// radar is damaged, so make blips dance around void HudGaugeRadarOrb::blipDrawDistorted(blip *b, vec3d *pos) { float scale; float dist=vm_vec_normalize(pos); vec3d out; float distortion_angle=20; // maybe alter the effect if EMP is active if(emp_active_local()) { scale = emp_current_intensity(); distortion_angle *= frand_range(-3.0f,3.0f)*frand_range(0.0f, scale); dist *= frand_range(MAX(0.75f, 0.75f*scale), MIN(1.25f, 1.25f*scale)); if (dist > 1.25f) dist = 1.25f; if (dist < 0.75f) dist = 0.75f; } vm_vec_random_cone(&out,pos,distortion_angle); vm_vec_scale(&out,dist); drawContactHtl(&out,b->rad); }
// radar is damaged, so make blips dance around void HudGaugeRadarDradis::blipDrawDistorted(blip *b, vec3d *pos, float alpha) { float temp_scale; float dist = vm_vec_normalize(pos); vec3d out; float distortion_angle=20; // maybe alter the effect if EMP is active if (emp_active_local()) { temp_scale = emp_current_intensity(); dist *= frand_range(MAX(0.75f, 0.75f*temp_scale), MIN(1.25f, 1.25f*temp_scale)); distortion_angle *= frand_range(-3.0f,3.0f)*frand_range(0.0f, temp_scale); if (dist > 1.0f) dist = 1.0f; if (dist < 0.1f) dist = 0.1f; } vm_vec_random_cone(&out, pos, distortion_angle); vm_vec_scale(&out, dist); drawContact(&out, -1, unknown_contact_icon, b->dist, alpha, 1.0f); }
// blip is for a target immune to sensors, so cause to flicker in/out with mild distortion void HudGaugeRadarOrb::blipDrawFlicker(blip *b, vec3d *pos) { int flicker_index; float dist=vm_vec_normalize(pos); vec3d out; float distortion_angle=10; if ( (b-Blips) & 1 ) { flicker_index=0; } else { flicker_index=1; } if ( timestamp_elapsed(Radar_flicker_timer[flicker_index]) ) { Radar_flicker_timer[flicker_index] = timestamp_rand(50,1000); Radar_flicker_on[flicker_index] ^= 1; } if ( !Radar_flicker_on[flicker_index] ) { return; } if ( rand() & 1 ) { distortion_angle *= frand_range(0.1f,2.0f); dist *= frand_range(0.75f, 1.25f); if (dist > 1.25f) dist = 1.25f; if (dist < 0.75f) dist = 0.75f; } vm_vec_random_cone(&out,pos,distortion_angle); vm_vec_scale(&out,dist); drawContactHtl(&out,b->rad); }
// blip is for a target immune to sensors, so cause to flicker in/out with mild distortion void HudGaugeRadarDradis::blipDrawFlicker(blip *b, vec3d *pos, float alpha) { int flicker_index; float dist=vm_vec_normalize(pos); vec3d out; float distortion_angle=10; if ((b-Blips) & 1) flicker_index=0; else flicker_index=1; if (timestamp_elapsed(Radar_flicker_timer[flicker_index])) { Radar_flicker_timer[flicker_index] = timestamp_rand(50,1000); Radar_flicker_on[flicker_index] ^= 1; } if (!Radar_flicker_on[flicker_index]) return; if (rand() & 1) { distortion_angle *= frand_range(0.1f,2.0f); dist *= frand_range(0.75f, 1.25f); if (dist > 1.0f) dist = 1.0f; if (dist < 0.1f) dist = 0.1f; } vm_vec_random_cone(&out,pos,distortion_angle); vm_vec_scale(&out,dist); drawContact(&out, -1, unknown_contact_icon, b->dist, alpha, 1.0f); }