#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 ); }*/