From ff55f1a1ab8bf967b3477738697fec416e4918b6 Mon Sep 17 00:00:00 2001 From: Walter Julius Hennecke Date: Mon, 5 Dec 2011 09:29:58 +0100 Subject: [PATCH] Removed unused files, renamed some files --- cgame/Makefile | 10 +- cgame/fx_borg.c | 214 --------------- cgame/fx_dreadnought.c | 310 ---------------------- cgame/{fx_scavenger.c => fx_hypospray.c} | 0 cgame/fx_imod.c | 315 ----------------------- stefgame.suo | Bin 204800 -> 204800 bytes 6 files changed, 2 insertions(+), 847 deletions(-) delete mode 100644 cgame/fx_borg.c delete mode 100644 cgame/fx_dreadnought.c rename cgame/{fx_scavenger.c => fx_hypospray.c} (100%) delete mode 100644 cgame/fx_imod.c diff --git a/cgame/Makefile b/cgame/Makefile index 53e369e..74064fd 100644 --- a/cgame/Makefile +++ b/cgame/Makefile @@ -28,17 +28,14 @@ OBJ = \ fx_transporter.o \ fx_tetrion.o \ fx_stasis.o \ - fx_scavenger.o \ + fx_hypospray.o \ fx_quantum.o \ fx_phaser.o \ fx_misc.o \ fx_lib.o \ fx_item.o \ - fx_imod.o \ fx_grenade.o \ - fx_dreadnought.o \ fx_compression.o \ - fx_borg.o \ cg_weapons.o \ cg_view.o \ cg_snapshot.o \ @@ -98,17 +95,14 @@ cg_servercmds.o : cg_servercmds.c; $(DO_CC) cg_snapshot.o : cg_snapshot.c; $(DO_CC) cg_view.o : cg_view.c; $(DO_CC) cg_weapons.o : cg_weapons.c; $(DO_CC) -fx_borg.o : fx_borg.c; $(DO_CC) fx_compression.o : fx_compression.c; $(DO_CC) -fx_dreadnought.o : fx_dreadnought.c; $(DO_CC) fx_grenade.o : fx_grenade.c; $(DO_CC) -fx_imod.o : fx_imod.c; $(DO_CC) fx_item.o : fx_item.c; $(DO_CC) fx_lib.o : fx_lib.c; $(DO_CC) fx_misc.o : fx_misc.c; $(DO_CC) fx_phaser.o : fx_phaser.c; $(DO_CC) fx_quantum.o : fx_quantum.c; $(DO_CC) -fx_scavenger.o : fx_scavenger.c; $(DO_CC) +fx_hypospray.o : fx_scavenger.c; $(DO_CC) fx_stasis.o : fx_stasis.c; $(DO_CC) fx_tetrion.o : fx_tetrion.c; $(DO_CC) fx_transporter.o : fx_transporter.c; $(DO_CC) diff --git a/cgame/fx_borg.c b/cgame/fx_borg.c deleted file mode 100644 index 6329b7b..0000000 --- a/cgame/fx_borg.c +++ /dev/null @@ -1,214 +0,0 @@ -#include "cg_local.h" -#include "fx_local.h" - - -#define BORG_SPIN 0.6f - -//------------------------------------------------------------------------------ -/*void FX_BorgProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ) -{ - float len; - vec3_t dir, end; - - FX_AddSprite( cent->lerpOrigin, NULL, qfalse, - 8.0f + ( random() * 24.0f ), 0.0f, - 1.0f, 1.0f, - random() * 360, 0.0f, - 1, - cgs.media.borgFlareShader); - - // Energy glow - FX_AddSprite( cent->lerpOrigin, NULL, qfalse, - 18.0f + ( random() * 24.0f ), 0.0f, - 0.2f, 0.1f, - random() * 360, 0.0f, - 1, - cgs.media.borgFlareShader); - - VectorSet( dir, crandom(), crandom(), crandom() ); - VectorNormalize( dir ); - len = random() * 12.0f + 18.0f; - VectorMA( cent->lerpOrigin, len, dir, end ); - FX_AddElectricity( cent->lerpOrigin, end, 0.2f, 0.6f, 0.0f, 0.3f, 0.0f, 5, cgs.media.borgLightningShaders[2], 1.0f ); -}*/ - -/* -------------------------- -FX_BorgWeaponHitWall -------------------------- -*/ /* -void FX_BorgWeaponHitWall( vec3_t origin, vec3_t normal ) -{ - weaponInfo_t *weaponInfo = &cg_weapons[WP_MEDKIT]; - - // Expanding shock ring - FX_AddQuad( origin, normal, - 0.5f, 6.4f, - 0.8, 0.0, - random() * 360.0f, - 200, - cgs.media.borgLightningShaders[0] ); - - // Impact core - FX_AddQuad( origin, normal, - 16.0f + ( random() * 8.0f ), 3.2f, - 0.6f, 0.0f, - cg.time * BORG_SPIN, - 100, - cgs.media.borgLightningShaders[0] ); - - //Sound - trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->mainHitSound); - - CG_ImpactMark( cgs.media.scavMarkShader, origin, normal, random()*360, 1,1,1,0.2, qfalse, random() + 5.5f, qfalse ); -} */ - -/* -------------------------- -FX_BorgTaser -------------------------- -*/ -/* -void FX_BorgTaser( vec3_t end, vec3_t start ) -{ - float len; - vec3_t dis; - - FX_AddSprite( end, NULL, qfalse, 9.0f, 0.0f, 1.0f, 0.0f, 30.0f, 0.0f, 250, cgs.media.borgLightningShaders[0] ); - FX_AddSprite( end, NULL, qfalse, 18.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 150, cgs.media.borgLightningShaders[0] ); - FX_AddSprite( start, NULL, qfalse, 12.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 100, cgs.media.borgLightningShaders[0] ); - FX_AddSprite( start, NULL, qfalse, 6.0f, 0.0f, 1.0f, 0.0f, 60.0f, 0.0f, 150, cgs.media.borgLightningShaders[0] ); - - VectorSubtract( start, end, dis ); - len = VectorNormalize( dis ); - - if ( len < 96 ) - len = 0.6f; - else if ( len < 256 ) - len = 0.4f; - else if ( len > 512 ) - len = 0.1f; - else - len = 0.2f; - - FX_AddLine( start, end, 1.0f, 5.0f, 0.0f, 1.0f, 0.0f, 150, cgs.media.borgLightningShaders[1] ); - FX_AddElectricity( start, end, 0.2f, 3.0f, 0.0f, 1.0f, 0.0f, 150, cgs.media.borgLightningShaders[2], len ); - FX_AddElectricity( start, end, 0.5f, 2.0f, 0.0f, 1.0f, 0.0f, 150, cgs.media.borgLightningShaders[3], len ); -}*/ - -//------------------------------------------------ - -// unused! -/*void FX_BorgEyeBeam( vec3_t start, vec3_t end, vec3_t normal, qboolean large ) -{ - float width, alpha; - vec3_t rgb = {1.0f,0.0f,0.0f}; - - width = 0.5f + ( crandom() * 0.1 ); - if ( large ) - width *= 3.5; - - alpha = 0.4f + ( random() * 0.25 ); - - FX_AddLine2( start, end, 1.0f, - width, 0.0f, width, 0.0f, - alpha, alpha, - rgb, rgb, - 1.0f, - cgs.media.whiteLaserShader ); - - FX_AddSprite( start, NULL, qfalse, - 1.0f + (random() * 2.0f), 0.0f, - 0.6f, 0.6f, - 0.0f, 0.0f, 1.0f, - cgs.media.borgEyeFlareShader ); - - FX_AddQuad( end, normal, - 2.0f + (crandom() * 1.0f), 0.0f, - 1.0f, 1.0f, - 0.0f, 1.0f, - cgs.media.borgEyeFlareShader ); -}*/ - -#define BORG_PARTICLE_RADIUS 32 -//------------------------------------------------------------------------------------ -void FX_BorgTeleportParticles( vec3_t origin, vec3_t dir ) -{ - int i; - vec3_t neworg, vel; - - for ( i = 0; i < 26; i++ ) - { - VectorSet( neworg, - origin[0] + ( crandom() * ( BORG_PARTICLE_RADIUS * 0.5 ) ), - origin[1] + ( crandom() * ( BORG_PARTICLE_RADIUS * 0.5 ) ), - origin[2] + ( crandom() * 4.0f ) ); - VectorScale( dir, 32 + ( random() * 96 ), vel ); - - FX_AddSprite( neworg, vel, qfalse, 1.0f + ( crandom() * 2.0f ), 0.0f, 1.0f, 0.0f, random() * 360, 0.0f, 1700, cgs.media.borgFlareShader ); - } -} - -//------------------------------------- -// unused -/* -void FX_BorgTeleport( vec3_t origin ) -{ - vec3_t org, org2, angles, dir; - localEntity_t *le; - - VectorSet( angles, 0, 0, 1 ); - VectorSet( org, origin[0], origin[1], origin[2] - 32 ); - FX_BorgTeleportParticles( origin, angles ); - - VectorSet( angles, 0, 0, -1 ); - VectorSet( org2, origin[0], origin[1], origin[2] + 32 ); - FX_BorgTeleportParticles( origin, angles ); - - VectorSubtract( org2, org, dir ); - VectorNormalize( dir ); - - le = FX_AddCylinder( org, dir, 96.0f, 0.0f, 1.0f, 48.0f, 1.0f, 48.0f, 1.0f, 0.0f, 1500, cgs.media.borgFlareShader, 0.5 ); - le->refEntity.data.cylinder.wrap = qtrue; - le->refEntity.data.cylinder.stscale = 24; - - trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.borgBeamInSound ); -}*/ - -//------------------------------------- -//unused -/* -void FX_BorgTeleportTrails( vec3_t origin ) -{ - int i; - float scale; - vec3_t org, ang, angvect; - - for ( i = 0; i < 2; i++ ) - { - // position on the sphere - if ( i == 0 ) - { - ang[ROLL] = 0; - ang[PITCH] = sin( cg.time * 0.002f ) * 360; - ang[YAW] = cg.time * 0.04f; - } - else - { - ang[ROLL] = 0; - ang[PITCH] = sin( cg.time * 0.002f + 3.14159f ) * 360; - ang[YAW] = cg.time * 0.04f + 180.0f; - } - - AngleVectors( ang, angvect, NULL, NULL); - - // Set the particle position - org[0] = 12 * angvect[0] + origin[0]; - org[1] = 12 * angvect[1] + origin[1]; - org[2] = 32 * angvect[2] + origin[2]; - - scale = random() * 4.0f + 4.0f; - - FX_AddSprite( org, NULL, qtrue, scale, -scale, 1.0f, 1.0f, 0.0f, 0.0f, 200.0f + random() * 200.0f, cgs.media.borgFlareShader ); - } -}*/ diff --git a/cgame/fx_dreadnought.c b/cgame/fx_dreadnought.c deleted file mode 100644 index 24afbd9..0000000 --- a/cgame/fx_dreadnought.c +++ /dev/null @@ -1,310 +0,0 @@ -#include "cg_local.h" -#include "fx_local.h" - -/* -------------------------- -FX_DreadnoughtHitWall -------------------------- -*/ -/*void FX_DreadnoughtHitWall( vec3_t origin, vec3_t normal, qboolean spark ) -{ - float scale = 1.0f + ( random() * 1.0f ); - int num, i; - localEntity_t *le = NULL; - vec3_t vel; -// weaponInfo_t *weaponInfo = &cg_weapons[WP_DERMAL_REGEN]; - -// trap_S_StartSound(origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->altHitSound); - - le = FX_AddQuad( origin, normal, 32.0 + random() * 48, 0, 0.5, 0.5, 0, 100, cgs.media.purpleParticleShader ); - if (le) - { - le->leFlags |= LEF_ONE_FRAME; - } - le = FX_AddQuad( origin, normal, 24.0 + random() * 32, 0, 0.6, 0.6, 0, 100, cgs.media.ltblueParticleShader ); - if (le) - { - le->leFlags |= LEF_ONE_FRAME; - } - - CG_ImpactMark( cgs.media.scavMarkShader, origin, normal, random()*360, 1,1,1,0.2, qfalse, - random() * 4 + 8, qfalse ); - - if ( spark ) - { - trap_R_AddLightToScene( origin, 75 + (rand()&31), 1.0, 0.8, 1.0 ); - - // Drop some sparks - num = (int)(random() * 2) + 2; - - for ( i = 0; i < num; i++ ) - { - scale = 0.6f + random(); - if ( rand() & 1 ) - FXE_Spray( normal, 70, 80, 0.9f, vel); - else - FXE_Spray( normal, 80, 200, 0.5f, vel); - - FX_AddTrail( origin, vel, qfalse, 8.0f + random() * 8, -48.0f, - scale, -scale, 1.0f, 0.8f, 0.4f, 600.0f, cgs.media.spark2Shader ); - } - } -}*/ - -/* -------------------------- -FX_DreadnoughtFire -------------------------- -*/ -/*void FX_DreadnoughtFire( vec3_t origin, vec3_t end, vec3_t normal, qboolean spark, qboolean impact ) -{ -// localEntity_t *le = NULL; - float scale = 1.0f + ( random() * 1.0f ); - refEntity_t beam; - - // Draw beams first. - memset( &beam, 0, sizeof( beam ) ); - VectorCopy( origin, beam.origin); - VectorCopy( end, beam.oldorigin ); - beam.reType = RT_LINE; - beam.customShader = cgs.media.dnBoltShader; - AxisClear( beam.axis ); - beam.shaderRGBA[0] = 0xff*0.2; - beam.shaderRGBA[1] = 0xff*0.2; - beam.shaderRGBA[2] = 0xff*0.2; - beam.shaderRGBA[3] = 0xff; - beam.data.line.stscale = 2.0; - beam.data.line.width = scale*6; - trap_R_AddRefEntityToScene( &beam ); - - // Add second core beam - memset( &beam, 0, sizeof( beam ) ); - VectorCopy( origin, beam.origin); - VectorCopy( end, beam.oldorigin ); - beam.reType = RT_LINE; - beam.customShader = cgs.media.dnBoltShader; - AxisClear( beam.axis ); - beam.shaderRGBA[0] = 0xff*0.8; - beam.shaderRGBA[1] = 0xff*0.8; - beam.shaderRGBA[2] = 0xff*0.8; - beam.shaderRGBA[3] = 0xff; - beam.data.line.stscale = 1.0; - beam.data.line.width = scale*4.5; - trap_R_AddRefEntityToScene( &beam ); - - if (spark) - { - // Add first electrical bolt - memset( &beam, 0, sizeof( beam ) ); - VectorCopy( origin, beam.origin); - VectorCopy( end, beam.oldorigin ); - beam.reType = RT_ELECTRICITY; - beam.customShader = cgs.media.dnBoltShader; - AxisClear( beam.axis ); - beam.shaderRGBA[0] = 0xff*0.8; - beam.shaderRGBA[1] = 0xff*0.8; - beam.shaderRGBA[2] = 0xff*0.8; - beam.shaderRGBA[3] = 0xff; - beam.data.electricity.stscale = 1.0; - beam.data.electricity.width = scale*0.5; - beam.data.electricity.deviation = 0.2; - trap_R_AddRefEntityToScene( &beam ); - } - - // Add next electrical bolt - memset( &beam, 0, sizeof( beam ) ); - VectorCopy( origin, beam.origin); - VectorCopy( end, beam.oldorigin ); - beam.reType = RT_ELECTRICITY; - beam.customShader = cgs.media.dnBoltShader; - AxisClear( beam.axis ); - beam.shaderRGBA[0] = 0xff*0.8; - beam.shaderRGBA[1] = 0xff*0.8; - beam.shaderRGBA[2] = 0xff*0.8; - beam.shaderRGBA[3] = 0xff; - beam.data.electricity.stscale = 1.0; - beam.data.electricity.width = scale*0.75; - beam.data.electricity.deviation = 0.12; - trap_R_AddRefEntityToScene( &beam ); - - - - le = FX_AddLine( origin, end, 2.0f, scale * 6, 0.0f, 0.2f, 0.2f, 100, cgs.media.dnBoltShader ); - if (le) - { - le->leFlags |= LEF_ONE_FRAME; - } - - le = FX_AddLine( origin, end, 1.0f, scale * 4.5, 0.0f, 0.8f, 0.8f, 100, cgs.media.dnBoltShader ); - if (le) - { - le->leFlags |= LEF_ONE_FRAME; - } - - if ( spark ) - { - le = FX_AddElectricity( origin, end, 1.0f, scale * 0.5, 0, 0.8, 0.8, 100, cgs.media.dnBoltShader, 0.2 ); - if (le) - { - le->leFlags |= LEF_ONE_FRAME; - } - } - le = FX_AddElectricity( origin, end, 1.0f, scale * 0.75, 0, 0.8, 0.8, 100, cgs.media.dnBoltShader, 0.12 ); - if (le) - { - le->leFlags |= LEF_ONE_FRAME; - } - - // Add a subtle screen shake - CG_ExplosionEffects( origin, 1.0f, 15 ); - - if (impact) - { - FX_DreadnoughtHitWall( end, normal, spark ); - } -}*/ - -/* -------------------------- -FX_DreadnoughtProjectileThink - -Freaky random lightning burst -------------------------- -*/ -/*#define FX_DN_ALT_THINK_TIME 100 - -void FX_DreadnoughtProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon ) -{ -// refEntity_t beam; - float scale; - - scale = flrandom(10.0, 15.0); - - // If this is a new thinking time, draw some starting stuff... - if (cent->miscTime < cg.time) - { - trace_t trace; - vec3_t fwd, right, boltdir, boltend, mins={-2,-2,-2}, maxs={2,2,2}; - float len; - localEntity_t *le; - int playSound = 1;//(irandom(0,1) == 0)?1:0; - - cent->miscTime = cg.time + FX_DN_ALT_THINK_TIME; - - VectorSubtract(cent->currentState.origin, cent->currentState.origin2, fwd); - - // Throw a sprite from the start to the end over the next - VectorScale(fwd, 1000.0*(1.0/FX_DN_ALT_THINK_TIME), boltdir); - le = FX_AddSprite(cent->currentState.origin2, boltdir, qfalse, scale*8, -scale*2, 1.0, 1.0, 0, 0, FX_DN_ALT_THINK_TIME, cgs.media.blueParticleShader); - le->light = 200; - le->refEntity.renderfx |= RF_NOSHADOW; - VectorSet( le->lightColor, 0.5f, 0.8f, 1.0f ); - - len = VectorNormalize(fwd); - - // Illegal if org and org2 are the same. - if (len<=0) - return; - - // Draw a bolt from the old position to the new. - FX_AddLine( cent->currentState.origin2, cent->currentState.origin, 1.0, scale*4, -scale*4, 0.75, 0.0, FX_DN_ALT_THINK_TIME*2, cgs.media.dnBoltShader); - - // ALSO draw an electricity bolt from the old position to the new. - FX_AddElectricity( cent->currentState.origin2, cent->currentState.origin, 0.2f, scale, -scale, 1.0, 0.5, FX_DN_ALT_THINK_TIME*2, cgs.media.dnBoltShader, 0.5 ); - - // And a bright new sprite at the current locale. - FX_AddSprite(cent->currentState.origin, NULL, qfalse, scale*2, scale*4, 1.0, 1.0, 0, 0, FX_DN_ALT_THINK_TIME, cgs.media.blueParticleShader); - - // Put a sprite in the old position, fading away. - FX_AddSprite(cent->currentState.origin2, NULL, qfalse, scale*5, -scale*5, 1.0, 1.0, 0, 0, FX_DN_ALT_THINK_TIME*2, cgs.media.blueParticleShader); - - // Shoot rays out (roughly) to the sides to connect with walls or whatever... - // PerpendicularVector(right, fwd); - right[0] = fwd[1]; - right[1] = -fwd[0]; - right[2] = -fwd[2]; - - // Right vector - // The boltdir uses a random offset to the perp vector. - boltdir[0] = right[0] + flrandom(-0.25, 0.25); - boltdir[1] = right[1] + flrandom(-0.25, 0.25); - boltdir[2] = right[2] + flrandom(-1.0, 1.0); - - // Shoot a vector off to the side and trace till we hit a wall. - VectorMA(cent->currentState.origin, 256, boltdir, boltend); - CG_Trace( &trace, cent->currentState.origin, mins, maxs, boltend, cent->currentState.number, MASK_SOLID ); - - if (trace.fraction < 1.0) - { - VectorCopy(trace.endpos, boltend); - FX_AddElectricity( cent->currentState.origin, boltend, 0.2f, scale, -scale, 1.0, 0.5, FX_DN_ALT_THINK_TIME*2, cgs.media.dnBoltShader, 0.5 ); - // Put a sprite at the endpoint that stays. - FX_AddQuad(trace.endpos, trace.plane.normal, scale, -scale*0.5, 1.0, 0.5, 0.0, FX_DN_ALT_THINK_TIME*2, cgs.media.blueParticleShader); - if (playSound) - { - if (irandom(0,1)) - { - weaponInfo_t *weaponInfo = &cg_weapons[WP_DERMAL_REGEN]; - trap_S_StartSound(trace.endpos, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->alt_missileSound); - playSound = 0; - } - } - } - - // Left vector - // The boltdir uses a random offset to the perp vector. - boltdir[0] = -right[0] + flrandom(-0.25, 0.25); - boltdir[1] = -right[1] + flrandom(-0.25, 0.25); - boltdir[2] = -right[2] + flrandom(-1.0, 1.0); - - // Shoot a vector off to the side and trace till we hit a wall. - VectorMA(cent->currentState.origin, 256, boltdir, boltend); - CG_Trace( &trace, cent->currentState.origin, mins, maxs, boltend, cent->currentState.number, MASK_SOLID ); - - if (trace.fraction < 1.0) - { - VectorCopy(trace.endpos, boltend); - FX_AddElectricity( cent->currentState.origin, boltend, 0.2f, scale, -scale, 1.0, 0.5, FX_DN_ALT_THINK_TIME*2, cgs.media.dnBoltShader, 0.5 ); - // Put a sprite at the endpoint that stays. - FX_AddQuad(trace.endpos, trace.plane.normal, scale, -scale*0.5, 1.0, 0.5, 0.0, FX_DN_ALT_THINK_TIME*2, cgs.media.blueParticleShader); - if (playSound) - { - weaponInfo_t *weaponInfo = &cg_weapons[WP_DERMAL_REGEN]; - trap_S_StartSound(trace.endpos, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->alt_missileSound); - playSound = 0; - } - } - } -}*/ - -/* -------------------------- -FX_DreadnoughtShotMiss - -Alt-fire, miss effect -------------------------- -*/ -/*void FX_DreadnoughtShotMiss( vec3_t end, vec3_t dir ) -{ - vec3_t org; - weaponInfo_t *weaponInfo = &cg_weapons[WP_DERMAL_REGEN]; - - trap_S_StartSound(end, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->altHitSound); - - // Move me away from the wall a bit so that I don't z-buffer into it - VectorMA( end, 0.5, dir, org ); - - // Expanding rings -// FX_AddQuad( org, dir, 1, 24, 0.8, 0.2, random() * 360, 400, cgs.media.stasisRingShader ); -// FX_AddQuad( org, dir, 1, 60, 0.8, 0.2, random() * 360, 300, cgs.media.stasisRingShader ); - // Impact effect - FX_AddQuad( org, dir, 7, 35, 1.0, 0.0, random() * 360, 500, cgs.media.blueParticleShader ); - FX_AddQuad( org, dir, 5, 25, 1.0, 0.0, random() * 360, 420, cgs.media.ltblueParticleShader ); - - CG_ImpactMark( cgs.media.scavMarkShader, org, dir, random()*360, 1,1,1,0.6, qfalse, - 8 + random() * 2, qfalse ); - - FX_AddSprite( end, NULL, qfalse, flrandom(40,60), -50, 1.0, 0.0, random() * 360, 0, 500, cgs.media.blueParticleShader ); -}*/ - - diff --git a/cgame/fx_scavenger.c b/cgame/fx_hypospray.c similarity index 100% rename from cgame/fx_scavenger.c rename to cgame/fx_hypospray.c diff --git a/cgame/fx_imod.c b/cgame/fx_imod.c deleted file mode 100644 index 0471301..0000000 --- a/cgame/fx_imod.c +++ /dev/null @@ -1,315 +0,0 @@ -#include "cg_local.h" -#include "fx_local.h" - -/* -------------------------- -FX_AltIMODBolt -------------------------- -*/ - -/*void FX_AltIMODBolt( vec3_t start, vec3_t end, vec3_t dir ) -{ - vec3_t control1, control2, control1_vel, control2_vel, - control1_acceleration, control2_acceleration; - vec3_t direction, vr, vu; - float len; - localEntity_t *le; - - MakeNormalVectors( dir, vr, vu ); - - VectorSubtract( end, start, direction ); - len = VectorNormalize( direction ); - - VectorMA(start, len*0.5f, direction, control1 ); - VectorMA(start, len*0.25f, direction, control2 ); - - vectoangles( direction, control1_vel ); - control1_vel[ROLL] += crandom() * 360; - AngleVectors( control1_vel, NULL, NULL, control1_vel ); - - vectoangles( direction, control2_vel ); - control2_vel[ROLL] += crandom() * 360; - AngleVectors( control2_vel, NULL, NULL, control2_vel ); - - VectorScale(control1_vel, 12.0f + (140.0f * random()), control1_vel); - VectorScale(control2_vel, -12.0f + (-140.0f * random()), control2_vel); - - VectorClear(control1_acceleration); - VectorClear(control2_acceleration); - le = FX_AddBezier( start, end, - control1, control2, control1_vel, control2_vel, control1_acceleration, control2_acceleration, - 4.0f, //scale - 1000.0f, //killtime - cgs.media.IMOD2Shader ); - le->alpha = 0.8; - le->dalpha = -0.8; -}*/ - -/* -------------------------- -FX_IMODBolt2 -------------------------- -*/ - -/*void FX_IMODBolt2( vec3_t start, vec3_t end, vec3_t dir ) -{ - vec3_t control1, control2, control1_velocity, control2_velocity, - control1_acceleration, control2_acceleration; - float length = 0; - vec3_t vTemp; - localEntity_t *le; - - // initial position of control points - VectorSubtract(end, start, vTemp); - length = VectorNormalize(vTemp); - VectorMA(start, 0.5 * length, vTemp, control1); - VectorMA(start, 0.25 * length, vTemp, control2); - - // initial velocity of control points - vectoangles(vTemp, control1_velocity); - control1_velocity[ROLL] += crandom() * 360; - AngleVectors(control1_velocity, NULL, NULL, control1_velocity); - - vectoangles(vTemp, control2_velocity); - control2_velocity[ROLL] += crandom() * 360; - AngleVectors(control2_velocity, NULL, NULL, control2_velocity); - - VectorScale(control1_velocity, 12.0f + (140.0f * random()), control1_velocity); - VectorScale(control2_velocity, -12.0f + (-140.0f * random()), control2_velocity); - - // constant acceleration of control points - - VectorScale(control1_velocity, -1.2, control1_acceleration); - for (i = 0; i < 3; i++) - { - control1_acceleration[i] += flrandom (-10, 10); - } - VectorScale(control2_velocity, -1.2, control2_acceleration); - for (i = 0; i < 3; i++) - { - control2_acceleration[i] += flrandom (-10, 10); - } - */ -// VectorClear(control1_acceleration); -// VectorClear(control2_acceleration); -// -// le = FX_AddBezier(start, end, control1, control2, control1_velocity, control2_velocity, control1_acceleration, -// control2_acceleration, 4, 600, cgs.media.altIMOD2Shader); -// le->alpha = 0.6; -// le->dalpha = -0.6; -//}*/ - - -/* -------------------------- -FX_IMODShot -------------------------- -*/ - -//#define MAXRANGE_IMOD 8192 - -/*void FX_IMODShot( vec3_t end, vec3_t start, vec3_t dir) -{ - vec3_t ofs, end2; - trace_t trace; - qboolean render_impact = qtrue; - - VectorMA( end, 1, dir, ofs ); - - FX_AddLine(start, end, 1.0, 8.0, -8.0, 1.0, 0.0, 350, cgs.media.altIMODShader); - - FX_IMODBolt2( start, end, dir); - - // cover up the start point of the beam - FX_AddSprite( start, NULL, qfalse, irandom(8,12), -8, 1.0, 0.6, random()*360, 0.0, 400, cgs.media.purpleParticleShader); - // where do we put an explosion? - VectorMA(start, MAXRANGE_IMOD, cg.refdef.viewaxis[0], end2); - CG_Trace( &trace, start, NULL, NULL, end2, 0, MASK_SHOT ); - - if ( trace.surfaceFlags & SURF_NOIMPACT ) - { - render_impact = qfalse; - } - if ( render_impact ) - { - FX_IMODExplosion(end, trace.plane.normal); - } -}*/ - -/* -------------------------- -FX_AltIMODShot -------------------------- -*/ -//unused -/*#define FX_ALT_IMOD_HOLD 200 -#define FX_ALT_IMOD_FLASHSIZE 16 -qboolean IMODAltAftereffect(localEntity_t *le) -{ - localEntity_t *spr = NULL; - qhandle_t shader = cgs.media.blueParticleShader; - - //only want an initial sprite - le->endTime = cg.time; - - spr = FX_AddSprite( le->refEntity.origin,// origin - NULL, // velocity - qfalse, // gravity - FX_ALT_IMOD_FLASHSIZE, // scale - -10, // dscale - 0.8, // startalpha - 0.0, // endalpha - 0.0, // roll - 0.0, // elasticity - 700, // killTime - shader); // shader - - return qtrue; -}*/ - -/*void FX_AltIMODShot( vec3_t end, vec3_t start, vec3_t dir) -{ - vec3_t ofs, end2; - int i = 0; - trace_t trace; - qboolean render_impact = qtrue; - - VectorMA( end, 1, dir, ofs ); - - FX_AddLine( start, end, 1.0f, 32.0f, -32.0f, 1.0f, 1.0f, 500.0f, cgs.media.IMODShader); - - for ( i = 0; i < 2; i++ ) - FX_AltIMODBolt( start, end, dir ); - - // cover up the start point of the beam - FX_AddSprite( start, NULL, qfalse, FX_ALT_IMOD_FLASHSIZE, 0, 1.0, 0.6, 0.0, 0.0, FX_ALT_IMOD_HOLD, cgs.media.blueParticleShader); - FX_AddSpawner( start, dir, NULL, NULL, qfalse, FX_ALT_IMOD_HOLD, - 0, FX_ALT_IMOD_HOLD+100, IMODAltAftereffect, 10 ); - // where do we put an explosion? - VectorMA(start, MAXRANGE_IMOD, cg.refdef.viewaxis[0], end2); - CG_Trace( &trace, start, NULL, NULL, end2, 0, MASK_SHOT ); - - if ( trace.surfaceFlags & SURF_NOIMPACT ) - { - render_impact = qfalse; - } - if ( render_impact ) - { - FX_AltIMODExplosion(end, trace.plane.normal); - } -}*/ - -/* -------------------------- -FX_IMODExplosion -------------------------- -*/ - -/*void FX_IMODExplosion( vec3_t origin, vec3_t normal ) -{ - localEntity_t *le; - vec3_t direction, vel; - float scale, dscale; - int i, numSparks; - - //Orient the explosions to face the camera - VectorSubtract( cg.refdef.vieworg, origin, direction ); - VectorNormalize( direction ); - - //Tag the last one with a light - le = CG_MakeExplosion( origin, direction, cgs.media.explosionModel, cgs.media.imodExplosionShader, 400, qfalse); - le->light = 75; - VectorSet( le->lightColor, 1.0f, 0.8f, 0.5f ); - - //Sparks - numSparks = 3 + (rand() & 7); - // kef -- fixme. what does vel do? - VectorClear(vel); - - for ( i = 0; i < numSparks; i++ ) - { - scale = 1.0f + (random() * 0.5f); - dscale = -scale*0.5; - - FX_AddTrail( origin, - NULL, - qfalse, - 32.0f + (random() * 64.0f), - -256.0f, - scale, - 0.0f, - 1.0f, - 0.0f, - 0.25f, - 750.0f, - cgs.media.purpleParticleShader ); - - //FXE_Spray( normal, 500, 250, 0.75f, 256,//vel ); - //} - - //CG_ImpactMark( cgs.media.IMODMarkShader, origin, normal, random()*360, 1,1,1,0.75, qfalse, 5, qfalse ); -// CG_ImpactMark( cgs.media.scavMarkShader, origin, normal, random()*360, 1,1,1,0.2, qfalse, random() + 1, qfalse ); - -// CG_ExplosionEffects( origin, 1.0f, 150 ); -//}*/ - -/* -------------------------- -FX_AltIMODExplosion -------------------------- -*/ -/*void FX_AltIMODExplosion( vec3_t origin, vec3_t normal ) -{ - localEntity_t *le; - vec3_t direction, org, vel; - float scale, dscale; - int i, numSparks; - - //Orient the explosions to face the camera - VectorSubtract( cg.refdef.vieworg, origin, direction ); - VectorNormalize( direction ); - - //Tag the last one with a light - le = CG_MakeExplosion( origin, direction, cgs.media.explosionModel, cgs.media.electricalExplosionSlowShader, 475, qfalse); - le->light = 150; - VectorSet( le->lightColor, 1.0f, 0.8f, 0.5f ); - - for ( i = 0; i < 2; i ++) - { - VectorSet( org, origin[0] + 16 * random(), origin[1] + 16 * random(), origin[2] + 16 * random() ); - CG_MakeExplosion( org, direction, cgs.media.explosionModel, cgs.media.electricalExplosionFastShader, - 250, qfalse); - } - - //Sparks - - numSparks = 8 + (rand() & 7); - - // kef -- fixme. what does this vector do!?! waaaaaah! - VectorClear(vel); - - for ( i = 0; i < numSparks; i++ ) - { - scale = 1.5f + (random() * 0.5f); - dscale = -scale*0.5; - - FX_AddTrail( origin, - NULL, - qfalse, - 32.0f + (random() * 64.0f), - -256.0f, - scale, - 0.0f, - 1.0f, - 0.0f, - 0.25f, - 750.0f, - cgs.media.spark2Shader ); - - FXE_Spray( normal, 500, 250, 0.75f, 256, //vel ); - //} - - //CG_ImpactMark( cgs.media.IMODMarkShader, origin, normal, random()*360, 1,1,1,1, qfalse, 8, qfalse ); - - //CG_ExplosionEffects( origin, 2.0f, 250 ); -//}*/ diff --git a/stefgame.suo b/stefgame.suo index a929c7b38b1dd56a976d3b1a4b7a15a48e4fd200..b466c0f116c5bd6cc77704c0c4b21b7e4944fda0 100644 GIT binary patch delta 801 zcmYjNQAkr^6h7zQy~}dd1l@+_)G0nq&);-THaYbY}rFE5(yPl4`UHjFB0@3f$P7!*U=B(f6hJM_nmY9>VmV@VKS6V(UUKlYDE?|xUV3giVXf;$pEgi9MoGnO$mwYe#wP z!~rGp4QtT6_v&J>87_^_dz*d@4LnZ0mE!%lZQbMuutJO}{_p6w=R!O5feYH;M^mHC zJ)IYOFkIZ544*kIQ9Ov2ER}*3s#CkH)RvvNUP5(2G*gy>Ipmx|6My0{k;jS!JFO1l4%|;g!(P73JEp1HS_?H9&4sV*n{fcYUscZ&f&nvca)5*WaNVdlR4vG|CpLs37dG> zgs4iPEL{9vLlbB*3z_5;4oOMC$(;$bbg4s=4HV2HAblC)M|mvCF2lwoLDul+$ zI-f@ICkk9+K0d4Ld2dj&qrpqcGFaDsa!CMH#1 zU5B_T32IVyPA`DuamV^?F{6fZL$#d7dqjY3rf>7vZq5T)2Ho1u*g^H5(2)3pDh zyT>b7srZU9vXtPalN<)9{tY%duEO&#+Aj5YUV;Uxai=F;WM_>SC2X@+{`}6yoAr-6 WDdG_QW(-0QhJPx#S06nm{OTL4M2xEd