mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-29 15:42:07 +00:00
315 lines
8.1 KiB
C
315 lines
8.1 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_AltIMODBolt
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-------------------------
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*/
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/*void FX_AltIMODBolt( vec3_t start, vec3_t end, vec3_t dir )
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{
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vec3_t control1, control2, control1_vel, control2_vel,
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control1_acceleration, control2_acceleration;
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vec3_t direction, vr, vu;
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float len;
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localEntity_t *le;
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MakeNormalVectors( dir, vr, vu );
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VectorSubtract( end, start, direction );
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len = VectorNormalize( direction );
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VectorMA(start, len*0.5f, direction, control1 );
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VectorMA(start, len*0.25f, direction, control2 );
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vectoangles( direction, control1_vel );
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control1_vel[ROLL] += crandom() * 360;
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AngleVectors( control1_vel, NULL, NULL, control1_vel );
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vectoangles( direction, control2_vel );
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control2_vel[ROLL] += crandom() * 360;
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AngleVectors( control2_vel, NULL, NULL, control2_vel );
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VectorScale(control1_vel, 12.0f + (140.0f * random()), control1_vel);
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VectorScale(control2_vel, -12.0f + (-140.0f * random()), control2_vel);
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VectorClear(control1_acceleration);
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VectorClear(control2_acceleration);
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le = FX_AddBezier( start, end,
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control1, control2, control1_vel, control2_vel, control1_acceleration, control2_acceleration,
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4.0f, //scale
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1000.0f, //killtime
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cgs.media.IMOD2Shader );
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le->alpha = 0.8;
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le->dalpha = -0.8;
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}*/
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/*
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-------------------------
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FX_IMODBolt2
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-------------------------
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*/
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/*void FX_IMODBolt2( vec3_t start, vec3_t end, vec3_t dir )
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{
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vec3_t control1, control2, control1_velocity, control2_velocity,
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control1_acceleration, control2_acceleration;
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float length = 0;
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vec3_t vTemp;
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localEntity_t *le;
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// initial position of control points
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VectorSubtract(end, start, vTemp);
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length = VectorNormalize(vTemp);
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VectorMA(start, 0.5 * length, vTemp, control1);
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VectorMA(start, 0.25 * length, vTemp, control2);
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// initial velocity of control points
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vectoangles(vTemp, control1_velocity);
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control1_velocity[ROLL] += crandom() * 360;
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AngleVectors(control1_velocity, NULL, NULL, control1_velocity);
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vectoangles(vTemp, control2_velocity);
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control2_velocity[ROLL] += crandom() * 360;
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AngleVectors(control2_velocity, NULL, NULL, control2_velocity);
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VectorScale(control1_velocity, 12.0f + (140.0f * random()), control1_velocity);
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VectorScale(control2_velocity, -12.0f + (-140.0f * random()), control2_velocity);
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// constant acceleration of control points
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VectorScale(control1_velocity, -1.2, control1_acceleration);
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for (i = 0; i < 3; i++)
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{
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control1_acceleration[i] += flrandom (-10, 10);
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}
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VectorScale(control2_velocity, -1.2, control2_acceleration);
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for (i = 0; i < 3; i++)
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{
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control2_acceleration[i] += flrandom (-10, 10);
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}
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*/
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// VectorClear(control1_acceleration);
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// VectorClear(control2_acceleration);
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//
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// le = FX_AddBezier(start, end, control1, control2, control1_velocity, control2_velocity, control1_acceleration,
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// control2_acceleration, 4, 600, cgs.media.altIMOD2Shader);
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// le->alpha = 0.6;
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// le->dalpha = -0.6;
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//}*/
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/*
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-------------------------
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FX_IMODShot
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-------------------------
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*/
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//#define MAXRANGE_IMOD 8192
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/*void FX_IMODShot( vec3_t end, vec3_t start, vec3_t dir)
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{
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vec3_t ofs, end2;
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trace_t trace;
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qboolean render_impact = qtrue;
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VectorMA( end, 1, dir, ofs );
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FX_AddLine(start, end, 1.0, 8.0, -8.0, 1.0, 0.0, 350, cgs.media.altIMODShader);
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FX_IMODBolt2( start, end, dir);
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// cover up the start point of the beam
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FX_AddSprite( start, NULL, qfalse, irandom(8,12), -8, 1.0, 0.6, random()*360, 0.0, 400, cgs.media.purpleParticleShader);
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// where do we put an explosion?
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VectorMA(start, MAXRANGE_IMOD, cg.refdef.viewaxis[0], end2);
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CG_Trace( &trace, start, NULL, NULL, end2, 0, MASK_SHOT );
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if ( trace.surfaceFlags & SURF_NOIMPACT )
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{
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render_impact = qfalse;
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}
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if ( render_impact )
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{
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FX_IMODExplosion(end, trace.plane.normal);
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}
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}*/
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/*
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-------------------------
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FX_AltIMODShot
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-------------------------
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*/
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//unused
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/*#define FX_ALT_IMOD_HOLD 200
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#define FX_ALT_IMOD_FLASHSIZE 16
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qboolean IMODAltAftereffect(localEntity_t *le)
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{
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localEntity_t *spr = NULL;
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qhandle_t shader = cgs.media.blueParticleShader;
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//only want an initial sprite
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le->endTime = cg.time;
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spr = FX_AddSprite( le->refEntity.origin,// origin
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NULL, // velocity
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qfalse, // gravity
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FX_ALT_IMOD_FLASHSIZE, // scale
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-10, // dscale
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0.8, // startalpha
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0.0, // endalpha
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0.0, // roll
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0.0, // elasticity
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700, // killTime
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shader); // shader
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return qtrue;
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}*/
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/*void FX_AltIMODShot( vec3_t end, vec3_t start, vec3_t dir)
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{
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vec3_t ofs, end2;
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int i = 0;
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trace_t trace;
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qboolean render_impact = qtrue;
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VectorMA( end, 1, dir, ofs );
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FX_AddLine( start, end, 1.0f, 32.0f, -32.0f, 1.0f, 1.0f, 500.0f, cgs.media.IMODShader);
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for ( i = 0; i < 2; i++ )
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FX_AltIMODBolt( start, end, dir );
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// cover up the start point of the beam
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FX_AddSprite( start, NULL, qfalse, FX_ALT_IMOD_FLASHSIZE, 0, 1.0, 0.6, 0.0, 0.0, FX_ALT_IMOD_HOLD, cgs.media.blueParticleShader);
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FX_AddSpawner( start, dir, NULL, NULL, qfalse, FX_ALT_IMOD_HOLD,
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0, FX_ALT_IMOD_HOLD+100, IMODAltAftereffect, 10 );
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// where do we put an explosion?
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VectorMA(start, MAXRANGE_IMOD, cg.refdef.viewaxis[0], end2);
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CG_Trace( &trace, start, NULL, NULL, end2, 0, MASK_SHOT );
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if ( trace.surfaceFlags & SURF_NOIMPACT )
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{
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render_impact = qfalse;
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}
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if ( render_impact )
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{
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FX_AltIMODExplosion(end, trace.plane.normal);
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}
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}*/
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/*
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-------------------------
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FX_IMODExplosion
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-------------------------
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*/
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/*void FX_IMODExplosion( vec3_t origin, vec3_t normal )
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{
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localEntity_t *le;
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vec3_t direction, vel;
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float scale, dscale;
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int i, numSparks;
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//Orient the explosions to face the camera
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VectorSubtract( cg.refdef.vieworg, origin, direction );
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VectorNormalize( direction );
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//Tag the last one with a light
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le = CG_MakeExplosion( origin, direction, cgs.media.explosionModel, cgs.media.imodExplosionShader, 400, qfalse);
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le->light = 75;
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VectorSet( le->lightColor, 1.0f, 0.8f, 0.5f );
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//Sparks
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numSparks = 3 + (rand() & 7);
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// kef -- fixme. what does vel do?
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VectorClear(vel);
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for ( i = 0; i < numSparks; i++ )
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{
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scale = 1.0f + (random() * 0.5f);
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dscale = -scale*0.5;
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FX_AddTrail( origin,
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NULL,
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qfalse,
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32.0f + (random() * 64.0f),
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-256.0f,
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scale,
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0.0f,
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1.0f,
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0.0f,
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0.25f,
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750.0f,
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cgs.media.purpleParticleShader );
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//FXE_Spray( normal, 500, 250, 0.75f, 256,//vel );
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//}
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//CG_ImpactMark( cgs.media.IMODMarkShader, origin, normal, random()*360, 1,1,1,0.75, qfalse, 5, qfalse );
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// CG_ImpactMark( cgs.media.scavMarkShader, origin, normal, random()*360, 1,1,1,0.2, qfalse, random() + 1, qfalse );
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// CG_ExplosionEffects( origin, 1.0f, 150 );
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//}*/
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/*
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-------------------------
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FX_AltIMODExplosion
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-------------------------
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*/
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/*void FX_AltIMODExplosion( vec3_t origin, vec3_t normal )
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{
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localEntity_t *le;
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vec3_t direction, org, vel;
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float scale, dscale;
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int i, numSparks;
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//Orient the explosions to face the camera
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VectorSubtract( cg.refdef.vieworg, origin, direction );
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VectorNormalize( direction );
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//Tag the last one with a light
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le = CG_MakeExplosion( origin, direction, cgs.media.explosionModel, cgs.media.electricalExplosionSlowShader, 475, qfalse);
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le->light = 150;
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VectorSet( le->lightColor, 1.0f, 0.8f, 0.5f );
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for ( i = 0; i < 2; i ++)
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{
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VectorSet( org, origin[0] + 16 * random(), origin[1] + 16 * random(), origin[2] + 16 * random() );
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CG_MakeExplosion( org, direction, cgs.media.explosionModel, cgs.media.electricalExplosionFastShader,
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250, qfalse);
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}
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//Sparks
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numSparks = 8 + (rand() & 7);
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// kef -- fixme. what does this vector do!?! waaaaaah!
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VectorClear(vel);
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for ( i = 0; i < numSparks; i++ )
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{
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scale = 1.5f + (random() * 0.5f);
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dscale = -scale*0.5;
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FX_AddTrail( origin,
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NULL,
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qfalse,
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32.0f + (random() * 64.0f),
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-256.0f,
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scale,
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0.0f,
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1.0f,
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0.0f,
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0.25f,
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750.0f,
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cgs.media.spark2Shader );
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FXE_Spray( normal, 500, 250, 0.75f, 256, //vel );
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//}
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//CG_ImpactMark( cgs.media.IMODMarkShader, origin, normal, random()*360, 1,1,1,1, qfalse, 8, qfalse );
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//CG_ExplosionEffects( origin, 2.0f, 250 );
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//}*/
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