rpgxef/code/cgame/fx_hypospray.c
Walter Julius 'GSIO01' Hennecke 7f958b7651 Fixed some things ...
- fixed some unsecure code
- fixed lots of warnings
- removed some very long parts of commented code that is not used
anymore
2012-09-09 13:30:56 +02:00

50 lines
1.3 KiB
C

#include "cg_local.h"
#include "fx_local.h"
/*
-------------------------
FX_HypoSpray
Redtechie: RPG-X Added
FIXME! FIXME! FIXME! FIXME! Im not spraying in the direction some one shoots me!
TiM: Fixed! An improperly formatted directional vector was being sent. it's all good now :)
-------------------------
*/
#define NUM_HYPO_PUFFS 20
void FX_HypoSpray( vec3_t origin, vec3_t dir, qboolean red ) // When not red, it'll be blue
{
vec3_t vel, angles, work;
float scale, dscale;
int i;
localEntity_t *le;
vectoangles( dir, angles );
for ( i = 0; i < NUM_HYPO_PUFFS; i++ )
{
VectorCopy( angles, work );
work[0] += crandom() * 12.0f;
work[1] += crandom() * 12.0f;
AngleVectors( work, vel, NULL, NULL );
scale = random() * 256.0f + 128.0f;
VectorScale( vel, scale, vel );
scale = random() * 4.0f + 2.0f;
dscale = random() * 64.0f + 24.0f;
//localEntity_t *FX_AddSprite(vec3_t origin, vec3_t velocity, qboolean gravity, float scale, float dscale,
// float startalpha, float endalpha, float roll, float elasticity,
// float killTime, qhandle_t shader);
le = FX_AddSprite( origin, vel, qfalse, scale, dscale, 0.8f + random() * 0.2f, 0.0f, crandom() * 50, /*crandom() * 5*/0, 1000, cgs.media.steamShader );
VectorSet(le->data.sprite.startRGB, random() * 0.5f, random() * 0.5f + 0.5f, 1.0f );// mostly blue
}
}