Пример #1
0
/*
* W_Fire_Lasergun_Weak
*/
edict_t *W_Fire_Lasergun_Weak( edict_t *self, vec3_t start, vec3_t end, float damage, int knockback, int stun, int range, int mod, int timeDelta ) {
	edict_t *laser;
	bool newLaser;
	trace_t trace;

	if( GS_Instagib() ) {
		damage = 9999;
	}

	laser = _FindOrSpawnLaser( self, ET_CURVELASERBEAM, &newLaser );
	if( newLaser ) {
		// the quad start sound is added from the server
		if( self->r.client && self->r.client->ps.inventory[POWERUP_QUAD] > 0 ) {
			G_Sound( self, CHAN_AUTO, trap_SoundIndex( S_QUAD_FIRE ), ATTN_NORM );
		}
	}

	laser_damage = damage;
	laser_knockback = knockback;
	laser_stun = stun;
	laser_attackerNum = ENTNUM( self );
	laser_mod = mod;
	laser_missed = true;

	GS_TraceCurveLaserBeam( &trace, start, self->s.angles, end, ENTNUM( self ), timeDelta, _LaserImpact );

	laser->r.svflags |= SVF_FORCEOWNER;
	VectorCopy( start, laser->s.origin );
	VectorCopy( end, laser->s.origin2 );

	laser->think = G_Laser_Think;
	laser->nextThink = level.time + 100;

	if( laser_missed && self->r.client ) {
		G_AwardPlayerMissedLasergun( self, mod );
	}

	// calculate laser's mins and maxs for linkEntity
	G_SetBoundsForSpanEntity( laser, 8 );

	GClip_LinkEntity( laser );

	return laser;
}
Пример #2
0
void CG_LaserBeamEffect( centity_t *cent )
{
	struct sfx_s *sound = NULL;
	float range;
	trace_t trace;
	orientation_t projectsource;
	vec4_t color;
	vec3_t laserOrigin, laserAngles, laserPoint;
	int i, j;

	if( cent->localEffects[LOCALEFFECT_LASERBEAM] <= cg.time )
		return;

	laserOwner = cent;

	if( cg_teamColoredBeams->integer && ( cent->current.team == TEAM_ALPHA || cent->current.team == TEAM_BETA ) )
		CG_TeamColor( cent->current.team, color );
	else
		Vector4Set( color, 1, 1, 1, 1 );

	// interpolate the positions

	if( ISVIEWERENTITY( cent->current.number ) && !cg.view.thirdperson )
	{
		VectorCopy( cg.predictedPlayerState.pmove.origin, laserOrigin );
		laserOrigin[2] += cg.predictedPlayerState.viewheight;
		VectorCopy( cg.predictedPlayerState.viewangles, laserAngles );

		VectorLerp( cent->laserPointOld, cg.lerpfrac, cent->laserPoint, laserPoint );
	}
	else
	{
		VectorLerp( cent->laserOriginOld, cg.lerpfrac, cent->laserOrigin, laserOrigin );
		VectorLerp( cent->laserPointOld, cg.lerpfrac, cent->laserPoint, laserPoint );
		if( !cent->laserCurved )
		{
			vec3_t dir;

			// make up the angles from the start and end points (s->angles is not so precise)
			VectorSubtract( laserPoint, laserOrigin, dir );
			VecToAngles( dir, laserAngles );
		}
		else // use player entity angles
		{
			for( i = 0; i < 3; i++ )
				laserAngles[i] = LerpAngle( cent->prev.angles[i], cent->current.angles[i], cg.lerpfrac );
		}
	}

	if( !cent->laserCurved )
	{
		range = GS_GetWeaponDef( WEAP_LASERGUN )->firedef.timeout;

		if( cent->current.effects & EF_QUAD )
			sound = CG_MediaSfx( cgs.media.sfxLasergunStrongQuadHum );
		else
			sound = CG_MediaSfx( cgs.media.sfxLasergunStrongHum );

		// trace the beam: for tracing we use the real beam origin
		GS_TraceLaserBeam( &trace, laserOrigin, laserAngles, range, cent->current.number, 0, _LaserImpact );
		
		// draw the beam: for drawing we use the weapon projection source (already handles the case of viewer entity)
		if( !CG_PModel_GetProjectionSource( cent->current.number, &projectsource ) )
			VectorCopy( laserOrigin, projectsource.origin );

		CG_KillPolyBeamsByTag( cent->current.number );
		CG_LaserGunPolyBeam( projectsource.origin, trace.endpos, color, cent->current.number );
	}
	else
	{
		float frac, subdivisions = cg_laserBeamSubdivisions->integer;
		vec3_t from, dir, end, blendPoint;
		int passthrough = cent->current.number;
		vec3_t tmpangles, blendAngles;

		range = GS_GetWeaponDef( WEAP_LASERGUN )->firedef_weak.timeout;

		if( cent->current.effects & EF_QUAD )
			sound = CG_MediaSfx( cgs.media.sfxLasergunWeakQuadHum );
		else
			sound = CG_MediaSfx( cgs.media.sfxLasergunWeakHum );

		// trace the beam: for tracing we use the real beam origin
		GS_TraceCurveLaserBeam( &trace, laserOrigin, laserAngles, laserPoint, cent->current.number, 0, _LaserImpact );

		// draw the beam: for drawing we use the weapon projection source (already handles the case of viewer entity)
		if( !CG_PModel_GetProjectionSource( cent->current.number, &projectsource ) )
			VectorCopy( laserOrigin, projectsource.origin );

		if( subdivisions < CURVELASERBEAM_SUBDIVISIONS )
			subdivisions = CURVELASERBEAM_SUBDIVISIONS;

		CG_KillPolyBeamsByTag( cent->current.number );

		// we redraw the full beam again, and trace each segment for stop dead impact
		VectorCopy( laserPoint, blendPoint );
		VectorCopy( projectsource.origin, from );
		VectorSubtract( blendPoint, projectsource.origin, dir );
		VecToAngles( dir, blendAngles );

		for( i = 1; i <= (int)subdivisions; i++ )
		{
			frac = ( ( range/subdivisions )*(float)i ) / (float)range;

			for( j = 0; j < 3; j++ )
				tmpangles[j] = LerpAngle( laserAngles[j], blendAngles[j], frac );

			AngleVectors( tmpangles, dir, NULL, NULL );
			VectorMA( projectsource.origin, range * frac, dir, end );

			GS_TraceLaserBeam( &trace, from, tmpangles, DistanceFast( from, end ), passthrough, 0, NULL );
			CG_LaserGunPolyBeam( from, trace.endpos, color, cent->current.number );
			if( trace.fraction != 1.0f )
				break;

			passthrough = trace.ent;
			VectorCopy( trace.endpos, from );
		}
	}

	// enable continuous flash on the weapon owner
	if( cg_weaponFlashes->integer )
		cg_entPModels[cent->current.number].flash_time = cg.time + CG_GetWeaponInfo( WEAP_LASERGUN )->flashTime;

	if( sound )
	{
		if( ISVIEWERENTITY( cent->current.number ) )
			trap_S_AddLoopSound( sound, cent->current.number, 1.0, ATTN_NONE );
		else
			trap_S_AddLoopSound( sound, cent->current.number, 1.0, ATTN_STATIC );
	}

	laserOwner = NULL;
}