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https://github.com/UberGames/rpgxEF.git
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Cleanup (RPG-X)
This commit is contained in:
parent
f2b7356ed4
commit
5592294ec2
2 changed files with 15 additions and 275 deletions
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@ -42,7 +42,6 @@ void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ) {
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le->lifeRate = 1.0 / ( le->endTime - le->startTime );
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re = &le->refEntity;
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//re->shaderTime = cg.time / 1000.0f;
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re->shaderTime = cg.time * 0.001f;
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re->reType = RT_SPRITE;
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@ -92,7 +91,6 @@ localEntity_t *CG_SmokePuff( const vec3_t p, const vec3_t vel,
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re = &le->refEntity;
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re->data.sprite.rotation = Q_random( &seed ) * 360;
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re->data.sprite.radius = radius;
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//re->shaderTime = startTime / 1000.0f;
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re->shaderTime = startTime * 0.001f;
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le->leType = LE_MOVE_SCALE_FADE;
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@ -157,24 +155,12 @@ void CG_SpawnEffect( vec3_t org, refEntity_t *ent_legs, refEntity_t *ent_torso,
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le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
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re = &le->refEntity;
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//RPG-X: RedTechie - Added for better trans effect - dosnt work right now
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//ent_legs->shaderTime = cg.time / 1000.0f;
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//ent_head->shaderTime = cg.time / 1000.0f;
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//ent_torso->shaderTime = cg.time / 1000.0f;
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//ent_legs->customShader = cgs.media.teleportEffectShader;
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//trap_R_AddRefEntityToScene( ent_legs );
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//ent_head->customShader = cgs.media.teleportEffectShader;
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//trap_R_AddRefEntityToScene( ent_head );
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//ent_torso->customShader = cgs.media.teleportEffectShader;
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//trap_R_AddRefEntityToScene( ent_torso );
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//RPG-X: RedTechie - Playing with transporter crap
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//re->shaderTime = cg.time / 1000.0f;
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re->shaderTime = cg.time * 0.001f;
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re = &le->refEntity;
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re->reType = RT_MODEL;
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//re->shaderTime = cg.time / 1000.0f;
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re->shaderTime = cg.time * 0.001f;
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re->customShader = cgs.media.teleportEffectShader;
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@ -187,25 +173,6 @@ void CG_SpawnEffect( vec3_t org, refEntity_t *ent_legs, refEntity_t *ent_torso,
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void CG_QFlashEvent( vec3_t org ) {
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localEntity_t *le;
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/*refEntity_t *re;
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le = CG_AllocLocalEntity();
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le->leFlags = LEF_SINE_SCALE;
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le->leType = LE_PARTICLE;
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le->startTime = cg.time;
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le->endTime = cg.time + 600;
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le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0f;
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le->data.particle.radius = 30;
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le->data.particle.dradius = 5;
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re = &le->refEntity;
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re->customShader = cgs.media.qFlashSprite;
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VectorCopy( org, re->origin );
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VectorCopy( org, re->oldorigin );*/
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le = FX_AddParticle( org, vec3_origin, qfalse, 110.0f, 109.0f,
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1.0f, 1.0f, 0, 0,
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@ -262,7 +229,6 @@ localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
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ex->endTime = ex->startTime + msec;
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// bias the time so all shader effects start correctly
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//ex->refEntity.shaderTime = ex->startTime / 1000.0f;
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ex->refEntity.shaderTime = ex->startTime * 0.001f;
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ex->refEntity.hModel = hModel;
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@ -328,7 +294,6 @@ localEntity_t *CG_MakeExplosion2( vec3_t origin, vec3_t dir,
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ex->endTime = ex->startTime + msec;
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// bias the time so all shader effects start correctly
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//ex->refEntity.shaderTime = ex->startTime / 1000.0f;
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ex->refEntity.shaderTime = ex->startTime * 0.001f;
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ex->refEntity.hModel = hModel;
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@ -355,43 +320,6 @@ localEntity_t *CG_MakeExplosion2( vec3_t origin, vec3_t dir,
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}
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/*
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=================
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CG_Bleed
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This is the spurt of blood when a character gets hit
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=================
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*/
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/*void CG_Bleed( vec3_t origin, int entityNum ) {
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localEntity_t *ex;
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if ( !cg_blood.integer ) {
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return;
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}
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ex = CG_AllocLocalEntity();
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ex->leType = LE_EXPLOSION;
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ex->startTime = cg.time;
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ex->endTime = ex->startTime + 500;
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VectorCopy ( origin, ex->refEntity.origin);
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ex->refEntity.reType = RT_SPRITE;
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ex->refEntity.data.sprite.rotation = rand() % 360;
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ex->refEntity.data.sprite.radius = 16;
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ex->refEntity.customShader = cgs.media.bloodExplosionShader;
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// don't show player's own blood in view
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if ( entityNum == cg.snap->ps.clientNum ) {
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ex->refEntity.renderfx |= RF_THIRD_PERSON;
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}
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}*/
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/*
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-------------------------
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CG_ExplosionEffects
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@ -423,44 +351,6 @@ void CG_ExplosionEffects( vec3_t origin, int intensity, int radius)
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CG_CameraShake( realIntensity, 500, qfalse );
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}
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/*
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=================
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CG_Seeker
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=================
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*/
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/*void CG_Seeker( centity_t *cent )
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{
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refEntity_t re;
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vec3_t seekerOrg, viewAng;
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float angle;
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angle = cg.time/100.0f;
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seekerOrg[0] = cent->lerpOrigin[0] + 18 * cos(angle);
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seekerOrg[1] = cent->lerpOrigin[1] + 18 * sin(angle);
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seekerOrg[2] = cent->lerpOrigin[2] + cg.predictedPlayerState.viewheight + 8 + (3*cos(cg.time/150.0f));
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memset( &re, 0, sizeof( re ) );
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re.reType = RT_MODEL;
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VectorCopy ( seekerOrg, re.origin);
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re.hModel = cgs.media.seekerModel;
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re.shaderTime = (cg.time / 1000.0f);
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VectorCopy (cent->lerpAngles , viewAng); // so the seeker faces the same direction the player is
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viewAng[0] = -90; // but, we don't want the seeker facing up or down, always horizontal
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AnglesToAxis( viewAng, re.axis );
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VectorScale(re.axis[0], 0.5, re.axis[0]);
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VectorScale(re.axis[1], 0.5, re.axis[1]);
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VectorScale(re.axis[2], 0.5, re.axis[2]);
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re.nonNormalizedAxes=qtrue;
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trap_R_AddRefEntityToScene( &re );
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}*/
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/*
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-------------------------
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CG_Smoke
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@ -468,33 +358,6 @@ TiM: Ported from EF SP
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-------------------------
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*/
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//void CG_Smoke( vec3_t origin, vec3_t dir, float radius, float speed, qhandle_t shader )
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//{
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// vec3_t velocity/*, accel*/;
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// int i;
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// for ( i = 0; i < 3; i++ )
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// {
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// velocity[i] = dir[i] + ( 0.2f * crandom());
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// }
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// VectorScale( velocity, speed, velocity );
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//VectorScale( velocity, -0.25f, accel );
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//accel[2] = random() * 12.0f + 6.0f;
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// FX_AddSprite( origin,
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// velocity,
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// qfalse, //accel
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// radius + (crandom() * radius * 0.5f ),
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// radius + (crandom() * radius),
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// 0.9f + crandom(),
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// 0.0f,
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// 16.0f + random() * 45.0f,
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// 0.5f,
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// 2000,
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// shader ); //flags
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//}
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qboolean SmokeThink( localEntity_t *le )
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{
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vec3_t velocity/*, accel*/;
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@ -520,15 +383,13 @@ qboolean SmokeThink( localEntity_t *le )
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speed = le->data.spawner.data1 * 2.4;
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VectorScale( velocity, speed, velocity ); //speed
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//VectorScale( velocity, -0.25f, accel );
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//accel[2] = random() * 12.0f + 6.0f;
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FX_AddSprite( origin,
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velocity,
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qfalse, //accel
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le->data.spawner.data1 + (crandom() * le->data.spawner.data1 * 0.5f ),
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le->data.spawner.data1 + (crandom() * le->data.spawner.data1),
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0.8 /*+ crandom()*/,
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0.8,
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0.0,
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16.0f + random() * 45.0f,
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0.5f,
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@ -548,8 +409,6 @@ Creates a smoke effect
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void CG_Smoke( vec3_t position, vec3_t dir, int killTime, int radius )
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{
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//CG_Printf( " %f %f %f\n", dir[0], dir[1], dir[2] );
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// give it a lifetime of 10 seconds because the refresh thinktime in g_fx.c is 10 seconds
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FX_AddSpawner( position, dir, NULL, NULL, qfalse, 0, 0.15, killTime, SmokeThink, radius ); //
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}
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@ -603,7 +462,3 @@ void CG_Fire( vec3_t position, vec3_t direction, int killTime, int radius, int f
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FX_AddSpawner( position, direction, NULL, NULL, qfalse, 500, 0, killTime, FireThink, radius );
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}
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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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@ -52,7 +52,6 @@ void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *pare
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orientation_t lerped;
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vec3_t tempAxis[3];
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//AxisClear( entity->axis );
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// lerp the tag
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trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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@ -162,7 +161,6 @@ static void CG_Useable( centity_t *cent ) {
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if (s1->eFlags & EF_ANIM_ALLFAST)
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{
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//ent.frame = (cg.time / 100);
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ent.frame = (cg.time * 0.01);
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ent.renderfx|=RF_WRAP_FRAMES;
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}
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@ -176,7 +174,7 @@ static void CG_Useable( centity_t *cent ) {
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VectorCopy( cent->lerpOrigin, ent.origin);
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VectorCopy( cent->lerpOrigin, ent.oldorigin);
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ent.hModel = cg_items[s1->modelindex2].model;//cgs.useableModels[s1->modelindex];
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ent.hModel = cg_items[s1->modelindex2].model;
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// player model
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if (s1->number == cg.snap->ps.clientNum) {
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@ -184,20 +182,17 @@ static void CG_Useable( centity_t *cent ) {
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}
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// convert angles to axis
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// AnglesToAxis( cent->lerpAngles, ent.axis );
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// hack to keep dropped detpacks from rotating
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vec3_t vecs[3];
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AngleVectors(s1->angles, vecs[0], vecs[1], vecs[2]);
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VectorNegate(vecs[1], vecs[1]);
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if (s1->modelindex == HI_DETPACK) // as stated, HACK for detpack
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{
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// hack to keep dropped detpacks from rotating
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vec3_t vecs[3];
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AngleVectors(s1->angles, vecs[0], vecs[1], vecs[2]);
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VectorNegate(vecs[1], vecs[1]);
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if (s1->modelindex == HI_DETPACK) // as stated, HACK for detpack
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{
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VectorScale(vecs[0], .5, vecs[0]);
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VectorScale(vecs[1], .5, vecs[1]);
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VectorScale(vecs[2], .5, vecs[2]);
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}
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AxisCopy( vecs, ent.axis );
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VectorScale(vecs[0], .5, vecs[0]);
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VectorScale(vecs[1], .5, vecs[1]);
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VectorScale(vecs[2], .5, vecs[2]);
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}
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AxisCopy( vecs, ent.axis );
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// add to refresh list
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trap_R_AddRefEntityToScene (&ent);
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@ -231,7 +226,6 @@ static void CG_General( centity_t *cent ) {
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}
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else if (s1->eFlags & EF_ANIM_ALLFAST)
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{
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//ent.frame = (cg.time / 100);
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ent.frame = (cg.time * 0.01);
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ent.renderfx|=RF_WRAP_FRAMES;
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}
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@ -331,8 +325,6 @@ static void CG_Speaker( centity_t *cent ) {
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trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.eventParm] );
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// ent->s.frame = ent->wait * 10;
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// ent->s.clientNum = ent->random * 10;
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cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom();
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}
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@ -346,8 +338,8 @@ static void CG_Item( centity_t *cent ) {
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entityState_t *es;
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gitem_t *item;
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int msec;
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// float scale;
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// RPG-X: Marcin: Custom angles for each weapon so they lie on the ground correctly. - 06/12/2008
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// RPG-X: Marcin: Custom angles for each weapon so they lie on the ground correctly. - 06/12/2008
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const vec3_t weaponangles[WP_NUM_WEAPONS] = {
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{ 0, 0, 0 }, // WP_0
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{ 0, 0, 0 }, // WP_1
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@ -404,10 +396,6 @@ static void CG_Item( centity_t *cent ) {
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return;
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}
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// items bob up and down continuously
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// scale = 0.005 + cent->currentState.number * 0.00001;
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// cent->lerpOrigin[2] += 4 + cos( ( cg.time + 1000 ) * scale ) * 4;
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memset (&ent, 0, sizeof(ent));
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@ -419,8 +407,6 @@ static void CG_Item( centity_t *cent ) {
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}
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else if (item->giType != IT_TEAM) // RPG-X | Marcin | 05/12/2008
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{
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//VectorCopy( cg.autoAngles, cent->lerpAngles );
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//AxisCopy( cg.autoAxis, ent.axis );
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VectorCopy( weaponangles[item->giTag], cent->lerpAngles );
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AnglesToAxis( weaponangles[item->giTag], ent.axis);
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}
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@ -431,7 +417,6 @@ static void CG_Item( centity_t *cent ) {
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// ...but they do animate.
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//frame = (cg.time / 100.0);
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frame = (cg.time * 0.01);
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ent.renderfx|=RF_WRAP_FRAMES;
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@ -456,14 +441,6 @@ static void CG_Item( centity_t *cent ) {
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VectorScale( ent.axis[2], 1.6, ent.axis[2] );
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ent.nonNormalizedAxes = qtrue;
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}
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if (item->giTag == PW_BORG_ADAPT)
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{
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//ent.customShader = cgs.media.blueFlagShader[3];
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}
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else
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{
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ent.customShader = cgs.media.redFlagShader[3];
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}
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}
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// the weapons have their origin where they attatch to player
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@ -506,52 +483,9 @@ static void CG_Item( centity_t *cent ) {
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ent.customShader = cgs.media.weaponPlaceholderShader;
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}
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// RPG-X | Marcin | 06/12/2008
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// increase the size of the weapons when they are presented as items - DON'T!
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/*if ( item->giType == IT_WEAPON ) {
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VectorScale( ent.axis[0], 1.5, ent.axis[0] );
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VectorScale( ent.axis[1], 1.5, ent.axis[1] );
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VectorScale( ent.axis[2], 1.5, ent.axis[2] );
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ent.nonNormalizedAxes = qtrue;
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}*/
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msec = cg.time - cent->miscTime; // Count from last respawn.
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/*if (cg.predictedPlayerState.introTime > cg.time)
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{ // The stuff is "holodecking in".
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int dtime;
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dtime = cg.predictedPlayerState.introTime - cg.time;
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if (dtime < TIME_FADE_DUR)
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{ // "rez" in.
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float alpha;
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int a;
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alpha = 1.0 - ((float)dtime / (float)TIME_FADE_DUR);
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a = alpha * 255.0;
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if (a <= 0)
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a=1;
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ent.shaderRGBA[3] = a;
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ent.renderfx |= RF_FORCE_ENT_ALPHA;
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trap_R_AddRefEntityToScene(&ent);
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ent.renderfx &= ~RF_FORCE_ENT_ALPHA;
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// Now draw the static shader over it.
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// Alpha in over half the time, out over half.
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alpha = sin(M_PI*alpha);
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a = alpha * 255.0;
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if (a <= 0)
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a=1;
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ent.customShader = cgs.media.rezOutShader;
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ent.shaderRGBA[0] =
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ent.shaderRGBA[1] =
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ent.shaderRGBA[2] = a;
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trap_R_AddRefEntityToScene( &ent );
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ent.shaderRGBA[0] =
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ent.shaderRGBA[1] =
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ent.shaderRGBA[2] = 255;
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}
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}
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else*/ if (item->giType != IT_TEAM && msec >= 0 && msec < ITEM_SCALEUP_TIME && !(es->eFlags & EF_ITEMPLACEHOLDER))
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if (item->giType != IT_TEAM && msec >= 0 && msec < ITEM_SCALEUP_TIME && !(es->eFlags & EF_ITEMPLACEHOLDER))
|
||||
{ // if just respawned, fade in, but don't do this for flags.
|
||||
float alpha;
|
||||
int a;
|
||||
|
@ -611,7 +545,6 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) {
|
|||
// calculate the axis
|
||||
VectorCopy( s1->angles, cent->lerpAngles);
|
||||
|
||||
// if (cent->currentState.eFlags & EF_ALT_FIRING)
|
||||
if (altfire)
|
||||
{
|
||||
// add trails
|
||||
|
@ -648,11 +581,7 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) {
|
|||
}
|
||||
else
|
||||
{
|
||||
if (cent->thinkFlag)
|
||||
{ // we already grabbed info that was stored on the game side, so use what's already in cent->rawAngles
|
||||
//and cent->rawOrigin
|
||||
}
|
||||
else
|
||||
if (!cent->thinkFlag)
|
||||
{
|
||||
// kef -- get out some info we stored in a very unfortunate manner on the game side
|
||||
VectorCopy(cent->currentState.angles2,cent->rawAngles);
|
||||
|
@ -671,15 +600,6 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) {
|
|||
weapon->missileDlightColor[0], weapon->missileDlightColor[1], weapon->missileDlightColor[2] );
|
||||
}
|
||||
|
||||
// add missile sound
|
||||
/* if ( weapon->missileSound ) {
|
||||
vec3_t velocity;
|
||||
|
||||
BG_EvaluateTrajectoryDelta( ¢->currentState.pos, cg.time, velocity );
|
||||
|
||||
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, weapon->missileSound );
|
||||
}
|
||||
*/
|
||||
if (!weapon->missileModel) { //if ther is no missile then we're done
|
||||
return;
|
||||
}
|
||||
|
@ -717,7 +637,6 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) {
|
|||
|
||||
// spin as it moves
|
||||
if ( s1->pos.trType != TR_STATIONARY && (cent->currentState.weapon != WP_10) ) { //RPG-X-TiM: Stop from spinning O_o I got dizzy
|
||||
//RotateAroundDirection( ent.axis, cg.time / 4 );
|
||||
RotateAroundDirection( ent.axis, cg.time * 0.25);
|
||||
} else {
|
||||
RotateAroundDirection( ent.axis, s1->time );
|
||||
|
@ -752,7 +671,6 @@ static void CG_Missile( centity_t *cent, qboolean altfire ) {
|
|||
trap_CM_BoxTrace( &trace, beamOrg, beamEnd, NULL, NULL, 0, MASK_SHOT );
|
||||
VectorCopy(trace.endpos, beamEnd);
|
||||
FX_AddLine2( beamOrg, beamEnd, 1.0f, 0.35f + ( crandom() * 0.1 ), 0.0f, 0.35f + ( crandom() * 0.1 ), 0.0f, alpha, alpha, rgb, rgb,1.0f, cgs.media.whiteLaserShader );
|
||||
//FX_AddSprite( beamOrg, NULL, qfalse, 1.0f + (random() * 2.0f), 0.0f, 0.9f, 0.9f, 0.0f, 0.0f, 0.0f, flareShader );
|
||||
FX_AddQuad( beamOrg, ent.axis[0], 1.0f, 1.0f, 2.0f + (crandom() * 1.0f), 0.0f, 0.0f, 1.0f, flareShader );
|
||||
FX_AddQuad( beamEnd, trace.plane.normal, 1.0f, 1.0f, 2.0f + (crandom() * 1.0f), 0.0f, 0.0f, 1.0f, flareShader );
|
||||
}
|
||||
|
@ -891,7 +809,6 @@ void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int
|
|||
BG_EvaluateTrajectory( ¢->currentState.apos, toTime, angles );
|
||||
|
||||
VectorSubtract( origin, oldOrigin, deltaOrigin );
|
||||
//VectorSubtract( angles, oldAngles, deltaAngles );
|
||||
|
||||
VectorAdd( in, deltaOrigin, out );
|
||||
|
||||
|
@ -1101,8 +1018,6 @@ static void CG_LaserSight( centity_t *cent ) {
|
|||
if (cent->currentState.eventParm == 1)
|
||||
{
|
||||
ent.reType = RT_SPRITE;
|
||||
//ent.radius = 2;
|
||||
//ent.rotation = 0;
|
||||
ent.data.sprite.radius = 2;
|
||||
ent.customShader = cgs.media.laserShader;
|
||||
trap_R_AddRefEntityToScene( &ent );
|
||||
|
@ -1160,33 +1075,3 @@ static void CG_Turbolift( centity_t* cent )
|
|||
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, //cent->lerpOrigin
|
||||
cgs.gameSounds[ cent->currentState.loopSound ] );
|
||||
}
|
||||
|
||||
/*static void CG_Turbolift( centity_t* cent )
|
||||
{
|
||||
if ( cent->currentState.eventParm <= 0 )
|
||||
{
|
||||
cent->deathTime = 0;
|
||||
cent->miscTime = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
//Init sound
|
||||
if ( cent->miscTime == 0 )
|
||||
{
|
||||
cent->miscTime = cg.time + cent->currentState.modelindex2; //set the end of the wait time
|
||||
}
|
||||
|
||||
if ( cg.time < cent->miscTime )
|
||||
{
|
||||
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, //cent->lerpOrigin
|
||||
cgs.gameSounds[ cent->currentState.loopSound ] );
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if ( cent->deathTime == 0 )
|
||||
{
|
||||
trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.otherEntityNum2] );
|
||||
cent->deathTime = 1;
|
||||
}
|
||||
}*/
|
||||
|
|
Loading…
Reference in a new issue