mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-25 05:42:18 +00:00
*Reintegrated the schimmery thing and prepped for some other fx.
--There's a warning (other that '/*') in cgame that I dont know how to resolve *added floder maps for mapping resources -- first in is a map for testing all the fx in all their functionality (fxtest)
This commit is contained in:
parent
f8b8a8179d
commit
de20d8ba89
8 changed files with 1270 additions and 65 deletions
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@ -1458,7 +1458,7 @@ 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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@ -1612,7 +1612,7 @@ 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 +1799,12 @@ 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 +1824,7 @@ 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 +1834,7 @@ 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 +1852,7 @@ 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 +1862,7 @@ 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 +1879,7 @@ 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 +1901,7 @@ 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 +1931,7 @@ 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 +1940,12 @@ 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 +1966,7 @@ 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 +1982,9 @@ 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 +2029,34 @@ 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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}
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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 +2077,13 @@ 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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@ -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->lerpOrigin, cent->currentState.angles[0] );
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break;
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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->lerpOrigin, 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");
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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
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break;
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case EV_FX_STREAM:
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DEBUGNAME("EV_FX_STREAM");
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CG_ParticleStream( cent );
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//CG_ParticleStream( cent );
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break;
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case EV_FX_TRANSPORTER_STREAM:
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DEBUGNAME("EV_FX_TRANSPORTER_STREAM");
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CG_TransporterStream( cent );
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//CG_TransporterStream( cent );
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break;
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case EV_FX_EXPLOSION_TRAIL:
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DEBUGNAME("EV_FX_EXPLOSION_TRAIL");
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CG_ExplosionTrail( cent );
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//CG_ExplosionTrail( cent );
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break;
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case EV_FX_BORG_ENERGY_BEAM:
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DEBUGNAME("EV_FX_BORG_ENERGY_BEAM");
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CG_BorgEnergyBeam( cent );
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//CG_BorgEnergyBeam( cent );
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break;
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case EV_FX_SHIMMERY_THING:
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DEBUGNAME("EV_FX_SHIMMERY_THING");
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CG_ShimmeryThing( cent->lerpOrigin, cent->currentState.origin2, cent->gent->radius, cent->gent->spawnflags & 2 );
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CG_ShimmeryThing( cent->currentState.origin, cent->currentState.origin2, cent->currentState.angles ); // Radius and spawnflags
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break;
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case EV_FX_BORG_BOLT:
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DEBUGNAME("EV_FX_BORG_BOLT");
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CG_Borg_Bolt( cent );
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break;*/
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//CG_Borg_Bolt( cent );
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break;
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// Default
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@ -2042,6 +2042,11 @@ void CG_Drip(centity_t *cent, int killTime );
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void CG_Chunks( vec3_t origin, vec3_t dir, float size, material_type_t type );
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void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec3_t laserRGB, float alpha );
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void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal );
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// Stasis_door-stuff
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// Stasis_door-stuff
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// Stasis_door-stuff
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// Stasis_door-stuff
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// Stasis_door-stuff
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//TiM
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void CG_FountainSpurt( vec3_t org, vec3_t end );
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@ -2055,7 +2060,19 @@ void CG_ParticleFire(vec3_t origin, int size);
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void CG_ShowTrigger(centity_t *cent);
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// Additional ports from SP by Harry Young
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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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void CG_ElectricFire( vec3_t origin, vec3_t normal );
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void ForgeBoltFireback( vec3_t start, vec3_t end, vec3_t velocity, vec3_t user );
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void CG_ForgeBolt( centity_t *cent );
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void CG_Plasma( vec3_t start, vec3_t end, vec4_t startRGBA, vec4_t endRGBA );
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void CG_ParticleStream( centity_t *cent );
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void CG_TransporterStream( centity_t *cent );
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void CG_ExplosionTrail( centity_t *cent );
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void CG_BorgEnergyBeam( centity_t *cent );
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void CG_ShimmeryThing( vec3_t start, vec3_t end, vec3_t content );
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void CG_Shimmer( vec3_t position, vec3_t dest, vec3_t dir, vec3_t other );
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void CG_ShimmeryThing_Spawner( vec3_t start, vec3_t end, float radius, qboolean taper, int duration );
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void CG_Borg_Bolt( centity_t *cent );
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//
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// cg_weapons.c
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@ -536,6 +536,80 @@ localEntity_t *FX_AddSprite2(vec3_t origin, vec3_t velocity, qboolean gravity, f
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return(le);
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}
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/*
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===============
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FX_AddSprite3
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Adds a view oriented sprite to the FX wrapper render list
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===============
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*/
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localEntity_t *FX_AddSprite3(vec3_t origin, vec3_t velocity, vec3_t acceleration, float scale, float dscale,
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float startalpha, float endalpha, float roll, float elasticity,
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float killTime, qhandle_t shader)
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{
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localEntity_t *le;
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#ifdef _DEBUG
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if (!shader)
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{
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Com_Printf("FX_AddSprite: NULL shader\n");
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}
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#endif
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// Glow mark
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le = CG_AllocLocalEntity();
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le->leType = LE_VIEWSPRITE;
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le->refEntity.data.sprite.rotation = roll;
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le->startTime = cg.time;
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le->endTime = le->startTime + killTime;
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le->data.sprite.radius = scale;
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le->data.sprite.dradius = dscale;
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le->alpha = startalpha;
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le->dalpha = endalpha - startalpha;
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VectorSet(le->data.sprite.startRGB, 1, 1, 1);
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VectorSet(le->data.sprite.dRGB, 0, 0, 0);
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// le->refEntity.hModel = 0;
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le->refEntity.customShader = shader;
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// set origin
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VectorCopy ( origin, le->refEntity.origin);
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VectorCopy ( origin, le->refEntity.oldorigin );
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le->color[0] = 1.0;
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le->color[1] = 1.0;
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le->color[2] = 1.0;
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le->color[3] = startalpha;
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le->lifeRate = 1.0 / ( le->endTime - le->startTime );
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if (velocity)
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{
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le->leFlags |= LEF_MOVE;
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VectorCopy (origin, le->pos.trBase);
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VectorCopy (velocity, le->pos.trDelta);
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if (acceleration) //how do i make this accellerate in the given direction?... lol, bee-fountain on forge3 now ^^
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le->pos.trType = TR_GRAVITY;
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else
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le->pos.trType = TR_LINEAR;
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le->pos.trTime = cg.time;
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le->pos.trDuration = killTime;
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if (elasticity > 0)
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{
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le->leFlags |= LEF_USE_COLLISION;
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le->bounceFactor = elasticity;
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}
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}
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return(le);
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}
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/*
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===============
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FX_AddBezier
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|
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@ -26,6 +26,9 @@ localEntity_t *FX_AddSprite(vec3_t origin, vec3_t velocity, qboolean gravity, fl
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localEntity_t *FX_AddSprite2(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
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float startalpha, float endalpha, vec3_t startRGB, vec3_t endRGB, float roll, float elasticity,
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float killTime, qhandle_t shader);
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localEntity_t *FX_AddSprite3(vec3_t origin, vec3_t velocity, vec3_t acceleration, float scale, float dscale,
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float startalpha, float endalpha, float roll, float elasticity,
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float killTime, qhandle_t shader);
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localEntity_t *FX_AddBezier(vec3_t start, vec3_t end, vec3_t cpoint1, vec3_t cpoint2, vec3_t cpointvel1,
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vec3_t cpointvel2,vec3_t cpointacc1, vec3_t cpointacc2, float width,
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float killTime, qhandle_t shader);
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14
game/g_fx.c
14
game/g_fx.c
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@ -1803,12 +1803,11 @@ Creates a shimmering cone or cylinder of colored light that stretches between tw
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STARTOFF - Effect turns on when used.
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TAPER - Cylinder tapers toward the top, creating a conical effect
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NO_AUTO_SHUTOFF - Tells the effect that it should never try to shut itself off.
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"radius" - radius of the cylinder or of the base of the cone. (default 10)
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"target" (required) End point for stream.
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"targetname" - fires only when used
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"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 +1816,7 @@ 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 +1826,7 @@ 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 +1861,7 @@ 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 +1883,12 @@ 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;
|
||||
|
||||
// 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
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Reference in a new issue