This commit is contained in:
Walter Julius Hennecke 2011-12-12 17:47:03 +01:00
commit b940920c32
9 changed files with 1433 additions and 101 deletions

View file

@ -1086,9 +1086,9 @@ qboolean ParticleFire_Think(localEntity_t *le) {
return qtrue;
}
void CG_ParticleFire(vec3_t origin, int size) {
void CG_ParticleFire(vec3_t origin, int killtime, int size) {
localEntity_t *le;
le = FX_AddSpawner(origin, NULL, NULL, NULL, qfalse, 0, 0, 10000, ParticleFire_Think, 10);
le = FX_AddSpawner(origin, NULL, NULL, NULL, qfalse, 0, 0, killtime, ParticleFire_Think, 10);
//le->data.spawner.data1 = size;
}
@ -1328,7 +1328,7 @@ void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec3_t laserRGB, flo
alpha, 0.0f,
laserRGB, laserRGB,
125,
cgs.media.whiteLaserShader ); /* FIXME: FX_AddLine3 not defined */
cgs.media.whiteLaserShader );
FX_AddLine( start, end,
1.0f,
@ -1407,7 +1407,7 @@ void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal )
random() * 0.2 + 0.2, 0.1f,
lRGB, lRGB,
150,
cgs.media.whiteLaserShader ); /* FIXME: FX_AddLine3 not defined */
cgs.media.whiteLaserShader );
FX_AddLine( start, end,
1.0f,
@ -1450,7 +1450,7 @@ CG_CookingSteam
Creates a basic cooking steam effect
======================
*/
/*void CG_CookingSteam( vec3_t origin, float radius )
void CG_CookingSteam( vec3_t origin, float radius )
{
vec3_t dir;
@ -1458,7 +1458,8 @@ Creates a basic cooking steam effect
VectorScale( dir, random() * 5 + 2, dir );
FX_AddSprite( origin, dir, qfalse, radius, radius * 2, 0.4F, 0.0, 0, 0, 1000, cgs.media.steamShader );
}*/
}
/*
======================
CG_ElectricFire
@ -1467,23 +1468,23 @@ Creates an electric fire effect
======================
*/
/*void CG_ElectricFire( vec3_t origin, vec3_t normal )
void CG_ElectricFire( vec3_t origin, vec3_t normal )
{
FXTrail *particle;
void *particle;
vec3_t dir, direction, start, end;
vec3_t velocity, accel;
vec3_t velocity;
float scale, alpha;
int numSparks;
int numSparks, i, j;
AngleVectors( normal, normal, NULL, NULL);
numSparks = 4 + (random() * 8.0f);
for ( int i = 0; i < numSparks; i++ )
for ( i = 0; i < numSparks; i++ )
{
scale = 0.3f + (random() *0.4);
for ( int j = 0; j < 3; j ++ )
for ( j = 0; j < 3; j ++ )
dir[j] = normal[j] + (0.4f * crandom());
VectorNormalize(dir);
@ -1505,11 +1506,10 @@ Creates an electric fire effect
scale = 0.5f + (random() * 0.5f);
VectorScale( normal, 300, velocity );
VectorSet( accel, 0, 0, -600 );
particle = FX_AddTrail( start,
velocity,
accel,
qtrue,
6.0f,
-24.0f,
scale,
@ -1518,13 +1518,15 @@ Creates an electric fire effect
0.5f,
0.0f,
200.0f,
cgs.media.sparkShader,
FXF_BOUNCE );
cgs.media.sparkShader);
if ( particle == NULL )
return;
FXE_Spray( dir, 200, 200, 0.2f, 300, (FXPrimitive *) particle );
VectorMA( origin, 1, normal, direction );
VectorSet( velocity, 0, 0, 8 );
FXE_Spray( dir, 200, 200, 0.2f, velocity);
VectorMA( origin, 1, normal, direction );
VectorSet( velocity, 0, 0, 8 );
@ -1536,7 +1538,7 @@ Creates an electric fire effect
FX_AddSprite( direction,
velocity,
NULL,
qfalse,
scale,
scale,
alpha,
@ -1612,7 +1614,7 @@ bool ForgeBoltPulse( FXPrimitive *fx, centity_t *ent )
}
//-----------------------------
void CG_ForgeBolt( centity_t *cent )
/*void CG_ForgeBolt( centity_t *cent )
{
qboolean pulse;
int effects;
@ -1799,12 +1801,12 @@ The particles will accelerate up to the half-way point of the cylinder, then dec
{
vec3_t vel, accel, dir, pos, right, up;
float len, time, acceleration, scale, dis, vf;
int t;
VectorSubtract( cent->currentState.origin2, cent->lerpOrigin, dir );
len = VectorNormalize( dir );
MakeNormalVectors( dir, right, up );
for ( int t=0; t < 3; t++ )
for ( t=0; t < 3; t++ )
{
// Create start offset within a circular radius
VectorMA( cent->lerpOrigin, 8 * crandom(), right, pos );
@ -1824,7 +1826,7 @@ The particles will accelerate up to the half-way point of the cylinder, then dec
// These will spawn at the base and accelerate towards the middle
if ( rand() & 1 )
{
FX_AddSprite( pos, vel, accel,
FX_AddSprite3( pos, vel, accel,
scale, 0.0f,
1.0f, 0.0f,
0.0f,
@ -1834,7 +1836,7 @@ The particles will accelerate up to the half-way point of the cylinder, then dec
}
else
{
FX_AddSprite( pos, vel, accel,
FX_AddSprite3( pos, vel, accel,
scale, 0.0f,
1.0f, 0.0f,
0.0f,
@ -1852,7 +1854,7 @@ The particles will accelerate up to the half-way point of the cylinder, then dec
if ( rand() & 1 )
{
FX_AddSprite( pos, vel, accel,
FX_AddSprite3( pos, vel, accel,
scale, 0.0f,
0.0f, 1.0f,
0.0f,
@ -1862,7 +1864,7 @@ The particles will accelerate up to the half-way point of the cylinder, then dec
}
else
{
FX_AddSprite( pos, vel, accel,
FX_AddSprite3( pos, vel, accel,
scale, 0.0f,
0.0f, 1.0f,
0.0f,
@ -1879,7 +1881,7 @@ CG_ExplosionTrail
-------------------------
*/
/*bool explosionTrailThink( FXPrimitive *fx, centity_t *ent )
/*qboolean explosionTrailThink( localEntity_t *fx )
{
localEntity_t *le=0;
vec3_t direction, origin, new_org, angles, dir;
@ -1901,7 +1903,7 @@ CG_ExplosionTrail
// Maybe something else should be done as well...
remove = qtrue;
//FIXME: FX_RemoveEffect( fx );
return false;
return qfalse;
}
scale = 80 * 0.03f;
@ -1931,7 +1933,7 @@ CG_ExplosionTrail
CG_ExplosionEffects( origin, 3.0f, 600 );
G_RadiusDamage( origin, ent->gent, 150, 80, NULL, MOD_UNKNOWN );
return true;
return qtrue;
}
//------------------------------------------------------------------------------
@ -1940,12 +1942,12 @@ void CG_ExplosionTrail( centity_t *cent )
vec3_t dir;
float len;
VectorSubtract( cent->currentState.origin2, cent->lerpOrigin, dir );
VectorSubtract( cent->currentState.origin2, cent->currentState.origin, dir );
len = VectorNormalize( dir );
VectorScale( dir, 325, dir );
FX_AddParticle( cent, cent->lerpOrigin, dir, NULL, 16, 0.0, 1.0, 1.0,
0.0, 0.0, 6000, cgs.media.ltblueParticleShader, FXF_NODRAW, explosionTrailThink );
FX_AddParticle( cent->currentState.origin, dir, qfalse, 16, 0.0, 1.0, 1.0,
0.0, 0.0, 6000, cgs.media.ltblueParticleShader, explosionTrailThink );
}
/*
@ -1966,7 +1968,7 @@ A scanning type beam
vectoangles( normal, angles );
alpha = Vector4to3( cent->gent->startRGBA, rgb );
/* // Code to make the thing "snap" when it's doing the beam slices
// Code to make the thing "snap" when it's doing the beam slices
if ( abs( cent->gent->pos2[0] ) >= cent->gent->radius )
{
// Snap back to start and move to the next slice
@ -1982,9 +1984,9 @@ A scanning type beam
// Always move across the slice
cent->gent->pos2[0] -= ( cg.frametime * 0.001 * cent->gent->speed );
*/
/*if ( cent->gent->spawnflags & 2 )
if ( cent->gent->spawnflags & 2 )
{
// Trace a cone
angles[2] = cent->gent->angle;
@ -2029,32 +2031,34 @@ Kind of looks like a teleporter effect
----------------------
*/
/*void CG_ShimmeryThing( vec3_t start, vec3_t end, float radius, qboolean taper )
void CG_ShimmeryThing( vec3_t start, vec3_t end, vec3_t content )
{
vec3_t normal, angles, base, top, dir;
float len;
int i;
int taper = content[2];
VectorSubtract( end, start, normal );
len = VectorNormalize( normal );
vectoangles( normal, angles );
for ( int i=0; i < 2; i++)
for ( i=0; i < 2; i++)
{
// Spawn the shards of light around a cylinder
angles[2] = crandom() * 360;
AngleVectors( angles, NULL, dir, NULL );
// See if the effect should be tapered at the top
if ( taper )
if ( taper = 2 )
{
VectorMA( start, radius * 0.25f, dir, top );
VectorMA( start, content[1] * 0.25f, dir, top );
}
else
{
VectorMA( start, radius, dir, top );
VectorMA( start, content[1], dir, top );
}
VectorMA( end, radius, dir, base );
VectorMA( end, content[1], dir, base );
// Use a couple of different kinds to break up the monotony..
if ( rand() & 1 )
@ -2068,24 +2072,6 @@ Kind of looks like a teleporter effect
}
}
/*
-------------------------
CG_ShimmeryThing_Spawner
-------------------------
*/
/*void CG_Shimmer( vec3_t position, vec3_t dest, vec3_t dir, vec3_t other )
{
CG_ShimmeryThing( position, dest, other[0], (qboolean) other[1] );
}
void CG_ShimmeryThing_Spawner( vec3_t start, vec3_t end, float radius, qboolean taper, int duration )
{
vec3_t packed = { radius, (float) taper, 0 };
FX_AddSpawner( start, end, NULL, packed, 100, 0, duration, (void *) CG_Shimmer, NULL, 512 );
}
/*
----------------------
CG_Borg_Bolt
@ -2093,12 +2079,13 @@ CG_Borg_Bolt
Yellow bolts that spark when the endpoints get close together
----------------------
*/
/*void CG_Borg_Bolt( centity_t *cent )
{
vec3_t diff, neworg, start, end;
float len;
if (!cent->gent->enemy){
if (!cent->gent->enemy){ // need sth to trace target
return;//we lost him
}
VectorCopy( cent->gent->enemy->currentOrigin, end );

View file

@ -1729,7 +1729,7 @@ case EV_SHAKE_SOUND:
case EV_FX_PARTICLEFIRE:
DEBUGNAME("EV_FX_PARTICLEFIRE");
CG_ParticleFire(cent->currentState.origin, cent->currentState.eventParm);
CG_ParticleFire(cent->currentState.origin, cent->currentState.time2, cent->currentState.eventParm);
break;
case EV_SHOOTER_SOUND:
@ -1791,60 +1791,60 @@ case EV_SHAKE_SOUND:
// Additional ports from SP by Harry Young
/*case EV_FX_COOKING_STEAM:
case EV_FX_COOKING_STEAM:
DEBUGNAME("EV_FX_COOKING_STEAM");
CG_CookingSteam( cent->lerpOrigin, cent->currentState.angles[0] );
CG_CookingSteam( cent->currentState.origin, cent->currentState.angles[0] );
break;
/*case EV_FX_ELECFIRE:
case EV_FX_ELECFIRE:
DEBUGNAME("EV_FX_ELECFIRE");
// Don't play this sound quite so much...
if ( rand() & 1 )
{
cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgi_S_RegisterSound ( va("sound/ambience/spark%d.wav", Q_irand(1,6)) ));
//cgi_S_StartSound (NULL, es->number, CHAN_BODY, cgi_S_RegisterSound ( va("sound/ambience/spark%d.wav", Q_irand(1,6)) ));
}
CG_ElectricFire( cent->lerpOrigin, cent->currentState.angles );
CG_ElectricFire( cent->currentState.origin, cent->currentState.angles );
break;
case EV_FX_FORGE_BOLT:
DEBUGNAME("EV_FX_FORGE_BOLT");
CG_ForgeBolt( cent );
//CG_ForgeBolt( cent );
break;
case EV_FX_PLASMA:
DEBUGNAME("EV_FX_PLASMA");
CG_Plasma( cent->lerpOrigin, cent->currentState.origin2, cent->gent->startRGBA, cent->gent->finalRGBA );
//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:
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

View file

@ -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

View file

@ -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

View file

@ -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);

View file

@ -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
{

View file

@ -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;

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