示例#1
0
/**
Generated a bunch of gibs launching out from the bodies location
*/
void CG_BigExplode(vec3_t playerOrigin)
{
	vec3_t	origin, velocity;

	if (!cg_blood.integer) {
		return;
	}

	VectorCopy(playerOrigin, origin);
	velocity[0] = crandom()*EXP_VELOCITY;
	velocity[1] = crandom()*EXP_VELOCITY;
	velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
	CG_LaunchExplode(origin, velocity, cgs.media.smoke2);

	VectorCopy(playerOrigin, origin);
	velocity[0] = crandom()*EXP_VELOCITY;
	velocity[1] = crandom()*EXP_VELOCITY;
	velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
	CG_LaunchExplode(origin, velocity, cgs.media.smoke2);

	VectorCopy(playerOrigin, origin);
	velocity[0] = crandom()*EXP_VELOCITY*1.5;
	velocity[1] = crandom()*EXP_VELOCITY*1.5;
	velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
	CG_LaunchExplode(origin, velocity, cgs.media.smoke2);

	VectorCopy(playerOrigin, origin);
	velocity[0] = crandom()*EXP_VELOCITY*2.0;
	velocity[1] = crandom()*EXP_VELOCITY*2.0;
	velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
	CG_LaunchExplode(origin, velocity, cgs.media.smoke2);

	VectorCopy(playerOrigin, origin);
	velocity[0] = crandom()*EXP_VELOCITY*2.5;
	velocity[1] = crandom()*EXP_VELOCITY*2.5;
	velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
	CG_LaunchExplode(origin, velocity, cgs.media.smoke2);
}
示例#2
0
/*
===================
CG_GibPlayer

Generated a bunch of gibs launching out from the bodies location
===================
*/
void CG_BigExplode( bvec3_t playerOrigin ) {
	bvec3_t	origin, velocity;

	if ( !cg_blood.integer ) {
		return;
	}

	VectorCopy( playerOrigin, origin );
	velocity[0] = crandom_b()*BFIXED(EXP_VELOCITY,0);
	velocity[1] = crandom_b()*BFIXED(EXP_VELOCITY,0);
	velocity[2] = BFIXED(EXP_JUMP,0) + crandom_b()*BFIXED(EXP_VELOCITY,0);
	CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );

	VectorCopy( playerOrigin, origin );
	velocity[0] = crandom_b()*BFIXED(EXP_VELOCITY,0);
	velocity[1] = crandom_b()*BFIXED(EXP_VELOCITY,0);
	velocity[2] = BFIXED(EXP_JUMP,0) + crandom_b()*BFIXED(EXP_VELOCITY,0);
	CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );

	VectorCopy( playerOrigin, origin );
	velocity[0] = crandom_b()*BFIXED(EXP_VELOCITY,0)*BFIXED(1,5);
	velocity[1] = crandom_b()*BFIXED(EXP_VELOCITY,0)*BFIXED(1,5);
	velocity[2] = BFIXED(EXP_JUMP,0) + crandom_b()*BFIXED(EXP_VELOCITY,0);
	CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );

	VectorCopy( playerOrigin, origin );
	velocity[0] = crandom_b()*BFIXED(EXP_VELOCITY,0)*BFIXED(2,0);
	velocity[1] = crandom_b()*BFIXED(EXP_VELOCITY,0)*BFIXED(2,0);
	velocity[2] = BFIXED(EXP_JUMP,0) + crandom_b()*BFIXED(EXP_VELOCITY,0);
	CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );

	VectorCopy( playerOrigin, origin );
	velocity[0] = crandom_b()*BFIXED(EXP_VELOCITY,0)*BFIXED(2,5);
	velocity[1] = crandom_b()*BFIXED(EXP_VELOCITY,0)*BFIXED(2,5);
	velocity[2] = BFIXED(EXP_JUMP,0) + crandom_b()*BFIXED(EXP_VELOCITY,0);
	CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
}