mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-22 20:41:05 +00:00
111 lines
No EOL
5.4 KiB
Text
111 lines
No EOL
5.4 KiB
Text
Basic Concept for Weapons:
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There is one or multiple Lua vms running, each with a lua file containing functions that describe the effects for all
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weapons. The fx function in the code will call their corresponding Lua functions which will then create the effect.
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FX functions to be implemented in Lua:
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void CG_BUbbleTrail(vec3_t start, vec3_t end, float spacing)
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localEnt *CG_SMokePuff(const vec3_t p, const vec3_t vel,
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float radius,
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float r, float g, float b, float a,
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float duration,
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int startTime,
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int leFlags,
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qhandle shader)
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void CG_spawnEffect(vec3_t origin, refEnt *legs, refEnt *torso,
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refEnt *head)
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void CG_QFlashEvent(vec3_t org)
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localEnt *CG_MakeExplosion( vec3_t origin, vec3_t dir,
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qhandle hModel, qhandle shader,
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int msec, float scale, qboolean isSprite)
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localEnt *CG_MakeExplosion2( vec3_t origin, vec3_t dir,
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qhandle hModel, int numFrames, qHandle shader
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int msec, qboolean isSprite, float scale, int flags)
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void CG_ExplosionEffects( vec3_t origin, int intensity, int radius)
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void CG_Smoke( vec3_t position, vec3_t dir, int killTime, int radius )
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void CG_Fire( vec3_t position, vec3_t direction, int killTime, int radius, int fxEnt )
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void FXE_Spray (vec3_t direction, float speed, float variation, float cone, vec3_t velocity)
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localEntity_t *FX_AddLine(vec3_t start, vec3_t end, float stScale, float scale, float dscale, float startalpha, float endalpha, float killTime, qhandle_t shader)
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localEntity_t *FX_AddLine2(vec3_t start, vec3_t end, float stScale, float width1, float dwidth1, float width2, float dwidth2,
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float startalpha, float endalpha, vec3_t startRGB, vec3_t endRGB, float killTime, qhandle_t shader)
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localEntity_t *FX_AddOrientedLine(vec3_t start, vec3_t end, vec3_t normal, float stScale, float scale,
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float dscale, float startalpha, float endalpha, float killTime, qhandle_t shader)
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localEntity_t *FX_AddTrail( vec3_t origin, vec3_t velocity, qboolean gravity, float length, float dlength,
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float scale, float dscale, float startalpha, float endalpha,
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float elasticity, float killTime, qhandle_t shader)
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localEntity_t *FX_AddTrail2( vec3_t origin, vec3_t velocity, qboolean gravity, float length, float dlength,
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float scale, float dscale, float startalpha, float endalpha, vec3_t startRGB, vec3_t endRGB,
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float elasticity, float killTime, qhandle_t shader)
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localEntity_t *FX_AddSprite(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
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float startalpha, float endalpha, float roll, float elasticity,
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float killTime, qhandle_t shader)
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localEntity_t *FX_AddSprite2(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
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float startalpha, float endalpha, vec3_t startRGB, vec3_t endRGB, float roll, float elasticity,
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float killTime, qhandle_t shader)
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localEntity_t *FX_AddBezier(vec3_t start, vec3_t end, vec3_t cpoint1, vec3_t cpoint2, vec3_t cpointvel1, vec3_t cpointvel2,
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vec3_t cpointacc1, vec3_t cpointacc2, float width, float killTime, qhandle_t shader)
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localEntity_t *FX_AddQuad( vec3_t origin, vec3_t normal, float scale, float dscale,
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float startalpha, float endalpha, float roll, float killTime, qhandle_t shader )
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localEntity_t *FX_AddQuad2( vec3_t origin, vec3_t normal, float scale, float dscale, float startalpha, float endalpha,
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vec3_t startRGB, vec3_t endRGB, float roll, float killTime, qhandle_t shader )
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localEntity_t *FX_AddCylinder( vec3_t start,
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vec3_t normal,
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float height,
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float dheight,
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float scale,
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float dscale,
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float scale2,
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float dscale2,
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float startalpha,
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float endalpha,
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float killTime,
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qhandle_t shader,
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float bias )
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localEntity_t *FX_AddElectricity( vec3_t origin, vec3_t origin2, float stScale, float scale, float dscale,
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float startalpha, float endalpha, float killTime, qhandle_t shader, float deviation )
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localEntity_t *FX_AddParticle( vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
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float startalpha, float endalpha, float roll, float elasticity,
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float killTime, qhandle_t shader, qboolean (*thinkFn)(localEntity_t *le) )
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localEntity_t *FX_AddSpawner( vec3_t origin, vec3_t dir, vec3_t velocity, vec3_t user, qboolean gravity, int delay,
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float variance, float killTime, qboolean (*thinkFn)(localEntity_t *le), int radius )
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Weapon FX in Lua:
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function AltCompressionAftereffect(local le)
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local cyl;
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local shader = *insert shader here*
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local percentLife = 1.0 - (le.endTime() - cg.getTime()) * le.lifeRate();
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local alpha = 0.6 - (0.6*percentLife);
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local length = 20;
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local vec2, dir2;
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cyl = FX_AddCylinder( le.rentorigin(),
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le.dataSpawnerDir(),
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length,
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0,
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10,
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210,
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10+(30*percentLife),
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210,
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alpha,
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15);
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cyl.addFlags( *LEF_ONE_FRAME* );
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qmath.VectorMA(le.rentorigin(), length*2.0, le.dataSpawnerDir(), vec2)
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qmath.VectorScale(le.dataspawnerdir(), -1.0, dir2);
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cyl = FX_AddCylinder( vec2,
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dir2,
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length,
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0,
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10,
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210,
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10+(30*percentLife),
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alpha,
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0.0,
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500,
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shader,
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15);
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cyl.addFlags( *LEF_ONE_FRAME* );
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end
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Possible drawbacks/problems:
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Lua might be to slow ...
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How to handle shaders (preventing multiple qhandles for one sahders)? |