mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-10 07:11:34 +00:00
7f958b7651
- fixed some unsecure code - fixed lots of warnings - removed some very long parts of commented code that is not used anymore
243 lines
6.4 KiB
C
243 lines
6.4 KiB
C
#include "cg_local.h"
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#include "fx_local.h"
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//
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// detpack
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//
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#define NUM_RING_SHADERS 6
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qboolean DetpackAftereffect(localEntity_t *le)
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{
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localEntity_t *cyl = NULL;
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qhandle_t shader = cgs.media.phaserShader;
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qhandle_t slowRingShaders[NUM_RING_SHADERS];
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float percentLife = 1.0 - (le->endTime - cg.time)*le->lifeRate;
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float alpha = 0.6 - (0.6*percentLife*percentLife);
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// data for shell
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float shellLife = percentLife + .2;
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float height1 = 20 + (percentLife * 150);
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float height2 =(50*percentLife);
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float scale1 = 40 + (percentLife * 1500);
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float scale2 = 20 + (percentLife * 1200);
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// data for flat energy rings
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float ringLife = percentLife + .5;
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float scale3 = 200 + (percentLife * 3400);
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float scale4 = 100 + (percentLife * 3000);
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float scale5 = 20 + (percentLife * 1000);
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float scale6 = 10 + (percentLife * 200);
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float ringAlpha = 0.6 - (0.6*ringLife*ringLife);
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vec3_t up = {0,0,1},origin1;
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slowRingShaders[0] = cgs.media.testDetpackRingShader1;
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slowRingShaders[1] = cgs.media.testDetpackRingShader2;
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slowRingShaders[2] = cgs.media.testDetpackRingShader3;
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slowRingShaders[3] = cgs.media.testDetpackRingShader4;
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slowRingShaders[4] = cgs.media.testDetpackRingShader5;
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slowRingShaders[5] = cgs.media.testDetpackRingShader6;
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// slower, inner ring
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VectorCopy(le->refEntity.origin, origin1);
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if (NUM_RING_SHADERS == le->data.spawner.data1)
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{
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le->data.spawner.data1 = 0;
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}
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else if (le->data.spawner.data1 < 0)
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{
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le->data.spawner.data1 = 0;
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}
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shader = slowRingShaders[le->data.spawner.data1++];
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// fast, outer ring
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cyl = FX_AddCylinder( origin1,
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up,
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0.1,// height,
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0,// dheight,
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scale5,// scale,
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0,// dscale,
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scale6,// scale2,
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0,// dscale2,
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ringAlpha,// startalpha,
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0.0,// endalpha,
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500,// killTime,
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shader,
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15);// bias );
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cyl->leFlags |= LEF_ONE_FRAME;
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if (shellLife <= 1.0f)
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{
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origin1[2] += height2;
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shader = cgs.media.phaserShader;
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cyl = FX_AddCylinder( origin1,
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up,
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height1,// height,
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0,// dheight,
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scale1,// scale,
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0,// dscale,
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scale2,// scale2,
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0,// dscale2,
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alpha,// startalpha,
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0.0,// endalpha,
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500,// killTime,
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shader,
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15);// bias );
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cyl->leFlags |= LEF_ONE_FRAME;
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cyl = FX_AddCylinder( le->refEntity.origin,
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up,
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height2, // height,
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0, // dheight,
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scale1, // scale,
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0, // dscale,
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scale1, // scale2,
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0, // dscale2,
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alpha, // startalpha,
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0.0, // endalpha,
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500, // killTime,
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shader,
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15); // bias );
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cyl->leFlags |= LEF_ONE_FRAME;
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}
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// flat energy wave thingy
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if (ringLife <= 1.0f)
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{
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shader = cgs.media.testDetpackShader3;
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VectorCopy(le->refEntity.origin, origin1);
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// fast, outer ring
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cyl = FX_AddCylinder( origin1,
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up,
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0.1,// height,
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0,// dheight,
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scale3,// scale,
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0,// dscale,
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scale4,// scale2,
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0,// dscale2,
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ringAlpha,// startalpha,
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0.0,// endalpha,
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500,// killTime,
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shader,
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15);// bias );
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cyl->leFlags |= LEF_ONE_FRAME;
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}
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return qtrue;
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}
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void FX_Detpack(vec3_t origin)
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{
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localEntity_t *le;
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qhandle_t null = 0;
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vec3_t direction, org, vel, norm = {0,0,1};
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int i;
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VectorCopy( norm, direction);
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// Add an explosion and tag a light to it
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le = CG_MakeExplosion2( origin, direction, cgs.media.nukeModel, 5, null, 250, qfalse, 100.0f, LEF_FADE_RGB);
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le->light = 300;
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le->refEntity.renderfx |= RF_NOSHADOW;
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VectorSet( le->lightColor, 1.0f, 0.6f, 0.2f );
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// Ground ring
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// FX_AddQuad( origin, norm, 5, 150, 1.0, 0.0, random() * 360, 600, cgs.media.bigShockShader );
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// Flare
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VectorMA( origin, 12, direction, org );
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FX_AddSprite( org, NULL, qfalse, 160.0, -160.0, 1.0, 0.0, 0.0, 0.0, 500, cgs.media.sunnyFlareShader );//, FXF_NON_LINEAR_FADE );
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for (i = 0; i < 12; i++)
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{
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float width, length;
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FXE_Spray( norm, 470, 325, 0.5f, vel);
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length = 50.0 + random() * 12;
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width = 1.5 + random() * 2;
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FX_AddTrail( origin, vel, qtrue, length, -length, width, -width,
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1.0f, 1.0f, 0.5f, 1000.0f, cgs.media.orangeTrailShader);
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}
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// trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.detpackExplodeSound );
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// Smoke and impact
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CG_ImpactMark( cgs.media.compressionMarkShader, origin, norm, random()*360, 1,1,1,1.0, qfalse,
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random() * 16 + 48, qfalse );
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// mondo explosion shock wave cloud thing
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le = FX_AddSpawner( origin, norm, NULL, NULL, qfalse, 0,
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0, 1500, DetpackAftereffect, 10 );
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le->data.spawner.data1 = 0;
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// shake absolutely _everyone_
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CG_ExplosionEffects(origin, 5.0f, 8092);
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}
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//
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// portable shield
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//
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//RPG-X ToDo: Modify force field Code Here
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void FX_DrawPortableShield(centity_t *cent)
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{
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int xaxis, height, posWidth, negWidth; // light;
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vec3_t start, end, normal;
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//vec4_t RGBA;
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float halfHeight;
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qhandle_t shader;
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if (cent->currentState.eFlags & EF_NODRAW)
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{
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return;
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}
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// decode the data stored in time2
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//pos = ((cent->currentState.time2 >> 32) & 1);
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//vert = ((cent->currentState.time2 >> 31) & 1);
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xaxis = ((cent->currentState.time2 >> 30) & 1); //24
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height = ((cent->currentState.time2 >> 20) & 1023); //16
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posWidth = ((cent->currentState.time2 >> 10) & 1023); //8
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negWidth = (cent->currentState.time2 & 1023);
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halfHeight = (float)height * .5;
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VectorCopy(cent->lerpOrigin, start);
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VectorCopy(cent->lerpOrigin, end);
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start[2] += halfHeight;
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end[2] += halfHeight;
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VectorClear(normal);
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if (xaxis) // drawing along x-axis
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{
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start[0] -= negWidth;
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end[0] += posWidth;
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normal[1] = 1;
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}
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else
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{
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start[1] -= negWidth;
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end[1] += posWidth;
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normal[0] = 1;
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}
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//TiM - Show the forcefield when the place flag is active only
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//This way, we canhave it flare on events, and invisible the rest of the time
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//tho make sure admins can see it
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if((int)cent->currentState.origin2[0] == 1) {
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shader = cgs.media.shieldActivateShaderBorg;
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}
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else if((int)cent->currentState.origin2[0] == 2) {
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shader = cgs.media.shieldActivateShaderYellow;
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}
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else if((int)cent->currentState.origin2[0] == 3) {
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shader = cgs.media.shieldActivateShaderRed;
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}
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else {
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shader = cgs.media.shieldActivateShaderBlue;
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}
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if ( cent->currentState.eFlags & EF_ITEMPLACEHOLDER || cgs.clientinfo[cg.snap->ps.clientNum].isAdmin/*cg.snap->ps.persistant[PERS_CLASS] == PC_ADMIN*/ )
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FX_AddOrientedLine(start, end, normal, 1.0f, height, 0.0f, 1.0f, 1.0f, 50.0, shader);
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}
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