//Compression rifle weapon effects #include "cg_local.h" #include "fx_local.h" qboolean AltCompressionAftereffect(localEntity_t *le) { localEntity_t *cyl = NULL; qhandle_t shader = cgs.media.compressionAltBlastShader; float percentLife = 1.0 - (le->endTime - cg.time)*le->lifeRate; float alpha = 0.6 - (0.6*percentLife); float length = 20; vec3_t vec2, dir2; cyl = FX_AddCylinder( le->refEntity.origin, le->data.spawner.dir, length,// height, 0,// dheight, 10,//10+(30*(1-percentLife)),// scale, 210,// dscale, 10+(30*percentLife),// scale2, 210,// dscale2, alpha,// startalpha, 0.0,// endalpha, 500,// killTime, shader, 15);// bias ); cyl->leFlags |= LEF_ONE_FRAME; VectorMA(le->refEntity.origin, length*2.0, le->data.spawner.dir, vec2); VectorScale(le->data.spawner.dir, -1.0, dir2); cyl = FX_AddCylinder( vec2, dir2, length,// height, 0,// dheight, 10,//10+(30*(1-percentLife)),// scale, 210,// dscale, 10+(30*percentLife),// scale2, 210,// dscale2, alpha,// startalpha, 0.0,// endalpha, 500,// killTime, shader, 15);// bias ); cyl->leFlags |= LEF_ONE_FRAME; return qtrue; } /* ------------------------- FX_CompressionShot ------------------------- */ #define MAXRANGE_CRIFLE 8192 void FX_CompressionShot( vec3_t start, vec3_t dir ) { localEntity_t *le; vec3_t end; trace_t trace; qboolean render_impact = qtrue; centity_t *traceEnt = NULL; int clientNum = -1; VectorMA(start, MAXRANGE_CRIFLE, dir, end); CG_Trace( &trace, start, NULL, NULL, end, 0, MASK_SHOT ); // draw the beam le = FX_AddLine(start, trace.endpos, 1.0, 2.0, 0.0, 1.0, 1.0, 100.0, cgs.media.prifleBolt); le->leFlags |= LEF_ONE_FRAME; // draw an impact at the endpoint of the trace // If the beam hits a skybox, etc. it would look foolish to add in an explosion if ( trace.surfaceFlags & SURF_NOIMPACT ) { render_impact = qfalse; } if ( render_impact ) { traceEnt = &cg_entities[trace.entityNum]; clientNum = traceEnt->currentState.clientNum; if ( (trace.entityNum != ENTITYNUM_WORLD) && (clientNum >= 0 || clientNum < MAX_CLIENTS) ) { FX_CompressionHit(trace.endpos); } else { FX_CompressionExplosion(start, trace.endpos, trace.plane.normal, qfalse); } } } /* ------------------------- FX_CompressionShot ------------------------- */ void FX_CompressionAltShot( vec3_t start, vec3_t dir ) { vec3_t end, vel = {0,0,0}; trace_t trace; qboolean render_impact = qtrue; centity_t *traceEnt = NULL; int clientNum = -1; VectorMA(start, MAXRANGE_CRIFLE, dir, end); CG_Trace( &trace, start, NULL, NULL, end, cg_entities[cg.predictedPlayerState.clientNum].currentState.number, MASK_SHOT ); // draw the beam FX_AddLine( start, trace.endpos, 1.0f, 3.0f, 0.0f, 1.0f, 0.0f, 350/*125.0f*/, cgs.media.sparkShader ); FX_AddLine( start, trace.endpos, 1.0f, 6.0f, 20.0f, 0.6f, 0.0f, 800/*175.0f*/, cgs.media.phaserShader);//compressionAltBeamShader ); FX_AddSpawner( start, dir, vel, NULL, qfalse, 0, 0, 500, AltCompressionAftereffect, 10 ); // draw an impact at the endpoint of the trace // If the beam hits a skybox, etc. it would look foolish to add in an explosion if ( trace.surfaceFlags & SURF_NOIMPACT ) { render_impact = qfalse; } if ( render_impact ) { traceEnt = &cg_entities[trace.entityNum]; clientNum = traceEnt->currentState.clientNum; if ( (trace.entityNum != ENTITYNUM_WORLD) && (clientNum >= 0 || clientNum < MAX_CLIENTS) ) { FX_CompressionHit(trace.endpos); } else { FX_CompressionExplosion(start, trace.endpos, trace.plane.normal, qtrue); } } } /* ------------------------- FX_CompressionExplosion ------------------------- */ void FX_CompressionExplosion( vec3_t start, vec3_t origin, vec3_t normal, qboolean altfire ) { localEntity_t *le; vec3_t dir; vec3_t velocity; //, shot_dir; vec3_t hitpos; float scale, dscale; int i, j, numSparks; weaponInfo_t *weaponInfo = &cg_weapons[WP_COMPRESSION_RIFLE]; float distance; vec3_t color = {0.7, 0.43, 0.44}; int size = 2; //FX_CompressionHit( origin ); //TiM: let's test if the rifle doesn't make stuff explode when its shot :) //return; //Sparks //TiM: Calc spark count off proximity to effect VectorSubtract ( cg.refdef.vieworg, origin, dir ); distance = VectorNormalize( dir ); distance = 50 * ( 1.0f - (distance / 128) ) ; distance = Com_Clamp( 25, 50, distance ); numSparks = distance + (random() * 4.0f); //4 if (altfire) { numSparks *= 1.5f; } for ( i = 0; i < numSparks; i++ ) { scale = 10.0f + (random() * 1.0f); //.25 dscale = -scale; //Randomize the direction for (j = 0; j < 3; j ++ ) { //if ( j !=5 ) //dir[j] = normal[j] + (0.75 * crandom()); //else dir[j] = normal[j] + (-1 * crandom()); //0.75 } VectorNormalize(dir); //set the speed VectorScale( dir, 200 + (50 * crandom()), velocity); //200 le = FX_AddTrail( origin, velocity, qtrue, //qtrue 12.0f,//4 -12.0f,//4 scale, -scale, 1.0f, 1.0f, 0.5f, 1000.0f, //1000 cgs.media.orangeStarShader); // FXE_Spray( normal, 200, 50, 0.4f, le); } VectorMA( origin, 8, normal, dir ); VectorSet(velocity, 0, 0, 8); /* FX_AddSprite( dir, velocity, qfalse, (altfire?50.0f:32.0f), 16.0f, 1.0f, 0.0f, random()*45.0f, 0.0f, (altfire?1300.0f:1000.0f), cgs.media.steamShader ); */ //Orient the explosions to face the camera VectorSubtract( cg.refdef.vieworg, origin, dir ); VectorNormalize( dir ); if (!altfire) { CG_InitLensFlare( origin, 350, 350, color, 1.2, 2.0, 1600, 200, color, 1600, 200, 800, 20, qtrue, 0, 0, qfalse, qtrue, qfalse, 1.0, cg.time, 0, 0, 210); VectorMA(origin, size, normal, hitpos); FX_AddSprite( hitpos, NULL, qfalse, size * size * 15.0f, -150.0f, 1.0f, 0.0f, 360*random(), 0, 400, cgs.media.liteRedParticleShader ); FX_AddSprite( hitpos, NULL, qfalse, size * size * 25.0f, -150.0f, 1.0f, 0.0f, 0.0f, 0, 400, cgs.media.liteRedParticleStreakShader ); le = CG_MakeExplosion2( origin, dir, cgs.media.explosionModel, 5, cgs.media.electricalExplosionSlowShader, 475, qfalse, 1.2f + ( crandom() * 0.3f), LEF_NONE); 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, qfalse, 12, qfalse ); //Shake the camera CG_ExplosionEffects( origin, 1, 200 ); } else { le = CG_MakeExplosion2( origin, dir, cgs.media.explosionModel, 5, cgs.media.electricalExplosionSlowShader, 500, qfalse, 2.2f + ( crandom() * 0.4f), LEF_NONE); le->light = 200; 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, qfalse, 28, qfalse ); //Shake the camera CG_ExplosionEffects( origin, 2, 240 ); } // nice explosion sound at the point of impact trap_S_StartSound(origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->mainHitSound); } /* ------------------------- FX_CompressionHit ------------------------- */ void FX_CompressionHit( vec3_t origin ) { FX_AddSprite( origin, NULL, qfalse, 32.0f, -32.0f, 1.0f, 1.0f, random()*360, 0.0f, 250.0f, cgs.media.prifleImpactShader ); //FIXME: Play an impact sound with a body // trap_S_StartSound (origin, NULL, 0, cgi_S_RegisterSound ("sound/weapons/prifle/fire.wav") ); } void FX_PrifleBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spark, qboolean impact, qboolean empty ) { refEntity_t beam; sfxHandle_t sfx; float size; vec3_t velocity; int sparks; vec3_t rgb = { 1,0.9,0.6}, rgb2={1,0.3,0}; //vec3_t rgb3 = { 1.0, 1.0, 1.0 }; sfx = 0; // Draw beam first. memset( &beam, 0, sizeof( beam ) ); VectorCopy( startpos, beam.origin); VectorCopy( endpos, beam.oldorigin ); beam.reType = RT_LINE; if (empty) { beam.customShader = cgs.media.phaserEmptyShader; } else { beam.customShader = cgs.media.prifleBeam; } AxisClear( beam.axis ); beam.shaderRGBA[0] = 0xff; beam.shaderRGBA[1] = 0xff; beam.shaderRGBA[2] = 0xff; beam.shaderRGBA[3] = 0xff; if (empty) { beam.data.line.width = 1.0f + ( crandom() * 0.6f ); } else { beam.data.line.width = 2.5f + ( crandom() * 0.6f ); } beam.data.line.stscale = 5.0; trap_R_AddRefEntityToScene( &beam ); // Now draw the hit graphic // no explosion at LG impact, it is added with the beam if ( sfx ) { Com_Printf("playing %s\n", "phaser sound"); trap_S_StartSound( endpos, ENTITYNUM_WORLD, CHAN_AUTO, sfx ); } // // impact mark // if (impact) { if (!empty) { // normal. CG_ImpactMark( cgs.media.scavMarkShader, endpos, normal, random()*360, 1,1,1,0.2, qfalse, random() + 1, qfalse ); //VectorCopy( endpos, phaserFlare.worldCoord ); /*CG_InitLensFlare( endpos, 80, 80, rgb, 1.2, 1.5, 1600, 200, colorTable[CT_BLACK], 1600, 200, 80, 5, qfalse, 5, 40, qfalse, qfalse, qfalse, 1.0, 1.0, 200.0, 200.0, 200.0 );*/ //CG_InitLensFlare( endpos, // 30, 30, // rgb, 1.2, 2.0, 1600, 200, // colorTable[CT_BLACK], 1600, 200, 410, 15, qfalse, // 0, 0, qfalse, qtrue, // qfalse, 1.0, cg.time, 0, 0, 50); //TiM : Add your basic cheesy 'seen-way-too-much-in-movies-these-days' anamorphic lens streak :) //CG_DrawLensFlare( &phaserFlare ); //FX_AddSprite( endpos, NULL, qfalse, random() * 1.25 + 5.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 50.0, cgs.media.blueParticleStreakShader ); //1.5f //FX_AddQuad2( endpos, normal, random() * 1.25 + 8.0f, 0.0f, 1.0f, 1.0f, rgb3, rgb3, 270, 50.0, cgs.media.blueParticleStreakShader ); //eh... looked bad :P FX_AddQuad2( endpos, normal, random() * 1.25 + 1.5f, 0.0f, 1.0f, 0.0f, rgb, rgb2, rand() % 360, 500 + random() * 200, cgs.media.sunnyFlareShader ); } else { // Wuss hit when empty. FX_AddQuad2( endpos, normal, random() * .75 + 1.0f, 0.0f, 0.5f, 0.0f, rgb, rgb2, rand() % 360, 300 + random() * 200, cgs.media.sunnyFlareShader ); } } // "Fun" sparks... Not when empty. if ( spark && !empty) { sparks = rand() & 1 + 1; for(;sparks>0;sparks--) { size = 0.2f + (random() * 0.4); FXE_Spray( normal, 200, 75, 0.8f, velocity); if (rand() & LEF_USE_COLLISION) { // This spark bounces. FX_AddTrail( endpos, velocity, qtrue, 5.0f, -15.0f, size, -size, 1.0f, 0.5f, 0.4f, 500.0f, cgs.media.sparkShader); } else { FX_AddTrail( endpos, velocity, qtrue, 5.0f, -15.0f, size, -size, 1.0f, 0.5f, 0.0, 500.0f, cgs.media.sparkShader); } } } }