mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-13 00:24:06 +00:00
9cac290629
- Fixed all errors that occured due to using c++ compiler - changed c++ standart to c++17 - removed lua, added library instead - made all bg_* and q_* file into a shared item project
349 lines
9.8 KiB
C++
349 lines
9.8 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_GrenadeThink
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-------------------------
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*/
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void FX_GrenadeThink( centity_t *cent, const struct weaponInfo_s *weapon )
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{
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FX_AddSprite( cent->lerpOrigin, NULL, qfalse, 8.0f + random() * 32.0f, 0.0f, 0.75f, 0.75f, 0, 0.0f, 1, cgs.media.dkorangeParticleShader );
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if ( rand() & 1 )
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FX_AddSprite( cent->lerpOrigin, NULL, qfalse, 16.0f + random() * 32.0f, 0.0f, 0.6f, 0.6f, 0, 0.0f, 1, cgs.media.yellowParticleShader );
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}
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/*
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-------------------------
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FX_GrenadeHitWall
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-------------------------
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*/
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void FX_GrenadeHitWall( vec3_t origin, vec3_t normal )
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{
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trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeExplodeSound );
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CG_SurfaceExplosion( origin, normal, 8, 1, qfalse );
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}
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/*
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-------------------------
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FX_GrenadeHitPlayer
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-------------------------
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*/
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void FX_GrenadeHitPlayer( vec3_t origin, vec3_t normal )
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{
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trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeExplodeSound );
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CG_SurfaceExplosion( origin, normal, 8, 1, qfalse );
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}
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/*
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-------------------------
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FX_GrenadeExplode
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-------------------------
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*/
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void FX_GrenadeExplode( vec3_t origin, vec3_t normal )
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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;
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int32_t i;
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VectorSet( direction, 0,0,1 );
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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, 25.0f, LEF_FADE_RGB);
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le->light = 150;
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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, normal, 5, 100, 1.0, 0.0, random() * 360, 300, 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, 200, 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( normal, 470, 325, 0.5f, vel);
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length = 24.0 + random() * 12;
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width = 0.5 + 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.grenadeExplodeSound );
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// Smoke and impact
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// FX_AddSpawner( origin, normal, NULL, NULL, 100, 25.0f, 2000.0f, (void *) CG_SmokeSpawn, NULL, 1024 );
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CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1.0, qfalse,
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random() * 16 + 48, qfalse );
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}
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/*void FX_GrenadeShrapnelExplode( vec3_t origin, vec3_t norm )
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{
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localEntity_t *le;
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vec3_t direction, org, vel;
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int32_t 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, (qhandle_t)NULL, 250, qfalse, 25.0f, LEF_FADE_RGB);
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le->light = 150;
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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, 100, 1.0, 0.0, random() * 360, 300, 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, 200, 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 = 24.0 + random() * 12;
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width = 0.5 + 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.grenadeExnull
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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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}*/
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//-----------------------------------
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//By: RedTechie - Imported/Modifyed from SP
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//-----------------------------------
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void FX_GrenadeShrapnelExplode( vec3_t origin, vec3_t norm )
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{
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localEntity_t *le;
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//FXTrail *fx;
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vec3_t direction, org, vel;
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int32_t i;
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CG_InitLensFlare( origin,
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350, 350,
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colorTable[CT_DKRED1], 1.2, 2.0, 1600, 200,
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colorTable[CT_DKRED1], 1600, 200, 800, 20, qtrue,
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0, 0, qfalse, qtrue,
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qfalse, 1.0, cg.time, 90, 0, 300);
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//Orient the explosions to face the camera
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VectorSubtract( cg.refdef.vieworg, origin, direction );
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VectorNormalize( direction );
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VectorMA( origin, 12, direction, org );
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// Add an explosion and tag a light to it
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le = CG_MakeExplosion2( org, direction, cgs.media.explosionModel, 6, cgs.media.surfaceExplosionShader, 700, qfalse, 1.2f + (random()*0.5f),LEF_FADE_RGB ); //RPG-X: RedTechie - Scale use to be 1.2f + (random()*0.3f)
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le->light = 150;
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le->refEntity.renderfx |= RF_NOSHADOW;
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VectorSet( le->lightColor, 1.0f, 0.6f, 0.6f );
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VectorMA( org, 8, norm, direction );
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VectorSet(vel, 0, 0, 8);
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//Some smoke
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FX_AddSprite( direction,
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vel,
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qfalse,
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20.0f + random()*50.0f,//1.2f + (random()*0.5f),//60.0f - random()*60.0f
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16.0f,
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100.0f,//1.0f
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100.0f,//0.0f
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random()*45.0f,
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-12.0f,
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8000.0f,
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cgs.media.steamShader );
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for ( i = 0; i < 6; i++)
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{
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float width, length;
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FXE_Spray( norm, 500, 175, 0.8f, vel);//, (FXPrimitive *) fx
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length = 24.0 + random() * 12;
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width = 0.5 + 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, 2500.0f, cgs.media.orangeTrailShader);//RPG-X: RedTechie - Killtime use to be 1000.0f
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/*FX_AddTrail( origin, NULL, NULL, 16.0f, -15.0f,
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1.5, -1.5, 1.0f, 1.0f, 0.2f, 1000.0f, cgs.media.orangeTrailShader, rand() & FXF_BOUNCE );
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*/
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/*if ( fx == NULL )
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return;*/
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}
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trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeAltExplodeSnd );
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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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CG_ExplosionEffects( origin, 2.0, 350 );
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}
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qboolean GrenadeBeep(localEntity_t *le)
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{
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weaponInfo_t *weaponInfo = &cg_weapons[WP_8];
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trap_S_StartSound(le->refEntity.origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->altHitSound);
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return qtrue;
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}
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/*
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-------------------------
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FX_GrenadeShrapnelBits
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By: RedTechie - From SP
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-------------------------
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*/
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/*void FX_BlowBits( vec3_t start, vec3_t end, vec3_t dir, vec3_t user )
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{
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vec3_t diff, org;
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float len;
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// FXLine *fx;
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VectorSubtract( end, start, diff );
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len = VectorNormalize( diff ) * ( 0.2 + random() * 0.3 );
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VectorMA( start, len, diff, org );
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//fx =
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FX_AddLine( end, start, (int32_t)(random() * 3.2f), 2.0f + random() * 2, 0, 0.5f, 0.1f, 150 + random() * 150, cgs.media.orangeTrailShader );
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//if ( fx == NULL )
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// return;
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//fx->SetFlags( FXF_SHRINK );
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FX_AddQuad( end, dir, NULL, NULL, 1.0f, 64.0f, 1.0, 0.0, random() * 360.0f, 0.0f, 0.0, 200, cgs.media.orangeRingShader );
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// FX_AddQuad( end, dir, NULL, NULL, 20.0, -15.0, 0.6, 0.4, 0.0,0.0,0.0,450, cgs.media.borgEyeFlareShader );
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}
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*/
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#define FX_GRENADE_ALT_STICK_TIME 2500
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void FX_GrenadeShrapnelBits( vec3_t start )
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{
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vec3_t zero = {0, 0, 0};
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// check G_MissileStick() to make sure this killtime coincides with that nextthink
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FX_AddSpawner( start, zero, NULL, NULL, qfalse, 300,
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0, FX_GRENADE_ALT_STICK_TIME, GrenadeBeep, 10 );
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}
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/*
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-------------------------
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FX_fxfunc_Explosion
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-------------------------
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*/
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void FX_fxfunc_Explosion( vec3_t start, vec3_t origin, vec3_t normal )
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{
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localEntity_t *le;
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vec3_t dir;
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vec3_t velocity;
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// vec3_t end;
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// trace_t trace;
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float scale;
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int32_t i, j, numSparks;
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//weaponInfo_t *weaponInfo = &cg_weapons[WP_6];
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//float scale, dscale;
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// int32_t s;
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// vec3_t new_org;
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//Sparks
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numSparks = 20 + (random() * 4.0f);//4
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for ( i = 0; i < numSparks; i++ )
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{
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scale = 0.25f + (random() * 1.0f);
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//Randomize the direction
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for (j = 0; j < 3; j ++ )
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{
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dir[j] = normal[j] + (0.75 * crandom());
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}
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VectorNormalize(dir);
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//set the speed
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VectorScale( dir, 200 + (50 * crandom()), velocity);
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le = FX_AddTrail( origin,
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velocity,
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qtrue,
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4.0f,
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-4.0f,
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scale,
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-scale,
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1.0f,
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1.0f,
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0.5f,
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1000.0f,
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cgs.media.sparkShader);
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}
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VectorMA( origin, 8, normal, dir );
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VectorSet(velocity, 0, 0, 8);
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// Smoke puffs
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FX_AddSprite( dir,
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velocity,
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qfalse,
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20.0f + random()*60.0f,//2.2f + ( crandom() * 0.9f),//60.0f - random()*60.0f
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16.0f,
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100.0f,//1.0f
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100.0f,//0.0f
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random()*45.0f,
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-12.0f,
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8000.0f,
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cgs.media.steamShader );
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//Orient the explosions to face the camera
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VectorSubtract( cg.refdef.vieworg, origin, dir );
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VectorNormalize( dir );
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le = CG_MakeExplosion2( origin, dir, cgs.media.explosionModel, 5, cgs.media.electricalExplosionSlowShader, 475, qfalse, 2.2f + ( crandom() * 0.9f), LEF_NONE);//RPG-X: RedTechie - Scale use to be - 1.2f + ( crandom() * 0.3f)
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le->light = 150;
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le->refEntity.renderfx |= RF_NOSHADOW;
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VectorSet( le->lightColor, 0.8f, 0.8f, 1.0f );
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CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1.0, qfalse,
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random() * 16 + 48, qfalse );
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//CG_ImpactMark( cgs.media.compressionMarkShader, origin, normal, random()*360, 1,1,1,1, qfalse, 12, qfalse );
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//Shake the camera
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CG_ExplosionEffects( origin, 2, 400 );
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// nice explosion sound at the point of impact
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trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeAltExplodeSnd );
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//trap_S_StartSound(origin, ENTITYNUM_WORLD, CHAN_AUTO, weaponInfo->mainHitSound);
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}
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/*
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-------------------------
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FX_fxfunc_Shot
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-------------------------
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*/
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#define MAXRANGE_CRIFLE 8192
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void FX_fxfunc_Shot( vec3_t start, vec3_t dir )
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{
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vec3_t end;
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trace_t trace;
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VectorMA(start, MAXRANGE_CRIFLE, dir, end);
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CG_Trace( &trace, start, NULL, NULL, end, 0, MASK_SHOT );
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//FX_CompressionExplosion(start, trace.endpos, trace.plane.normal, qfalse );
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FX_fxfunc_Explosion(start, trace.endpos, trace.plane.normal);
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}
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