#include "cg_local.h" #include "fx_local.h" /* ------------------------- FX_GrenadeThink ------------------------- */ void FX_GrenadeThink( centity_t *cent, const struct weaponInfo_s *weapon ) { FX_AddSprite( cent->lerpOrigin, NULL, qfalse, 8.0f + random() * 32.0f, 0.0f, 0.75f, 0.75f, 0, 0.0f, 1, cgs.media.dkorangeParticleShader ); if ( rand() & 1 ) FX_AddSprite( cent->lerpOrigin, NULL, qfalse, 16.0f + random() * 32.0f, 0.0f, 0.6f, 0.6f, 0, 0.0f, 1, cgs.media.yellowParticleShader ); } /* ------------------------- FX_GrenadeHitWall ------------------------- */ void FX_GrenadeHitWall( vec3_t origin, vec3_t normal ) { trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeExplodeSound ); CG_SurfaceExplosion( origin, normal, 8, 1, qfalse ); } /* ------------------------- FX_GrenadeHitPlayer ------------------------- */ void FX_GrenadeHitPlayer( vec3_t origin, vec3_t normal ) { trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeExplodeSound ); CG_SurfaceExplosion( origin, normal, 8, 1, qfalse ); } /* ------------------------- FX_GrenadeExplode ------------------------- */ void FX_GrenadeExplode( vec3_t origin, vec3_t normal ) { localEntity_t *le; qhandle_t null = 0; vec3_t direction, org, vel; int i; VectorSet( direction, 0,0,1 ); // Add an explosion and tag a light to it le = CG_MakeExplosion2( origin, direction, cgs.media.nukeModel, 5, null, 250, qfalse, 25.0f, LEF_FADE_RGB); le->light = 150; le->refEntity.renderfx |= RF_NOSHADOW; VectorSet( le->lightColor, 1.0f, 0.6f, 0.2f ); // Ground ring FX_AddQuad( origin, normal, 5, 100, 1.0, 0.0, random() * 360, 300, cgs.media.bigShockShader ); // Flare VectorMA( origin, 12, direction, org ); FX_AddSprite( org, NULL, qfalse, 160.0, -160.0, 1.0, 0.0, 0.0, 0.0, 200, cgs.media.sunnyFlareShader );//, FXF_NON_LINEAR_FADE ); for (i = 0; i < 12; i++) { float width, length; FXE_Spray( normal, 470, 325, 0.5f, vel); length = 24.0 + random() * 12; width = 0.5 + random() * 2; FX_AddTrail( origin, vel, qtrue, length, -length, width, -width, 1.0f, 1.0f, 0.5f, 1000.0f, cgs.media.orangeTrailShader); } trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeExplodeSound ); // Smoke and impact // FX_AddSpawner( origin, normal, NULL, NULL, 100, 25.0f, 2000.0f, (void *) CG_SmokeSpawn, NULL, 1024 ); CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1.0, qfalse, random() * 16 + 48, qfalse ); } /*void FX_GrenadeShrapnelExplode( vec3_t origin, vec3_t norm ) { localEntity_t *le; vec3_t direction, org, vel; int i; VectorCopy( norm, direction); // Add an explosion and tag a light to it le = CG_MakeExplosion2( origin, direction, cgs.media.nukeModel, 5, (qhandle_t)NULL, 250, qfalse, 25.0f, LEF_FADE_RGB); le->light = 150; le->refEntity.renderfx |= RF_NOSHADOW; VectorSet( le->lightColor, 1.0f, 0.6f, 0.2f ); // Ground ring FX_AddQuad( origin, norm, 5, 100, 1.0, 0.0, random() * 360, 300, cgs.media.bigShockShader ); // Flare VectorMA( origin, 12, direction, org ); FX_AddSprite( org, NULL, qfalse, 160.0, -160.0, 1.0, 0.0, 0.0, 0.0, 200, cgs.media.sunnyFlareShader );//, FXF_NON_LINEAR_FADE ); for (i = 0; i < 12; i++) { float width, length; FXE_Spray( norm, 470, 325, 0.5f, vel); length = 24.0 + random() * 12; width = 0.5 + random() * 2; FX_AddTrail( origin, vel, qtrue, length, -length, width, -width, 1.0f, 1.0f, 0.5f, 1000.0f, cgs.media.orangeTrailShader); } trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeExnull // Smoke and impact CG_ImpactMark( cgs.media.compressionMarkShader, origin, norm, random()*360, 1,1,1,1.0, qfalse, random() * 16 + 48, qfalse ); }*/ //----------------------------------- //By: RedTechie - Imported/Modifyed from SP //----------------------------------- void FX_GrenadeShrapnelExplode( vec3_t origin, vec3_t norm ) { localEntity_t *le; //FXTrail *fx; vec3_t direction, org, vel; int i; CG_InitLensFlare( origin, 350, 350, colorTable[CT_DKRED1], 1.2, 2.0, 1600, 200, colorTable[CT_DKRED1], 1600, 200, 800, 20, qtrue, 0, 0, qfalse, qtrue, qfalse, 1.0, cg.time, 90, 0, 300); //Orient the explosions to face the camera VectorSubtract( cg.refdef.vieworg, origin, direction ); VectorNormalize( direction ); VectorMA( origin, 12, direction, org ); // Add an explosion and tag a light to it le = CG_MakeExplosion2( org, direction, cgs.media.explosionModel, 6, cgs.media.surfaceExplosionShader, 700, qfalse, 1.2f + (random()*0.5f),LEF_FADE_RGB ); //RPG-X: RedTechie - Scale use to be 1.2f + (random()*0.3f) le->light = 150; le->refEntity.renderfx |= RF_NOSHADOW; VectorSet( le->lightColor, 1.0f, 0.6f, 0.6f ); VectorMA( org, 8, norm, direction ); VectorSet(vel, 0, 0, 8); //Some smoke FX_AddSprite( direction, vel, qfalse, 20.0f + random()*50.0f,//1.2f + (random()*0.5f),//60.0f - random()*60.0f 16.0f, 100.0f,//1.0f 100.0f,//0.0f random()*45.0f, -12.0f, 8000.0f, cgs.media.steamShader ); for ( i = 0; i < 6; i++) { float width, length; FXE_Spray( norm, 500, 175, 0.8f, vel);//, (FXPrimitive *) fx length = 24.0 + random() * 12; width = 0.5 + random() * 2; FX_AddTrail( origin, vel, qtrue, length, -length, width, -width, 1.0f, 1.0f, 0.5f, 2500.0f, cgs.media.orangeTrailShader);//RPG-X: RedTechie - Killtime use to be 1000.0f /*FX_AddTrail( origin, NULL, NULL, 16.0f, -15.0f, 1.5, -1.5, 1.0f, 1.0f, 0.2f, 1000.0f, cgs.media.orangeTrailShader, rand() & FXF_BOUNCE ); */ /*if ( fx == NULL ) return;*/ } trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeAltExplodeSnd ); CG_ImpactMark( cgs.media.compressionMarkShader, origin, norm, random()*360, 1,1,1,1.0, qfalse, random() * 16 + 48, qfalse ); CG_ExplosionEffects( origin, 2.0, 350 ); } qboolean GrenadeBeep(localEntity_t *le) { weaponInfo_t *weaponInfo = &cg_weapons[WP_GRENADE_LAUNCHER]; trap_S_StartSound(le->refEntity.origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->altHitSound); return qtrue; } /* ------------------------- FX_GrenadeShrapnelBits By: RedTechie - From SP ------------------------- */ /*void FX_BlowBits( vec3_t start, vec3_t end, vec3_t dir, vec3_t user ) { vec3_t diff, org; float len; // FXLine *fx; VectorSubtract( end, start, diff ); len = VectorNormalize( diff ) * ( 0.2 + random() * 0.3 ); VectorMA( start, len, diff, org ); //fx = FX_AddLine( end, start, (int)(random() * 3.2f), 2.0f + random() * 2, 0, 0.5f, 0.1f, 150 + random() * 150, cgs.media.orangeTrailShader ); //if ( fx == NULL ) // return; //fx->SetFlags( FXF_SHRINK ); FX_AddQuad( end, dir, NULL, NULL, 1.0f, 64.0f, 1.0, 0.0, random() * 360.0f, 0.0f, 0.0, 200, cgs.media.orangeRingShader ); // FX_AddQuad( end, dir, NULL, NULL, 20.0, -15.0, 0.6, 0.4, 0.0,0.0,0.0,450, cgs.media.borgEyeFlareShader ); } */ #define FX_GRENADE_ALT_STICK_TIME 2500 void FX_GrenadeShrapnelBits( vec3_t start ) { vec3_t zero = {0, 0, 0}; // check G_MissileStick() to make sure this killtime coincides with that nextthink FX_AddSpawner( start, zero, NULL, NULL, qfalse, 300, 0, FX_GRENADE_ALT_STICK_TIME, GrenadeBeep, 10 ); } /* ------------------------- FX_fxfunc_Explosion ------------------------- */ void FX_fxfunc_Explosion( vec3_t start, vec3_t origin, vec3_t normal ) { localEntity_t *le; vec3_t dir; vec3_t velocity; // vec3_t end; // trace_t trace; float scale, dscale; int i, j, numSparks; //weaponInfo_t *weaponInfo = &cg_weapons[WP_COMPRESSION_RIFLE]; //float scale, dscale; // int s; // vec3_t new_org; //Sparks numSparks = 20 + (random() * 4.0f);//4 for ( i = 0; i < numSparks; i++ ) { scale = 0.25f + (random() * 1.0f); dscale = -scale; //Randomize the direction for (j = 0; j < 3; j ++ ) { dir[j] = normal[j] + (0.75 * crandom()); } VectorNormalize(dir); //set the speed VectorScale( dir, 200 + (50 * crandom()), velocity); le = FX_AddTrail( origin, velocity, qtrue, 4.0f, -4.0f, scale, -scale, 1.0f, 1.0f, 0.5f, 1000.0f, cgs.media.sparkShader); } VectorMA( origin, 8, normal, dir ); VectorSet(velocity, 0, 0, 8); // Smoke puffs FX_AddSprite( dir, velocity, qfalse, 20.0f + random()*60.0f,//2.2f + ( crandom() * 0.9f),//60.0f - random()*60.0f 16.0f, 100.0f,//1.0f 100.0f,//0.0f random()*45.0f, -12.0f, 8000.0f, cgs.media.steamShader ); //Orient the explosions to face the camera VectorSubtract( cg.refdef.vieworg, origin, dir ); VectorNormalize( dir ); le = CG_MakeExplosion2( origin, dir, cgs.media.explosionModel, 5, cgs.media.electricalExplosionSlowShader, 475, qfalse, 2.2f + ( crandom() * 0.9f), LEF_NONE);//RPG-X: RedTechie - Scale use to be - 1.2f + ( crandom() * 0.3f) le->light = 150; le->refEntity.renderfx |= RF_NOSHADOW; VectorSet( le->lightColor, 0.8f, 0.8f, 1.0f ); CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1.0, qfalse, random() * 16 + 48, qfalse ); //CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1, qfalse, 12, qfalse ); //Shake the camera CG_ExplosionEffects( origin, 2, 400 ); // nice explosion sound at the point of impact trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeAltExplodeSnd ); //trap_S_StartSound(origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->mainHitSound); } /* ------------------------- FX_fxfunc_Shot ------------------------- */ #define MAXRANGE_CRIFLE 8192 void FX_fxfunc_Shot( vec3_t start, vec3_t dir ) { vec3_t end; trace_t trace; VectorMA(start, MAXRANGE_CRIFLE, dir, end); CG_Trace( &trace, start, NULL, NULL, end, 0, MASK_SHOT ); //FX_CompressionExplosion(start, trace.endpos, trace.plane.normal, qfalse ); FX_fxfunc_Explosion(start, trace.endpos, trace.plane.normal); }