.0f, rgb, rgb2, rand() % 360, 500 + random() * 200,
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cgs.media.sunnyFlareShader );
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}
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else
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{ // Wuss hit when empty.
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FX_AddQuad2( endpos, normal, random() * .75 + 1.0f, 0.0f, 0.5f, 0.0f, rgb, rgb2, rand() % 360, 300 + random() * 200,
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cgs.media.sunnyFlareShader );
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}
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}
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// "Fun" sparks... Not when empty.
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if ( spark && !empty)
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{
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sparks = (rand() & 1) + 1;
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for(;sparks>0;sparks--)
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{
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size = 0.2f + (random() * 0.4);
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FXE_Spray( normal, 200, 75, 0.8f, velocity);
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if (rand() & LEF_USE_COLLISION)
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{ // This spark bounces.
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FX_AddTrail( endpos, velocity, qtrue, 5.0f, -15.0f,
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size, -size, 1.0f, 0.5f, 0.4f, 500.0f, cgs.media.sparkShader);
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}
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else
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{
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FX_AddTrail( endpos, velocity, qtrue, 5.0f, -15.0f,
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size, -size, 1.0f, 0.5f, 0.0, 500.0f, cgs.media.sparkShader);
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}
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}
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}
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}
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124
cgame/fx_local.h
124
cgame/fx_local.h
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@ -1,9 +1,9 @@
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#define DEFAULT_DEVIATION 0.5
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//
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// fx_*.c
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//
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/*
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* fx_*.c
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*/
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void FXE_Spray (vec3_t direction, float speed, float variation, float cone, vec3_t velocity);
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localEntity_t *FX_AddLine(vec3_t start, vec3_t end, float stScale, float scale, float dscale,
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@ -53,57 +53,43 @@ localEntity_t *FX_AddParticle( vec3_t origin, vec3_t velocity, qboolean gravity,
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localEntity_t *FX_AddSpawner( vec3_t origin, vec3_t dir, vec3_t velocity, vec3_t user, qboolean gravity, int delay,
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float variance, float killTime, qboolean (*thinkFn)(localEntity_t *le), int radius );
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//
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// phaser
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//
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/*
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* phaser
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*/
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void FX_PhaserFire( vec3_t start, vec3_t end, vec3_t normal, qboolean spark, qboolean impact, qboolean empty );
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void FX_PhaserAltFire( vec3_t start, vec3_t end, vec3_t normal, qboolean spark, qboolean impact, qboolean empty );
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//
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// compression rifle
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//
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/*
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* compression rifle
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*/
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void FX_CompressionShot( vec3_t start, vec3_t end );
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void FX_CompressionAltShot( vec3_t start, vec3_t end );
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void FX_CompressionExplosion( vec3_t start, vec3_t origin, vec3_t normal, qboolean altfire );
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void FX_CompressionHit( vec3_t origin );
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//void FX_CompressionHitWall( vec3_t origin, vec3_t dir );
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void FX_PrifleBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spark, qboolean impact, qboolean empty );
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void FX_ProbeBeam( vec3_t origin, vec3_t dir, int clientNum, qboolean alt_fire );
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void FX_RegenBeam( vec3_t origin, vec3_t dir, int clientNum, qboolean alt_fire );
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//
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// imod
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//
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//void FX_IMODShot( vec3_t end, vec3_t start, vec3_t dir);
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//void FX_IMODExplosion( vec3_t origin, vec3_t normal );
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//void FX_AltIMODShot( vec3_t end, vec3_t start, vec3_t dir );
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//void FX_AltIMODExplosion( vec3_t origin, vec3_t normal );
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//
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// tetrion disruptor
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//
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/*
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* tetrion disruptor
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*/
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//void FX_TetrionProjectileThink( centity_t *cent, const struct weaponInfo_s *wi );
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void FX_TetrionShot( vec3_t start, vec3_t forward );
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void FX_TetrionWeaponHitWall( vec3_t origin, vec3_t normal );
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//void FX_TetrionRicochet( vec3_t origin, vec3_t normal );
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//void FX_TetrionAltHitWall( vec3_t origin, vec3_t normal );
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void FX_TetrionAltHitPlayer( vec3_t origin, vec3_t normal );
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//
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// Scavenger Rifle
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//
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/*
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* Scavenger Rifle
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*/
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void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red );
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//void FX_ScavengerProjectileThink( centity_t *ent, const weaponInfo_t *wi );
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//void FX_ScavengerAltFireThink( centity_t *ent, const weaponInfo_t *wi );
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//void FX_ScavengerWeaponHitWall( vec3_t origin, vec3_t normal, qboolean fired_by_NPC );
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//void FX_ScavengerWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean fired_by_NPC );
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//void FX_ScavengerAltExplode( vec3_t origin, vec3_t dir );
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//
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// Grenade launcher
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//
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/*
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* Grenade launcher
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*/
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void FX_GrenadeThink( centity_t *cent, const struct weaponInfo_s *weapon );
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void FX_GrenadeHitWall( vec3_t origin, vec3_t normal );
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void FX_GrenadeHitPlayer( vec3_t origin, vec3_t normal );
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@ -113,39 +99,21 @@ void FX_GrenadeShrapnelBits( vec3_t start);
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void FX_fxfunc_Explosion( vec3_t start, vec3_t origin, vec3_t normal );
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void FX_fxfunc_Shot( vec3_t start, vec3_t dir );
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// Borg FX
|
||||
//void FX_BorgProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
|
||||
//void FX_BorgWeaponHitWall( vec3_t origin, vec3_t normal );
|
||||
//void FX_BorgTaser( vec3_t start, vec3_t end );
|
||||
//void FX_BorgEyeBeam( vec3_t start, vec3_t end, vec3_t normal, qboolean large );
|
||||
//void FX_BorgTeleport( vec3_t origin );
|
||||
//void FX_BorgTeleportTrails( vec3_t origin );// effect seen by other borg when you are in a mid-teleport
|
||||
|
||||
//
|
||||
// detpack
|
||||
//
|
||||
|
||||
/*
|
||||
* detpack
|
||||
*/
|
||||
void FX_Detpack(vec3_t origin);
|
||||
|
||||
|
||||
//
|
||||
// Stasis Weapon
|
||||
//
|
||||
//Disruptor
|
||||
/*
|
||||
* Disruptor Weapon
|
||||
*/
|
||||
void FX_DisruptorBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spark, qboolean impact, qboolean empty );
|
||||
void FX_DisruptorWeaponHitWall( vec3_t origin, vec3_t dir, int size );
|
||||
|
||||
|
||||
//void FX_StasisProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
|
||||
void FX_StasisWeaponHitWall( vec3_t origin, vec3_t dir, int size );
|
||||
//void FX_StasisWeaponHitPlayer( vec3_t origin, vec3_t dir, int size );
|
||||
//void FX_StasisShot( centity_t *cent, vec3_t end, vec3_t start );
|
||||
//void FX_StasisShotImpact( vec3_t end, vec3_t dir );
|
||||
//void FX_StasisShotMiss( vec3_t end, vec3_t dir );
|
||||
|
||||
//
|
||||
// Quantum Burst
|
||||
//
|
||||
|
||||
/*
|
||||
* Quantum Burst
|
||||
*/
|
||||
void FX_QuantumThink( centity_t *cent, const struct weaponInfo_s *weapon );
|
||||
void FX_QuantumAltThink( centity_t *cent, const struct weaponInfo_s *weapon );
|
||||
void FX_QuantumHitWall( vec3_t origin, vec3_t normal );
|
||||
|
@ -153,45 +121,41 @@ void FX_QuantumAltHitWall( vec3_t origin, vec3_t normal );
|
|||
void FX_QuantumColumns( vec3_t origin );
|
||||
|
||||
|
||||
//
|
||||
// Dreadnought
|
||||
//
|
||||
|
||||
/*
|
||||
* Dreadnought
|
||||
*/
|
||||
//void FX_DreadnoughtHitWall( vec3_t origin, vec3_t normal, qboolean spark );
|
||||
//void FX_DreadnoughtFire( vec3_t origin, vec3_t end, vec3_t normal, qboolean spark, qboolean impact );
|
||||
//void FX_DreadnoughtProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon );
|
||||
//void FX_DreadnoughtShotMiss( vec3_t end, vec3_t dir );
|
||||
|
||||
|
||||
//
|
||||
// transporter
|
||||
//
|
||||
|
||||
/*
|
||||
* transporter
|
||||
*/
|
||||
void FX_Transporter(vec3_t origin);
|
||||
void FX_TransporterPad( vec3_t origin );
|
||||
void FX_SPTransporterLensFlares( centity_t* cent, vec3_t headVector, int startTime );
|
||||
|
||||
|
||||
// Holdable, portable shield item
|
||||
/* Holdable, portable shield item */
|
||||
void FX_DrawPortableShield(centity_t *cent);
|
||||
|
||||
|
||||
|
||||
// Shield
|
||||
/* Shield */
|
||||
void FX_PlayerShieldHit( centity_t *cent );
|
||||
|
||||
|
||||
//
|
||||
// Miscellaneous FX
|
||||
//
|
||||
|
||||
/*
|
||||
* Miscellaneous FX
|
||||
*/
|
||||
void FX_Disruptor( vec3_t org, float length );
|
||||
void FX_ExplodeBits( vec3_t org);
|
||||
|
||||
void FX_qFlash( centity_t* cent, vec3_t org, int timeIndex );
|
||||
|
||||
//
|
||||
// sin table
|
||||
//
|
||||
|
||||
/*
|
||||
* sin table
|
||||
*/
|
||||
void fxRandCircumferencePos(vec3_t center, vec3_t normal, float radius, vec3_t out);
|
||||
|
|
|
@ -1,617 +0,0 @@
|
|||
#include "cg_local.h"
|
||||
#include "fx_local.h"
|
||||
|
||||
void FX_StasisDischarge( vec3_t origin, vec3_t normal, int count, float dist_out, float dist_side );
|
||||
|
||||
#define FX_STASIS_ALT_RIGHT_OFS 0.10
|
||||
#define FX_STASIS_ALT_UP_OFS 0.02
|
||||
#define FX_STASIS_ALT_MUZZLE_OFS 1
|
||||
#define FX_MAXRANGE_STASIS 4096
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_StasisShot
|
||||
|
||||
Alt-fire, beam that shrinks to its impact point
|
||||
-------------------------
|
||||
*/
|
||||
|
||||
/*void FX_SmallStasisBeam(centity_t *cent, vec3_t start, vec3_t dir)
|
||||
{
|
||||
vec3_t end, org, vel = { 0,0,-4};
|
||||
trace_t tr;
|
||||
float r;
|
||||
int i, ct, t;
|
||||
|
||||
VectorMA(start, FX_MAXRANGE_STASIS, dir, end);
|
||||
CG_Trace(&tr, start, NULL, NULL, end, cent->currentState.number, MASK_SHOT);
|
||||
|
||||
// Beam
|
||||
// FX_AddLine( start, tr.endpos, 1.0f, 3.0f, 4.0f, 0.8f, 0.0f, 400.0f, cgs.media.stasisAltShader);
|
||||
|
||||
// Do a quick LOD for number of decay particles
|
||||
ct = tr.fraction * (FX_MAXRANGE_STASIS * 0.02);
|
||||
if ( ct < 12 )
|
||||
ct = 12;
|
||||
else if ( ct > 24 )
|
||||
ct = 24;
|
||||
|
||||
for ( i = 0; i < ct; i++ )
|
||||
{
|
||||
r = random() * tr.fraction * (FX_MAXRANGE_STASIS * 0.5);
|
||||
VectorMA( start, r, dir, org );
|
||||
|
||||
for ( t = 0; t < 3; t++ )
|
||||
org[t] += crandom();
|
||||
|
||||
if ( rand() & 1 )
|
||||
FX_AddSprite( org, vel, qfalse, random() + 1.5, -3, 1.0, 1.0, 0.0, 0.0, 500, cgs.media.blueParticleShader);
|
||||
else
|
||||
FX_AddSprite( org, vel, qfalse, random() + 1.5, -3, 1.0, 1.0, 0.0, 0.0, 500, cgs.media.purpleParticleShader);
|
||||
}
|
||||
|
||||
// Impact graphic if needed.
|
||||
if (cg_entities[tr.entityNum].currentState.eType == ET_PLAYER)
|
||||
{ // Hit an entity.
|
||||
// Expanding rings
|
||||
// FX_AddSprite( tr.endpos, NULL, qfalse, 1, 60, 0.8, 0.2, random() * 360, 0, 400, cgs.media.stasisRingShader );
|
||||
// Impact effect
|
||||
// FX_AddSprite( tr.endpos, NULL, qfalse, 7, 25, 1.0, 0.0, random() * 360, 0, 500, cgs.media.blueParticleShader );
|
||||
FX_AddSprite( tr.endpos, NULL, qfalse, 5, 18, 1.0, 0.0, random() * 360, 0, 420, cgs.media.ltblueParticleShader );
|
||||
}
|
||||
else if (!(tr.surfaceFlags & SURF_NOIMPACT) )
|
||||
{
|
||||
// Move me away from the wall a bit so that I don't z-buffer into it
|
||||
VectorMA( tr.endpos, 1.5, tr.plane.normal, end);
|
||||
|
||||
// Expanding rings
|
||||
// FX_AddQuad( end, tr.plane.normal, 1, 12, 0.8, 0.2, random() * 360, 400, cgs.media.stasisRingShader );
|
||||
// FX_AddQuad( end, tr.plane.normal, 1, 30, 0.8, 0.2, random() * 360, 300, cgs.media.stasisRingShader );
|
||||
// Impact effect
|
||||
FX_AddQuad( end, tr.plane.normal, 4, 16, 1.0, 0.0, random() * 360, 500, cgs.media.blueParticleShader );
|
||||
FX_AddQuad( end, tr.plane.normal, 3, 12, 1.0, 0.0, random() * 360, 420, cgs.media.ltblueParticleShader );
|
||||
|
||||
CG_ImpactMark( cgs.media.scavMarkShader, end, tr.plane.normal, random()*360, 1,1,1,0.6, qfalse,
|
||||
5 + random() * 2, qfalse );
|
||||
}
|
||||
|
||||
FX_AddSprite( tr.endpos, NULL, qfalse, flrandom(40,60), -50, 1.0, 0.0, random() * 360, 0, 500, cgs.media.blueParticleShader );
|
||||
|
||||
// Pass the end position back to the calling function (yes, I know).
|
||||
VectorCopy(tr.endpos, dir);
|
||||
}*/
|
||||
|
||||
|
||||
// kef -- fixme. the altfire stuff really wants to use some endcap stuff and some other flags
|
||||
/*void FX_StasisShot( centity_t *cent, vec3_t end, vec3_t start )
|
||||
{
|
||||
trace_t tr;
|
||||
vec3_t fwd, newdir, org, vel = { 0,0,-4}, newstart, end2;
|
||||
int i, t, ct;
|
||||
float len, r;
|
||||
vec3_t fwd2, right, up;
|
||||
int bolt1, bolt2;
|
||||
vec3_t bolt1vec, bolt2vec;
|
||||
centity_t *traceEnt = NULL;
|
||||
int clientNum = -1;
|
||||
|
||||
// Choose which bolt will have the electricity accent.
|
||||
bolt1 = irandom(0,2);
|
||||
bolt2 = irandom(0,4);
|
||||
|
||||
VectorSubtract( end, start, fwd );
|
||||
len = VectorNormalize( fwd );
|
||||
|
||||
// Beam
|
||||
// FX_AddLine( end, start, 1.0f, 4.0f, 6.0f, 0.8f, 0.0f, 500.0f, cgs.media.stasisAltShader);
|
||||
|
||||
// Do a quick LOD for number of decay particles
|
||||
ct = len * 0.03;
|
||||
if ( ct < 16 )
|
||||
ct = 16;
|
||||
else if ( ct > 32 )
|
||||
ct = 32;
|
||||
|
||||
for ( i = 0; i < ct; i++ )
|
||||
{
|
||||
r = random() * len * 0.5;
|
||||
VectorMA( start, r, fwd, org );
|
||||
|
||||
for ( t = 0; t < 3; t++ )
|
||||
org[t] += crandom();
|
||||
|
||||
if ( rand() & 1 )
|
||||
FX_AddSprite( org, vel, qfalse, random() + 2, -4, 1.0, 1.0, 0.0, 0.0, 600, cgs.media.blueParticleShader);
|
||||
else
|
||||
FX_AddSprite( org, vel, qfalse, random() + 2, -4, 1.0, 1.0, 0.0, 0.0, 600, cgs.media.purpleParticleShader);
|
||||
}
|
||||
VectorMA(start, FX_MAXRANGE_STASIS, fwd, end2);
|
||||
CG_Trace(&tr, start, NULL, NULL, end2, cent->currentState.number, MASK_SHOT);
|
||||
if (!( tr.surfaceFlags & SURF_NOIMPACT ))
|
||||
{
|
||||
traceEnt = &cg_entities[tr.entityNum];
|
||||
clientNum = traceEnt->currentState.clientNum;
|
||||
if ( (tr.entityNum != ENTITYNUM_WORLD) && (clientNum >= 0 || clientNum < MAX_CLIENTS) )
|
||||
{
|
||||
// hit a player
|
||||
FX_StasisShotImpact(tr.endpos, tr.plane.normal);
|
||||
}
|
||||
else
|
||||
{
|
||||
// hit the world
|
||||
FX_StasisShotMiss(tr.endpos, tr.plane.normal);
|
||||
}
|
||||
}
|
||||
// cap the impact end of the main beam to hide the nasty end of the line
|
||||
FX_AddSprite( tr.endpos, NULL, qfalse, flrandom(40,60), -50, 1.0, 0.0, random() * 360, 0, 500, cgs.media.blueParticleShader );
|
||||
|
||||
if (bolt1==0)
|
||||
{
|
||||
VectorCopy(end, bolt1vec);
|
||||
}
|
||||
else if (bolt2==0)
|
||||
{
|
||||
VectorCopy(end, bolt2vec);
|
||||
}
|
||||
|
||||
AngleVectors(cent->currentState.angles, fwd2, right, up);
|
||||
|
||||
// CrossProduct(fwd, up, right);
|
||||
// VectorNormalize(right); // "right" is scaled by the sin of the angle between fwd & up... Ditch that.
|
||||
// CrossProduct(right, fwd, up); // Change the "fake up" (0,0,1) to a "real up" (perpendicular to the forward vector).
|
||||
// VectorNormalize(up); // If I cared about how the vertical variance looked when pointing up or down, I'd normalize this.
|
||||
|
||||
// Fire a shot up and to the right.
|
||||
VectorMA(fwd, FX_STASIS_ALT_RIGHT_OFS, right, newdir);
|
||||
VectorMA(newdir, FX_STASIS_ALT_UP_OFS, up, newdir);
|
||||
VectorMA(start, FX_STASIS_ALT_MUZZLE_OFS, right, newstart);
|
||||
FX_SmallStasisBeam(cent, newstart, newdir);
|
||||
|
||||
if (bolt1==1)
|
||||
{
|
||||
VectorCopy(newdir, bolt1vec);
|
||||
}
|
||||
else if (bolt2==1)
|
||||
{
|
||||
VectorCopy(newdir, bolt2vec);
|
||||
}
|
||||
|
||||
// Fire a shot up and to the left.
|
||||
VectorMA(fwd, -FX_STASIS_ALT_RIGHT_OFS, right, newdir);
|
||||
VectorMA(newdir, FX_STASIS_ALT_UP_OFS, up, newdir);
|
||||
VectorMA(start, -FX_STASIS_ALT_MUZZLE_OFS, right, newstart);
|
||||
FX_SmallStasisBeam(cent, newstart, newdir);
|
||||
|
||||
if (bolt1==2)
|
||||
{
|
||||
VectorCopy(newdir, bolt1vec);
|
||||
}
|
||||
else if (bolt2==2)
|
||||
{
|
||||
VectorCopy(newdir, bolt2vec);
|
||||
}
|
||||
|
||||
// Fire a shot a bit down and to the right.
|
||||
VectorMA(fwd, 2.0*FX_STASIS_ALT_RIGHT_OFS, right, newdir);
|
||||
VectorMA(newdir, -0.5*FX_STASIS_ALT_UP_OFS, up, newdir);
|
||||
VectorMA(start, 2.0*FX_STASIS_ALT_MUZZLE_OFS, right, newstart);
|
||||
FX_SmallStasisBeam(cent, newstart, newdir);
|
||||
|
||||
if (bolt1==3)
|
||||
{
|
||||
VectorCopy(newdir, bolt1vec);
|
||||
}
|
||||
else if (bolt2==3)
|
||||
{
|
||||
VectorCopy(newdir, bolt2vec);
|
||||
}
|
||||
|
||||
// Fire a shot up and to the left.
|
||||
VectorMA(fwd, -2.0*FX_STASIS_ALT_RIGHT_OFS, right, newdir);
|
||||
VectorMA(newdir, -0.5*FX_STASIS_ALT_UP_OFS, up, newdir);
|
||||
VectorMA(start, -2.0*FX_STASIS_ALT_MUZZLE_OFS, right, newstart);
|
||||
FX_SmallStasisBeam(cent, newstart, newdir);
|
||||
|
||||
if (bolt1==4)
|
||||
{
|
||||
VectorCopy(newdir, bolt1vec);
|
||||
}
|
||||
else if (bolt2==4)
|
||||
{
|
||||
VectorCopy(newdir, bolt2vec);
|
||||
}
|
||||
|
||||
// Put a big gigant-mo sprite at the muzzle end so people can't see the crappy edges of the line
|
||||
FX_AddSprite( start, NULL, qfalse, random()*3 + 15, -20, 1.0, 0.5, 0.0, 0.0, 600, cgs.media.blueParticleShader);
|
||||
|
||||
// Do an electrical arc to one of the impact points.
|
||||
FX_AddElectricity( start, bolt1vec, 0.2f, 15.0, -15.0, 1.0, 0.5, 100, cgs.media.dnBoltShader, 0.1 );
|
||||
|
||||
if (bolt1!=bolt2)
|
||||
{
|
||||
// ALSO do an electrical arc to another point.
|
||||
FX_AddElectricity( bolt1vec, bolt2vec, 0.2f, 15.0, -15.0, 1.0, 0.5, flrandom(100,200), cgs.media.dnBoltShader, 0.5 );
|
||||
}
|
||||
}*/
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_StasisShotImpact
|
||||
|
||||
Alt-fire, impact effect
|
||||
-------------------------
|
||||
*/
|
||||
/*void FX_StasisShotImpact( vec3_t end, vec3_t dir )
|
||||
{
|
||||
vec3_t org;
|
||||
|
||||
// Move me away from the wall a bit so that I don't z-buffer into it
|
||||
VectorMA( end, 1.5, dir, org );
|
||||
|
||||
// Expanding rings
|
||||
// FX_AddQuad( org, dir, 1, 80, 0.8, 0.2, random() * 360, 400, cgs.media.stasisRingShader );
|
||||
// Impact effect
|
||||
FX_AddQuad( org, dir, 7, 35, 1.0, 0.0, random() * 360, 500, cgs.media.blueParticleShader );
|
||||
FX_AddQuad( org, dir, 5, 25, 1.0, 0.0, random() * 360, 420, cgs.media.ltblueParticleShader );
|
||||
|
||||
// CG_ImpactMark( cgs.media.scavMarkShader, org, dir, random()*360, 1,1,1,0.6, qfalse,
|
||||
// 8 + random() * 2, qfalse );
|
||||
|
||||
// FX_StasisDischarge( org, dir, irandom( 2,4 ), 24 + random() * 12, 64 + random() * 48 );
|
||||
}*/
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_StasisShotMiss
|
||||
|
||||
Alt-fire, miss effect
|
||||
-------------------------
|
||||
*/
|
||||
/*void FX_StasisShotMiss( vec3_t end, vec3_t dir )
|
||||
{
|
||||
vec3_t org;
|
||||
|
||||
// Move me away from the wall a bit so that I don't z-buffer into it
|
||||
VectorMA( end, 0.5, dir, org );
|
||||
|
||||
// Expanding rings
|
||||
// FX_AddQuad( org, dir, 1, 16, 0.8, 0.2, random() * 360, 400, cgs.media.stasisRingShader );
|
||||
// FX_AddQuad( org, dir, 1, 40, 0.8, 0.2, random() * 360, 300, cgs.media.stasisRingShader );
|
||||
// Impact effect
|
||||
FX_AddQuad( org, dir, 5, 25, 1.0, 0.0, random() * 360, 500, cgs.media.blueParticleShader );
|
||||
FX_AddQuad( org, dir, 4, 17, 1.0, 0.0, random() * 360, 420, cgs.media.ltblueParticleShader );
|
||||
|
||||
CG_ImpactMark( cgs.media.scavMarkShader, org, dir, random()*360, 1,1,1,0.6, qfalse,
|
||||
6 + random() * 2, qfalse );
|
||||
|
||||
FX_AddSprite( end, NULL, qfalse, flrandom(40,60), -50, 1.0, 0.0, random() * 360, 0, 500, cgs.media.blueParticleShader );
|
||||
|
||||
// FX_StasisDischarge( org, dir, irandom( 2,4 ), 24 + random() * 12, 64 + random() * 48 );
|
||||
}*/
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_StasisProjectileThink
|
||||
|
||||
Main fire, with crazy bits swirling around main projectile
|
||||
Hehe used to :D -TiM
|
||||
-------------------------
|
||||
*/
|
||||
//unused
|
||||
/*void FX_StasisProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
|
||||
{
|
||||
int size = 0;
|
||||
vec3_t forward;
|
||||
//vec3_t right, up;
|
||||
//float radius, temp;
|
||||
vec3_t org;
|
||||
|
||||
if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0 )
|
||||
forward[2] = 1;
|
||||
|
||||
VectorCopy( cent->lerpOrigin, org );
|
||||
|
||||
// org[0] -=32;
|
||||
|
||||
//FX_AddTrail(
|
||||
|
||||
FX_AddTrail( org, forward, qfalse, 64, 0, 30.4f, 0.0f, 0.6f, 0.0f, 0, 1, cgs.media.disruptorBolt );
|
||||
|
||||
FX_AddSprite( cent->lerpOrigin, NULL, qfalse, 25.0f, 0.0f, 0.7f, 0.0f, 1.0f, 0.0f, 1.0f, cgs.media.disruptorStreak );
|
||||
|
||||
|
||||
}*/
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_OrientedBolt
|
||||
|
||||
Creates new bolts for a while
|
||||
-------------------------
|
||||
*/
|
||||
|
||||
void FX_OrientedBolt( vec3_t start, vec3_t end, vec3_t dir )
|
||||
{
|
||||
vec3_t mid;
|
||||
|
||||
VectorSubtract( end, start, mid );
|
||||
VectorScale( mid, 0.1f + (random() * 0.8), mid );
|
||||
VectorAdd( start, mid, mid );
|
||||
VectorMA(mid, 3.0f + (random() * 10.0f), dir, mid );
|
||||
|
||||
//FX_AddElectricity( mid, start, 0.5, 0.75 + random() * 0.75, 0.0, 1.0, 0.5, 300.0f + random() * 300, cgs.media.bolt2Shader, DEFAULT_DEVIATION);
|
||||
//FX_AddElectricity( mid, end, 0.5, 0.75 + random() * 0.75, 1.0, 1.0, 0.5, 300.0f + random() * 300, cgs.media.bolt2Shader, DEFAULT_DEVIATION);
|
||||
|
||||
FX_AddElectricity( mid, start, 0.5, 0.75 + random() * 0.75, 0.0, 1.0, 0.5, 300.0f + random() * 300, cgs.media.borgLightningShaders[2], DEFAULT_DEVIATION);
|
||||
FX_AddElectricity( mid, end, 0.5, 0.75 + random() * 0.75, 1.0, 1.0, 0.5, 300.0f + random() * 300, cgs.media.borgLightningShaders[3], DEFAULT_DEVIATION);
|
||||
}
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_StasisDischarge
|
||||
|
||||
Fun "crawling" electricity ( credit goes to Josh for this one )
|
||||
-------------------------
|
||||
*/
|
||||
|
||||
void FX_StasisDischarge( vec3_t origin, vec3_t normal, int count, float dist_out, float dist_side )
|
||||
{
|
||||
trace_t trace;
|
||||
vec3_t org, dir, dest;
|
||||
vec3_t vr;
|
||||
int i;
|
||||
int discharge = dist_side;
|
||||
|
||||
vectoangles( normal, dir );
|
||||
dir[ROLL] += random() * 360;
|
||||
|
||||
for (i = 0; i < count; i++)
|
||||
{
|
||||
//Move out a set distance
|
||||
VectorMA( origin, dist_out, normal, org );
|
||||
|
||||
//Even out the hits
|
||||
dir[ROLL] += (360 / count) + (rand() & 31);
|
||||
AngleVectors( dir, NULL, vr, NULL );
|
||||
|
||||
//Move to the side in a random direction
|
||||
discharge += (int)( crandom() * 8.0f );
|
||||
VectorMA( org, discharge, vr, org );
|
||||
|
||||
//Trace back to find a surface
|
||||
VectorMA( org, -dist_out * 3, normal, dest );
|
||||
|
||||
CG_Trace( &trace, org, NULL, NULL, dest, 0, MASK_SHOT );
|
||||
|
||||
//No surface found, start over
|
||||
if (trace.fraction == 1)
|
||||
continue;
|
||||
|
||||
//Connect the two points with bolts
|
||||
FX_OrientedBolt( origin, trace.endpos, normal );
|
||||
|
||||
//TiM : Aww screw it. Add a lens flare. ^_^
|
||||
CG_InitLensFlare( trace.endpos,
|
||||
10, 10,
|
||||
colorTable[CT_GREEN], 1.2, 2.0, 1600, 500,
|
||||
colorTable[CT_GREEN], 1600, 500, 100, 5, qtrue,
|
||||
0, 0, qfalse, qtrue,
|
||||
qfalse, 1.0, cg.time, 0, 0, 300.0f + random() * 300);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_StasisWeaponHitWall
|
||||
|
||||
Main fire impact
|
||||
-------------------------
|
||||
*/
|
||||
|
||||
#define NUM_DISCHARGES 6
|
||||
#define DISCHARGE_DIST 8
|
||||
#define DISCHARGE_SIDE_DIST 24
|
||||
|
||||
void FX_StasisWeaponHitWall( vec3_t origin, vec3_t dir, int size )
|
||||
{
|
||||
vec3_t vel, /*accel,*/ hitpos, direction, org;
|
||||
//int i, t;
|
||||
weaponInfo_t *weaponInfo = &cg_weapons[WP_DISRUPTOR];
|
||||
|
||||
CG_InitLensFlare( origin,
|
||||
375, 375,
|
||||
colorTable[CT_GREEN], 1.2, 2.0, 1600, 200,
|
||||
colorTable[CT_GREEN], 1600, 200, 800, 20, qtrue,
|
||||
0, 0, qfalse, qtrue,
|
||||
qfalse, 1.0, cg.time, 0, 0, 200);
|
||||
|
||||
// Generate "crawling" electricity // eh, don't it doesn't look that great.
|
||||
FX_StasisDischarge( origin, dir, NUM_DISCHARGES, DISCHARGE_DIST, DISCHARGE_SIDE_DIST );
|
||||
|
||||
VectorMA(origin, size, dir, hitpos);
|
||||
|
||||
// Set an oriented residual glow effect
|
||||
FX_AddQuad( hitpos, dir, size * size * 15.0f, -150.0f,
|
||||
1.0f, 0.0f, 0, 300, cgs.media.greenParticleShader );
|
||||
|
||||
CG_ImpactMark( cgs.media.scavMarkShader, origin, dir, random()*360, 1,1,1,0.6, qfalse,
|
||||
size * 12 + 1, qfalse );
|
||||
|
||||
FX_AddSprite( hitpos, NULL, qfalse, size * size * 15.0f, -150.0f,
|
||||
1.0f, 0.0f, 360*random(), 0, 400, cgs.media.greenParticleShader );
|
||||
|
||||
/* FX_AddSprite( hitpos, NULL, qfalse, size * size * 15.0f, -150.0f,
|
||||
1.0f, 0.0f, 360*random(), 0, 400, cgs.media.greenParticleStreakShader ); */
|
||||
|
||||
FX_AddSprite( hitpos, NULL, qfalse, size * size * 25.0f, -150.0f,
|
||||
1.0f, 0.0f, 0.0f, 0, 400, cgs.media.greenParticleStreakShader );
|
||||
|
||||
VectorSubtract( cg.refdef.vieworg, origin, direction );
|
||||
VectorNormalize( direction );
|
||||
|
||||
VectorMA( origin, 12, direction, org );
|
||||
VectorMA( org, 8, dir, direction );
|
||||
VectorSet(vel, 0, 0, 32 ); //8
|
||||
|
||||
FX_AddSprite( origin,
|
||||
vel, qfalse,
|
||||
random() * 4 + 2, 12,
|
||||
0.6 + random() * 0.4, 0.0,
|
||||
random() * 180,
|
||||
0.0,
|
||||
random() * 200 + 1200, //300
|
||||
cgs.media.steamShader );
|
||||
|
||||
//FX_AddSprite(
|
||||
|
||||
// Only play the impact sound and throw off the purple particles when it's the main projectile
|
||||
/* if ( size < 3 )
|
||||
return;
|
||||
|
||||
for ( i = 0; i < 4; i++ )
|
||||
{
|
||||
for ( t = 0; t < 3; t++ )
|
||||
vel[t] = ( dir[t] + crandom() * 0.9 ) * ( random() * 100 + 250 );
|
||||
|
||||
VectorScale( vel, -2.2, accel );
|
||||
FX_AddSprite( hitpos, vel, qfalse, random() * 8 + 8, 0, 1.0, 0.0, 0.0, 0.0, 200, cgs.media.purpleParticleShader );
|
||||
|
||||
}*/
|
||||
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->mainHitSound );
|
||||
}
|
||||
|
||||
void FX_DisruptorBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spark, qboolean impact, qboolean empty )
|
||||
{
|
||||
refEntity_t beam;
|
||||
sfxHandle_t sfx;
|
||||
float size;
|
||||
vec3_t velocity;
|
||||
int sparks;
|
||||
vec3_t rgb = { 1,0.9,0.6}, rgb2={1,0.3,0};
|
||||
|
||||
//vec3_t rgb3 = { 1.0, 1.0, 1.0 };
|
||||
|
||||
sfx = 0;
|
||||
|
||||
// Draw beam first.
|
||||
memset( &beam, 0, sizeof( beam ) );
|
||||
|
||||
VectorCopy( startpos, beam.origin);
|
||||
VectorCopy( endpos, beam.oldorigin );
|
||||
beam.reType = RT_LINE;
|
||||
if (empty)
|
||||
{
|
||||
beam.customShader = cgs.media.phaserEmptyShader;
|
||||
}
|
||||
else
|
||||
{
|
||||
beam.customShader = cgs.media.disruptorBeam;
|
||||
}
|
||||
AxisClear( beam.axis );
|
||||
beam.shaderRGBA[0] = 0xff;
|
||||
beam.shaderRGBA[1] = 0xff;
|
||||
beam.shaderRGBA[2] = 0xff;
|
||||
beam.shaderRGBA[3] = 0xff;
|
||||
if (empty)
|
||||
{
|
||||
beam.data.line.width = 1.0f + ( crandom() * 0.6f );
|
||||
}
|
||||
else
|
||||
{
|
||||
beam.data.line.width = 1.5f + ( crandom() * 0.6f );
|
||||
}
|
||||
beam.data.line.stscale = 5.0;
|
||||
trap_R_AddRefEntityToScene( &beam );
|
||||
|
||||
// Now draw the hit graphic
|
||||
|
||||
// no explosion at LG impact, it is added with the beam
|
||||
|
||||
if ( sfx )
|
||||
{
|
||||
Com_Printf("playing %s\n", "phaser sound");
|
||||
trap_S_StartSound( endpos, ENTITYNUM_WORLD, CHAN_AUTO, sfx );
|
||||
}
|
||||
|
||||
//
|
||||
// impact mark
|
||||
//
|
||||
if (impact)
|
||||
{
|
||||
if (!empty)
|
||||
{ // normal.
|
||||
CG_ImpactMark( cgs.media.scavMarkShader, endpos, normal, random()*360, 1,1,1,0.2, qfalse,
|
||||
random() + 1, qfalse );
|
||||
|
||||
//VectorCopy( endpos, phaserFlare.worldCoord );
|
||||
|
||||
/*CG_InitLensFlare( endpos,
|
||||
80,
|
||||
80,
|
||||
rgb,
|
||||
1.2,
|
||||
1.5,
|
||||
1600,
|
||||
200,
|
||||
colorTable[CT_BLACK],
|
||||
1600,
|
||||
200,
|
||||
80,
|
||||
5,
|
||||
qfalse,
|
||||
5,
|
||||
40,
|
||||
qfalse,
|
||||
qfalse,
|
||||
qfalse,
|
||||
1.0,
|
||||
1.0,
|
||||
200.0,
|
||||
200.0,
|
||||
200.0 );*/
|
||||
|
||||
//CG_InitLensFlare( endpos,
|
||||
// 30, 30,
|
||||
// rgb, 1.2, 2.0, 1600, 200,
|
||||
// colorTable[CT_BLACK], 1600, 200, 410, 15, qfalse,
|
||||
// 0, 0, qfalse, qtrue,
|
||||
// qfalse, 1.0, cg.time, 0, 0, 50);
|
||||
|
||||
//TiM : Add your basic cheesy 'seen-way-too-much-in-movies-these-days' anamorphic lens streak :)
|
||||
//CG_DrawLensFlare( &phaserFlare );
|
||||
//FX_AddSprite( endpos, NULL, qfalse, random() * 1.25 + 5.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 50.0, cgs.media.blueParticleStreakShader ); //1.5f
|
||||
|
||||
//FX_AddQuad2( endpos, normal, random() * 1.25 + 8.0f, 0.0f, 1.0f, 1.0f, rgb3, rgb3, 270, 50.0, cgs.media.blueParticleStreakShader );
|
||||
//eh... looked bad :P
|
||||
|
||||
FX_AddQuad2( endpos, normal, random() * 1.25 + 1.5f, 0.0f, 1.0f, 0.0f, rgb, rgb2, rand() % 360, 500 + random() * 200,
|
||||
cgs.media.sunnyFlareShader );
|
||||
}
|
||||
else
|
||||
{ // Wuss hit when empty.
|
||||
FX_AddQuad2( endpos, normal, random() * .75 + 1.0f, 0.0f, 0.5f, 0.0f, rgb, rgb2, rand() % 360, 300 + random() * 200,
|
||||
cgs.media.sunnyFlareShader );
|
||||
}
|
||||
}
|
||||
|
||||
// "Fun" sparks... Not when empty.
|
||||
if ( spark && !empty)
|
||||
{
|
||||
sparks = (rand() & 1) + 1;
|
||||
for(;sparks>0;sparks--)
|
||||
{
|
||||
size = 0.2f + (random() * 0.4);
|
||||
FXE_Spray( normal, 200, 75, 0.8f, velocity);
|
||||
if (rand() & LEF_USE_COLLISION)
|
||||
{ // This spark bounces.
|
||||
FX_AddTrail( endpos, velocity, qtrue, 5.0f, -15.0f,
|
||||
size, -size, 1.0f, 0.5f, 0.4f, 500.0f, cgs.media.sparkShader);
|
||||
}
|
||||
else
|
||||
{
|
||||
FX_AddTrail( endpos, velocity, qtrue, 5.0f, -15.0f,
|
||||
size, -size, 1.0f, 0.5f, 0.0, 500.0f, cgs.media.sparkShader);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
BIN
stefgame.suo
BIN
stefgame.suo
Binary file not shown.
Loading…
Reference in a new issue