mirror of
https://github.com/UberGames/rpgxEF.git
synced 2024-11-14 17:01:21 +00:00
7f958b7651
- fixed some unsecure code - fixed lots of warnings - removed some very long parts of commented code that is not used anymore
433 lines
11 KiB
C
433 lines
11 KiB
C
//Compression rifle weapon effects
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#include "cg_local.h"
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#include "fx_local.h"
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qboolean AltCompressionAftereffect(localEntity_t *le)
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{
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localEntity_t *cyl = NULL;
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qhandle_t shader = cgs.media.compressionAltBlastShader;
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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);
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float length = 20;
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vec3_t vec2, dir2;
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cyl = FX_AddCylinder( le->refEntity.origin,
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le->data.spawner.dir,
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length,// height,
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0,// dheight,
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10,//10+(30*(1-percentLife)),// scale,
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210,// dscale,
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10+(30*percentLife),// scale2,
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210,// 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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VectorMA(le->refEntity.origin, length*2.0, le->data.spawner.dir, vec2);
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VectorScale(le->data.spawner.dir, -1.0, dir2);
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cyl = FX_AddCylinder( vec2,
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dir2,
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length,// height,
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0,// dheight,
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10,//10+(30*(1-percentLife)),// scale,
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210,// dscale,
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10+(30*percentLife),// scale2,
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210,// 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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return qtrue;
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}
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/*
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-------------------------
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FX_CompressionShot
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-------------------------
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*/
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#define MAXRANGE_CRIFLE 8192
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void FX_CompressionShot( vec3_t start, vec3_t dir )
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{
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localEntity_t *le;
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vec3_t end;
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trace_t trace;
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qboolean render_impact = qtrue;
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centity_t *traceEnt = NULL;
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int clientNum = -1;
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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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// draw the beam
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le = FX_AddLine(start, trace.endpos, 1.0, 2.0, 0.0, 1.0, 1.0, 100.0, cgs.media.prifleBolt);
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le->leFlags |= LEF_ONE_FRAME;
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// draw an impact at the endpoint of the trace
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// If the beam hits a skybox, etc. it would look foolish to add in an explosion
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if ( trace.surfaceFlags & SURF_NOIMPACT )
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{
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render_impact = qfalse;
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}
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if ( render_impact )
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{
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traceEnt = &cg_entities[trace.entityNum];
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clientNum = traceEnt->currentState.clientNum;
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if ( (trace.entityNum != ENTITYNUM_WORLD) && (clientNum >= 0 || clientNum < MAX_CLIENTS) )
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{
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FX_CompressionHit(trace.endpos);
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}
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else
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{
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FX_CompressionExplosion(start, trace.endpos, trace.plane.normal, qfalse);
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}
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}
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}
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/*
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-------------------------
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FX_CompressionShot
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-------------------------
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*/
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void FX_CompressionAltShot( vec3_t start, vec3_t dir )
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{
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vec3_t end, vel = {0,0,0};
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trace_t trace;
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qboolean render_impact = qtrue;
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centity_t *traceEnt = NULL;
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int clientNum = -1;
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VectorMA(start, MAXRANGE_CRIFLE, dir, end);
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CG_Trace( &trace, start, NULL, NULL, end, cg_entities[cg.predictedPlayerState.clientNum].currentState.number, MASK_SHOT );
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// draw the beam
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FX_AddLine( start, trace.endpos, 1.0f, 3.0f, 0.0f, 1.0f, 0.0f, 350/*125.0f*/, cgs.media.sparkShader );
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FX_AddLine( start, trace.endpos, 1.0f, 6.0f, 20.0f, 0.6f, 0.0f, 800/*175.0f*/, cgs.media.phaserShader);//compressionAltBeamShader );
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FX_AddSpawner( start, dir, vel, NULL, qfalse, 0,
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0, 500, AltCompressionAftereffect, 10 );
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// draw an impact at the endpoint of the trace
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// If the beam hits a skybox, etc. it would look foolish to add in an explosion
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if ( trace.surfaceFlags & SURF_NOIMPACT )
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{
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render_impact = qfalse;
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}
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if ( render_impact )
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{
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traceEnt = &cg_entities[trace.entityNum];
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clientNum = traceEnt->currentState.clientNum;
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if ( (trace.entityNum != ENTITYNUM_WORLD) && (clientNum >= 0 || clientNum < MAX_CLIENTS) )
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{
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FX_CompressionHit(trace.endpos);
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}
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else
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{
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FX_CompressionExplosion(start, trace.endpos, trace.plane.normal, qtrue);
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}
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}
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}
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/*
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-------------------------
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FX_CompressionExplosion
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-------------------------
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*/
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void FX_CompressionExplosion( vec3_t start, vec3_t origin, vec3_t normal, qboolean altfire )
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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; //, shot_dir;
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vec3_t hitpos;
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float scale;
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int i, j, numSparks;
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weaponInfo_t *weaponInfo = &cg_weapons[WP_6];
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float distance;
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vec3_t color = {0.7, 0.43, 0.44};
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int size = 2;
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//FX_CompressionHit( origin ); //TiM: let's test if the rifle doesn't make stuff explode when its shot :)
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//return;
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//Sparks
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//TiM: Calc spark count off proximity to effect
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VectorSubtract ( cg.refdef.vieworg, origin, dir );
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distance = VectorNormalize( dir );
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distance = 50 * ( 1.0f - (distance / 128) ) ;
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distance = Com_Clamp( 25, 50, distance );
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numSparks = distance + (random() * 4.0f); //4
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if (altfire)
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{
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numSparks *= 1.5f;
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}
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for ( i = 0; i < numSparks; i++ )
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{
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scale = 10.0f + (random() * 1.0f); //.25
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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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//if ( j !=5 )
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//dir[j] = normal[j] + (0.75 * crandom());
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//else
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dir[j] = normal[j] + (-1 * crandom()); //0.75
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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); //200
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le = FX_AddTrail( origin,
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velocity,
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qtrue, //qtrue
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12.0f,//4
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-12.0f,//4
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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, //1000
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cgs.media.orangeStarShader);
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// FXE_Spray( normal, 200, 50, 0.4f, le);
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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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/*
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FX_AddSprite( dir,
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velocity,
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qfalse,
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(altfire?50.0f:32.0f),
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16.0f,
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1.0f,
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0.0f,
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random()*45.0f,
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0.0f,
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(altfire?1300.0f:1000.0f),
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cgs.media.steamShader );
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*/
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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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if (!altfire)
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{
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CG_InitLensFlare( origin,
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350, 350,
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color, 1.2, 2.0, 1600, 200,
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color, 1600, 200, 800, 20, qtrue,
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0, 0, qfalse, qtrue,
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qfalse, 1.0, cg.time, 0, 0, 210);
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VectorMA(origin, size, normal, hitpos);
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FX_AddSprite( hitpos, NULL, qfalse, size * size * 15.0f, -150.0f,
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1.0f, 0.0f, 360*random(), 0, 400, cgs.media.liteRedParticleShader );
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FX_AddSprite( hitpos, NULL, qfalse, size * size * 25.0f, -150.0f,
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1.0f, 0.0f, 0.0f, 0, 400, cgs.media.liteRedParticleStreakShader );
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le = CG_MakeExplosion2( origin, dir, cgs.media.explosionModel, 5, cgs.media.electricalExplosionSlowShader,
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475, qfalse, 1.2f + ( crandom() * 0.3f), LEF_NONE);
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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, qfalse, 12, qfalse );
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//Shake the camera
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CG_ExplosionEffects( origin, 1, 200 );
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}
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else
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{
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le = CG_MakeExplosion2( origin, dir, cgs.media.explosionModel, 5, cgs.media.electricalExplosionSlowShader,
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500, qfalse, 2.2f + ( crandom() * 0.4f), LEF_NONE);
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le->light = 200;
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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, qfalse, 28, qfalse );
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//Shake the camera
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CG_ExplosionEffects( origin, 2, 240 );
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}
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// nice explosion sound at the point of impact
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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_CompressionHit
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-------------------------
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*/
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void FX_CompressionHit( vec3_t origin )
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{
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FX_AddSprite( origin,
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NULL,
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qfalse,
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32.0f,
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-32.0f,
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1.0f,
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1.0f,
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random()*360,
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0.0f,
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250.0f,
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cgs.media.prifleImpactShader );
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//FIXME: Play an impact sound with a body
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// trap_S_StartSound (origin, NULL, 0, cgi_S_RegisterSound ("sound/weapons/prifle/fire.wav") );
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}
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void FX_PrifleBeamFire( vec3_t startpos, vec3_t endpos, vec3_t normal, qboolean spark, qboolean impact, qboolean empty )
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{
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refEntity_t beam;
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sfxHandle_t sfx;
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float size;
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vec3_t velocity;
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int sparks;
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vec3_t rgb = { 1,0.9,0.6}, rgb2={1,0.3,0};
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//vec3_t rgb3 = { 1.0, 1.0, 1.0 };
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sfx = 0;
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// Draw beam first.
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memset( &beam, 0, sizeof( beam ) );
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VectorCopy( startpos, beam.origin);
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VectorCopy( endpos, beam.oldorigin );
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beam.reType = RT_LINE;
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if (empty)
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{
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beam.customShader = cgs.media.phaserEmptyShader;
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}
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else
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{
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beam.customShader = cgs.media.prifleBeam;
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}
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AxisClear( beam.axis );
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beam.shaderRGBA[0] = 0xff;
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beam.shaderRGBA[1] = 0xff;
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beam.shaderRGBA[2] = 0xff;
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beam.shaderRGBA[3] = 0xff;
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if (empty)
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{
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beam.data.line.width = 1.0f + ( crandom() * 0.6f );
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}
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else
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{
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beam.data.line.width = 2.5f + ( crandom() * 0.6f );
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}
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beam.data.line.stscale = 5.0;
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trap_R_AddRefEntityToScene( &beam );
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// Now draw the hit graphic
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// no explosion at LG impact, it is added with the beam
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if ( sfx )
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{
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Com_Printf("playing %s\n", "phaser sound");
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trap_S_StartSound( endpos, ENTITYNUM_WORLD, CHAN_AUTO, sfx );
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}
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//
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// impact mark
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//
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if (impact)
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{
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if (!empty)
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{ // normal.
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CG_ImpactMark( cgs.media.scavMarkShader, endpos, normal, random()*360, 1,1,1,0.2, qfalse,
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random() + 1, qfalse );
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//VectorCopy( endpos, phaserFlare.worldCoord );
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/*CG_InitLensFlare( endpos,
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80,
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80,
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rgb,
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1.2,
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1.5,
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1600,
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200,
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colorTable[CT_BLACK],
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1600,
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200,
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80,
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5,
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qfalse,
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5,
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40,
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qfalse,
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qfalse,
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qfalse,
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1.0,
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1.0,
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200.0,
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200.0,
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200.0 );*/
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//CG_InitLensFlare( endpos,
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// 30, 30,
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// rgb, 1.2, 2.0, 1600, 200,
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// colorTable[CT_BLACK], 1600, 200, 410, 15, qfalse,
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// 0, 0, qfalse, qtrue,
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// qfalse, 1.0, cg.time, 0, 0, 50);
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//TiM : Add your basic cheesy 'seen-way-too-much-in-movies-these-days' anamorphic lens streak :)
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//CG_DrawLensFlare( &phaserFlare );
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//FX_AddSprite( endpos, NULL, qfalse, random() * 1.25 + 5.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 50.0, cgs.media.blueParticleStreakShader ); //1.5f
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//FX_AddQuad2( endpos, normal, random() * 1.25 + 8.0f, 0.0f, 1.0f, 1.0f, rgb3, rgb3, 270, 50.0, cgs.media.blueParticleStreakShader );
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//eh... looked bad :P
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FX_AddQuad2( endpos, normal, random() * 1.25 + 1.5f, 0.0f, 1.0f, 0.0f, rgb, rgb2, rand() % 360, 500 + random() * 200,
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cgs.media.sunnyFlareShader );
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}
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else
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{ // Wuss hit when empty.
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FX_AddQuad2( endpos, normal, random() * .75 + 1.0f, 0.0f, 0.5f, 0.0f, rgb, rgb2, rand() % 360, 300 + random() * 200,
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cgs.media.sunnyFlareShader );
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}
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}
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// "Fun" sparks... Not when empty.
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if ( spark && !empty)
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{
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sparks = (rand() & 1) + 1;
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for(;sparks>0;sparks--)
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{
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size = 0.2f + (random() * 0.4);
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FXE_Spray( normal, 200, 75, 0.8f, velocity);
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if (rand() & LEF_USE_COLLISION)
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{ // This spark bounces.
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FX_AddTrail( endpos, velocity, qtrue, 5.0f, -15.0f,
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size, -size, 1.0f, 0.5f, 0.4f, 500.0f, cgs.media.sparkShader);
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}
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else
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{
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FX_AddTrail( endpos, velocity, qtrue, 5.0f, -15.0f,
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size, -size, 1.0f, 0.5f, 0.0, 500.0f, cgs.media.sparkShader);
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}
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}
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}
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}
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