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https://github.com/UberGames/RPG-X2.git
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59 lines
1.6 KiB
C
59 lines
1.6 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_HypoSpray
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Redtechie: RPG-X Added
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FIXME! FIXME! FIXME! FIXME! Im not spraying in the direction some one shoots me!
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TiM: Fixed! An improperly formatted directional vector was being sent. it's all good now :)
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-------------------------
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*/
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#define NUM_HYPO_PUFFS 20
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void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red ) // When not red, it'll be blue
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{
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vec3_t color, vel, accel, angles, work;
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float scale, dscale;
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int i;
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localEntity_t *le;
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vectoangles( dir, angles );
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for ( i = 0; i < NUM_HYPO_PUFFS; i++ )
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{
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if ( red )
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{
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VectorSet( color, 1.0f, random() * 0.4f, random() * 0.4f ); // mostly red
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}
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else
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{
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VectorSet( color, random() * 0.5f, random() * 0.5f + 0.5f, 1.0f ); // mostly blue
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}
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VectorCopy( angles, work );
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work[0] += crandom() * 12.0f;
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work[1] += crandom() * 12.0f;
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AngleVectors( work, vel, NULL, NULL );
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scale = random() * 256.0f + 128.0f;
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VectorScale( vel, scale, vel );
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VectorScale( vel, random() * -0.3f, accel );
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scale = random() * 4.0f + 2.0f;
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dscale = random() * 64.0f + 24.0f;
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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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le = FX_AddSprite( origin, vel, qfalse, scale, dscale, 0.8f + random() * 0.2f, 0.0f, crandom() * 50, /*crandom() * 5*/0, 1000, cgs.media.steamShader );
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VectorSet(le->data.sprite.startRGB, random() * 0.5f, random() * 0.5f + 0.5f, 1.0f );// mostly blue
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}
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}
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