mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-14 08:51:05 +00:00
Removed even more unused things
This commit is contained in:
parent
12ed3c567a
commit
31bc452408
3 changed files with 1 additions and 599 deletions
|
@ -56,403 +56,4 @@ void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red ) // When not red, i
|
|||
VectorSet(le->data.sprite.startRGB, random() * 0.5f, random() * 0.5f + 0.5f, 1.0f );// mostly blue
|
||||
}
|
||||
}
|
||||
/*
|
||||
void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red ) // When not red, it'll be blue
|
||||
{
|
||||
localEntity_t *le;
|
||||
vec3_t color, vel, accel, angles, work, forward, right;
|
||||
float scale, dscale;
|
||||
int i;
|
||||
//vectoangles( dir, angles );
|
||||
VectorCopy( dir, angles );
|
||||
|
||||
//RPG-X: RedTechie - Debug print
|
||||
//Com_Printf("dir: %f, %f, %f\nangles: %f, %f, %f\n\n",dir[0],dir[1],dir[2],angles[0],angles[1],angles[2]);
|
||||
|
||||
for ( i = 0; i < NUM_HYPO_PUFFS; i++ )
|
||||
{
|
||||
if ( red )
|
||||
{
|
||||
VectorSet( color, 1.0f, random() * 0.4f, random() * 0.4f ); // mostly red
|
||||
}
|
||||
else
|
||||
{
|
||||
VectorSet( color, random() * 0.5f, random() * 0.5f + 0.5f, 1.0f ); // mostly blue
|
||||
}
|
||||
|
||||
VectorCopy( angles, work );
|
||||
|
||||
work[0] += crandom() * 12.0f;
|
||||
work[1] += crandom() * 12.0f;
|
||||
|
||||
|
||||
scale = random() * 256.0f + 128.0f;
|
||||
VectorScale( vel, scale, vel );
|
||||
VectorScale( vel, random() * -0.3f, accel );
|
||||
|
||||
//scale = 30.0f + random() * 100.0f + 2.0f;
|
||||
//dscale = 30.0f + random() * 400.0f + 24.0f;
|
||||
scale = random() * 4.0f + 2.0f;
|
||||
dscale = random() * 64.0f + 24.0f;
|
||||
|
||||
le = FX_AddSprite( origin, //vec3_t origin,
|
||||
vel,//vel, //vec3_t velocity,
|
||||
qfalse, // qboolean gravity,
|
||||
scale,//scale, //float scale,
|
||||
dscale, //float dscale,
|
||||
0.8f + random() * 0.2f, //float startalpha
|
||||
0.0f, //float endalpha
|
||||
crandom() * 120,//crandom() * 120, ///float roll
|
||||
0.0f, //float elasticity
|
||||
4000, //float killTime -9999999 -1000
|
||||
cgs.media.steamShader );//qhandle_t shader
|
||||
//le->endTime = 99999999;
|
||||
//le->color = color;
|
||||
VectorSet(le->data.sprite.startRGB, random() * 0.5f, random() * 0.5f + 0.5f, 1.0f );// mostly blue
|
||||
//le->data.sprite.startRGB = color;
|
||||
//le->data.sprite.dRGB = color;
|
||||
//FX_AddSprite( origin, vel, qfalse, scale, dscale, 0.8f + random() * 0.2f, 0.0f, color, color, crandom() * 120, 0.0f, 1000, cgs.media.steamShader );
|
||||
}
|
||||
}
|
||||
|
||||
*/
|
||||
//RPG-X: J2J - Fixed Version (incomplete right now)
|
||||
/*void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red ) // When not red, it'll be blue
|
||||
{
|
||||
localEntity_t *le;
|
||||
vec3_t muzzle, mins, maxs, end, color, forward, right;
|
||||
float scale, dscale;
|
||||
int i;
|
||||
|
||||
// Move out to the end of the nozzle
|
||||
//VectorMA( muzzle, 20, forward, muzzle );
|
||||
//VectorMA( muzzle, 4, vright, muzzle );
|
||||
|
||||
VectorCopy(dir, muzzle);
|
||||
|
||||
AngleVectors( dir, forward, right, NULL );
|
||||
|
||||
for ( i = 0; i < NUM_HYPO_PUFFS; i++ )
|
||||
{
|
||||
|
||||
if ( red )
|
||||
{
|
||||
VectorSet( color, 1.0f, random() * 0.4f, random() * 0.4f ); // mostly red
|
||||
}
|
||||
else
|
||||
{
|
||||
VectorSet( color, random() * 0.5f, random() * 0.5f + 0.5f, 1.0f ); // mostly blue
|
||||
}
|
||||
|
||||
|
||||
VectorMA( muzzle, 24, forward, end );
|
||||
VectorSet( maxs, 6, 6, 6 );
|
||||
VectorScale( maxs, -1, mins );
|
||||
// Create the effect -- thought something was needed here, but apparently not.
|
||||
VectorMA( muzzle, 20, forward, muzzle );w
|
||||
VectorMA( muzzle, 4, right, muzzle );
|
||||
|
||||
|
||||
scale = random() + 2.0f;
|
||||
dscale = random() * 64.0f + 24.0f;
|
||||
|
||||
muzzle[0] += (scale * cos(abs(dir[1]) * 0.017453292222222222222222222222222);
|
||||
muzzle[1] += (scale * sin(abs(dir[1]) * 0.017453292222222222222222222222222);
|
||||
muzzle[2] += (scale * -tan(dir[0] * 0.017453292222222222222222222222222);
|
||||
|
||||
VectorScale( muzzle, scale, muzzle );
|
||||
|
||||
le = FX_AddSprite( origin, //vec3_t origin,
|
||||
muzzle,//vel, //vec3_t velocity,
|
||||
qfalse, // qboolean gravity,
|
||||
scale,//scale, //float scale,
|
||||
dscale, //float dscale,
|
||||
0.8f + random() * 0.2f, //float startalpha
|
||||
0.0f, //float endalpha
|
||||
crandom() * 120,//crandom() * 120, ///float roll
|
||||
0.0f, //float elasticity
|
||||
4000, //float killTime -9999999 -1000
|
||||
cgs.media.steamShader );//qhandle_t shader
|
||||
|
||||
VectorSet(le->data.sprite.startRGB, random() * 0.5f, random() * 0.5f + 0.5f, 1.0f );// mostly blue
|
||||
|
||||
|
||||
}
|
||||
|
||||
return;
|
||||
|
||||
}*/
|
||||
|
||||
//#define SCAV_SPIN 0.3
|
||||
|
||||
/*void FX_ScavengerProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
|
||||
{
|
||||
vec3_t forward;
|
||||
qboolean fired_from_NPC = qfalse; // Always
|
||||
|
||||
if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0 )
|
||||
forward[2] = 1;
|
||||
|
||||
// The effect you'd see from first person looks horrible from third person..or when shot by an NPC,
|
||||
// so we'll just tone down the effect so it's not so horrible. :)
|
||||
if ( fired_from_NPC )
|
||||
{
|
||||
// Energy glow
|
||||
FX_AddSprite( cent->lerpOrigin,
|
||||
NULL, qfalse,
|
||||
8.0f + random() * 8.0f, 0.0f,
|
||||
0.7f, 0.0f,
|
||||
random()*360, 0.0f,
|
||||
1.0f,
|
||||
cgs.media.tetrionFlareShader );
|
||||
|
||||
// Spinning projectile core
|
||||
FX_AddSprite( cent->lerpOrigin,
|
||||
NULL, qfalse,
|
||||
8.0f + random() * 10.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
cg.time * SCAV_SPIN, 0.0f,
|
||||
1.0f,
|
||||
cgs.media.redFlareShader );
|
||||
|
||||
// leave a cool tail
|
||||
FX_AddTrail( cent->lerpOrigin,
|
||||
forward, qfalse,
|
||||
16, 0,
|
||||
1.0f, 0.0f,
|
||||
0.8f, 0.0f,
|
||||
0,
|
||||
1,
|
||||
cgs.media.tetrionTrail2Shader );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Energy glow
|
||||
FX_AddSprite( cent->lerpOrigin,
|
||||
NULL, qfalse,
|
||||
16.0f + random() * 16.0f, 0.0f,
|
||||
0.5f, 0.0f,
|
||||
random()*360, 0.0f,
|
||||
1.0f,
|
||||
cgs.media.tetrionFlareShader );
|
||||
|
||||
// Spinning projectile
|
||||
FX_AddSprite( cent->lerpOrigin,
|
||||
NULL, qfalse,
|
||||
4.0f + random() * 10.0f, 0.0f,
|
||||
0.6f, 0.0f,
|
||||
cg.time * SCAV_SPIN, 0.0f,
|
||||
1.0f,
|
||||
cgs.media.redFlareShader );
|
||||
|
||||
// leave a cool tail
|
||||
FX_AddTrail( cent->lerpOrigin,
|
||||
forward, qfalse,
|
||||
64, 0,
|
||||
1.4f, 0.0f,
|
||||
0.6f, 0.0f,
|
||||
0,
|
||||
1,
|
||||
cgs.media.tetrionTrail2Shader );
|
||||
}
|
||||
}*/
|
||||
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_ScavengerAltFireThink
|
||||
-------------------------
|
||||
*/
|
||||
//#define SCAV_TRAIL_SPACING 12
|
||||
|
||||
/*void FX_ScavengerAltFireThink( centity_t *cent, const struct weaponInfo_s *weapon )
|
||||
{
|
||||
vec3_t diff;
|
||||
float len;
|
||||
|
||||
// Make a trail that's reasonably consistent and not so much based on frame rate.
|
||||
if (cent->thinkFlag)
|
||||
{
|
||||
VectorSubtract( cent->lerpOrigin, cent->beamEnd, diff );
|
||||
}
|
||||
else
|
||||
{
|
||||
VectorSubtract( cent->lerpOrigin, cent->currentState.origin2, diff );
|
||||
}
|
||||
|
||||
len = VectorNormalize( diff );
|
||||
|
||||
if ( len > SCAV_TRAIL_SPACING )
|
||||
{
|
||||
vec3_t origin;
|
||||
int i;
|
||||
float scale;
|
||||
|
||||
for ( i = 0 ; i < len; i += SCAV_TRAIL_SPACING )
|
||||
{
|
||||
// Calc the right spot along the trail
|
||||
VectorMA( cent->lerpOrigin, -i, diff, origin );
|
||||
scale = 18.0f + (random()*5.0f);
|
||||
FX_AddSprite( origin,
|
||||
NULL, qfalse,
|
||||
scale, -8.75,
|
||||
0.4f, 0.0f,
|
||||
random() * 360, 0.0f,
|
||||
250.0f,
|
||||
cgs.media.scavengerAltShader );
|
||||
}
|
||||
|
||||
// Stash the current position
|
||||
VectorCopy( cent->lerpOrigin, cent->beamEnd);
|
||||
cent->thinkFlag = 1;
|
||||
}
|
||||
|
||||
// Glowing bit
|
||||
FX_AddSprite( cent->lerpOrigin,
|
||||
NULL, qfalse,
|
||||
24.0f + ( random() * 16.0f ), 0.0f,
|
||||
1.0f, 0.0f,
|
||||
0, 0.0f,
|
||||
1.0f,
|
||||
cgs.media.tetrionFlareShader );
|
||||
}*/
|
||||
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_ScavengerWeaponHitWall
|
||||
-------------------------
|
||||
*/
|
||||
/*void FX_ScavengerWeaponHitWall( vec3_t origin, vec3_t normal, qboolean fired_by_NPC )
|
||||
{
|
||||
weaponInfo_t *weaponInfo = &cg_weapons[WP_COFFEE];
|
||||
|
||||
// Tone down when shot by an NPC
|
||||
// FIXME: is this really a good idea?
|
||||
if ( fired_by_NPC )
|
||||
{
|
||||
// Expanding shock ring
|
||||
FX_AddQuad( origin, normal,
|
||||
0.5f, 6.4f,
|
||||
0.8, 0.0,
|
||||
random() * 360.0f,
|
||||
200,
|
||||
cgs.media.redRingShader );
|
||||
|
||||
// Impact core
|
||||
FX_AddQuad( origin, normal,
|
||||
12.0f + ( random() * 8.0f ), 3.2f,
|
||||
0.6f, 0.0f,
|
||||
cg.time * SCAV_SPIN,
|
||||
100,
|
||||
cgs.media.redFlareShader );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Expanding shock ring
|
||||
FX_AddQuad( origin, normal,
|
||||
8.0f, 12.8f,
|
||||
1.0, 0.0,
|
||||
random() * 360.0f,
|
||||
200,
|
||||
cgs.media.redRingShader );
|
||||
|
||||
// Impact core
|
||||
FX_AddQuad( origin, normal,
|
||||
24.0f + ( random() * 16.0f ), 6.4f,
|
||||
0.8f, 0.0f,
|
||||
cg.time * SCAV_SPIN,
|
||||
100,
|
||||
cgs.media.redFlareShader );
|
||||
}
|
||||
|
||||
//Sound
|
||||
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->mainHitSound);
|
||||
|
||||
CG_ImpactMark( cgs.media.scavMarkShader, origin, normal, random()*360, 1,1,1,0.2, qfalse, random() + 5.5f, qfalse );
|
||||
}*/
|
||||
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_ScavengerWeaponHitPlayer
|
||||
-------------------------
|
||||
*/
|
||||
/*void FX_ScavengerWeaponHitPlayer( vec3_t origin, vec3_t normal, qboolean fired_by_NPC )
|
||||
{
|
||||
if ( fired_by_NPC )
|
||||
{
|
||||
// Smaller expanding shock ring
|
||||
FX_AddQuad( origin, normal,
|
||||
0.5f, 32.0f,
|
||||
0.8, 0.0,
|
||||
random() * 360.0f,
|
||||
125,
|
||||
cgs.media.redRingShader );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Expanding shock ring
|
||||
FX_AddQuad( origin, normal,
|
||||
1.0f, 64.0f,
|
||||
0.8, 0.0,
|
||||
random() * 360.0f,
|
||||
125,
|
||||
cgs.media.redRingShader );
|
||||
}
|
||||
|
||||
//Sound
|
||||
// trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cg_weapons[WP_COFFEE].missileHitSound );
|
||||
}*/
|
||||
|
||||
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_Scavenger_Alt_Explode
|
||||
-------------------------
|
||||
*/
|
||||
/*void FX_ScavengerAltExplode( vec3_t origin, vec3_t dir )
|
||||
{
|
||||
// FXCylinder *fx2;
|
||||
localEntity_t *le;
|
||||
vec3_t direction, org;
|
||||
int i;
|
||||
weaponInfo_t *weaponInfo = &cg_weapons[WP_COFFEE];
|
||||
|
||||
//Orient the explosions to face the camera
|
||||
VectorSubtract( cg.refdef.vieworg, origin, direction );
|
||||
VectorNormalize( direction );
|
||||
|
||||
VectorMA( origin, 12, direction, org );
|
||||
// Add an explosion and tag a light to it
|
||||
//le = CG_MakeExplosion2( org, direction, cgs.media.explosionModel, 5, cgs.media.scavExplosionSlowShader, 675, qfalse, 1.0f + (random()*0.5f), LEF_NONE);
|
||||
le->light = 150;
|
||||
le->refEntity.renderfx |= RF_NOSHADOW;
|
||||
VectorSet( le->lightColor, 1.0f, 0.6f, 0.6f );
|
||||
|
||||
VectorSet( org, (org[0] + crandom() * 8), (org[1] + crandom() * 8), (org[2] + crandom() * 8) );
|
||||
//CG_MakeExplosion2( org, direction, cgs.media.explosionModel, 5, cgs.media.scavExplosionFastShader, 375, qfalse, 0.7f + (random()*0.5f), LEF_NONE);
|
||||
|
||||
//Sound
|
||||
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->altHitSound );
|
||||
|
||||
CG_ImpactMark( cgs.media.compressionMarkShader, origin, dir, random()*360, 1,1,1,0.2, qfalse,
|
||||
random() * 6 + 20, qfalse );
|
||||
|
||||
// Always orient horizontally
|
||||
VectorSet ( direction, 0,0,1 );
|
||||
|
||||
le = FX_AddCylinder( origin, direction, 4, 0, 20, 210, 14, 140, 1.0, 0.0, 600, cgs.media.redRing2Shader, 1.5 );
|
||||
le->refEntity.data.cylinder.wrap = qtrue;
|
||||
le->refEntity.data.cylinder.stscale = 6;
|
||||
|
||||
for (i = 0; i < 6; i++)
|
||||
{
|
||||
vec3_t velocity;
|
||||
|
||||
FXE_Spray( dir, 300, 175, 0.8f, velocity);
|
||||
FX_AddTrail( origin, velocity, qtrue, 12.0f, -12.0f,
|
||||
2, -2, 1.0f, 1.0f, 0.2f, 1000.0f, cgs.media.tetrionTrail2Shader);*/
|
||||
/*}
|
||||
}*/
|
||||
|
|
|
@ -75,12 +75,7 @@ void FX_RegenBeam( vec3_t origin, vec3_t dir, int clientNum, qboolean alt_fire )
|
|||
/*
|
||||
* tetrion disruptor
|
||||
*/
|
||||
//void FX_TetrionProjectileThink( centity_t *cent, const struct weaponInfo_s *wi );
|
||||
void FX_TetrionShot( vec3_t start, vec3_t forward );
|
||||
void FX_TetrionWeaponHitWall( vec3_t origin, vec3_t normal );
|
||||
//void FX_TetrionRicochet( vec3_t origin, vec3_t normal );
|
||||
//void FX_TetrionAltHitWall( vec3_t origin, vec3_t normal );
|
||||
void FX_TetrionAltHitPlayer( vec3_t origin, vec3_t normal );
|
||||
|
||||
/*
|
||||
* Scavenger Rifle
|
||||
|
@ -120,16 +115,6 @@ void FX_QuantumHitWall( vec3_t origin, vec3_t normal );
|
|||
void FX_QuantumAltHitWall( vec3_t origin, vec3_t normal );
|
||||
void FX_QuantumColumns( vec3_t origin );
|
||||
|
||||
|
||||
/*
|
||||
* 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
|
||||
*/
|
||||
|
|
|
@ -1,59 +1,19 @@
|
|||
#include "cg_local.h"
|
||||
#include "fx_local.h"
|
||||
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_TetrionProjectileThink
|
||||
-------------------------
|
||||
*/
|
||||
/*void FX_TetrionProjectileThink( centity_t *cent, const struct weaponInfo_s *wi )
|
||||
{
|
||||
vec3_t forward;
|
||||
|
||||
if ( VectorNormalize2( cent->currentState.pos.trDelta, forward ) == 0 )
|
||||
forward[2] = 1;
|
||||
|
||||
FX_AddSprite( cent->lerpOrigin,
|
||||
NULL, qfalse,
|
||||
4.0f + random() * 16.0f, 0.0f,
|
||||
0.4f, 0.0f,
|
||||
random()*360, 0.0f,
|
||||
1.0f,
|
||||
cgs.media.greenBurstShader );
|
||||
FX_AddSprite( cent->lerpOrigin,
|
||||
NULL, qfalse,
|
||||
16.0f + random() * 16.0f, 0.0f,
|
||||
0.6f, 0.0f,
|
||||
random()*360, 0.0f,
|
||||
1.0f,
|
||||
cgs.media.borgFlareShader );
|
||||
FX_AddTrail( cent->lerpOrigin,
|
||||
forward, qfalse,
|
||||
64, 0,
|
||||
2.0f, 0,
|
||||
0.5f, 0,
|
||||
0,
|
||||
1,
|
||||
cgs.media.greenTrailShader );
|
||||
}*/
|
||||
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_TetrionShot
|
||||
-------------------------
|
||||
*/
|
||||
#define MAXRANGE_TETRION 5000000 //RPG-X: J2J OLD: 8192
|
||||
void FX_TetrionShot( vec3_t start, vec3_t forward )
|
||||
void FX_TetrionShot( vec3_t start, vec3_t forward ) // TODO check whether I'm needed
|
||||
{
|
||||
trace_t trace;
|
||||
vec3_t end, dir, new_start, new_end, radial, start2, spreadFwd;
|
||||
float off, len, i, numBullets = 3;
|
||||
float firingRadius = 6, minDeviation = 0.95, maxDeviation = 1.1;
|
||||
qboolean render_impact = qtrue;
|
||||
centity_t *traceEnt = NULL;
|
||||
int clientNum = -1;
|
||||
|
||||
for (i = 0; i < numBullets; i++)
|
||||
{
|
||||
|
@ -91,150 +51,6 @@ void FX_TetrionShot( vec3_t start, vec3_t forward )
|
|||
{
|
||||
render_impact = qfalse;
|
||||
}
|
||||
|
||||
if (render_impact)
|
||||
{
|
||||
traceEnt = &cg_entities[trace.entityNum];
|
||||
clientNum = traceEnt->currentState.clientNum;
|
||||
if ( (trace.entityNum != ENTITYNUM_WORLD) && (clientNum >= 0 || clientNum < MAX_CLIENTS) )
|
||||
{
|
||||
// hit a player. let the shield/pain effects be the indicator for this
|
||||
}
|
||||
else
|
||||
{
|
||||
// hit something else
|
||||
FX_TetrionWeaponHitWall(trace.endpos, trace.plane.normal);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_TetrionWeaponHitWall
|
||||
-------------------------
|
||||
*/
|
||||
void FX_TetrionWeaponHitWall( vec3_t origin, vec3_t normal )
|
||||
{
|
||||
/* vec3_t vel, accel, org;
|
||||
int i = 0, t = 0;
|
||||
float scale = random() * 2.5 + 1.5;
|
||||
|
||||
CG_ImpactMark( cgs.media.bulletmarksShader, origin, normal, random()*360, 1,1,1,0.2, qfalse,
|
||||
scale, qfalse );
|
||||
|
||||
// Move out a hair to avoid z buffer nastiness
|
||||
VectorMA( origin, 0.5, normal, org );
|
||||
|
||||
// Add a bit of variation every now and then
|
||||
if ( rand() & 1 )
|
||||
{
|
||||
FX_AddQuad( org, normal,
|
||||
scale * 2, -4,
|
||||
0.5, 0.5,
|
||||
0,
|
||||
175,
|
||||
cgs.media.sunnyFlareShader );
|
||||
}
|
||||
|
||||
FX_AddQuad( org, normal,
|
||||
scale * 4, -8,
|
||||
1.0, 1.0,
|
||||
0,
|
||||
175,
|
||||
cgs.media.borgFlareShader );
|
||||
|
||||
// Add some smoke puffs
|
||||
for ( i = 0; i < 2; i ++ )
|
||||
{
|
||||
for ( t = 0; t < 3; t++ )
|
||||
{
|
||||
vel[t] = normal[t] + crandom();
|
||||
}
|
||||
|
||||
VectorScale( vel, 12 + random() * 12, vel );
|
||||
|
||||
vel[2] += 16;
|
||||
|
||||
VectorScale( vel, -0.25, accel );
|
||||
FX_AddSprite( origin,
|
||||
vel, qfalse,
|
||||
random() * 4 + 2, 12,
|
||||
0.6 + random() * 0.4, 0.0,
|
||||
random() * 180,
|
||||
0.0,
|
||||
random() * 200 + 300,
|
||||
cgs.media.steamShader );
|
||||
}*/
|
||||
}
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_TetrionRicochet
|
||||
-------------------------
|
||||
*/ /*
|
||||
void FX_TetrionRicochet( vec3_t origin, vec3_t normal )
|
||||
{
|
||||
vec3_t org;
|
||||
|
||||
// Move away from the wall a bit to help avoid z buffer clipping.
|
||||
VectorMA( origin, 0.5, normal, org );
|
||||
|
||||
FX_AddQuad( org, normal,
|
||||
24, -24,
|
||||
1.0, 0.0,
|
||||
0,
|
||||
300,
|
||||
cgs.media.greenBurstShader );
|
||||
FX_AddQuad( org, normal,
|
||||
48, -48,
|
||||
0.5, 0.0,
|
||||
0,
|
||||
300,
|
||||
cgs.media.borgFlareShader );
|
||||
}*/
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_TetrionAltHitWall
|
||||
-------------------------
|
||||
*/
|
||||
/*void FX_TetrionAltHitWall( vec3_t origin, vec3_t normal )
|
||||
{
|
||||
vec3_t org;
|
||||
float scale;
|
||||
|
||||
scale = random() * 2.0 + 1.0;
|
||||
|
||||
CG_ImpactMark( cgs.media.bulletmarksShader, origin, normal, random()*360, 1,1,1,0.2, qfalse,
|
||||
scale, qfalse );
|
||||
|
||||
// Move out a hair to avoid z buffer nastiness
|
||||
VectorMA( origin, 0.5, normal, org );
|
||||
|
||||
FX_AddQuad( origin, normal,
|
||||
64, -96,
|
||||
1.0, 0.0,
|
||||
0,
|
||||
200,
|
||||
cgs.media.greenBurstShader );
|
||||
FX_AddQuad( origin, normal,
|
||||
128, -192,
|
||||
1.0, 0.0,
|
||||
0,
|
||||
200,
|
||||
cgs.media.borgFlareShader );
|
||||
|
||||
// kef -- urp.fixme.
|
||||
// trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cg_weapons[WP_TR116].altmissileHitSound );
|
||||
}*/
|
||||
|
||||
/*
|
||||
-------------------------
|
||||
FX_TetrionAltHitPlayer
|
||||
-------------------------
|
||||
*/
|
||||
void FX_TetrionAltHitPlayer( vec3_t origin, vec3_t normal )
|
||||
{
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue