diff options
author | Michael Levin <risujin@fastmail.fm> | 2009-10-03 11:17:25 +0000 |
---|---|---|
committer | Tim Angus <tim@ngus.net> | 2013-01-03 00:14:50 +0000 |
commit | 6916f8fb5d3a19bf0bdfb84948b19445954306d9 (patch) | |
tree | 464c47a1e3655dae4cd2c6d307ece5d8ba2fef6b /src/cgame/cg_local.h | |
parent | 2765a1c4a871cd9d34e5b6fce1e3c419a8e4dd6a (diff) |
* I'm sick of entering \give 9999 every time I need to test something. Whenever cheats are enabled, players spawn with half-full credits.
* Reactor used to deal more damage to each Alien when multiple Aliens attacked it, fixed to ONE radius damage call.
Extensive visual modifications to Mass Driver:
* Added a short, briefly-displayed pseudo-trail
* Impact system modified to have a large impact sprite and otherwise be more consistent with Lasgun
* Added several files for the trail and shader
* Firing code modified to generate visually correct trails and impact positions
* Added a new event for Mass Driver trails, doubles as impact event to save bandwidth
The Mass Driver trail extends from the gun rather than the muzzle to be more visually realistic. Shooting it from the muzzle prevents you from even seeing the trail and in 3rd person looks very wrong. The downside to the shifted origin is that the impact positions (multiple hits only) are not aligned with the beam. Had to add a good bit of complicated, mathy code to generate impact events in visually accurate locations. Looks damn good though.
Diffstat (limited to 'src/cgame/cg_local.h')
-rw-r--r-- | src/cgame/cg_local.h | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h index 50381ff2..00ddb519 100644 --- a/src/cgame/cg_local.h +++ b/src/cgame/cg_local.h @@ -459,7 +459,7 @@ typedef struct baseTrailBeam_s // the time it takes for a beam to fade out (double attached only) int fadeOutTime; - + char shaderName[ MAX_QPATH ]; qhandle_t shader; @@ -488,6 +488,7 @@ typedef struct baseTrailSystem_s baseTrailBeam_t *beams[ MAX_BEAMS_PER_SYSTEM ]; int numBeams; + int lifeTime; qboolean thirdPersonOnly; qboolean registered; //whether or not the assets for this trail have been loaded } baseTrailSystem_t; @@ -499,6 +500,7 @@ typedef struct trailSystem_s attachment_t frontAttachment; attachment_t backAttachment; + int birthTime; int destroyTime; qboolean valid; } trailSystem_t; @@ -1252,6 +1254,7 @@ typedef struct qhandle_t humanBleedPS; qhandle_t teslaZapTS; + qhandle_t massDriverTS; sfxHandle_t lCannonWarningSound; @@ -1700,6 +1703,7 @@ void CG_MissileHitWall( weapon_t weapon, weaponMode_t weaponMode, int cli void CG_MissileHitPlayer( weapon_t weapon, weaponMode_t weaponMode, vec3_t origin, vec3_t dir, int entityNum ); void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum ); void CG_ShotgunFire( entityState_t *es ); +void CG_MassDriverFire( entityState_t *es ); void CG_AddViewWeapon (playerState_t *ps); void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent ); |