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56 lines
2 KiB
C
56 lines
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_TetrionShot
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-------------------------
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*/
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#define MAXRANGE_TETRION 5000000 //RPG-X: J2J OLD: 8192
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void FX_TetrionShot( vec3_t start, vec3_t forward ) // TODO check whether I'm needed
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{
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trace_t trace;
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vec3_t end, dir, new_start, new_end, radial, start2, spreadFwd;
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float off, len, i, numBullets = 3;
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float firingRadius = 6, minDeviation = 0.95, maxDeviation = 1.1;
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qboolean render_impact = qtrue;
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for (i = 0; i < numBullets; i++)
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{
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render_impact = qtrue;
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// determine new firing position
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fxRandCircumferencePos(start, forward, firingRadius, new_start);
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VectorSubtract(new_start, start, radial);
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VectorMA(start, 10, forward, start2);
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VectorMA(start2, flrandom(minDeviation, maxDeviation), radial, start2);
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VectorSubtract(start2, new_start, spreadFwd);
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VectorNormalize(spreadFwd);
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// determine new end position for this bullet. give the endpoint some spread, too.
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VectorMA(new_start, MAXRANGE_TETRION, spreadFwd, end);
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CG_Trace( &trace, new_start, NULL, NULL, end, cg_entities[cg.predictedPlayerState.clientNum].currentState.number, MASK_SHOT );
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// Get the length of the whole shot
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VectorSubtract( trace.endpos, new_start, dir );
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len = VectorNormalize( dir );
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// Don't do tracers when it gets really short
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if ( len >= 64 )
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{
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// Move the end_point in a bit so the tracer doesn't always trace the full line length--this isn't strictly necessary, but it does
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// add a bit of variance
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off = flrandom(0.7, 1.0);
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VectorMA( new_start, len * off, dir, new_end );
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// Draw the tracer
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FX_AddLine( new_end, new_start, 1.0f, 1.5f + random(), 0.0f, flrandom(0.3,0.6), 0.0,
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flrandom(300,500), cgs.media.borgFlareShader );
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}
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// put the impact effect where this tracer hits
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if (len >= 32)
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{
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// Rendering things like impacts when hitting a sky box would look bad, but you still want to see the tracer
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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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}
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}
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}
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