mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-25 13:51:03 +00:00
286 lines
7.2 KiB
C
286 lines
7.2 KiB
C
#include "cg_local.h"
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#include "fx_local.h"
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/*
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-------------------------
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FX_Disruptor
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-------------------------
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*/
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void DisruptorShards(vec3_t org)
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{
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vec3_t normal, end;
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// Pick a random endpoint
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VectorSet( normal, crandom(), crandom(), crandom() );
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VectorNormalize( normal );
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end[0] = org[0] + ( normal[0] * ( 48 + crandom() * 16 ));
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end[1] = org[1] + ( normal[1] * ( 48 + crandom() * 16 ));
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end[2] = org[2] + ( normal[2] * ( 64 + crandom() * 24 ));
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// Draw a light shard, use a couple of different kinds so it doesn't look too homogeneous
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if( rand() & 1 )
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{
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FX_AddLine( org, end, 1.0, random() * 0.5 + 0.5, 12.0, random() * 0.1 + 0.1, 0.0, 200 + random() * 350, cgs.media.orangeParticleShader );
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}
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else
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{
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FX_AddLine( org, end, 1.0, random() * 0.5 + 0.5, 12.0, random() * 0.1 + 0.1, 0.0, 200 + random() * 350, cgs.media.yellowParticleShader );
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}
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}
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qboolean MakeDisruptorShard( localEntity_t *le )
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{
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DisruptorShards(le->refEntity.origin);
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return(qtrue);
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}
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// Effect used when scav beams in--this wouldn't work well for a scav on the ground if they were to beam out
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void FX_Disruptor( vec3_t org, float length )
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{//FIXME: make it move with owner?
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vec3_t org1, org2, normal={0,0,1};
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int t;
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VectorMA( org, 48, normal, org1 );
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VectorMA( org, -48, normal, org2 );
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// This is the core
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FX_AddLine( org1, org2, 1.0, 0.1, 48.0, 1.0, 0.0, length, cgs.media.dkorangeParticleShader );
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// Spawn a bunch to get the effect going
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for (t=0; t < 12; t++ )
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{
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DisruptorShards( org);
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}
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// Keep spawning the light shards for a while.
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FX_AddSpawner( org, normal, NULL, NULL, qfalse, 20, 10, length*0.75, MakeDisruptorShard, 0);
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}
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void FX_EnergyGibs(vec3_t origin )
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{
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localEntity_t *le;
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refEntity_t *re;
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vec3_t dir;
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int i, j, k;
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int chunkModel=0;
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float baseScale = 0.7f, dist;
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int numChunks;
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numChunks = irandom( 10, 15 );
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VectorSubtract(cg.snap->ps.origin, origin, dir);
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dist = VectorLength(dir);
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if (dist > 512)
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{
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numChunks *= 512.0/dist; // 1/2 at 1024, 1/4 at 2048, etc.
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}
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for ( i = 0; i < numChunks; i++ )
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{
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chunkModel = cgs.media.chunkModels[MT_METAL][irandom(0,5)];
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le = CG_AllocLocalEntity();
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re = &le->refEntity;
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le->leType = LE_FRAGMENT;
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le->endTime = cg.time + 2000;
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VectorCopy( origin, re->origin );
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for ( j = 0; j < 3; j++ )
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{
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re->origin[j] += crandom() * 12;
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}
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VectorCopy( re->origin, le->pos.trBase );
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//Velocity
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VectorSet( dir, crandom(), crandom(), crandom() );
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VectorScale( dir, flrandom( 300, 500 ), le->pos.trDelta );
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//Angular Velocity
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VectorSet( le->angles.trBase, crandom() * 360, crandom() * 360, crandom() * 360 );
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VectorSet( le->angles.trDelta, crandom() * 90, crandom() * 90, crandom() * 90 );
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AxisCopy( axisDefault, re->axis );
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le->data.fragment.radius = flrandom(baseScale * 0.4f, baseScale * 0.8f );
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re->nonNormalizedAxes = qtrue;
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re->hModel = chunkModel;
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re->renderfx |= RF_CAP_FRAMES;
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re->customShader = cgs.media.quantumDisruptorShader;
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re->shaderTime = cg.time/1000.0f;
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le->pos.trType = TR_GRAVITY;
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le->pos.trTime = cg.time;
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le->angles.trType = TR_INTERPOLATE;
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le->angles.trTime = cg.time;
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le->bounceFactor = 0.2f + random() * 0.2f;
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le->leFlags |= LEF_TUMBLE;
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re->shaderRGBA[0] = re->shaderRGBA[1] = re->shaderRGBA[2] = re->shaderRGBA[3] = 255;
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// Make sure that we have the desired start size set
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for( k = 0; k < 3; k++)
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{
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VectorScale(le->refEntity.axis[k], le->data.fragment.radius, le->refEntity.axis[k]);
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}
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}
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}
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void FX_ExplodeBits( vec3_t org)
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{
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float width, length;
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vec3_t vel, pos;
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int i;
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FX_EnergyGibs(org);
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for (i = 0; i < 32; i++)
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{
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VectorSet(vel, flrandom(-320,320), flrandom(-320,320), flrandom(-100,320));
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VectorCopy(org, pos);
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pos[2] += flrandom(-8, 8);
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length = flrandom(10,20);
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width = flrandom(2.0,4.0);
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FX_AddTrail( pos, vel, qtrue, length, -length, width, -width,
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1.0f, 1.0f, 0.5f, 1000.0f, cgs.media.orangeTrailShader);
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}
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}
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#define Q_FLASH_SIZE 110
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void FX_qFlash( centity_t* cent, vec3_t org, int timeIndex ) {
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trace_t tr;
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refEntity_t flare;
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float frac;
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if ( cg.predictedPlayerState.clientNum != cent->currentState.clientNum ) {
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CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL,
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cent->lerpOrigin, cg.predictedPlayerState.clientNum, CONTENTS_SOLID );
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if ( tr.fraction != 1 ) {
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return;
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}
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}
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memset( &flare, 0, sizeof( flare ) );
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flare.reType = RT_SPRITE;
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flare.shaderRGBA[0] = 0xff;
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flare.shaderRGBA[1] = 0xff;
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flare.shaderRGBA[2] = 0xff;
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flare.shaderRGBA[3] = 0xff;
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flare.data.sprite.rotation = 0;
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flare.nonNormalizedAxes = qtrue; //needed for effective scaling
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flare.customShader = cgs.media.qFlashSprite;
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flare.renderfx |= RF_DEPTHHACK;
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VectorCopy( org, flare.origin );
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//find the basic ratio
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frac = (float)(cg.time - timeIndex) / (float)( Q_FLASH_TIME );
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//apply a sine function to it to make it less linear
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//calculated using the fine graph prog @ http://math.umn.edu/~garrett/a08/Graph.html
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frac = ( 0.65f * sin( 4.5f * frac - 0.6f ) + 0.35f );
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frac = Com_Clamp( 0.0f, 1.0f, frac );
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//CG_Printf( "%f\n", frac );
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flare.data.sprite.radius = (float)Q_FLASH_SIZE * frac;
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trap_R_AddRefEntityToScene( &flare );
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}
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#define PROBE_BEAM_LENGTH 32
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//TiM - Beam FX for the Neutrino Probe weapon
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void FX_ProbeBeam( vec3_t origin, vec3_t dir, int clientNum, qboolean alt_fire )
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{
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trace_t tr;
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refEntity_t beam;
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vec3_t end;
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float scale;
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memset( &beam, 0, sizeof( beam ) );
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if ( alt_fire )
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scale = flrandom(7.0f, 12.0f);
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else
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scale = Q_fabs( 12.0f * sin( cg.time * 0.1f ) );
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VectorMA( origin, PROBE_BEAM_LENGTH, dir, end );
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CG_Trace( &tr, origin, NULL, NULL, end, clientNum, CONTENTS_SOLID );
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trap_R_AddLightToScene( origin, 20, 114.0f / 255, 164.0f / 255, 1.0f );
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VectorCopy( origin, beam.origin);
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VectorCopy( tr.endpos, beam.oldorigin );
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beam.reType = RT_LINE;
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beam.customShader = cgs.media.probeBeam;
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beam.shaderRGBA[0] = 0xff;
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beam.shaderRGBA[1] = 0xff;
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beam.shaderRGBA[2] = 0xff;
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beam.shaderRGBA[3] = 0xff;
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AxisClear( beam.axis );
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beam.data.line.width = scale*0.1;
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beam.data.line.width2 = scale;
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beam.data.line.stscale = 1.0;
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trap_R_AddRefEntityToScene( &beam );
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if ( tr.fraction != 1.0f )
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{
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float radius;
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if ( alt_fire )
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radius = flrandom(1.5f, 3.0f) * (1.0 - (tr.fraction*0.3));
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else
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radius = flrandom(0.5f, 1.5f) * (1.0 - (tr.fraction*0.3));
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if ( !radius )
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return;
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CG_ImpactMark( cgs.media.probeDecal, tr.endpos, tr.plane.normal, 0, 1, 1, 1, 0.2*(1.0-tr.fraction), qfalse, radius, qtrue );
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trap_R_AddLightToScene( origin, radius*5, 114.0f / 255, 164.0f / 255, 1.0f );
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}
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}
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#define REGEN_BEAM_LENGTH 64
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void FX_RegenBeam( vec3_t origin, vec3_t dir, int clientNum, qboolean alt_fire )
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{
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trace_t tr;
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vec3_t end;
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VectorMA( origin, REGEN_BEAM_LENGTH, dir, end );
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CG_Trace( &tr, origin, NULL, NULL, end, clientNum, CONTENTS_SOLID );
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trap_R_AddLightToScene( origin, 30, 235.0f / 255, 74.0f / 255, 102.0f / 255 );
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if ( tr.fraction != 1.0f )
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{
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float radius;
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if ( alt_fire )
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radius = flrandom(1.5f, 3.0f) * (1.0 - (tr.fraction*0.3));
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else
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radius = flrandom(0.5f, 1.5f) * (1.0 - (tr.fraction*0.3));
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if ( !radius )
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return;
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CG_ImpactMark( cgs.media.regenDecal, tr.endpos, tr.plane.normal, 0, 1, 1, 1, 0.2*(1.0-tr.fraction), qfalse, radius, qtrue );
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trap_R_AddLightToScene( origin, radius*5, 235.0f / 255, 74.0f / 255, 102.0f / 255 );
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}
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}
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