Example #1
0
/*
* CG_AddEntityToScene
*/
void CG_AddEntityToScene( entity_t *ent )
{
	if( ent->model && ( !ent->boneposes || !ent->oldboneposes ) )
	{
		if( trap_R_SkeletalGetNumBones( ent->model, NULL ) )
			CG_SetBoneposesForTemporaryEntity( ent );
	}

	trap_R_AddEntityToScene( ent );
}
Example #2
0
/*
* CG_LasertGunImpact
*/
void CG_LaserGunImpact( const vec3_t pos, const vec3_t dir, float radius, const vec3_t laser_dir, const vec4_t color )
{
	entity_t ent;
	vec3_t ndir;
	vec3_t angles;

	memset( &ent, 0, sizeof( ent ) );
	VectorCopy( pos, ent.origin );
	VectorMA( ent.origin, 2, dir, ent.origin );
	ent.renderfx = RF_FULLBRIGHT|RF_NOSHADOW;
	ent.scale = 1.45f;
	Vector4Set( ent.shaderRGBA, color[0] * 255, color[1] * 255, color[2] * 255, color[3] * 255 );
	ent.model = CG_MediaModel( cgs.media.modLasergunWallExplo );
	VectorNegate( laser_dir, ndir );
	VecToAngles( ndir, angles );
	angles[2] = anglemod( -360.0f * cg.time * 0.001f );

	AnglesToAxis( angles, ent.axis );
				
	trap_R_AddEntityToScene( &ent );
}