mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-27 06:32:16 +00:00
214 lines
5.7 KiB
C
214 lines
5.7 KiB
C
#include "cg_local.h"
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#include "fx_local.h"
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#define BORG_SPIN 0.6f
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//------------------------------------------------------------------------------
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/*void FX_BorgProjectileThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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float len;
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vec3_t dir, end;
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FX_AddSprite( cent->lerpOrigin, NULL, qfalse,
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8.0f + ( random() * 24.0f ), 0.0f,
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1.0f, 1.0f,
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random() * 360, 0.0f,
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1,
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cgs.media.borgFlareShader);
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// Energy glow
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FX_AddSprite( cent->lerpOrigin, NULL, qfalse,
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18.0f + ( random() * 24.0f ), 0.0f,
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0.2f, 0.1f,
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random() * 360, 0.0f,
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1,
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cgs.media.borgFlareShader);
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VectorSet( dir, crandom(), crandom(), crandom() );
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VectorNormalize( dir );
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len = random() * 12.0f + 18.0f;
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VectorMA( cent->lerpOrigin, len, dir, end );
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FX_AddElectricity( cent->lerpOrigin, end, 0.2f, 0.6f, 0.0f, 0.3f, 0.0f, 5, cgs.media.borgLightningShaders[2], 1.0f );
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}*/
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/*
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-------------------------
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FX_BorgWeaponHitWall
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-------------------------
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*/ /*
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void FX_BorgWeaponHitWall( vec3_t origin, vec3_t normal )
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{
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weaponInfo_t *weaponInfo = &cg_weapons[WP_MEDKIT];
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// Expanding shock ring
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FX_AddQuad( origin, normal,
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0.5f, 6.4f,
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0.8, 0.0,
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random() * 360.0f,
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200,
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cgs.media.borgLightningShaders[0] );
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// Impact core
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FX_AddQuad( origin, normal,
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16.0f + ( random() * 8.0f ), 3.2f,
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0.6f, 0.0f,
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cg.time * BORG_SPIN,
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100,
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cgs.media.borgLightningShaders[0] );
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//Sound
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trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->mainHitSound);
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CG_ImpactMark( cgs.media.scavMarkShader, origin, normal, random()*360, 1,1,1,0.2, qfalse, random() + 5.5f, qfalse );
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} */
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/*
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-------------------------
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FX_BorgTaser
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-------------------------
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*/
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/*
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void FX_BorgTaser( vec3_t end, vec3_t start )
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{
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float len;
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vec3_t dis;
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FX_AddSprite( end, NULL, qfalse, 9.0f, 0.0f, 1.0f, 0.0f, 30.0f, 0.0f, 250, cgs.media.borgLightningShaders[0] );
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FX_AddSprite( end, NULL, qfalse, 18.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 150, cgs.media.borgLightningShaders[0] );
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FX_AddSprite( start, NULL, qfalse, 12.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 100, cgs.media.borgLightningShaders[0] );
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FX_AddSprite( start, NULL, qfalse, 6.0f, 0.0f, 1.0f, 0.0f, 60.0f, 0.0f, 150, cgs.media.borgLightningShaders[0] );
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VectorSubtract( start, end, dis );
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len = VectorNormalize( dis );
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if ( len < 96 )
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len = 0.6f;
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else if ( len < 256 )
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len = 0.4f;
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else if ( len > 512 )
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len = 0.1f;
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else
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len = 0.2f;
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FX_AddLine( start, end, 1.0f, 5.0f, 0.0f, 1.0f, 0.0f, 150, cgs.media.borgLightningShaders[1] );
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FX_AddElectricity( start, end, 0.2f, 3.0f, 0.0f, 1.0f, 0.0f, 150, cgs.media.borgLightningShaders[2], len );
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FX_AddElectricity( start, end, 0.5f, 2.0f, 0.0f, 1.0f, 0.0f, 150, cgs.media.borgLightningShaders[3], len );
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}*/
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//------------------------------------------------
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// unused!
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/*void FX_BorgEyeBeam( vec3_t start, vec3_t end, vec3_t normal, qboolean large )
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{
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float width, alpha;
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vec3_t rgb = {1.0f,0.0f,0.0f};
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width = 0.5f + ( crandom() * 0.1 );
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if ( large )
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width *= 3.5;
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alpha = 0.4f + ( random() * 0.25 );
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FX_AddLine2( start, end, 1.0f,
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width, 0.0f, width, 0.0f,
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alpha, alpha,
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rgb, rgb,
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1.0f,
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cgs.media.whiteLaserShader );
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FX_AddSprite( start, NULL, qfalse,
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1.0f + (random() * 2.0f), 0.0f,
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0.6f, 0.6f,
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0.0f, 0.0f, 1.0f,
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cgs.media.borgEyeFlareShader );
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FX_AddQuad( end, normal,
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2.0f + (crandom() * 1.0f), 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f,
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cgs.media.borgEyeFlareShader );
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}*/
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#define BORG_PARTICLE_RADIUS 32
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//------------------------------------------------------------------------------------
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void FX_BorgTeleportParticles( vec3_t origin, vec3_t dir )
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{
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int i;
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vec3_t neworg, vel;
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for ( i = 0; i < 26; i++ )
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{
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VectorSet( neworg,
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origin[0] + ( crandom() * ( BORG_PARTICLE_RADIUS * 0.5 ) ),
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origin[1] + ( crandom() * ( BORG_PARTICLE_RADIUS * 0.5 ) ),
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origin[2] + ( crandom() * 4.0f ) );
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VectorScale( dir, 32 + ( random() * 96 ), vel );
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FX_AddSprite( neworg, vel, qfalse, 1.0f + ( crandom() * 2.0f ), 0.0f, 1.0f, 0.0f, random() * 360, 0.0f, 1700, cgs.media.borgFlareShader );
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}
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}
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//-------------------------------------
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// unused
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/*
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void FX_BorgTeleport( vec3_t origin )
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{
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vec3_t org, org2, angles, dir;
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localEntity_t *le;
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VectorSet( angles, 0, 0, 1 );
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VectorSet( org, origin[0], origin[1], origin[2] - 32 );
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FX_BorgTeleportParticles( origin, angles );
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VectorSet( angles, 0, 0, -1 );
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VectorSet( org2, origin[0], origin[1], origin[2] + 32 );
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FX_BorgTeleportParticles( origin, angles );
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VectorSubtract( org2, org, dir );
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VectorNormalize( dir );
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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 );
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le->refEntity.data.cylinder.wrap = qtrue;
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le->refEntity.data.cylinder.stscale = 24;
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trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.borgBeamInSound );
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}*/
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//-------------------------------------
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//unused
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/*
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void FX_BorgTeleportTrails( vec3_t origin )
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{
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int i;
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float scale;
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vec3_t org, ang, angvect;
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for ( i = 0; i < 2; i++ )
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{
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// position on the sphere
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if ( i == 0 )
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{
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ang[ROLL] = 0;
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ang[PITCH] = sin( cg.time * 0.002f ) * 360;
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ang[YAW] = cg.time * 0.04f;
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}
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else
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{
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ang[ROLL] = 0;
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ang[PITCH] = sin( cg.time * 0.002f + 3.14159f ) * 360;
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ang[YAW] = cg.time * 0.04f + 180.0f;
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}
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AngleVectors( ang, angvect, NULL, NULL);
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// Set the particle position
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org[0] = 12 * angvect[0] + origin[0];
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org[1] = 12 * angvect[1] + origin[1];
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org[2] = 32 * angvect[2] + origin[2];
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scale = random() * 4.0f + 4.0f;
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FX_AddSprite( org, NULL, qtrue, scale, -scale, 1.0f, 1.0f, 0.0f, 0.0f, 200.0f + random() * 200.0f, cgs.media.borgFlareShader );
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}
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}*/
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