mirror of
https://github.com/UberGames/RPG-X2.git
synced 2025-03-03 06:51:01 +00:00
...
This commit is contained in:
parent
27c653a790
commit
252a52afdc
2 changed files with 14 additions and 13 deletions
|
@ -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;
|
float scale = 1.0f, alpha;
|
||||||
int life = 0;
|
int life = 0;
|
||||||
|
|
||||||
if ( !(FX_DetailLevel( start, 16, 1200 ) ))
|
/* FIXME: FX_DetailLevel defined nowhere */
|
||||||
return;
|
/*if ( !(FX_DetailLevel( start, 16, 1200 ) ))
|
||||||
|
return;*/
|
||||||
|
|
||||||
// Orient the laser spray
|
// Orient the laser spray
|
||||||
VectorSubtract( end, start, dir );
|
VectorSubtract( end, start, dir );
|
||||||
VectorNormalize( dir );
|
VectorNormalize( dir );
|
||||||
alpha = Vector4to3( laserRGB, lRGB );
|
/*alpha = Vector4to3( laserRGB, lRGB );*/ /* FIXME: Vector4to3 defined nowhere */
|
||||||
|
|
||||||
VectorMA( end, 0.5f, normal, pos );
|
VectorMA( end, 0.5f, normal, pos );
|
||||||
MakeNormalVectors( normal, right, up );
|
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,
|
200,
|
||||||
cgs.media.waterDropShader );
|
cgs.media.waterDropShader );
|
||||||
|
|
||||||
FX_AddLine3( start, end,
|
/*FX_AddLine3( start, end,
|
||||||
1.0f,
|
1.0f,
|
||||||
3.0f, 5.0f,
|
3.0f, 5.0f,
|
||||||
alpha, 0.0f,
|
alpha, 0.0f,
|
||||||
lRGB, lRGB,
|
lRGB, lRGB,
|
||||||
125,
|
125,
|
||||||
cgs.media.whiteLaserShader );
|
cgs.media.whiteLaserShader );*/ /* FIXME: FX_AddLine3 not defined */
|
||||||
|
|
||||||
FX_AddLine( start, end,
|
FX_AddLine( start, end,
|
||||||
1.0f,
|
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};
|
vec3_t lRGB = {1.0,0.0,0.0};
|
||||||
|
|
||||||
// Beam
|
// Beam
|
||||||
FX_AddLine3( start, end,
|
/*FX_AddLine3( start, end,
|
||||||
1.0f,
|
1.0f,
|
||||||
5.5f, 5.0f,
|
5.5f, 5.0f,
|
||||||
random() * 0.2 + 0.2, 0.1f,
|
random() * 0.2 + 0.2, 0.1f,
|
||||||
lRGB, lRGB,
|
lRGB, lRGB,
|
||||||
150,
|
150,
|
||||||
cgs.media.whiteLaserShader );
|
cgs.media.whiteLaserShader );*/ /* FIXME: FX_AddLine3 not defined */
|
||||||
|
|
||||||
FX_AddLine( start, end,
|
FX_AddLine( start, end,
|
||||||
1.0f,
|
1.0f,
|
||||||
|
|
|
@ -5,9 +5,9 @@
|
||||||
//extern team_t TranslateTeamName( const char *name );
|
//extern team_t TranslateTeamName( const char *name );
|
||||||
//extern cvar_t *g_spskill;
|
//extern cvar_t *g_spskill;
|
||||||
|
|
||||||
//client side shortcut hacks from cg_local.h
|
//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_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 );
|
//extern void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal );
|
||||||
|
|
||||||
|
|
||||||
#define ARM_ANGLE_RANGE 60
|
#define ARM_ANGLE_RANGE 60
|
||||||
|
@ -848,11 +848,11 @@ void laser_arm_fire (gentity_t *ent)
|
||||||
|
|
||||||
if ( ent->booleanstate )
|
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
|
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
|
//FIXME: need an actual model
|
||||||
base->s.modelindex = G_ModelIndex("models/mapobjects/dn/laser_base.md3");
|
base->s.modelindex = G_ModelIndex("models/mapobjects/dn/laser_base.md3");
|
||||||
base->s.eType = ET_GENERAL;
|
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
|
//anglespeed - how fast it can track the player, entered in degrees per second, so we divide by FRAMETIME/1000
|
||||||
if ( !base->speed )
|
if ( !base->speed )
|
||||||
{
|
{
|
||||||
|
|
Loading…
Reference in a new issue