Beispiel #1
0
/*
================
CG_AddFragment
================
*/
void CG_AddFragment( localEntity_t *le ) {
	vec3_t	newOrigin;
	trace_t	trace;
	refEntity_t		*re;
	float	flameAlpha = 0.0; // TTimo: init
	vec3_t	flameDir;
	qboolean	hasFlame = qfalse;
	int i;

	// Ridah
	re = &le->refEntity;
	if (!re->fadeStartTime || re->fadeEndTime < le->endTime) {
		if (le->endTime - cg.time > 5000) {
			re->fadeStartTime = le->endTime - 5000;
		} else {
			re->fadeStartTime = le->endTime - 1000;
		}
		re->fadeEndTime = le->endTime;
	}

	// Ridah, flaming gibs
	if (le->onFireStart && (le->onFireStart < cg.time && le->onFireEnd > cg.time)) {
		hasFlame = qtrue;
		// calc the alpha
		flameAlpha = 1.0 - ((float)(cg.time - le->onFireStart)/(float)(le->onFireEnd - le->onFireStart));
		if (flameAlpha < 0.0) flameAlpha = 0.0;
		if (flameAlpha > 1.0) flameAlpha = 1.0;
		trap_S_AddLoopingSound( -1, le->refEntity.origin, vec3_origin, cgs.media.flameCrackSound, (int)(20.0*flameAlpha) );
	}

//----(SA)	added
	if(le->leFlags & LEF_SMOKING) {
		float		alpha;
		refEntity_t	flash;

		// create a little less smoke

		//	TODO: FIXME: this is not quite right, because it'll become fps dependant - in a bad way.
		//		the slower the fps, the /more/ smoke there'll be, probably driving the fps lower.
		if(!(rand()%5)) {
			alpha = 1.0 - ((float)(cg.time - le->startTime)/(float)(le->endTime - le->startTime));
			alpha *= 0.25f;
			memset (&flash, 0, sizeof (flash));
			CG_PositionEntityOnTag( &flash, &le->refEntity, "tag_flash", 0, NULL);
			CG_ParticleImpactSmokePuffExtended(cgs.media.smokeParticleShader, flash.origin, 1000, 8, 20, 20, alpha);
		}
	}
//----(SA)	end

	if ( le->pos.trType == TR_STATIONARY ) {
		int		t;

		// Ridah, add the flame
		if (hasFlame) {
			refEntity_t backupEnt;

			backupEnt = le->refEntity;

			VectorClear( flameDir );
			flameDir[2] = 1;

			le->refEntity.shaderRGBA[3] = (unsigned char)(255.0*flameAlpha);
			VectorCopy( flameDir, le->refEntity.fireRiseDir );
			le->refEntity.customShader = cgs.media.onFireShader;
			trap_R_AddRefEntityToScene( &le->refEntity );
			le->refEntity.customShader = cgs.media.onFireShader2;
			trap_R_AddRefEntityToScene( &le->refEntity );

			le->refEntity = backupEnt;
		}
		
		t = le->endTime - cg.time;
		trap_R_AddRefEntityToScene( &le->refEntity );

		return;

	} else if ( le->pos.trType == TR_GRAVITY_PAUSED ) {
		int		t;

		// Ridah, add the flame
		if (hasFlame) {
			refEntity_t backupEnt;

			backupEnt = le->refEntity;

			VectorClear( flameDir );
			flameDir[2] = 1;

			le->refEntity.shaderRGBA[3] = (unsigned char)(255.0*flameAlpha);
			VectorCopy( flameDir, le->refEntity.fireRiseDir );
			le->refEntity.customShader = cgs.media.onFireShader;
			trap_R_AddRefEntityToScene( &le->refEntity );
			le->refEntity.customShader = cgs.media.onFireShader2;
			trap_R_AddRefEntityToScene( &le->refEntity );

			le->refEntity = backupEnt;
		}
		
		t = le->endTime - cg.time;
		trap_R_AddRefEntityToScene( &le->refEntity );


		// trace a line from previous position down, to see if I should start falling again

		VectorCopy(le->refEntity.origin, newOrigin);
		newOrigin [2] -= 5;
		CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_MISSILECLIP );

		if(trace.fraction == 1.0)	// it's clear, start moving again
		{
			VectorClear(le->pos.trDelta);
			VectorClear(le->angles.trDelta);
			le->pos.trType = TR_GRAVITY;	// nothing below me, start falling again
		}

		else
			return;
	}

	// calculate new position
	BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin );

	if (hasFlame) {
		// calc the flame dir
		VectorSubtract( le->refEntity.origin, newOrigin, flameDir );
		if (VectorLength( flameDir ) == 0) {
			flameDir[2] = 1;
			// play a burning sound when not moving
			trap_S_AddLoopingSound( 0, newOrigin, vec3_origin, cgs.media.flameSound, (int)(0.3*255.0*flameAlpha) );
		} else {
			VectorNormalize( flameDir );
			// play a flame blow sound when moving
			trap_S_AddLoopingSound( 0, newOrigin, vec3_origin, cgs.media.flameBlowSound, (int)(0.3*255.0*flameAlpha) );
		}
	}


	// trace a line from previous position to new position
	CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID );
	if ( trace.fraction == 1.0 ) {
		// still in free fall
		VectorCopy( newOrigin, le->refEntity.origin );

		if ( le->leFlags & LEF_TUMBLE || le->angles.trType == TR_LINEAR) {
			vec3_t angles;

			BG_EvaluateTrajectory( &le->angles, cg.time, angles );
			AnglesToAxis( angles, le->refEntity.axis );
			if (le->sizeScale && le->sizeScale != 1.0) {
				for (i=0;i<3;i++) VectorScale( le->refEntity.axis[i], le->sizeScale, le->refEntity.axis[i] );
			}
		}

		// Ridah, add the flame
		if (hasFlame) {
			refEntity_t backupEnt;

			backupEnt = le->refEntity;

			le->refEntity.shaderRGBA[3] = (unsigned char)(255.0*flameAlpha);
			VectorCopy( flameDir, le->refEntity.fireRiseDir );
			le->refEntity.customShader = cgs.media.onFireShader;
			trap_R_AddRefEntityToScene( &le->refEntity );
			le->refEntity.customShader = cgs.media.onFireShader2;
			trap_R_AddRefEntityToScene( &le->refEntity );

			le->refEntity = backupEnt;
		}

		trap_R_AddRefEntityToScene( &le->refEntity );

		// add a blood trail
		if ( le->leBounceSoundType == LEBS_BLOOD ) {
			CG_BloodTrail( le );
		}
		
		return;
	}

	// if it is in a nodrop zone, remove it
	// this keeps gibs from waiting at the bottom of pits of death
	// and floating levels
	if ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
		CG_FreeLocalEntity( le );
		return;
	}

	// do a bouncy sound
	CG_FragmentBounceSound( le, &trace );

	// reflect the velocity on the trace plane
	CG_ReflectVelocity( le, &trace );

	// break on contact?
	if (le->breakCount) {
		clientInfo_t	*ci;
		int				clientNum;
		localEntity_t	*nle;
		vec3_t			dir;

		clientNum = le->ownerNum;
		if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
			CG_Error( "Bad clientNum on player entity");
		}
		ci = &cgs.clientinfo[ clientNum ];

		// spawn some new fragments
		for (i=0;i<=le->breakCount;i++) {
			nle = CG_AllocLocalEntity();
			memcpy( &(nle->leType), &(le->leType), sizeof(localEntity_t) - 2*sizeof(localEntity_t *) );
			if (nle->breakCount-- < 2)
				nle->refEntity.hModel = ci->gibModels[rand()%2];
			else
				nle->refEntity.hModel = ci->gibModels[rand()%4];
			// make it smaller
			nle->endTime = cg.time + 5000 + rand()%2000;
			nle->sizeScale *= 0.8;
			if (nle->sizeScale < 0.7) {
				nle->sizeScale = 0.7;
				nle->leBounceSoundType = 0;
			}
			// move us a bit
			VectorNormalize2( nle->pos.trDelta, dir );
			VectorMA( trace.endpos, 4.0*le->sizeScale*i, dir, nle->pos.trBase );
			// randomize vel a bit
			VectorMA( nle->pos.trDelta, VectorLength(nle->pos.trDelta)*0.3, bytedirs[rand()%NUMVERTEXNORMALS], nle->pos.trDelta );
		}
		// we're done
		CG_FreeLocalEntity( le );
		return;
	}

	if (le->pos.trType == TR_STATIONARY && le->leMarkType == LEMT_BLOOD) 
	{
		// RF, disabled for performance reasons in boss1
		//if (le->leBounceSoundType)
		//	CG_BloodPool (le, cgs.media.bloodPool, &trace);		
				
		// leave a mark
		if (le->leMarkType)
			CG_FragmentBounceMark( le, &trace );
	}

	// Ridah, add the flame
	if (hasFlame) {
		refEntity_t backupEnt;

		backupEnt = le->refEntity;

		le->refEntity.shaderRGBA[3] = (unsigned char)(255.0*flameAlpha);
		VectorCopy( flameDir, le->refEntity.fireRiseDir );
		le->refEntity.customShader = cgs.media.onFireShader;
		trap_R_AddRefEntityToScene( &le->refEntity );
		le->refEntity.customShader = cgs.media.onFireShader2;
		trap_R_AddRefEntityToScene( &le->refEntity );

		le->refEntity = backupEnt;
	}

	trap_R_AddRefEntityToScene( &le->refEntity );
}
Beispiel #2
0
void CG_ParticleImpactSmokePuff(qhandle_t pshader, vec3_t origin) {
	CG_ParticleImpactSmokePuffExtended(pshader, origin, 500, 20, 20, 30, 0.25f, 8.f);
}