mirror of
https://github.com/UberGames/RPG-X2.git
synced 2025-02-08 15:51:49 +00:00
Merge branch 'master' of https://github.com/UberGames/RPG-X2
This commit is contained in:
commit
b940920c32
9 changed files with 1433 additions and 101 deletions
105
cgame/cg_env.c
105
cgame/cg_env.c
|
@ -1086,9 +1086,9 @@ qboolean ParticleFire_Think(localEntity_t *le) {
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return qtrue;
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}
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void CG_ParticleFire(vec3_t origin, int size) {
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void CG_ParticleFire(vec3_t origin, int killtime, int size) {
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localEntity_t *le;
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le = FX_AddSpawner(origin, NULL, NULL, NULL, qfalse, 0, 0, 10000, ParticleFire_Think, 10);
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le = FX_AddSpawner(origin, NULL, NULL, NULL, qfalse, 0, 0, killtime, ParticleFire_Think, 10);
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//le->data.spawner.data1 = size;
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}
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@ -1328,7 +1328,7 @@ void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec3_t laserRGB, flo
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alpha, 0.0f,
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laserRGB, laserRGB,
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125,
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cgs.media.whiteLaserShader ); /* FIXME: FX_AddLine3 not defined */
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cgs.media.whiteLaserShader );
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FX_AddLine( start, end,
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1.0f,
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@ -1407,7 +1407,7 @@ void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal )
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random() * 0.2 + 0.2, 0.1f,
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lRGB, lRGB,
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150,
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cgs.media.whiteLaserShader ); /* FIXME: FX_AddLine3 not defined */
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cgs.media.whiteLaserShader );
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FX_AddLine( start, end,
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1.0f,
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@ -1450,7 +1450,7 @@ CG_CookingSteam
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Creates a basic cooking steam effect
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======================
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*/
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/*void CG_CookingSteam( vec3_t origin, float radius )
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void CG_CookingSteam( vec3_t origin, float radius )
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{
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vec3_t dir;
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@ -1458,7 +1458,8 @@ Creates a basic cooking steam effect
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VectorScale( dir, random() * 5 + 2, dir );
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FX_AddSprite( origin, dir, qfalse, radius, radius * 2, 0.4F, 0.0, 0, 0, 1000, cgs.media.steamShader );
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}*/
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}
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/*
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======================
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CG_ElectricFire
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@ -1467,23 +1468,23 @@ Creates an electric fire effect
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======================
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*/
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/*void CG_ElectricFire( vec3_t origin, vec3_t normal )
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void CG_ElectricFire( vec3_t origin, vec3_t normal )
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{
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FXTrail *particle;
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void *particle;
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vec3_t dir, direction, start, end;
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vec3_t velocity, accel;
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vec3_t velocity;
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float scale, alpha;
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int numSparks;
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int numSparks, i, j;
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AngleVectors( normal, normal, NULL, NULL);
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numSparks = 4 + (random() * 8.0f);
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for ( int i = 0; i < numSparks; i++ )
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for ( i = 0; i < numSparks; i++ )
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{
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scale = 0.3f + (random() *0.4);
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for ( int j = 0; j < 3; j ++ )
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for ( j = 0; j < 3; j ++ )
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dir[j] = normal[j] + (0.4f * crandom());
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VectorNormalize(dir);
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@ -1505,11 +1506,10 @@ Creates an electric fire effect
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scale = 0.5f + (random() * 0.5f);
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VectorScale( normal, 300, velocity );
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VectorSet( accel, 0, 0, -600 );
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particle = FX_AddTrail( start,
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velocity,
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accel,
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qtrue,
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6.0f,
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-24.0f,
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scale,
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@ -1518,13 +1518,15 @@ Creates an electric fire effect
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0.5f,
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0.0f,
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200.0f,
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cgs.media.sparkShader,
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FXF_BOUNCE );
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cgs.media.sparkShader);
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if ( particle == NULL )
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return;
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FXE_Spray( dir, 200, 200, 0.2f, 300, (FXPrimitive *) particle );
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VectorMA( origin, 1, normal, direction );
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VectorSet( velocity, 0, 0, 8 );
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FXE_Spray( dir, 200, 200, 0.2f, velocity);
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VectorMA( origin, 1, normal, direction );
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VectorSet( velocity, 0, 0, 8 );
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@ -1536,7 +1538,7 @@ Creates an electric fire effect
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FX_AddSprite( direction,
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velocity,
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NULL,
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qfalse,
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scale,
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scale,
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alpha,
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@ -1612,7 +1614,7 @@ bool ForgeBoltPulse( FXPrimitive *fx, centity_t *ent )
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}
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//-----------------------------
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void CG_ForgeBolt( centity_t *cent )
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/*void CG_ForgeBolt( centity_t *cent )
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{
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qboolean pulse;
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int effects;
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@ -1799,12 +1801,12 @@ The particles will accelerate up to the half-way point of the cylinder, then dec
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{
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vec3_t vel, accel, dir, pos, right, up;
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float len, time, acceleration, scale, dis, vf;
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int t;
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VectorSubtract( cent->currentState.origin2, cent->lerpOrigin, dir );
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len = VectorNormalize( dir );
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MakeNormalVectors( dir, right, up );
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for ( int t=0; t < 3; t++ )
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for ( t=0; t < 3; t++ )
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{
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// Create start offset within a circular radius
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VectorMA( cent->lerpOrigin, 8 * crandom(), right, pos );
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@ -1824,7 +1826,7 @@ The particles will accelerate up to the half-way point of the cylinder, then dec
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// These will spawn at the base and accelerate towards the middle
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if ( rand() & 1 )
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{
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FX_AddSprite( pos, vel, accel,
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FX_AddSprite3( pos, vel, accel,
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scale, 0.0f,
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1.0f, 0.0f,
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0.0f,
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@ -1834,7 +1836,7 @@ The particles will accelerate up to the half-way point of the cylinder, then dec
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}
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else
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{
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FX_AddSprite( pos, vel, accel,
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FX_AddSprite3( pos, vel, accel,
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scale, 0.0f,
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1.0f, 0.0f,
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0.0f,
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@ -1852,7 +1854,7 @@ The particles will accelerate up to the half-way point of the cylinder, then dec
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if ( rand() & 1 )
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{
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FX_AddSprite( pos, vel, accel,
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FX_AddSprite3( pos, vel, accel,
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scale, 0.0f,
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0.0f, 1.0f,
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0.0f,
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@ -1862,7 +1864,7 @@ The particles will accelerate up to the half-way point of the cylinder, then dec
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}
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else
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{
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FX_AddSprite( pos, vel, accel,
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FX_AddSprite3( pos, vel, accel,
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scale, 0.0f,
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0.0f, 1.0f,
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0.0f,
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@ -1879,7 +1881,7 @@ CG_ExplosionTrail
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-------------------------
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*/
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/*bool explosionTrailThink( FXPrimitive *fx, centity_t *ent )
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/*qboolean explosionTrailThink( localEntity_t *fx )
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{
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localEntity_t *le=0;
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vec3_t direction, origin, new_org, angles, dir;
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@ -1901,7 +1903,7 @@ CG_ExplosionTrail
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// Maybe something else should be done as well...
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remove = qtrue;
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//FIXME: FX_RemoveEffect( fx );
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return false;
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return qfalse;
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}
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scale = 80 * 0.03f;
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@ -1931,7 +1933,7 @@ CG_ExplosionTrail
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CG_ExplosionEffects( origin, 3.0f, 600 );
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G_RadiusDamage( origin, ent->gent, 150, 80, NULL, MOD_UNKNOWN );
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return true;
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return qtrue;
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}
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//------------------------------------------------------------------------------
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@ -1940,12 +1942,12 @@ void CG_ExplosionTrail( centity_t *cent )
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vec3_t dir;
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float len;
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VectorSubtract( cent->currentState.origin2, cent->lerpOrigin, dir );
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VectorSubtract( cent->currentState.origin2, cent->currentState.origin, dir );
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len = VectorNormalize( dir );
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VectorScale( dir, 325, dir );
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FX_AddParticle( cent, cent->lerpOrigin, dir, NULL, 16, 0.0, 1.0, 1.0,
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0.0, 0.0, 6000, cgs.media.ltblueParticleShader, FXF_NODRAW, explosionTrailThink );
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FX_AddParticle( cent->currentState.origin, dir, qfalse, 16, 0.0, 1.0, 1.0,
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0.0, 0.0, 6000, cgs.media.ltblueParticleShader, explosionTrailThink );
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}
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/*
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@ -1966,7 +1968,7 @@ A scanning type beam
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vectoangles( normal, angles );
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alpha = Vector4to3( cent->gent->startRGBA, rgb );
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/* // Code to make the thing "snap" when it's doing the beam slices
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// Code to make the thing "snap" when it's doing the beam slices
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if ( abs( cent->gent->pos2[0] ) >= cent->gent->radius )
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{
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// Snap back to start and move to the next slice
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@ -1982,9 +1984,9 @@ A scanning type beam
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// Always move across the slice
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cent->gent->pos2[0] -= ( cg.frametime * 0.001 * cent->gent->speed );
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*/
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/*if ( cent->gent->spawnflags & 2 )
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if ( cent->gent->spawnflags & 2 )
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{
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// Trace a cone
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angles[2] = cent->gent->angle;
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@ -2029,32 +2031,34 @@ Kind of looks like a teleporter effect
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----------------------
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*/
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/*void CG_ShimmeryThing( vec3_t start, vec3_t end, float radius, qboolean taper )
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void CG_ShimmeryThing( vec3_t start, vec3_t end, vec3_t content )
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{
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vec3_t normal, angles, base, top, dir;
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float len;
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int i;
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int taper = content[2];
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VectorSubtract( end, start, normal );
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len = VectorNormalize( normal );
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vectoangles( normal, angles );
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for ( int i=0; i < 2; i++)
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for ( i=0; i < 2; i++)
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{
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// Spawn the shards of light around a cylinder
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angles[2] = crandom() * 360;
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AngleVectors( angles, NULL, dir, NULL );
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// See if the effect should be tapered at the top
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if ( taper )
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if ( taper = 2 )
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{
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VectorMA( start, radius * 0.25f, dir, top );
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VectorMA( start, content[1] * 0.25f, dir, top );
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}
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else
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{
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VectorMA( start, radius, dir, top );
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VectorMA( start, content[1], dir, top );
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}
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VectorMA( end, radius, dir, base );
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VectorMA( end, content[1], dir, base );
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// Use a couple of different kinds to break up the monotony..
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if ( rand() & 1 )
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|
@ -2068,24 +2072,6 @@ Kind of looks like a teleporter effect
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}
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}
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/*
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-------------------------
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CG_ShimmeryThing_Spawner
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-------------------------
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*/
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/*void CG_Shimmer( vec3_t position, vec3_t dest, vec3_t dir, vec3_t other )
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{
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CG_ShimmeryThing( position, dest, other[0], (qboolean) other[1] );
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}
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void CG_ShimmeryThing_Spawner( vec3_t start, vec3_t end, float radius, qboolean taper, int duration )
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{
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vec3_t packed = { radius, (float) taper, 0 };
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FX_AddSpawner( start, end, NULL, packed, 100, 0, duration, (void *) CG_Shimmer, NULL, 512 );
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}
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/*
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----------------------
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CG_Borg_Bolt
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|
@ -2093,12 +2079,13 @@ CG_Borg_Bolt
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Yellow bolts that spark when the endpoints get close together
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----------------------
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*/
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/*void CG_Borg_Bolt( centity_t *cent )
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{
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vec3_t diff, neworg, start, end;
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float len;
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if (!cent->gent->enemy){
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if (!cent->gent->enemy){ // need sth to trace target
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return;//we lost him
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}
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VectorCopy( cent->gent->enemy->currentOrigin, end );
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|
|
|
@ -1729,7 +1729,7 @@ case EV_SHAKE_SOUND:
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case EV_FX_PARTICLEFIRE:
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DEBUGNAME("EV_FX_PARTICLEFIRE");
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CG_ParticleFire(cent->currentState.origin, cent->currentState.eventParm);
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CG_ParticleFire(cent->currentState.origin, cent->currentState.time2, cent->currentState.eventParm);
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break;
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case EV_SHOOTER_SOUND:
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|
@ -1791,60 +1791,60 @@ case EV_SHAKE_SOUND:
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// Additional ports from SP by Harry Young
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/*case EV_FX_COOKING_STEAM:
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case EV_FX_COOKING_STEAM:
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DEBUGNAME("EV_FX_COOKING_STEAM");
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CG_CookingSteam( cent->lerpOrigin, cent->currentState.angles[0] );
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CG_CookingSteam( cent->currentState.origin, cent->currentState.angles[0] );
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break;
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|
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/*case EV_FX_ELECFIRE:
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case EV_FX_ELECFIRE:
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DEBUGNAME("EV_FX_ELECFIRE");
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// Don't play this sound quite so much...
|
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if ( rand() & 1 )
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{
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cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgi_S_RegisterSound ( va("sound/ambience/spark%d.wav", Q_irand(1,6)) ));
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//cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgi_S_RegisterSound ( va("sound/ambience/spark%d.wav", Q_irand(1,6)) ));
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}
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CG_ElectricFire( cent->lerpOrigin, cent->currentState.angles );
|
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CG_ElectricFire( cent->currentState.origin, cent->currentState.angles );
|
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break;
|
||||
|
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case EV_FX_FORGE_BOLT:
|
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DEBUGNAME("EV_FX_FORGE_BOLT");
|
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CG_ForgeBolt( cent );
|
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//CG_ForgeBolt( cent );
|
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break;
|
||||
|
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case EV_FX_PLASMA:
|
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DEBUGNAME("EV_FX_PLASMA");
|
||||
CG_Plasma( cent->lerpOrigin, cent->currentState.origin2, cent->gent->startRGBA, cent->gent->finalRGBA );
|
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//CG_Plasma( cent->currentState.origin, cent->currentState.origin2, cent->currentState.angles, cent->currentState.angles2 ); // RGBA's
|
||||
break;
|
||||
|
||||
case EV_FX_STREAM:
|
||||
DEBUGNAME("EV_FX_STREAM");
|
||||
CG_ParticleStream( cent );
|
||||
//CG_ParticleStream( cent );
|
||||
break;
|
||||
|
||||
case EV_FX_TRANSPORTER_STREAM:
|
||||
DEBUGNAME("EV_FX_TRANSPORTER_STREAM");
|
||||
CG_TransporterStream( cent );
|
||||
//CG_TransporterStream( cent );
|
||||
break;
|
||||
|
||||
case EV_FX_EXPLOSION_TRAIL:
|
||||
DEBUGNAME("EV_FX_EXPLOSION_TRAIL");
|
||||
CG_ExplosionTrail( cent );
|
||||
//CG_ExplosionTrail( cent );
|
||||
break;
|
||||
|
||||
case EV_FX_BORG_ENERGY_BEAM:
|
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DEBUGNAME("EV_FX_BORG_ENERGY_BEAM");
|
||||
CG_BorgEnergyBeam( cent );
|
||||
//CG_BorgEnergyBeam( cent );
|
||||
break;
|
||||
|
||||
case EV_FX_SHIMMERY_THING:
|
||||
DEBUGNAME("EV_FX_SHIMMERY_THING");
|
||||
CG_ShimmeryThing( cent->lerpOrigin, cent->currentState.origin2, cent->gent->radius, cent->gent->spawnflags & 2 );
|
||||
CG_ShimmeryThing( cent->currentState.origin, cent->currentState.origin2, cent->currentState.angles ); // Radius and spawnflags
|
||||
break;
|
||||
|
||||
case EV_FX_BORG_BOLT:
|
||||
DEBUGNAME("EV_FX_BORG_BOLT");
|
||||
CG_Borg_Bolt( cent );
|
||||
break;*/
|
||||
//CG_Borg_Bolt( cent );
|
||||
break;
|
||||
|
||||
// Default
|
||||
|
||||
|
|
|
@ -2042,6 +2042,11 @@ void CG_Drip(centity_t *cent, int killTime );
|
|||
void CG_Chunks( vec3_t origin, vec3_t dir, float size, material_type_t type );
|
||||
void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec3_t laserRGB, float alpha );
|
||||
void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal );
|
||||
// Stasis_door-stuff
|
||||
// Stasis_door-stuff
|
||||
// Stasis_door-stuff
|
||||
// Stasis_door-stuff
|
||||
// Stasis_door-stuff
|
||||
|
||||
//TiM
|
||||
void CG_FountainSpurt( vec3_t org, vec3_t end );
|
||||
|
@ -2051,11 +2056,23 @@ void CG_ElectricalExplosion( vec3_t start, vec3_t dir, float radius );
|
|||
void CG_PhaserFX(centity_t *cent);
|
||||
void CG_DisruptorFX(centity_t *cent); //RPG-X | Harry Young | 03.12.2011
|
||||
void CG_TorpedoFX(centity_t *cent);
|
||||
void CG_ParticleFire(vec3_t origin, int size);
|
||||
void CG_ParticleFire(vec3_t origin, int killtime, int size);
|
||||
void CG_ShowTrigger(centity_t *cent);
|
||||
|
||||
// Additional ports from SP by Harry Young
|
||||
//void CG_CookingSteam( vec3_t origin, float radius );
|
||||
void CG_CookingSteam( vec3_t origin, float radius );
|
||||
void CG_ElectricFire( vec3_t origin, vec3_t normal );
|
||||
void ForgeBoltFireback( vec3_t start, vec3_t end, vec3_t velocity, vec3_t user );
|
||||
void CG_ForgeBolt( centity_t *cent );
|
||||
void CG_Plasma( vec3_t start, vec3_t end, vec4_t startRGBA, vec4_t endRGBA );
|
||||
void CG_ParticleStream( centity_t *cent );
|
||||
void CG_TransporterStream( centity_t *cent );
|
||||
void CG_ExplosionTrail( centity_t *cent );
|
||||
void CG_BorgEnergyBeam( centity_t *cent );
|
||||
void CG_ShimmeryThing( vec3_t start, vec3_t end, vec3_t content );
|
||||
void CG_Shimmer( vec3_t position, vec3_t dest, vec3_t dir, vec3_t other );
|
||||
void CG_ShimmeryThing_Spawner( vec3_t start, vec3_t end, float radius, qboolean taper, int duration );
|
||||
void CG_Borg_Bolt( centity_t *cent );
|
||||
|
||||
//
|
||||
// cg_weapons.c
|
||||
|
|
|
@ -536,6 +536,80 @@ localEntity_t *FX_AddSprite2(vec3_t origin, vec3_t velocity, qboolean gravity, f
|
|||
return(le);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
===============
|
||||
FX_AddSprite3
|
||||
|
||||
Adds a view oriented sprite to the FX wrapper render list
|
||||
===============
|
||||
*/
|
||||
|
||||
localEntity_t *FX_AddSprite3(vec3_t origin, vec3_t velocity, vec3_t acceleration, 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 (acceleration) //how do i make this accellerate in the given direction?... lol, bee-fountain on forge3 now ^^
|
||||
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
|
||||
|
|
|
@ -26,6 +26,9 @@ localEntity_t *FX_AddSprite(vec3_t origin, vec3_t velocity, qboolean gravity, fl
|
|||
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 *FX_AddSprite3(vec3_t origin, vec3_t velocity, vec3_t acceleration, float scale, float dscale,
|
||||
float startalpha, float endalpha, float roll, float elasticity,
|
||||
float killTime, qhandle_t shader);
|
||||
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);
|
||||
|
|
|
@ -3626,7 +3626,7 @@ void Cmd_CallVote_f( gentity_t *ent ) {
|
|||
return;
|
||||
}
|
||||
|
||||
if ( rpg_allowspmaps.integer != 1 )
|
||||
if ( rpg_allowspmaps.integer != 1 )
|
||||
{
|
||||
if ( !Q_stricmp( arg1, "map" ) &&
|
||||
( !Q_stricmp( arg2, "_brig" )
|
||||
|
@ -3646,15 +3646,21 @@ void Cmd_CallVote_f( gentity_t *ent ) {
|
|||
}
|
||||
}
|
||||
|
||||
//TiM - if we're callvoting to kick an admin, deny it
|
||||
if ( !Q_stricmp( arg1, "kick" ) ) {
|
||||
int id;
|
||||
//TiM - if we're callvoting to kick an admin, deny it
|
||||
int id = ClientNumberFromString( ent, arg2 );
|
||||
|
||||
id = ClientNumberFromString( ent, arg2 );
|
||||
//TiM - only publicly broadcasted admins are checked
|
||||
//Harry Young - Check if clientnum is valid, else we get a crash
|
||||
if ( id == -1 ) {
|
||||
trap_SendServerCommand( ent-g_entities, "print \"Error: no such client.\n\"" );
|
||||
return;
|
||||
}
|
||||
|
||||
//TiM - if we're callvoting to kick an admin, deny it
|
||||
//only publicly broadcasted admins are checked
|
||||
//the hidden admin login people are not to protect their nature
|
||||
if ( g_classData[g_entities[id].client->ps.persistant[PERS_CLASS]].isAdmin ) {
|
||||
trap_SendServerCommand( ent-g_entities, "print \"Error: You are not allowed to kick admins.\"" );
|
||||
trap_SendServerCommand( ent-g_entities, "print \"Error: You are not allowed to kick admins.\n\"" );
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
@ -3667,7 +3673,7 @@ void Cmd_CallVote_f( gentity_t *ent ) {
|
|||
trap_Cvar_VariableStringBuffer( "nextmap", s, sizeof(s) );
|
||||
if (*s)
|
||||
{
|
||||
Com_sprintf( level.voteString, sizeof( level.voteString ), "%s %s; set nextmap \"%s\"", arg1, arg2, s );
|
||||
Com_sprintf( level.voteString, sizeof( level.voteString ), "%s %s; set nextmap \"%s\n\"", arg1, arg2, s );
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
153
game/g_fx.c
153
game/g_fx.c
|
@ -1018,15 +1018,35 @@ void SP_fx_torpedo(gentity_t *ent) {
|
|||
ent->nextthink = level.time + 1000;
|
||||
}
|
||||
|
||||
/*QUAKED fx_particle_fire (0 0 1) (-8 -8 -8) (8 8 8)
|
||||
/*QUAKED fx_particle_fire (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF
|
||||
A particle based fire effect. Use this sparingly as it is an fps killer.
|
||||
If you want to use a bunch of fires use fx_fire.
|
||||
|
||||
"targetname" - toggles effect on/off whenver used, requires 10x mor thinks
|
||||
"size" how big the fire shoud be (default: 10)
|
||||
*/
|
||||
void particleFire_think(gentity_t *ent) {
|
||||
G_AddEvent(ent, EV_FX_PARTICLEFIRE, ent->count);
|
||||
ent->nextthink = level.time + 10000; //refresh every 10 seconds
|
||||
if (ent->targetname)
|
||||
ent->nextthink = level.time + 1000;
|
||||
else
|
||||
ent->nextthink = level.time + 10000;
|
||||
}
|
||||
|
||||
void particleFire_use( gentity_t *self, gentity_t *other, gentity_t *activator)
|
||||
{
|
||||
if ( self->count )
|
||||
{
|
||||
self->think = NULL;
|
||||
self->nextthink = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->think = particleFire_think;
|
||||
self->nextthink = level.time + 200;
|
||||
}
|
||||
|
||||
self->count = !self->count;
|
||||
}
|
||||
|
||||
void SP_fx_particleFire(gentity_t *ent) {
|
||||
|
@ -1036,23 +1056,65 @@ void SP_fx_particleFire(gentity_t *ent) {
|
|||
ent->count = 10;
|
||||
else
|
||||
ent->count = size;
|
||||
|
||||
if (ent->targetname)
|
||||
ent->s.time2 = 1000;
|
||||
else
|
||||
ent->s.time2 = 10000;
|
||||
|
||||
trap_LinkEntity(ent);
|
||||
ent->nextthink = level.time + 1000;
|
||||
ent->think = particleFire_think;
|
||||
|
||||
if (ent->targetname)
|
||||
{
|
||||
ent->use = particleFire_use;
|
||||
}
|
||||
|
||||
ent->count = !(ent->spawnflags & 1);
|
||||
|
||||
if (!ent->targetname || !(ent->spawnflags & 1) )
|
||||
{
|
||||
ent->think = particleFire_think;
|
||||
ent->nextthink = level.time + 2000;
|
||||
}
|
||||
else
|
||||
{
|
||||
ent->think = NULL;
|
||||
ent->nextthink = -1;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/*QUAKED fx_fire (0 0 1) (-8 -8 -8) (8 8 8)
|
||||
/*QUAKED fx_fire (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF
|
||||
A fire affect based on the adminguns fire effect.
|
||||
|
||||
"targetname" - toggles effect on/off whenver used, requires 10x mor thinks
|
||||
"size" how big the fire shoud be (default: 64)
|
||||
"angles" fires angles (default: 0 0 0 = UP)
|
||||
*/
|
||||
void fire_think(gentity_t *ent) {
|
||||
G_AddEvent(ent, EV_FX_FIRE, 1);
|
||||
if (ent->targetname)
|
||||
ent->nextthink = level.time + 1000;
|
||||
else
|
||||
ent->nextthink = level.time + 10000;
|
||||
}
|
||||
|
||||
void fire_use( gentity_t *self, gentity_t *other, gentity_t *activator)
|
||||
{
|
||||
if ( self->count )
|
||||
{
|
||||
self->think = NULL;
|
||||
self->nextthink = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->think = fire_think;
|
||||
self->nextthink = level.time + 200;
|
||||
}
|
||||
|
||||
self->count = !self->count;
|
||||
}
|
||||
|
||||
void SP_fx_fire(gentity_t *ent) {
|
||||
int size;
|
||||
G_SpawnInt("size", "64", &size);
|
||||
|
@ -1061,10 +1123,31 @@ void SP_fx_fire(gentity_t *ent) {
|
|||
else
|
||||
ent->s.time = size;
|
||||
ent->s.angles2[2] = 1;
|
||||
ent->s.time2 = 10000;
|
||||
|
||||
if (ent->targetname)
|
||||
ent->s.time2 = 1000;
|
||||
else
|
||||
ent->s.time2 = 10000;
|
||||
|
||||
trap_LinkEntity(ent);
|
||||
ent->think = fire_think;
|
||||
ent->nextthink = level.time + 1000;
|
||||
|
||||
if (ent->targetname)
|
||||
{
|
||||
ent->use = fire_use;
|
||||
}
|
||||
|
||||
ent->count = !(ent->spawnflags & 1);
|
||||
|
||||
if (!ent->targetname || !(ent->spawnflags & 1) )
|
||||
{
|
||||
ent->think = fire_think;
|
||||
ent->nextthink = level.time + 2000;
|
||||
}
|
||||
else
|
||||
{
|
||||
ent->think = NULL;
|
||||
ent->nextthink = -1;
|
||||
}
|
||||
}
|
||||
|
||||
// Additional ports from SP by Harry Young
|
||||
|
@ -1130,9 +1213,11 @@ void SP_fx_cooking_steam( gentity_t *ent )
|
|||
VectorCopy( ent->s.origin, ent->s.pos.trBase );
|
||||
}
|
||||
|
||||
/*QUAKED fx_elecfire (0 0 1) (-8 -8 -8) (8 8 8)
|
||||
/*QUAKED fx_elecfire (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF
|
||||
Emits sparks at the specified point in the specified direction
|
||||
Spawns smoke puffs.
|
||||
|
||||
"targetname" - toggles effect on/off whenver used
|
||||
*/
|
||||
|
||||
//------------------------------------------
|
||||
|
@ -1142,11 +1227,43 @@ void electric_fire_think( gentity_t *ent )
|
|||
ent->nextthink = level.time + (750 + (random() * 300));
|
||||
}
|
||||
|
||||
//------------------------------------------
|
||||
void electric_fire_use( gentity_t *self, gentity_t *other, gentity_t *activator)
|
||||
{
|
||||
if ( self->count )
|
||||
{
|
||||
self->think = NULL;
|
||||
self->nextthink = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
self->think = electric_fire_think;
|
||||
self->nextthink = level.time + 200;
|
||||
}
|
||||
|
||||
self->count = !self->count;
|
||||
}
|
||||
|
||||
|
||||
//------------------------------------------
|
||||
void SP_fx_electricfire( gentity_t *ent )
|
||||
{
|
||||
ent->think = electric_fire_think;
|
||||
if (ent->targetname)
|
||||
{
|
||||
ent->use = electric_fire_use;
|
||||
}
|
||||
|
||||
ent->count = !(ent->spawnflags & 1);
|
||||
|
||||
if (!ent->targetname || !(ent->spawnflags & 1) )
|
||||
{ent->think = electric_fire_think;
|
||||
ent->nextthink = level.time + 500;
|
||||
}
|
||||
else
|
||||
{
|
||||
ent->think = NULL;
|
||||
ent->nextthink = -1;
|
||||
}
|
||||
|
||||
VectorCopy( ent->s.origin, ent->s.pos.trBase );
|
||||
|
||||
|
@ -1803,12 +1920,11 @@ Creates a shimmering cone or cylinder of colored light that stretches between tw
|
|||
|
||||
STARTOFF - Effect turns on when used.
|
||||
TAPER - Cylinder tapers toward the top, creating a conical effect
|
||||
NO_AUTO_SHUTOFF - Tells the effect that it should never try to shut itself off.
|
||||
|
||||
"radius" - radius of the cylinder or of the base of the cone. (default 10)
|
||||
"target" (required) End point for stream.
|
||||
"targetname" - fires only when used
|
||||
"wait" - how long to stay on before turning itself off ( default 2 seconds, -1 to disable auto shut off )
|
||||
"wait" - how long in ms to stay on before turning itself off ( default 2 seconds (200 ms), -1 to disable auto shut off )
|
||||
|
||||
*/
|
||||
|
||||
|
@ -1817,7 +1933,7 @@ void shimmery_thing_think( gentity_t *ent )
|
|||
{
|
||||
G_AddEvent( ent, EV_FX_SHIMMERY_THING, 0 );
|
||||
if ( ent->wait >= 0 )
|
||||
ent->nextthink = level.time + ent->wait * 1000;
|
||||
ent->nextthink = level.time + ent->wait;
|
||||
else
|
||||
ent->nextthink = -1;
|
||||
}
|
||||
|
@ -1827,7 +1943,7 @@ void shimmery_thing_use( gentity_t *self, gentity_t *other, gentity_t *activator
|
|||
{
|
||||
if ( self->count )
|
||||
{
|
||||
self->think = borg_energy_beam_think;
|
||||
self->think = shimmery_thing_think;
|
||||
self->nextthink = level.time + 200;
|
||||
}
|
||||
else
|
||||
|
@ -1862,6 +1978,7 @@ void shimmery_thing_link( gentity_t *ent )
|
|||
}
|
||||
|
||||
ent->count = !(ent->spawnflags & 1);
|
||||
if (ent->spawnflags & 2) ent->s.angles[2] = 2;
|
||||
|
||||
if (!ent->targetname || !(ent->spawnflags & 1) )
|
||||
{
|
||||
|
@ -1883,14 +2000,14 @@ void shimmery_thing_link( gentity_t *ent )
|
|||
//------------------------------------------
|
||||
void SP_fx_shimmery_thing( gentity_t *ent )
|
||||
{
|
||||
G_SpawnFloat( "radius", "10", &ent->distance );
|
||||
G_SpawnFloat( "radius", "10", &ent->s.angles[1] );
|
||||
if ( !ent->wait )
|
||||
ent->wait = 2;
|
||||
ent->wait = 2000;
|
||||
if ( ent->spawnflags & 4 ) // backwards capability for sp, keep -1 in definitions for unity
|
||||
ent->wait = -1;
|
||||
|
||||
// ent->svFlags |= SVF_BROADCAST;
|
||||
|
||||
VectorCopy( ent->s.origin, ent->s.pos.trBase );
|
||||
|
||||
ent->think = shimmery_thing_link;
|
||||
ent->nextthink = level.time + 1000;
|
||||
|
||||
|
|
BIN
maps/fxtest.bsp
Normal file
BIN
maps/fxtest.bsp
Normal file
Binary file not shown.
1128
maps/fxtest.map
Normal file
1128
maps/fxtest.map
Normal file
File diff suppressed because it is too large
Load diff
Loading…
Reference in a new issue