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mirror of https://github.com/UberGames/RPG-X2.git synced 2025-03-02 14:31:50 +00:00
This commit is contained in:
Walter Julius Hennecke 2011-12-05 17:44:24 +01:00
parent 27c653a790
commit 252a52afdc
2 changed files with 14 additions and 13 deletions

View file

@ -1304,13 +1304,14 @@ void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec4_t laserRGB, qbo
float scale = 1.0f, alpha;
int life = 0;
if ( !(FX_DetailLevel( start, 16, 1200 ) ))
return;
/* FIXME: FX_DetailLevel defined nowhere */
/*if ( !(FX_DetailLevel( start, 16, 1200 ) ))
return;*/
// Orient the laser spray
VectorSubtract( end, start, dir );
VectorNormalize( dir );
alpha = Vector4to3( laserRGB, lRGB );
/*alpha = Vector4to3( laserRGB, lRGB );*/ /* FIXME: Vector4to3 defined nowhere */
VectorMA( end, 0.5f, normal, pos );
MakeNormalVectors( normal, right, up );
@ -1326,13 +1327,13 @@ void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec4_t laserRGB, qbo
200,
cgs.media.waterDropShader );
FX_AddLine3( start, end,
/*FX_AddLine3( start, end,
1.0f,
3.0f, 5.0f,
alpha, 0.0f,
lRGB, lRGB,
125,
cgs.media.whiteLaserShader );
cgs.media.whiteLaserShader );*/ /* FIXME: FX_AddLine3 not defined */
FX_AddLine( start, end,
1.0f,
@ -1405,13 +1406,13 @@ void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal )
vec3_t lRGB = {1.0,0.0,0.0};
// Beam
FX_AddLine3( start, end,
/*FX_AddLine3( start, end,
1.0f,
5.5f, 5.0f,
random() * 0.2 + 0.2, 0.1f,
lRGB, lRGB,
150,
cgs.media.whiteLaserShader );
cgs.media.whiteLaserShader );*/ /* FIXME: FX_AddLine3 not defined */
FX_AddLine( start, end,
1.0f,

View file

@ -5,9 +5,9 @@
//extern team_t TranslateTeamName( const char *name );
//extern cvar_t *g_spskill;
//client side shortcut hacks from cg_local.h
extern void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec4_t laserRGB, qboolean hit_ent );
extern void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal );
//client side shortcut hacks from cg_local.h - nah sorry that won't work as we are MP
//extern void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec4_t laserRGB, qboolean hit_ent );
//extern void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal );
#define ARM_ANGLE_RANGE 60
@ -848,11 +848,11 @@ void laser_arm_fire (gentity_t *ent)
if ( ent->booleanstate )
{
CG_FireLaser( start, trace.endpos, trace.plane.normal, ent->nextTrain->startRGBA, qfalse );
//CG_FireLaser( start, trace.endpos, trace.plane.normal, ent->nextTrain->startRGBA, qfalse );
}
else
{
CG_AimLaser( start, trace.endpos, trace.plane.normal );
//CG_AimLaser( start, trace.endpos, trace.plane.normal );
}
}
@ -981,7 +981,7 @@ void laser_arm_start (gentity_t *base)
//FIXME: need an actual model
base->s.modelindex = G_ModelIndex("models/mapobjects/dn/laser_base.md3");
base->s.eType = ET_GENERAL;
G_SpawnVector4( "startRGBA", "1.0 0.85 0.15 0.75", (float *)&base->startRGBA );
//G_SpawnVector4( "startRGBA", "1.0 0.85 0.15 0.75", (float *)&base->startRGBA );
//anglespeed - how fast it can track the player, entered in degrees per second, so we divide by FRAMETIME/1000
if ( !base->speed )
{