rpg-x2/cgame/cg_env.c
Harry Young 614cb686bc fx_plasma
This should do bit it doesn't, lol

Signed-off-by: Harry Young <hendrik.gerritzen@googlemail.com>
2011-12-27 14:50:34 +01:00

2181 lines
60 KiB
C

//This file contains environmental effects for the designers
#include "cg_local.h"
#include "fx_local.h"
// these flags should be synchronized with the spawnflags in g_fx.c for fx_bolt
#define BOLT_SPARKS (1<<0)
#define BOLT_BORG (1<<1)
qboolean SparkThink( localEntity_t *le )
{
vec3_t dir, direction, start, end;
vec3_t velocity;
float scale = 0, alpha = 0;
int numSparks = 0, i = 0, j = 0;
sfxHandle_t snd = cgs.media.envSparkSound1;
switch(irandom(1, 3))
{
case 1:
snd = cgs.media.envSparkSound1;
break;
case 2:
snd = cgs.media.envSparkSound2;
break;
case 3:
snd = cgs.media.envSparkSound3;
break;
}
trap_S_StartSound (le->refEntity.origin, ENTITYNUM_WORLD, CHAN_BODY, snd );
CG_InitLensFlare( le->refEntity.origin,
40, 40,
colorTable[CT_YELLOW], 1.2, 2.0, 1600, 200,
colorTable[CT_YELLOW], 1600, 200, 600, 6, qtrue,
0, 0, qfalse, qtrue,
qtrue, 0.7, cg.time, 90, 0, 300);
VectorCopy(le->data.spawner.dir, dir);
//AngleVectors( dir, dir, NULL, NULL );
for ( j = 0; j < 3; j ++ )
direction[j] = dir[j] + (0.25f * crandom());
VectorNormalize( direction );
//trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgi_S_RegisterSound( va( "sound/world/ric%d.wav", (rand() & 2)+1) ) );
numSparks = 8 + (random() * 4.0f);
scale = 0.2f + (random() *0.4);
VectorMA( le->refEntity.origin, 24.0f + (crandom() * 4.0f), dir, end );
//One long spark
FX_AddLine( le->refEntity.origin,
end,
1.0f,
scale,
0.0f,
1.0f,
0.25f,
125.0f,
cgs.media.sparkShader );
for ( i = 0; i < numSparks; i++ )
{
scale = 0.2f + (random() *0.4);
for ( j = 0; j < 3; j ++ )
direction[j] = dir[j] + (0.25f * crandom());
VectorNormalize(direction);
VectorMA( le->refEntity.origin, 0.0f + ( random() * 2.0f ), direction, start );
VectorMA( start, 2.0f + ( random() * 16.0f ), direction, end );
FX_AddLine( start,
end,
1.0f,
scale,
0.0f,
1.0f,
0.25f,
125.0f,
cgs.media.sparkShader );
}
if ( rand() & 1 )
{
numSparks = 1 + (random() * 2.0f);
for ( i = 0; i < numSparks; i++ )
{
scale = 0.5f + (random() * 0.5f);
VectorScale( direction, 250, velocity );
FX_AddTrail( start,
velocity,
qtrue,
8.0f,
-32.0f,
scale,
-scale,
1.0f,
0.5f,
0.25f,
700.0f,
cgs.media.sparkShader);
}
}
VectorMA( le->refEntity.origin, 1, dir, direction );
scale = 6.0f + (random() * 8.0f);
alpha = 0.1 + (random() * 0.4f);
VectorSet( velocity, 0, 0, 8 );
FX_AddSprite( direction,
velocity,
qfalse,
scale,
scale,
alpha,
0.0f,
random()*45.0f,
0.0f,
1000.0f,
cgs.media.steamShader );
return qtrue;
}
/*
======================
CG_Spark
Creates a spark effect
======================
*/
void CG_Spark( vec3_t origin, vec3_t normal, int delay, int killTime )
{
// give it a lifetime of 10 seconds because the refresh thinktime in g_fx.c is 10 seconds
FX_AddSpawner( origin, normal, NULL, NULL, qfalse, delay, 1.5, killTime, SparkThink, 100 ); //10000
}
qboolean SteamThink( localEntity_t *le )
{
float speed = 200;
vec3_t direction;
vec3_t velocity = { 0, 0, 128 };
float scale, dscale;
vec3_t origin;
//FIXME: Whole lotta randoms...
VectorCopy( le->data.spawner.dir, direction );
//AngleVectors( direction, direction, NULL, NULL );
//VectorNormalize(direction);
//TiM : Offset by 1. sometimes it can spawn in walls and the particles act weird then
VectorMA( le->refEntity.origin, 1, direction, origin );
direction[0] += (direction[0] * crandom() * le->data.spawner.variance);
direction[1] += (direction[0] * crandom() * le->data.spawner.variance);
direction[2] += (direction[0] * crandom() * le->data.spawner.variance);
VectorScale( direction, speed, velocity );
scale = 4.0f + (random());
dscale = scale * 4.0;
FX_AddSprite( origin,
velocity,
qfalse,
scale,
dscale,
1.0f,
0.0f,
random() * 360,
0.25f,
300,//(len / speed) * 1000,
cgs.media.steamShader );
return qtrue;
}
/*
======================
CG_Steam
Creates a steam effect
======================
*/
void CG_Steam( vec3_t position, vec3_t dir, int killTime )
{
// give it a lifetime of 10 seconds because the refresh thinktime in g_fx.c is 10 seconds
FX_AddSpawner( position, dir, NULL, NULL, qfalse, 0, 0.15, killTime, SteamThink, 100 ); //
}
/*
======================
CG_Bolt
Creates a electricity bolt effect
======================
*/
#define DATA_EFFECTS 0
#define DATA_CHAOS 1
#define DATA_RADIUS 2
//-----------------------------
void BoltSparkSpew( vec3_t origin, vec3_t normal )
{
float scale = 1.0f + ( random() * 1.0f );
int num = 0, i = 0;
vec3_t vel;
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 );
}
}
qboolean BoltFireback( localEntity_t *le)
{
//localEntity_t *FX_AddElectricity( vec3_t origin, vec3_t origin2, float stScale, float scale, float dscale,
// float startalpha, float endalpha, float killTime, qhandle_t shader, float deviation );
float killTime = (0 == le->data.spawner.delay)?10000:200;
FX_AddElectricity(le->refEntity.origin, le->data.spawner.dir, 0.2f, 15.0, -15.0, 1.0, 0.5, killTime,
cgs.media.bolt2Shader, le->data.spawner.variance );
// is this spawner on a random delay?
if (le->data.spawner.data1)
{
le->data.spawner.delay = flrandom(0,5000);
}
return qtrue;
}
//-----------------------------
qboolean BorgBoltFireback( localEntity_t *le)
{
float killTime = (0 == le->data.spawner.delay)?10000:200;
FX_AddElectricity(le->refEntity.origin, le->data.spawner.dir, 0.2f, 15.0, -5.0, 1.0, 0.5, killTime,
cgs.media.borgLightningShaders[1], le->data.spawner.variance );
// is this spawner on a random delay?
if (le->data.spawner.data1)
{
le->data.spawner.delay = flrandom(0,5000);
}
return qtrue;
}
//-----------------------------
qboolean BoltFirebackSparks( localEntity_t *le)
{
vec3_t dir;
float killTime = (0 == le->data.spawner.delay)?10000:200;
VectorSubtract(le->refEntity.origin, le->data.spawner.dir, dir);
VectorNormalize(dir);
FX_AddElectricity(le->refEntity.origin, le->data.spawner.dir, 0.2f, 15.0, -15.0, 1.0, 0.5, killTime,
cgs.media.bolt2Shader, le->data.spawner.variance );
BoltSparkSpew(le->data.spawner.dir, dir);
// is this spawner on a random delay?
if (le->data.spawner.data1)
{
le->data.spawner.delay = flrandom(0,5000);
}
return qtrue;
}
//-----------------------------
qboolean BorgBoltFirebackSparks( localEntity_t *le)
{
vec3_t dir;
float killTime = (0 == le->data.spawner.delay)?10000:200;
VectorSubtract(le->refEntity.origin, le->data.spawner.dir, dir);
VectorNormalize(dir);
FX_AddElectricity(le->refEntity.origin, le->data.spawner.dir, 0.2f, 15.0, -15.0, 1.0, 0.5, killTime,
cgs.media.borgLightningShaders[0], le->data.spawner.variance );
BoltSparkSpew(le->data.spawner.dir, dir);
// is this spawner on a random delay?
if (le->data.spawner.data1)
{
le->data.spawner.delay = flrandom(0,5000);
}
return qtrue;
}
//-----------------------------
void CG_Bolt( centity_t *cent )
{
localEntity_t *le = NULL;
qboolean bSparks = (qboolean)(cent->currentState.eventParm & BOLT_SPARKS);
qboolean bBorg = (qboolean)(cent->currentState.eventParm & BOLT_BORG);
float radius = cent->currentState.angles2[0], chaos = cent->currentState.angles2[1];
float delay = cent->currentState.time2 * 1000; // the value given by the designer is in seconds
qboolean bRandom = qfalse;
if (delay < 0)
{
// random
delay = flrandom(0.1, 5000.0);
bRandom = qtrue;
}
if (delay > 10000)
{
delay = 10000;
}
if ( bBorg )
{
if (bSparks)
{
le = FX_AddSpawner( cent->lerpOrigin, cent->currentState.origin2, NULL, NULL, qfalse, delay,
chaos, 10000, BorgBoltFirebackSparks, radius );
}
else
{
le = FX_AddSpawner( cent->lerpOrigin, cent->currentState.origin2, NULL, NULL, qfalse, delay,
chaos, 10000, BorgBoltFireback, radius );
}
}
else
{
if (bSparks)
{
le = FX_AddSpawner( cent->lerpOrigin, cent->currentState.origin2, NULL, NULL, qfalse, delay,
chaos, 10000, BoltFirebackSparks, radius );
}
else
{
le = FX_AddSpawner( cent->lerpOrigin, cent->currentState.origin2, NULL, NULL, qfalse, delay,
chaos, 10000, BoltFireback, radius );
}
}
if (bRandom)
{
le->data.spawner.data1 = 1;
}
}
void CG_TransporterPad(vec3_t origin)
{
FX_TransporterPad(origin);
}
/*
===========================
Drip
Create timed drip effect
===========================
*/
qboolean DripCallback( localEntity_t *le )
{
localEntity_t *trail = NULL;
qhandle_t shader = 0;
switch (le->data.spawner.data1)
{
case 1:
shader = cgs.media.oilDropShader;
break;
case 2:
shader = cgs.media.greenDropShader;
break;
case 0:
default:
shader = cgs.media.waterDropShader;
break;
}
trail = FX_AddTrail(le->refEntity.origin, le->pos.trDelta, qfalse, 4, -2, 1, 0, 0.8, 0.4, 0.0,
300, shader);
trail->leFlags |= LEF_ONE_FRAME;
return qtrue;
}
//------------------------------------------------------------------------------
qboolean DripSplash( localEntity_t *le )
{
float scale = 1.0f + ( random() * 1.0f );
int num = 0, i = 0;
vec3_t vel, normal, origin;
qhandle_t shader = 0;
switch (le->data.spawner.data1)
{
case 1:
shader = cgs.media.oilDropShader;
break;
case 2:
shader = cgs.media.greenDropShader;
break;
case 0:
default:
shader = cgs.media.waterDropShader;
break;
}
VectorCopy(le->data.spawner.dir, normal);
VectorCopy(le->refEntity.origin, origin);
// splashing water droplets. which, I'm fairly certain, is an alternative band from Europe.
num = (int)(random() * 2) + 6;
for ( i = 0; i < num; i++ )
{
scale = 0.6f + random();
if ( rand() & 1 )
FXE_Spray( normal, 110, 80, 0.9f, vel);
else
FXE_Spray( normal, 150, 150, 0.5f, vel);
FX_AddTrail( origin, vel, qtrue, 4.0f, 0.0f,
scale, -scale, 1.0f, 0.8f, 0.4f, 200.0f, shader );
}
switch( rand() & 3 )
{
case 1:
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_BODY, cgs.media.waterDropSound1 );
break;
case 2:
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_BODY, cgs.media.waterDropSound2 );
break;
default:
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_BODY, cgs.media.waterDropSound3 );
break;
}
return qtrue;
}
qboolean JackTheDripper( localEntity_t *le )
{
trace_t trace;
vec3_t vel, down = {0,0,-1}, end, origin, new_origin;
float time, dis, diameter = 1.0;
qhandle_t shader = 0;
int maxDripsPerLifetime = 200; // given a 10 second lifetime
int desiredDrips = 1 + (int)(le->data.spawner.variance * (maxDripsPerLifetime-1)); // range of (1...max)
float percentLife = 1.0f - (le->endTime - cg.time)*le->lifeRate;
localEntity_t *splash = NULL;
switch (le->data.spawner.data1)
{
case 1:
shader = cgs.media.oilDropShader;
break;
case 2:
shader = cgs.media.greenDropShader;
break;
case 0:
default:
shader = cgs.media.waterDropShader;
break;
}
// do we need to add a drip to maintain our drips-per-second rate?
while ( (int)(flrandom(percentLife-0.05,percentLife+0.05)*desiredDrips) > le->data.spawner.data2)
{
VectorCopy(le->refEntity.origin, origin);
// the more drips per second, spread them out from our origin point
fxRandCircumferencePos(origin, down, 10*le->data.spawner.variance, new_origin);
// Ideally, zero should be used for vel...so just use something sufficiently close
VectorSet( vel, 0, 0, -0.00001 );
// Find out where it will hit
VectorMA( new_origin, 1024, down, end );
CG_Trace( &trace, new_origin, NULL, NULL, end, 0, MASK_SHOT );
if ( trace.fraction < 1.0 )
{
VectorSubtract( trace.endpos, new_origin, end );
dis = VectorNormalize( end );
time = sqrt( 2*dis / DEFAULT_GRAVITY ) * 1000; // Calculate how long the thing will take to travel that distance
// Falling drop
splash = FX_AddParticle( new_origin, vel, qtrue, diameter, 0.0, 0.8, 0.8, 0.0, 0.0, time, shader, DripCallback );
splash->data.spawner.data1 = le->data.spawner.data1;
splash = FX_AddSpawner(trace.endpos, trace.plane.normal, vel, NULL, qfalse, time, 0, time + 200, DripSplash, 10);
splash->data.spawner.data1 = le->data.spawner.data1;
}
else
// Falling a long way so just send one that will fall for 2 secs, but don't spawn a splash
{
FX_AddParticle( new_origin, vel, qtrue, diameter, 0.0, 0.8, 0.8, 0.0, 0.0, 2000, shader, 0/*NULL*/ );
}
//increase our number-of-drips counter
le->data.spawner.data2++;
}
return qtrue;
}
//------------------------------------------------------------------------------
void CG_Drip(centity_t *cent, int killTime )
{
vec3_t down = {0,0,-1};
localEntity_t *le = NULL;
// clamp variance to [0...1]
if (cent->currentState.angles2[0] < 0)
{
cent->currentState.angles2[0] = 0;
}
else if (cent->currentState.angles2[0] > 1)
{
cent->currentState.angles2[0] = 1;
}
// cent->currentState.angles2[0] is the degree of drippiness
// cent->currentState.time2 is the type of drip (water, oil, etc.)
le = FX_AddSpawner( cent->lerpOrigin, down, NULL, NULL, qfalse, 0,
cent->currentState.angles2[0], killTime, JackTheDripper, cent->currentState.time2 );
//init our number-of-drips counter
le->data.spawner.data2 = 0;
}
//------------------------------------------------------------------------------
void CG_Chunks( vec3_t origin, vec3_t dir, float scale, material_type_t type )
{
int i, j, k;
int numChunks;
float baseScale = 1.0f, dist, radius;
vec3_t v;
sfxHandle_t snd = 0;
localEntity_t *le;
refEntity_t *re;
if ( type == MT_NONE )
return;
if ( type >= NUM_CHUNK_TYPES )
{
CG_Printf( "^6Chunk has invalid material %d!\n", type);
type = MT_METAL; //something legal please
}
switch( type )
{
case MT_GLASS:
case MT_GLASS_METAL:
snd = cgs.media.glassChunkSound;
break;
case MT_METAL:
case MT_STONE:
case MT_WOOD:
default:
snd = cgs.media.metalChunkSound;
break;
}
trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_BODY, snd );
numChunks = irandom( 8, 12 );
// LOD num chunks
VectorSubtract( cg.snap->ps.origin, origin, v );
dist = VectorLength( v );
if ( dist > 512 )
{
numChunks *= 512.0 / dist; // 1/2 at 1024, 1/4 at 2048, etc.
}
// attempt to scale the size of the chunks based on the size of the brush
radius = baseScale + ( ( scale - 128 ) / 128 );
for ( i = 0; i < numChunks; i++ )
{
le = CG_AllocLocalEntity();
re = &le->refEntity;
le->leType = LE_FRAGMENT;
le->endTime = cg.time + 2000;
VectorCopy( origin, re->origin );
for ( j = 0; j < 3; j++ )
{
re->origin[j] += crandom() * 12;
}
VectorCopy( re->origin, le->pos.trBase );
//Velocity
VectorSet( v, crandom(), crandom(), crandom() );
VectorAdd( v, dir, v );
VectorScale( v, flrandom( 100, 350 ), le->pos.trDelta );
//Angular Velocity
VectorSet( le->angles.trBase, crandom() * 360, crandom() * 360, crandom() * 360 );
VectorSet( le->angles.trDelta, crandom() * 90, crandom() * 90, crandom() * 90 );
AxisCopy( axisDefault, re->axis );
le->data.fragment.radius = flrandom( radius * 0.7f, radius * 1.3f );
re->nonNormalizedAxes = qtrue;
if ( type == MT_GLASS_METAL )
{
if ( rand() & 1 )
{
re->hModel = cgs.media.chunkModels[MT_METAL][irandom(0,5)];
}
else
{
re->hModel = cgs.media.chunkModels[MT_GLASS][irandom(0,5)];
}
}
else
{
re->hModel = cgs.media.chunkModels[type][irandom(0,5)];
}
le->pos.trType = TR_GRAVITY;
le->pos.trTime = cg.time;
le->angles.trType = TR_INTERPOLATE;
le->angles.trTime = cg.time;
le->bounceFactor = 0.2f + random() * 0.2f;
le->leFlags |= LEF_TUMBLE;
re->shaderRGBA[0] = re->shaderRGBA[1] = re->shaderRGBA[2] = re->shaderRGBA[3] = 255;
// Make sure that we have the desired start size set
for( k = 0; k < 3; k++)
{
VectorScale( le->refEntity.axis[k], le->data.fragment.radius, le->refEntity.axis[k] );
}
}
}
//TiM - org is where teh spray originates, and end is where the splash ends
//The fun part is corellating the height and direction to the bezier function... heh
void CG_FountainSpurt( vec3_t org, vec3_t end )
{
int /*i,*/ t;
vec3_t org1, org2, cpt1, cpt2;
vec3_t dir/*, dir2*/;
//vec3_t rgb = { 0.4f, 0.7f, 0.8f };
//float distance;
//FXBezier *fxb;
localEntity_t *le;
// offset table, could have used sin/cos, I suppose
//TiM - This was for the 4-way fountain. not needed no more
/*const float m[][2] = {
1, 0,
0, 1,
-1, 0,
0, -1 };*/
// The origin shouldn't be in solid, otherwise the ent won't think. So, place the spawner above
// the solid object, then move the spout spawn points down to where they should be.
//org[2] -= 56; // magic number stuff
//TiM... uh O_o I think that was another thing with the 4 way fountain... won't work too well O_o
//Lessee what happens if we blatently disregard this lol
// Create four spouts
//for ( i = 0; i < 4; i++ ) //TiM No!
//{
//TiM - Set a direction we can use to figure out the end from the start.... >.<
//We'll need the literal direction between X + Y... Z is pretty easy to figure out
//VectorSubtract( end, org, dir );
//distance = (dir[0] + dir[1]) * 0.5f; //so get the average
// Move the spout out from the exact center
VectorCopy( org, org1 );
//TiM: No offset for now
//org1[0] += 35 * m[i][0];
//org1[1] += 35 * m[i][1];
// Create our Bezier path control points
//TiM: judging from the hardcoded values, point 1 is positioned 45% units away from length, on same Z-axis
//VectorSet( cpt1, 50 * m[i][0], 50 * m[i][1], 0 );
//VectorAdd( org1, cpt1, cpt1 );
//VectorSet( cpt1, org1[0] + 100, org[1] + 100, 0 );
VectorSet( cpt1, org[0] + ( end[0] - org[0] ) * 0.65f, org[1] + ( end[1] - org[1] ) * 0.65f, org1[2] );
//VectorAdd( org1, cpt1, cpt1 );
//Com_Printf("ORG = { %f, %f, %f }, CPT = { %f, %f, %f }\n", org1[0], org1[1], org1[2], cpt1[0], cpt1[1], cpt1[2] );
//point 2 is positioned
//TiM - point 2 I guess is the remaining 55%
//VectorSet( cpt2, 60 * m[i][0], 60 * m[i][1], -78 );
//VectorAdd( org1, cpt2, cpt2 );
//VectorSet( cpt2, distance * 0.55, distance * 0.55, -Q_fabs(org1[2] - end[2]) );
//VectorAdd( org1, cpt2, cpt2 );
VectorCopy( end, cpt2 );
// Create the second endpoint--for now just try and use the last control point
VectorCopy( cpt2, org2 );
// Add the main spout
le = FX_AddBezier( org1, org2, cpt1, cpt2, NULL, NULL, NULL, NULL, 4, 90,
cgs.media.fountainShader);
//if ( fxb )
// fxb->SetSTScale( 0.7f );
// Add a hazy faint spout
le = FX_AddBezier( org1, org2, cpt1, cpt2, NULL, NULL, NULL, NULL, 10, 200,
cgs.media.fountainShader);
//if ( fxb )
// fxb->SetSTScale( 0.7f );
// Create misty bits at the impact point
VectorSet( dir, crandom(), crandom(), crandom() + 4 ); // always move mostly up
VectorScale( dir, random() * 3 + 2, dir );
FX_AddSprite( org2, dir, qfalse, 20, -8, 0.3f, 0.0, 0, 0, 600, cgs.media.steamShader );
// ripple shader
VectorSet( dir, 0, 0, 1 ); // normal
//VectorSet( dir2, crandom() * 8, crandom() * 8, 0 ); // random drift
FX_AddQuad( org2, dir, 14.0f, 6.0f + random() * 16.0f, 0.2f, 0.0f, crandom() * 50, 800, cgs.media.rippleShader );
// Spray from nozzle
for ( t = 0; t < 2; t++ )
{
//VectorSet( dir, 45 * m[i][0] + crandom() * 12, 45 * m[i][1] + crandom() * 12, crandom() * 16 );
//VectorSet( dir2, -5 * m[i][0], -5 * m[i][1], -95 );
VectorSet( dir, 0.4 * ( end[0] - org[0] ) + crandom() * 12, 0.4 * ( end[1] - org[1] ) + crandom() * 12, crandom() * 16 );
//VectorSet( dir2, -0.04 * distance, -0.04 * distance, -95 );
FX_AddSprite( org1, dir, qtrue, 0.9f, 0.0f, 0.7f, 0.1f, 0.0f, 0.0f, 400.0f, cgs.media.waterDropShader );
}
// Impact splashes
for ( t = 0; t < 3; t++ )
{
VectorCopy( org2, org1 );
org1[0] += crandom() * 2;
org1[1] += crandom() * 2;
//VectorSet( dir, m[i][0] * 14 + crandom() * 16, m[i][1] * 14 + crandom() * 16, 50 + random() * 50 );
VectorSet( dir, ( end[0] - org[0] ) * 0.127 + crandom() * 16, ( end[1] - org[1] ) * 0.127 + crandom() * 16, 50 + random() * 50 );
//VectorSet( dir2, 0, 0, -250 );
FX_AddSprite( org1, dir, qtrue, 1.1f, -0.4f, 0.7f, 0.1f, 0.0f, 0.0f, 400.0f, cgs.media.waterDropShader );
}
//}
//Com_Printf( S_COLOR_RED "Rendering Fountain\n" );
}
/*================
CG_ElectricalExplosion
=================*/
void smoke_puffs( vec3_t position, vec3_t dest, vec3_t dir, vec3_t user )
{
vec3_t direc;
direc[0] = crandom() * 7;
direc[1] = crandom() * 7;
direc[2] = random() * 6 + 8;
FX_AddSprite( position, direc, qfalse, 6.0f, 10.0f, 0.3f, 0.0f, 0.0f, 0.0f, 2200, cgs.media.steamShader );
}
//------------------------------------------------------------------------------
void electric_spark( vec3_t pos, vec3_t normal, vec3_t dir, vec3_t user )
{
CG_Spark( pos, normal, 0, 10000 );
}
//------------------------------------------------------------------------------
void CG_ElectricalExplosion( vec3_t start, vec3_t dir, float radius )
{
localEntity_t *le;
localEntity_t *particle; //FXTrail
vec3_t pos, temp/*, angles*/;
int i, numSparks;
float scale, dscale;
// Spawn some delayed smoke
/*FX_AddSpawner( start, dir, NULL, NULL, 150, 40, qfalse, 9000, smoke_puffs );
vectoangles( dir, angles );
FX_AddSpawner( start, angles, NULL, NULL, 900, 800, 4000, FXF_DELAY_SPAWN, electric_spark );*/
// Create the sparks for the explosion
numSparks = 46 + (random() * 8.0f);
for ( i = 0; i < numSparks; i++ )
{
scale = 0.7f + random(); //0.2
dscale = -scale*2;
particle = FX_AddTrail( start,
NULL,
qfalse,
8.0f + random() * 6,
-16.0f,
scale,
-scale,
1.0f,
0.0f,
0.25f,
700.0f,
cgs.media.spark2Shader );
/*if ( particle == NULL )
return;*/
//FXE_Spray( dir, 200, 200, 0.3f, 500 + (rand() & 300), (FXPrimitive *) particle );
}
// Create some initial smoke puffs
for (i = 0; i < 12; i++)
{
VectorCopy( dir, temp );
temp[0] += crandom() * 0.5f;
temp[1] += crandom() * 0.5f;
temp[2] += crandom() * 0.5f;
VectorMA( start, random() * 16 + 8, temp, pos );
VectorScale( temp, random() * 4 + 5, temp );
FX_AddSprite( pos, temp, qfalse, radius * 5.3f/*16.0*/, 3.0f, 1.0f, 0.0f, 0.0f, 0.0f, 2700 + random() * 600, cgs.media.steamShader );
}
// Now place a cool explosion model on top
VectorSubtract( cg.refdef.vieworg, start, dir );
VectorNormalize( dir );
//le = CG_MakeExplosion( start, dir, cgs.media.explosionModel, 6, cgs.media.electricalExplosionSlowShader, 500, qfalse, radius * 0.01f + ( crandom() * 0.3f) );
le = CG_MakeExplosion( start, dir, cgs.media.explosionModel, cgs.media.electricalExplosionSlowShader, 500, radius, qfalse );
le->light = 150;
//le->refEntity. radius * 0.01f + ( crandom() * 0.3f)
le->refEntity.renderfx |= RF_NOSHADOW;
VectorSet( le->lightColor, 0.8f, 0.8f, 1.0f );
}
//RPG-X | GSIO01 | 09/05/2009:
void FX_PhaserFire2(vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean impact, float scale)
{
refEntity_t beam;
//float size;
//vec3_t velocity;
//int sparks;
vec3_t rgb = { 1,0.9,0.6}, rgb2={1,0.3,0};
// Draw beam first.
memset( &beam, 0, sizeof( beam ) );
VectorCopy( startpos, beam.origin);
VectorCopy( endpos, beam.oldorigin );
beam.reType = RT_LINE;
beam.customShader = cgs.media.phaserShader;
AxisClear( beam.axis );
beam.shaderRGBA[0] = 0xff;
beam.shaderRGBA[1] = 0xff;
beam.shaderRGBA[2] = 0xff;
beam.shaderRGBA[3] = 0xff;
beam.data.line.width = scale + ( crandom() * 0.6f );
beam.data.line.stscale = 5.0;
trap_R_AddRefEntityToScene( &beam );
if (impact)
{
FX_AddQuad2( endpos, normal, (0.75f * scale) + random() * .75 + 1.0f, 0.0f, 0.5f, 0.0f, rgb, rgb2, rand() % 360, 300 + random() * 200,
cgs.media.sunnyFlareShader );
}
}
qboolean PhaserFX_Think(localEntity_t *le) {
vec3_t dir;
qboolean impact = qfalse;
le->data.spawner.nextthink = cg.time;
VectorSubtract(le->data.spawner.dir, le->refEntity.origin, dir);
VectorNormalize(dir);
if(le->data.spawner.data2 == 1)
impact = qtrue;
FX_PhaserFire2(le->refEntity.origin, le->data.spawner.dir, dir, impact, le->data.spawner.data1);
return qtrue;
}
void CG_PhaserFX(centity_t *cent) {
localEntity_t *le;
le = FX_AddSpawner(cent->currentState.origin, cent->currentState.origin2, NULL, NULL, qfalse, 0, 0, cent->currentState.time2, PhaserFX_Think, 10);
le->data.spawner.data1 = cent->currentState.angles[0];
le->data.spawner.data2 = cent->currentState.angles[2];
le->data.spawner.nextthink = cg.time + (int)cent->currentState.angles[1];
}
qboolean TorpedoQFX_Think(localEntity_t *le)
{
vec3_t line1end, line2end, axis[3], rgb, vel, dis;
float dist;
VectorSubtract(le->refEntity.origin, le->addOrigin, dis);
dist = VectorLength(dis);
if(dist < 0)
dist *= -1;
if(dist < 10)
le->data.spawner.nextthink = le->endTime;
AxisClear( axis );
// convert direction of travel into axis
if ( VectorNormalize2( le->data.spawner.dir, axis[0] ) == 0 ) {
axis[0][2] = 1;
}
// spin as it moves
RotateAroundDirection( axis, cg.time * 0.3f );// * 1.25f );
VectorMA( le->refEntity.origin, -48.0f, axis[1], line1end ); // -24 is to high
VectorMA( le->refEntity.origin, 48.0f, axis[1], line2end ); // 24 is to high
FX_AddLine( line1end, line2end, 1.0f, random() * 18 + 2, 0.0f, 0.2 + random() * 0.2, 0.0f, 1, cgs.media.quantumGlow ); // replaced yellowParticleShader
AxisClear( axis );
// convert direction of travel into axis
if ( VectorNormalize2( le->data.spawner.dir, axis[0] ) == 0 ) {
axis[0][2] = 1;
}
// spin as it moves
RotateAroundDirection( axis, -cg.time * 0.1f );// * 1.25f );
VectorMA( le->refEntity.origin, 0.0f/*-128.0f*/, axis[2], line1end ); // -48 to high
VectorMA( le->refEntity.origin, 128.0f, axis[2], line2end ); // 48 to high
FX_AddLine( line1end, line2end, 1.0f, random() * 25 + 2, 0.0f, /*0.1 + random() * 0.2*/0.0f, 0.0f, 1, cgs.media.quantumGlow);
//FX_AddSprite(line1end, NULL, qfalse, random() * 90 + 30, 4, 1.0f, 0.0f, 0, 0.0f, 1.0f, cgs.media.photonStar);
VectorSet( rgb, 1.0f, 0.45f, 0.15f ); // orange
FX_AddSprite( le->refEntity.origin, NULL,qfalse,random() * 60 + 30, 4, 0.5f, 0.0f, 0, 0.0f, 1.0f, cgs.media.quantumRays);
//FX_AddSprite2(le->refEntity.origin, NULL,qfalse,random() * 10 + 60, 0.0f, 0.1f, 0.1f, rgb, rgb, 0.0f, 0.0f, 1, cgs.media.whiteRingShader);
FX_AddSprite( le->refEntity.origin, NULL,qfalse,random() * 40 + 8, 4, 0.5f, 0.0f, 0, 0.0f, 1.0f, cgs.media.quantumGlow );
VectorCopy(le->data.spawner.dir, vel);
VectorNormalize(vel);
VectorScale(vel, le->refEntity.oldorigin[0], vel);
VectorAdd(le->refEntity.origin, vel, le->refEntity.origin);
//le->data.spawner.nextthink = cg.time + 100;
return qtrue;
}
qboolean TorpedoPFX_Think(localEntity_t *le)
{
vec3_t line1end, line2end, axis[3], rgb, vel, dis;
float dist;
VectorSubtract(le->refEntity.origin, le->addOrigin, dis);
dist = VectorLength(dis);
if(dist < 0)
dist *= -1;
if(dist < 10)
le->data.spawner.nextthink = le->endTime;
AxisClear( axis );
// convert direction of travel into axis
if ( VectorNormalize2( le->data.spawner.dir, axis[0] ) == 0 ) {
axis[0][2] = 1;
}
// spin as it moves
RotateAroundDirection( axis, cg.time * 0.3f );// * 1.25f );
VectorMA( le->refEntity.origin, -48.0f, axis[1], line1end ); // -24 is to high
VectorMA( le->refEntity.origin, 48.0f, axis[1], line2end ); // 24 is to high
FX_AddLine( line1end, line2end, 1.0f, random() * 18 + 2, 0.0f, 0.2 + random() * 0.2, 0.0f, 1, cgs.media.photonGlow ); // replaced yellowParticleShader
AxisClear( axis );
// convert direction of travel into axis
if ( VectorNormalize2( le->data.spawner.dir, axis[0] ) == 0 ) {
axis[0][2] = 1;
}
// spin as it moves
RotateAroundDirection( axis, -cg.time * 0.1f );// * 1.25f );
VectorMA( le->refEntity.origin, 0.0f/*-128.0f*/, axis[2], line1end ); // -48 to high
VectorMA( le->refEntity.origin, 128.0f, axis[2], line2end ); // 48 to high
FX_AddLine( line1end, line2end, 1.0f, random() * 25 + 2, 0.0f, /*0.1 + random() * 0.2*/0.0f, 0.0f, 1, cgs.media.photonGlow);
//FX_AddSprite(line1end, NULL, qfalse, random() * 90 + 30, 4, 1.0f, 0.0f, 0, 0.0f, 1.0f, cgs.media.photonStar);
VectorSet( rgb, 1.0f, 0.45f, 0.15f ); // orange
FX_AddSprite( le->refEntity.origin, NULL,qfalse,random() * 60 + 30, 4, 0.5f, 0.0f, 0, 0.0f, 1.0f, cgs.media.photonRay);
//FX_AddSprite2(le->refEntity.origin, NULL,qfalse,random() * 10 + 60, 0.0f, 0.1f, 0.1f, rgb, rgb, 0.0f, 0.0f, 1, cgs.media.whiteRingShader);
FX_AddSprite( le->refEntity.origin, NULL,qfalse,random() * 40 + 8, 4, 0.5f, 0.0f, 0, 0.0f, 1.0f, cgs.media.photonGlow );
VectorCopy(le->data.spawner.dir, vel);
VectorNormalize(vel);
VectorScale(vel, le->refEntity.oldorigin[0], vel);
VectorAdd(le->refEntity.origin, vel, le->refEntity.origin);
//le->data.spawner.nextthink = cg.time + 100;
return qtrue;
}
void CG_TorpedoFX(centity_t *cent) {
localEntity_t *le;
if(cent->currentState.eventParm & 1) { // quantum fx
le = FX_AddSpawner(cent->currentState.origin, cent->currentState.angles, NULL, NULL, qfalse, 0, 0, 10000, TorpedoQFX_Think, 10);
} else { // photon fx
le = FX_AddSpawner(cent->currentState.origin, cent->currentState.angles, NULL, NULL, qfalse, 0, 0, 10000, TorpedoPFX_Think, 10);
}
le->refEntity.oldorigin[0] = cent->currentState.angles2[0];
VectorCopy(cent->currentState.origin2, le->addOrigin);
}
qboolean ParitcleFire_CreateParticles(localEntity_t *le) {
return qtrue;
}
qboolean ParticleFire_Think(localEntity_t *le) {
vec3_t velocity;
vec3_t origin;
vec3_t dir = { 0, 0 , 15 };
float speed;
int i;
vec3_t startRGB = { 1, 0.2, 0 };
vec3_t endRGB = { 1, 0.9, 0.7 };
dir[2] = Com_Clamp( 0.85f, 1.0f, dir[2] );
for ( i = 0; i < 3; i++ )
{
velocity[i] = dir[i] + ( 0.2f * crandom());
}
VectorMA( le->refEntity.origin, 1, le->data.spawner.dir, origin);
speed = le->data.spawner.data1 * 2.4;
VectorScale( velocity, speed, velocity ); //speed
FX_AddSprite2( origin,
velocity,
qfalse, //accel
le->data.spawner.data1 + (flrandom(0.4,2) * le->data.spawner.data1 ),
le->data.spawner.data1 + (crandom() * le->data.spawner.data1 * 0.5f),
0.8,
0.0,
startRGB,
endRGB,
0.1f,//16.0f + random() * 45.0f,
0.1f,
3500,
cgs.media.fireParticle ); //flags
le->data.spawner.nextthink = cg.time + 750; // don't generate to many or we will get low fps
return qtrue;
}
void CG_ParticleFire(vec3_t origin, int killtime, int size) {
localEntity_t *le;
le = FX_AddSpawner(origin, NULL, NULL, NULL, qfalse, 0, 0, killtime, ParticleFire_Think, 10);
//le->data.spawner.data1 = size;
}
qboolean ShowTrigger_Think(localEntity_t *le) {
vec4_t RGBA = { 0, 1, 0, 0.75 };
vec3_t a, b, c, d;
VectorCopy(le->refEntity.lightingOrigin, a);
c[0] = b[0] = le->lightColor[0];
c[2] = d[2] = le->lightColor[2];
b[1] = c[1] = d[1] = a[1];
d[0] = a[0];
b[2] = a[2];
FX_AddLine2(a, b, 0.5, 0.5, 0, 0.5, 0, 1, 1, RGBA, RGBA, 10000, cgs.media.whiteShader);
FX_AddLine2(b, c, 0.5, 0.5, 0, 0.5, 0, 1, 1, RGBA, RGBA, 10000, cgs.media.whiteShader);
FX_AddLine2(c, d, 0.5, 0.5, 0, 0.5, 0, 1, 1, RGBA, RGBA, 10000, cgs.media.whiteShader);
FX_AddLine2(d, a, 0.5, 0.5, 0, 0.5, 0, 1, 1, RGBA, RGBA, 10000, cgs.media.whiteShader);
return qtrue;
}
qboolean ShowTrigger_Think2(localEntity_t *le) {
vec4_t RGBA = { 0, 1, 0, 0.75 };
vec3_t e, f, g, h;
VectorCopy(le->lightColor, g);
h[0] = f[0] = le->refEntity.lightingOrigin[0];
f[2] = e[2] = le->refEntity.lightingOrigin[2];
e[1] = f[1] = h[1] = g[1];
e[0] = g[0];
h[2] = g[2];
FX_AddLine2(f, e, 0.5, 0.5, 0, 0.5, 0, 1, 1, RGBA, RGBA, 10000, cgs.media.whiteShader);
FX_AddLine2(e, g, 0.5, 0.5, 0, 0.5, 0, 1, 1, RGBA, RGBA, 10000, cgs.media.whiteShader);
FX_AddLine2(g, h, 0.5, 0.5, 0, 0.5, 0, 1, 1, RGBA, RGBA, 10000, cgs.media.whiteShader);
FX_AddLine2(h, f, 0.5, 0.5, 0, 0.5, 0, 1, 1, RGBA, RGBA, 10000, cgs.media.whiteShader);
return qtrue;
}
qboolean ShowTrigger_Think3(localEntity_t *le) {
vec4_t RGBA = { 0, 1, 0, 0.75 };
vec3_t a, b, c, d, e, f, g, h;
VectorCopy(le->refEntity.lightingOrigin, a);
VectorCopy(le->lightColor, g);
d[0] = f[0] = h[0] = a[0];
b[0] = c[0] = e[0] = g[0];
e[1] = f[1] = h[1] = g[1];
b[1] = c[1] = d[1] = a[1];
b[2] = f[2] = e[2] = a[2];
h[2] = d[2] = c[2] = g[2];
FX_AddLine2(a, f, 0.5, 0.5, 0, 0.5, 0, 1, 1, RGBA, RGBA, 10000, cgs.media.whiteShader);
FX_AddLine2(d, h, 0.5, 0.5, 0, 0.5, 0, 1, 1, RGBA, RGBA, 10000, cgs.media.whiteShader);
FX_AddLine2(b, e, 0.5, 0.5, 0, 0.5, 0, 1, 1, RGBA, RGBA, 10000, cgs.media.whiteShader);
FX_AddLine2(c, g, 0.5, 0.5, 0, 0.5, 0, 1, 1, RGBA, RGBA, 10000, cgs.media.whiteShader);
return qtrue;
}
void CG_ShowTrigger(centity_t *cent) {
localEntity_t *le;
if(cent->currentState.eventParm) {
le = FX_AddSpawner(cent->currentState.origin, NULL, NULL, NULL, qfalse, 0, 0, 10000, ShowTrigger_Think, 0);
VectorCopy(cent->currentState.apos.trBase, le->lightColor);
VectorCopy(cent->currentState.pos.trBase, le->refEntity.lightingOrigin);
le = FX_AddSpawner(cent->currentState.origin, NULL, NULL, NULL, qfalse, 0, 0, 10000, ShowTrigger_Think2, 0);
VectorCopy(cent->currentState.apos.trBase, le->lightColor);
VectorCopy(cent->currentState.pos.trBase, le->refEntity.lightingOrigin);
le = FX_AddSpawner(cent->currentState.origin, NULL, NULL, NULL, qfalse, 0, 0, 10000, ShowTrigger_Think3, 0);
VectorCopy(cent->currentState.apos.trBase, le->lightColor);
VectorCopy(cent->currentState.pos.trBase, le->refEntity.lightingOrigin);
} else {
le = FX_AddSpawner(cent->currentState.origin, NULL, NULL, NULL, qfalse, 0, 0, 10000, ShowTrigger_Think, 0);
VectorCopy(cent->currentState.origin2, le->lightColor);
VectorCopy(cent->currentState.angles2, le->refEntity.lightingOrigin);
le = FX_AddSpawner(cent->currentState.origin, NULL, NULL, NULL, qfalse, 0, 0, 10000, ShowTrigger_Think2, 0);
VectorCopy(cent->currentState.origin2, le->lightColor);
VectorCopy(cent->currentState.angles2, le->refEntity.lightingOrigin);
le = FX_AddSpawner(cent->currentState.origin, NULL, NULL, NULL, qfalse, 0, 0, 10000, ShowTrigger_Think3, 0);
VectorCopy(cent->currentState.origin2, le->lightColor);
VectorCopy(cent->currentState.angles2, le->refEntity.lightingOrigin);
}
}
//RPG-X | Harry Young | 03.12.2011
void FX_DisruptorFire2(vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean impact, float scale)
{
refEntity_t beam;
//float size;
//vec3_t velocity;
//int sparks;
vec3_t rgb = { 1,0.9,0.6}, rgb2={1,0.3,0};
// Draw beam first.
memset( &beam, 0, sizeof( beam ) );
VectorCopy( startpos, beam.origin);
VectorCopy( endpos, beam.oldorigin );
beam.reType = RT_LINE;
beam.customShader = cgs.media.disruptorBeam;
AxisClear( beam.axis );
beam.shaderRGBA[0] = 0xff;
beam.shaderRGBA[1] = 0xff;
beam.shaderRGBA[2] = 0xff;
beam.shaderRGBA[3] = 0xff;
beam.data.line.width = scale + ( crandom() * 0.6f );
beam.data.line.stscale = 5.0;
trap_R_AddRefEntityToScene( &beam );
if (impact)
{
FX_AddQuad2( endpos, normal, (0.75f * scale) + random() * .75 + 1.0f, 0.0f, 0.5f, 0.0f, rgb, rgb2, rand() % 360, 300 + random() * 200,
cgs.media.disruptorStreak );
}
}
qboolean DisruptorFX_Think(localEntity_t *le) {
vec3_t dir;
qboolean impact = qfalse;
le->data.spawner.nextthink = cg.time;
VectorSubtract(le->data.spawner.dir, le->refEntity.origin, dir);
VectorNormalize(dir);
if(le->data.spawner.data2 == 1)
impact = qtrue;
FX_DisruptorFire2(le->refEntity.origin, le->data.spawner.dir, dir, impact, le->data.spawner.data1);
return qtrue;
}
void CG_DisruptorFX(centity_t *cent) {
localEntity_t *le;
le = FX_AddSpawner(cent->currentState.origin, cent->currentState.origin2, NULL, NULL, qfalse, 0, 0, cent->currentState.time2, DisruptorFX_Think, 10);
le->data.spawner.data1 = cent->currentState.angles[0];
le->data.spawner.data2 = cent->currentState.angles[2];
le->data.spawner.nextthink = cg.time + (int)cent->currentState.angles[1];
}
// Additional ports from SP by Harry Young
/*
===========================
Laser
Create directed laser shot
===========================
*/
void CG_SmallSpark( vec3_t origin, vec3_t normal )
{
vec3_t dir, direction, start, end, velocity;
float scale;
int numSparks;
AngleVectors( normal, normal, NULL, NULL );
int j;
for ( j = 0; j < 3; j ++ )
normal[j] = normal[j] + (0.1f * crandom());
VectorNormalize( normal );
numSparks = 6 + (random() * 4.0f );
int i;
for ( i = 0; i < numSparks; i++ )
{
scale = 0.1f + (random() *0.2f );
for ( j = 0; j < 3; j ++ )
dir[j] = normal[j] + (0.7f * crandom());
VectorMA( origin, 0.0f + ( random() * 0.5f ), dir, start );
VectorMA( start, 1.0f + ( random() * 1.5f ), dir, end );
FX_AddLine( start,
end,
1.0f,
scale,
0.0f,
1.0f,
0.7f,
4.0f,
cgs.media.sparkShader );
}
VectorMA( origin, 1, normal, direction );
scale = 2.0f + (random() * 3.0f );
float alpha = 0.6f + (random() * 0.4f );
VectorSet( velocity, crandom() * 2, crandom() * 2, 8 + random() * 4 );
VectorMA( velocity, 5, normal, velocity );
FX_AddSprite( direction,
velocity,
qfalse,
scale,
scale,
alpha,
0.0f,
random() * 45.0f,
0.0f,
1000.0f,
cgs.media.steamShader );
}
void CG_FireLaser( vec3_t start, vec3_t end, vec3_t normal, vec3_t laserRGB, float alpha )
{
vec3_t dir, right, up, angles, work, pos,
sRGB;
float scale = 1.0f;
int life = 0;
// Orient the laser spray
VectorSubtract( end, start, dir );
VectorNormalize( dir );
VectorMA( end, 0.5f, normal, pos );
MakeNormalVectors( normal, right, up );
VectorSet( sRGB, 1.0f, 0.8f, 0.8f );
FX_AddSprite2( start, NULL, qfalse,
1.75f, 1.0f,
alpha, 0.0f,
laserRGB, laserRGB,
0.0f,
0.0f,
200,
cgs.media.waterDropShader );
FX_AddLine3( start, end,
1.0f,
3.0f, 5.0f,
alpha, 0.0f,
laserRGB, laserRGB,
125,
cgs.media.whiteLaserShader );
FX_AddLine( start, end,
1.0f,
0.3f, 5.0f,
random() * 0.4 + 0.4, 0.1f,
125,
cgs.media.whiteLaserShader );
// Doing all of this extra stuff would look weird if it hits a player ent.
//if ( !hit_ent )
//{
FX_AddQuad2( pos, normal,
3.5f, 1.0f,
alpha, 0.0f,
laserRGB, laserRGB,
0.0f,
200,
cgs.media.waterDropShader );
int t;
for ( t=0; t < 2; t ++ )
{
VectorMA( pos, crandom() * 0.5f, right, work );
VectorMA( work, crandom() * 0.5f, up, work );
scale = crandom() * 0.5f + 1.75f;
life = crandom() * 300 + 2100;
VectorSet( sRGB, 1.0f, 0.7f, 0.2f );
FX_AddQuad2( work, normal,
scale, -0.1f,
1.0f, 0.0f,
sRGB, sRGB,
0,
life,
cgs.media.waterDropShader );
}
FX_AddQuad( pos, normal,
scale * 2.5f, 0.0f,
1.0f, 0.0f,
0,
life * 2,
cgs.media.smokeShader );
vectoangles( normal, angles );
CG_SmallSpark( end, angles );
/*}
else
{
// However, do add a little smoke puff
FX_AddSprite2( pos, NULL, qfalse,
2.0f, 1.0f,
alpha, 0.0f,
laserRGB, laserRGB,
0.0f,
0.0f,
200,
cgs.media.waterDropShader );
VectorMA( end, 1, normal, dir );
scale = 1.0f + (random() * 3.0f);
CG_Smoke( dir, normal, scale, 12.0f );
}*/
}
//------------------------------------------------------------------------------
void CG_AimLaser( vec3_t start, vec3_t end, vec3_t normal )
{
vec3_t lRGB = {1.0,0.0,0.0};
// Beam
FX_AddLine3( start, end,
1.0f,
5.5f, 5.0f,
random() * 0.2 + 0.2, 0.1f,
lRGB, lRGB,
150,
cgs.media.whiteLaserShader );
FX_AddLine( start, end,
1.0f,
0.3f, 5.0f,
random() * 0.4 + 0.4, 0.1f,
125,
cgs.media.whiteLaserShader );
// Flare at the start point
FX_AddSprite( start, NULL, qfalse,
1.5 + random() * 4, 0.0,
0.1f,0.0,
0.0,
0.0,
100,
cgs.media.borgEyeFlareShader );
// endpoint flare
FX_AddSprite( end, NULL, qfalse,
2.5 + random() * 4, 0.0,
0.1f,0.0,
0.0,
0.0,
100,
cgs.media.borgEyeFlareShader );
// oriented impact flare
FX_AddQuad( end, normal,
1.5 + random() * 2, 0.0,
1.0, 0.0,
0.0,
120,
cgs.media.borgEyeFlareShader );
}
/*
======================
CG_CookingSteam
Creates a basic cooking steam effect
======================
*/
void CG_CookingSteam( vec3_t origin, float radius )
{
vec3_t dir;
VectorSet( dir, crandom()*2, crandom()*2, crandom() + radius); // always move mostly up
VectorScale( dir, random() * 5 + 2, dir );
FX_AddSprite( origin, dir, qfalse, radius, radius * 2, 0.4F, 0.0, 0, 0, 1000, cgs.media.steamShader );
}
/*
======================
CG_ElectricFire
Creates an electric fire effect
======================
*/
void CG_ElectricFire( vec3_t origin, vec3_t normal )
{
void *particle;
vec3_t dir, direction, start, end;
vec3_t velocity;
float scale, alpha;
int numSparks, i, j;
AngleVectors( normal, normal, NULL, NULL);
numSparks = 4 + (random() * 8.0f);
for ( i = 0; i < numSparks; i++ )
{
scale = 0.3f + (random() *0.4);
for ( j = 0; j < 3; j ++ )
dir[j] = normal[j] + (0.4f * crandom());
VectorNormalize(dir);
VectorMA( origin, -1.0f + ( random() * 2.0f ), dir, start );
VectorMA( start, 2.0f + ( random() * 12.0f ), dir, end );
FX_AddLine( start,
end,
1.0f,
scale,
0.0f,
1.0f,
0.0f,
75.0f,
cgs.media.sparkShader );
}
scale = 0.5f + (random() * 0.5f);
VectorScale( normal, 300, velocity );
particle = FX_AddTrail( start,
velocity,
qtrue,
6.0f,
-24.0f,
scale,
-scale,
1.0f,
0.5f,
0.0f,
200.0f,
cgs.media.sparkShader);
if ( particle == NULL )
return;
VectorMA( origin, 1, normal, direction );
VectorSet( velocity, 0, 0, 8 );
FXE_Spray( dir, 200, 200, 0.2f, velocity);
VectorMA( origin, 1, normal, direction );
VectorSet( velocity, 0, 0, 8 );
for ( i = 0; i < 3; i++)
{
scale = 6.0f + (random() * 8.0f);
alpha = 0.1 + (random() * 0.4f);
FX_AddSprite( direction,
velocity,
qfalse,
scale,
scale,
alpha,
0.0,
random()*45.0f,
0.0f,
1000.0f,
cgs.media.steamShader );
VectorMA( velocity, 9.0, normal, velocity);
}
}
/*
======================
CG_ForgeBolt
Creates an orange electricity bolt effect with a pulse that travels down the beam
======================
*/
/*void ForgeBoltFireback( vec3_t start, vec3_t end, vec3_t velocity, vec3_t user )
{
FX_AddElectricity( start, end, 1.0, user[DATA_RADIUS], 5.0, 1.0, 0.0, 200, cgs.media.pjBoltShader,
(int)user[DATA_EFFECTS], user[DATA_CHAOS] );
}
//---------------------------------------------------
bool ForgeBoltPulse( FXPrimitive *fx, centity_t *ent )
{
vec3_t origin, new_org;
trace_t trace;
qboolean remove = qfalse;
VectorCopy( fx->m_origin, origin );
fx->UpdateOrigin();
VectorCopy( fx->m_origin, new_org );
CG_Trace( &trace, origin, NULL, NULL, new_org, -1, CONTENTS_SOLID );
if ( trace.fraction < 1.0f && !trace.startsolid && !trace.allsolid )
{
// The effect hit something, presumably a barrier, so kill it
remove = qtrue;
return false;
}
vec3_t normal, rgb1 ={ 1.0F, 0.5F, 0.4F}, rgb2 ={ 1.0F, 1.0F, 0.3F};//, org;
FXCylinder *fxc;
// Convert the direction of travel in to a normal;
VectorCopy( fx->m_velocity, normal );
VectorNormalize( normal );
VectorScale( normal, -1, normal );
fxc = FX_AddCylinder( new_org, normal, 16, 0, 16 - random() * 8, 0, 32 + random() * 24, 0, 0.2F, 0.2F, rgb1, rgb1, 1, cgs.media.psychicShader, 0.6F );
if ( fxc == NULL )
return false;
fxc->SetFlags( FXF_WRAP );
fxc->SetSTScale( Q_irand(1,3) );
fxc = FX_AddCylinder( new_org, normal, 8, 0, 12 - random() * 8, 0, 24 + random() * 24, 0, 0.2F, 0.2F, rgb2, rgb2, 1, cgs.media.psychicShader, 0.6F );
if ( fxc == NULL )
return false;
fxc->SetFlags( FXF_WRAP );
fxc->SetSTScale( Q_irand(1,2) );
return true;
}
//-----------------------------
/*void CG_ForgeBolt( centity_t *cent )
{
qboolean pulse;
int effects;
float chaos, radius;
// Set up all of the parms
pulse = (cent->gent->spawnflags & 8) ? qtrue : qfalse;
effects = (cent->gent->spawnflags & 16) ? FXF_TAPER : 0;
effects = (cent->gent->spawnflags & 32) ? (FXF_WRAP | effects) : effects;
chaos = cent->gent->random;
radius = cent->gent->radius;
// Delayed bolt that should "work" a while
if ( cent->gent->spawnflags & 2 )
{
vec3_t data;
// This sucks, but the spawn function needs some extra bits of info
data[DATA_EFFECTS] = effects;
data[DATA_CHAOS] = chaos;
data[DATA_RADIUS] = radius;
FX_AddSpawner( cent->lerpOrigin, cent->currentState.origin2, NULL, data, 70, random() * 25, 450, (void *) ForgeBoltFireback );
}
else
{
FX_AddElectricity( cent->lerpOrigin, cent->currentState.origin2, 1.0, radius, 5.0, 1.0, 0.0, 200, cgs.media.pjBoltShader,
effects, chaos );
if ( rand() & 1 )
FX_AddElectricity( cent->currentState.origin2, cent->lerpOrigin, 1.0, radius * 2, 5.0, 1.0, 0.0, 200, cgs.media.pjBoltShader,
effects, chaos );
if ( cg.time > cent->gent->delay && pulse )
{
vec3_t dir;
float amt;
VectorSubtract( cent->currentState.origin2, cent->lerpOrigin, dir );
VectorNormalize( dir );
amt = 200 + random() * 100;
VectorScale( dir, amt, dir );
FX_AddParticle( cent, cent->lerpOrigin, dir, NULL, 16, 0.0, 1.0, 1.0,
0.0, 0.0, 6000, cgs.media.ltblueParticleShader, FXF_NODRAW, ForgeBoltPulse );
cent->gent->delay = cg.time + 500;
}
}
// Bolt that generates sparks at the impact point
if ( cent->gent->spawnflags & 4 )
{
vec3_t dir;
VectorSubtract( cent->lerpOrigin, cent->currentState.origin2, dir );
VectorNormalize( dir );
BoltSparkSpew( cent->currentState.origin2, dir, cgs.media.dkorangeParticleShader );
}
}
/*
===========================
Plasma
Create directed and scaled plasma jet
===========================
*/
void CG_Plasma( vec3_t start, vec3_t end, vec3_t sRGB, vec3_t eRGB, int startalpha, int endalpha )
{
vec3_t v, sp;
float detail, len, salpha = (startalpha / 255) , ealpha = (endalpha / 255);
//detail = FX_DetailLevel( start, 16, 1200 );
//if ( detail == 0 )
// return;
// Orient the plasma
VectorSubtract( end, start, v );
len = VectorNormalize( v );
VectorMA( start, 0.5f, v, sp );
// Stash a quad at the base to make the effect look a bit more solid
//FX_AddQuad( sp, v, NULL, NULL, len * 0.36f, 0.0f, salpha, salpha, sRGB, sRGB, 0.0f, 45.0f, 0.0f, 200, cgs.media.prifleImpactShader );
// Add a subtle, random flutter to the cone direction
v[0] += crandom() * 0.04;
v[1] += crandom() * 0.04;
v[2] += crandom() * 0.04;
// Wanted the effect to be scalable based on the length of the jet.
FX_AddCylinder2( start, v, len * 0.05, len * 2.0f, len * 0.16f, len * 0.32f, len * 0.40f, len * 0.64f,
salpha, ealpha, sRGB, eRGB, 200, cgs.media.plasmaShader, 0.3f );
FX_AddCylinder2( start, v, len * 0.05, len * 4.0f, len * 0.16f, len * 0.32f, len * 0.28f, len * 0.64f,
salpha, ealpha, sRGB, eRGB, 200, cgs.media.plasmaShader, 0.2f );
FX_AddCylinder2( start, v, len * 0.25, len * 8.0f, len * 0.20f, len * 0.32f, len * 0.02f, len * 0.32f,
salpha, ealpha, sRGB, eRGB, 200, cgs.media.plasmaShader, 0.1f );
}
/*
======================
CG_ParticleStream
particle stream fx for STASIS level
======================
*/
/*bool particle_stream_think( FXPrimitive *fx, centity_t *ent )
{
vec3_t old_org;
// Make it flicker. . .always safe to do this
fx->m_scale = random() * 12 + 2;
fx->m_alpha = random() * 0.4 + 0.6;
// If the ent was somehow removed, we don't want to continue any further.
if ( !ent )
return false;
// Stash the old position so that we can draw a trailer line
VectorCopy( fx->m_origin, old_org );
// Update the position of the particle.
fx->m_origin[0] = cos(cg.time * 0.01 + fx->m_velocity[0]) * fx->m_velocity[1] + ent->lerpOrigin[0];
fx->m_origin[1] = sin(cg.time * 0.01 + fx->m_velocity[0]) * fx->m_velocity[1] + ent->lerpOrigin[1];
fx->m_origin[2] += (fx->m_velocity[2] * cg.frametime * 0.001);
FX_AddLine( fx->m_origin, old_org, 1.0f, 2.0f, -4.0f, 0.6f, 0.0, 500, cgs.media.IMOD2Shader );
return true;
}
//------------------------------------------------------------------------------
void CG_ParticleStream( centity_t *cent )
{
vec3_t vel, org, dir;
float len, time;
// This effect will currently only travel directly up or down--never sideways
VectorSubtract( cent->currentState.origin2, cent->lerpOrigin, dir );
len = VectorNormalize( dir );
// since the movement direction is limited, use the velocity var a bit more efficiently
vel[0] = random() * 360; // random position around the cylinder
vel[1] = random() > 0.9 ? 20 : 6; // random radius
vel[2] = dir[2] * 120 + dir[2] * random() * 50; // random velocity (up or down)
// Set the particle position
org[0] = cos(cg.time * 0.01 + vel[0]) * vel[1] + cent->lerpOrigin[0];
org[1] = sin(cg.time * 0.01 + vel[0]) * vel[1] + cent->lerpOrigin[1];
org[2] = cent->lerpOrigin[2];
// Calculate how long the thing should live based on it's velocity and the distance it has to travel
time = len / vel[2] * 1000;
// Use a couple of different kinds to break up the monotony
if ( rand() & 1 )
{
FX_AddParticle( cent, org, vel, NULL, 16, 0.0, 1.0, 1.0,
0.0, 0.0, time, cgs.media.ltblueParticleShader, 0, particle_stream_think );
}
else
{
FX_AddParticle( cent, org, vel, NULL, 16, 0.0, 1.0, 1.0,
0.0, 0.0, time, cgs.media.purpleParticleShader, 0, particle_stream_think );
}
}
/*
======================
CG_TransporterStream
particle stream fx for forge level
The particles will accelerate up to the half-way point of the cylinder, then deccelerate til they hit their target
======================
*/
/*void CG_TransporterStream( centity_t *cent )
{
vec3_t vel, accel, dir, pos, right, up;
float len, time, acceleration, scale, dis, vf;
int t;
VectorSubtract( cent->currentState.origin2, cent->lerpOrigin, dir );
len = VectorNormalize( dir );
MakeNormalVectors( dir, right, up );
for ( t=0; t < 3; t++ )
{
// Create start offset within a circular radius
VectorMA( cent->lerpOrigin, 8 * crandom(), right, pos );
VectorMA( pos, 8 * crandom(), up, pos );
acceleration = 80 + random() * 50;
VectorScale( dir, acceleration, accel ); // acceleration vector
VectorScale( dir, 0.0001, vel ); // Ideally, vel would be zero, so just make it really small
dis = ( len * 0.8f ); // the two segs will be overlapping to cover up the middle
// This is derived from dis = (vi)(t) + (1/2)(a)(t)^2 where the inital velocity (vi) = zero
time = sqrt( 2 / acceleration * dis ); // Calculate how long the thing will take to travel that distance
scale = 1.5f + random() * 4;
// These will spawn at the base and accelerate towards the middle
if ( rand() & 1 )
{
FX_AddSprite3( pos, vel, accel,
scale, 0.0f,
1.0f, 0.0f,
0.0f,
0.0f,
time * 1000,
cgs.media.orangeParticleShader );
}
else
{
FX_AddSprite3( pos, vel, accel,
scale, 0.0f,
1.0f, 0.0f,
0.0f,
0.0f,
time * 1000,
cgs.media.dkorangeParticleShader );
}
// These will be spawned somewhere in the middle and deccelerate till they reach the end of their target
VectorMA( pos, len - dis, dir, pos );
VectorScale( accel, -1, accel );
vf = sqrt( 2 * dis * acceleration ); // calculate the how fast it would be moving at the end of its path
VectorScale( dir, vf, vel ); // this will be the _initial_ velocity for those starting in the middle
if ( rand() & 1 )
{
FX_AddSprite3( pos, vel, accel,
scale, 0.0f,
0.0f, 1.0f,
0.0f,
0.0f,
time * 1000,
cgs.media.orangeParticleShader );
}
else
{
FX_AddSprite3( pos, vel, accel,
scale, 0.0f,
0.0f, 1.0f,
0.0f,
0.0f,
time * 1000,
cgs.media.dkorangeParticleShader );
}
}
}
/*
-------------------------
CG_ExplosionTrail
-------------------------
*/
/*qboolean explosionTrailThink( localEntity_t *fx )
{
localEntity_t *le=0;
vec3_t direction, origin, new_org, angles, dir;
trace_t trace;
float scale;
int i;
qboolean remove = qfalse;
VectorCopy( fx->m_origin, origin );
fx->UpdateOrigin();
VectorCopy( fx->m_origin, new_org );
CG_Trace( &trace, origin, NULL, NULL, new_org, -1, CONTENTS_SOLID );
if ( trace.fraction < 1.0f && !trace.startsolid && !trace.allsolid )
{
// The effect hit something, presumably a barrier, so kill it
// When the effect gets killed like this, it dies quickly and looks a bit thin.
// Maybe something else should be done as well...
remove = qtrue;
//FIXME: FX_RemoveEffect( fx );
return qfalse;
}
scale = 80 * 0.03f;
VectorSubtract( new_org, origin, dir );
VectorNormalize( dir );
vectoangles( dir, angles );
//Orient the explosions to face the camera
VectorSubtract( cg.refdef.vieworg, origin, direction );
VectorNormalize( direction );
for ( i = 0; i < 3 + (int)remove * 6; i++)
{
angles[2] = crandom() * 360;
AngleVectors( angles, NULL, dir, NULL );
VectorMA( origin, random() * 50.0f, dir, new_org );
le = CG_MakeExplosion( new_org, direction, cgs.media.explosionModel, 6, cgs.media.surfaceExplosionShader, 400 + (int)remove * 800, qfalse, random() * 1.0 + 0.8 );//random() * 1.0 + 1.0 );
}
le->light = 150;
VectorSet( le->lightColor, 64, 192, 255 );
//Shake the camera and damage everything in an area
CG_ExplosionEffects( origin, 3.0f, 600 );
G_RadiusDamage( origin, ent->gent, 150, 80, NULL, MOD_UNKNOWN );
return qtrue;
}
//------------------------------------------------------------------------------
void CG_ExplosionTrail( centity_t *cent )
{
vec3_t dir;
float len;
VectorSubtract( cent->currentState.origin2, cent->currentState.origin, dir );
len = VectorNormalize( dir );
VectorScale( dir, 325, dir );
FX_AddParticle( cent->currentState.origin, dir, qfalse, 16, 0.0, 1.0, 1.0,
0.0, 0.0, 6000, cgs.media.ltblueParticleShader, explosionTrailThink );
}
/*
----------------------
CG_BorgEnergyBeam
A scanning type beam
----------------------
*/
/*void CG_BorgEnergyBeam( centity_t *cent )
{
vec3_t normal, angles, base, dir, dir2, rgb;
float len, alpha;
VectorSubtract( cent->currentState.origin2, cent->lerpOrigin, normal );
len = VectorNormalize( normal );
vectoangles( normal, angles );
alpha = Vector4to3( cent->gent->startRGBA, rgb );
// Code to make the thing "snap" when it's doing the beam slices
if ( abs( cent->gent->pos2[0] ) >= cent->gent->radius )
{
// Snap back to start and move to the next slice
cent->gent->pos2[0] = cent->gent->radius;
cent->gent->pos2[1] -= ( cg.frametime * 0.0003 * cent->gent->speed );
}
// The slice has moved past the end so snap back to the first slice position
if ( abs( cent->gent->pos2[1] ) >= cent->gent->radius )
{
cent->gent->pos2[1] = cent->gent->radius;
}
// Always move across the slice
cent->gent->pos2[0] -= ( cg.frametime * 0.001 * cent->gent->speed );
if ( cent->gent->spawnflags & 2 )
{
// Trace a cone
angles[2] = cent->gent->angle;
}
AngleVectors( angles, NULL, dir, dir2 );
if ( cent->gent->spawnflags & 2 )
{
// Cone
VectorMA( cent->currentState.origin2, cent->gent->radius, dir, base );
}
else
{
// Swinging pendulum
VectorMA( cent->currentState.origin2, cent->gent->radius * ( sin( cent->gent->angle * 0.03f )), dir, base );
VectorMA( base, cent->gent->radius * ( cos( cent->gent->angle * 0.003f )), dir2, base );
// Do "snapping" beam slices
// VectorMA( cent->currentState.origin2, cent->gent->pos2[0], dir, base );
// VectorMA( base, cent->gent->pos2[1], dir2, base );
}
// Main trace laser
FX_AddLine( cent->lerpOrigin, base, 64, 0.8f, 5.0f, alpha, 0.0, rgb, rgb, 120, cgs.media.whiteLaserShader );
// Faint trail at base. Is this really adding anything useful?
FX_AddLine( cent->gent->pos1, base, 1, 1.0, 2.0, alpha * 0.2, 0.0, rgb, rgb, 1000, cgs.media.whiteLaserShader );
// Faint trace cone, adds a bit of meat to the effect
FX_AddTri( cent->lerpOrigin, cent->gent->pos1, base, alpha * 0.2, 0.0, rgb, rgb, 800, cgs.media.solidWhiteShader );
// Laser impact point
FX_AddSprite( base, NULL, NULL, random() * 2, 0.0, alpha, 0.0, rgb, rgb, 0.0, 0.0, 100, cgs.media.waterDropShader );
VectorCopy( base, cent->gent->pos1 );
cent->gent->angle += cent->gent->speed * 0.08f;
}
/*
----------------------
CG_ShimmeryThing
Creates column or cone of shimmering lines
Kind of looks like a teleporter effect
----------------------
*/
void CG_ShimmeryThing( vec3_t start, vec3_t end, vec3_t content )
{
vec3_t normal, angles, base, top, dir;
float len;
int i;
int taper = content[2];
VectorSubtract( end, start, normal );
len = VectorNormalize( normal );
vectoangles( normal, angles );
for ( i=0; i < 2; i++)
{
// Spawn the shards of light around a cylinder
angles[2] = crandom() * 360;
AngleVectors( angles, NULL, dir, NULL );
// See if the effect should be tapered at the top
if ( taper == 2 )
{
VectorMA( start, content[1] * 0.25f, dir, top );
}
else
{
VectorMA( start, content[1], dir, top );
}
VectorMA( end, content[1], dir, base );
// Use a couple of different kinds to break up the monotony..
if ( rand() & 1 )
{
FX_AddLine( top, base, 1.0f, len * 0.008f, len * 0.19f, 0.3f, 0.0f, random() * 200 + 600, cgs.media.ltblueParticleShader );
}
else
{
FX_AddLine( top, base, 1.0f, len * 0.008f, len * 0.19f, 0.2f, 0.0f, random() * 200 + 600, cgs.media.spark2Shader );
}
}
}
/*
----------------------
CG_Borg_Bolt
Yellow bolts that spark when the endpoints get close together
----------------------
*/
void CG_Borg_Bolt_static( centity_t *cent )
{
vec3_t diff;
float len;
// Get the midpoint of the seg
VectorSubtract( cent->currentState.origin2, cent->currentState.origin, diff );
len = VectorNormalize( diff );
// Use this to scale down the width of the bolts. Otherwise, they will look pretty fairly nasty when they
// get too short.
len = len / 32;
FX_AddElectricity( cent->currentState.origin, cent->currentState.origin2, 1.0, len, 5.0, 1.0, 0.0, 200, cgs.media.phaserShader, 0 );
}
void CG_Borg_Bolt_dynamic( centity_t *cent )
{
vec3_t diff, neworg;
float len;
// Get the midpoint of the seg
VectorSubtract( cent->currentState.origin2, cent->currentState.origin, diff );
len = VectorNormalize( diff );
VectorMA( cent->currentState.origin, len * 0.5, diff, neworg );
// If the length is pretty short, then spawn a glow spark
if ( len > 0 && len < 12 )
{
int ct, t;
vec3_t angles, dir, vel;
localEntity_t *particle;
FX_AddSprite( neworg, NULL, qfalse, random() * (128 / len) + 12, 16.0, 0.6f, 0.0, 0.0, 0.0, 50,
cgs.media.yellowParticleShader );
vectoangles( dir, angles );
ct = 12 - len;
// fun sparks
for ( t=0; t < ct; t++ )
{
angles[1] = random() * 360;
AngleVectors( angles, dir, NULL, NULL );
dir[2] = random() * 0.3f;
VectorScale( dir, 300, vel );
particle = FX_AddTrail( neworg, NULL, qfalse, 8.0f + random() * 6, -16.0f, 1, -1,
1.0f, 0.0f, 0.25f, 50, cgs.media.yellowParticleShader );
if ( particle == NULL )
return;
FXE_Spray( dir, 100, 150, 0.5f, vel );
}
// If it's really short, spark and make a noise. Tried this without the if (len>0... and it was way
// too obnoxious
if ( len <= 5 )
{
trap_S_StartSound( neworg, 0, 0, trap_S_RegisterSound( "sound/enemies/borg/borgtaser.wav") );
}
}
// Use this to scale down the width of the bolts. Otherwise, they will look pretty fairly nasty when they
// get too short.
len = len / 32;
FX_AddElectricity( cent->currentState.origin, cent->currentState.origin2, 1.0, len, 5.0, 1.0, 0.0, 50, cgs.media.phaserShader, 0 );
}
/*
----------------------
CG_StasisDoor
Does Fade-Effect for func_stasis_door
----------------------
*/
void CG_StasisDoor(centity_t *cent, qboolean close) {
localEntity_t *le;
return;
FX_AddQuad(cent->currentState.origin, NULL, 10, 100, 1, 1, 0, 1000, cgs.media.photonGlow);
le = CG_AllocLocalEntity();
le->leType = LE_STASISDOOR;
VectorCopy(cent->lerpOrigin, le->refEntity.origin);
VectorCopy(cent->lerpOrigin, le->refEntity.oldorigin);
AnglesToAxis( cent->lerpAngles, le->refEntity.axis );
le->refEntity.renderfx = RF_NOSHADOW | RF_FORCE_ENT_ALPHA;
le->refEntity.skinNum = 0;
le->refEntity.hModel = cgs.media.stasisDoorModel;
trap_R_AddRefEntityToScene(&le->refEntity);
}