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authorTim Angus <tim@ngus.net>2002-06-24 16:29:10 +0000
committerTim Angus <tim@ngus.net>2002-06-24 16:29:10 +0000
commitb3975d50421dcfe1c56aae165d2ac3329c02fc06 (patch)
tree240ab0554e306f4e41b47372ed1e218be53aec70
parentc37938cbbd38597caeda1f05f7b36b0c03f2c27e (diff)
Fancy teslagen effects
-rw-r--r--src/cgame/cg_event.c2
-rw-r--r--src/cgame/cg_local.h7
-rw-r--r--src/cgame/cg_weapons.c40
-rw-r--r--src/game/g_weapon.c12
4 files changed, 25 insertions, 36 deletions
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index 1a28c2a8..b3c05a66 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -959,7 +959,7 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
case EV_TESLATRAIL:
DEBUGNAME("EV_TESLATRAIL");
cent->currentState.weapon = WP_TESLAGEN;
- CG_TeslaTrail( es->origin2, es->pos.trBase );
+ CG_TeslaTrail( es->origin2, es->pos.trBase, es->generic1, es->clientNum );
break;
case EV_BULLET_HIT_WALL:
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h
index 184c3830..c836040a 100644
--- a/src/cgame/cg_local.h
+++ b/src/cgame/cg_local.h
@@ -291,6 +291,11 @@ typedef struct localEntity_s {
qboolean overdraw;
qboolean realLight;
int sortKey;
+
+ //TA: lightning bolt endpoint entities
+ int srcENum, destENum;
+ int vOffset;
+ int maxRange;
} localEntity_t;
//======================================================================
@@ -1472,7 +1477,7 @@ void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean fles
void CG_LasGunHit( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum );
void CG_RailTrail( vec3_t start, vec3_t end );
-void CG_TeslaTrail( vec3_t start, vec3_t end );
+void CG_TeslaTrail( vec3_t start, vec3_t end, int srcENum, int destENum );
void CG_GrappleTrail( centity_t *ent, const weaponInfo_t *wi );
void CG_AddViewWeapon (playerState_t *ps);
void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent );
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 0c24001a..8909285b 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -283,43 +283,11 @@ void CG_RailTrail( vec3_t start, vec3_t end )
CG_TeslaTrail
==========================
*/
-void CG_TeslaTrail( vec3_t start, vec3_t end )
+void CG_TeslaTrail( vec3_t start, vec3_t end, int srcENum, int destENum )
{
localEntity_t *le;
refEntity_t *re;
-
-/* start[ 2 ] += 12; //nudge up a bit so the bolt comes from the sphere
-
- //add a bunch of bolt segments
- le = CG_AllocLocalEntity();
- re = &le->refEntity;
-
- le->leType = LE_FADE_RGB;
- le->startTime = cg.time;
- le->endTime = cg.time + cg_teslaTrailTime.value;
- le->lifeRate = 1.0 / ( le->endTime - le->startTime );
-
- re->shaderTime = cg.time / 1000.0f;
- re->reType = RT_RAIL_CORE;
- re->customShader = cgs.media.lightningShader;
-
- VectorCopy( start, re->origin );
- VectorCopy( end, re->oldorigin );
-
- re->shaderRGBA[0] = 255;
- re->shaderRGBA[1] = 255;
- re->shaderRGBA[2] = 255;
- re->shaderRGBA[3] = 255;
-
- le->color[0] = 1.0f;
- le->color[1] = 1.0f;
- le->color[2] = 1.0f;
- le->color[3] = 1.0f;
-
- AxisClear( re->axis );*/
- start[ 2 ] += 12; //nudge up a bit so the bolt comes from the sphere
-
//add a bunch of bolt segments
le = CG_AllocLocalEntity();
re = &le->refEntity;
@@ -328,6 +296,12 @@ void CG_TeslaTrail( vec3_t start, vec3_t end )
le->startTime = cg.time;
le->endTime = cg.time + cg_teslaTrailTime.value;
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
+ re->customShader = cgs.media.lightningShader;
+
+ le->srcENum = srcENum;
+ le->destENum = destENum;
+ le->vOffset = 28;
+ le->maxRange = BG_FindRangeForBuildable( BA_H_DEF3 );
VectorCopy( start, re->origin );
VectorCopy( end, re->oldorigin );
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index a9021350..85acdf64 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -381,8 +381,12 @@ void teslaFire( gentity_t *ent )
tent = G_TempEntity( tr.endpos, EV_TESLATRAIL );
VectorCopy( muzzle, tent->s.origin2 );
+
+ tent->s.generic1 = ent->s.number; //src
+ tent->s.clientNum = traceEnt->s.number; //dest
+
// move origin a bit to come closer to the drawn gun muzzle
- VectorMA( tent->s.origin2, 16, up, tent->s.origin2 );
+ VectorMA( tent->s.origin2, 28, up, tent->s.origin2 );
// no explosion at end if SURF_NOIMPACT, but still make the trail
if( tr.surfaceFlags & SURF_NOIMPACT )
@@ -770,6 +774,9 @@ void areaZapFire( gentity_t *ent )
tent = G_TempEntity( enemy->s.pos.trBase, EV_TESLATRAIL );
VectorCopy( muzzle, tent->s.origin2 );
+
+ tent->s.generic1 = ent->s.number; //src
+ tent->s.clientNum = enemy->s.number; //dest
}
}
@@ -808,6 +815,9 @@ void directZapFire( gentity_t *ent )
VectorCopy( muzzle, tent->s.origin2 );
+ tent->s.generic1 = ent->s.number; //src
+ tent->s.clientNum = -1; //dest
+
// no explosion at end if SURF_NOIMPACT, but still make the trail
if( tr.surfaceFlags & SURF_NOIMPACT )
tent->s.eventParm = 255; // don't make the explosion at the end