rpg-x2/cgame/fx_tetrion.c
2011-12-05 10:06:14 +01:00

56 lines
2 KiB
C

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