diff options
Diffstat (limited to 'src/game/g_misc.c')
-rw-r--r-- | src/game/g_misc.c | 74 |
1 files changed, 56 insertions, 18 deletions
diff --git a/src/game/g_misc.c b/src/game/g_misc.c index a874d5b0..870b5144 100644 --- a/src/game/g_misc.c +++ b/src/game/g_misc.c @@ -70,24 +70,6 @@ void SP_light( gentity_t *self ) { G_FreeEntity( self ); } -//TA: position/colour/intensity calculating function -void ShineTorch( gentity_t *self ) -{ - vec3_t origin, angles; - - VectorCopy( self->parent->s.pos.trBase, origin ); - VectorCopy( self->parent->s.apos.trBase, angles ); - - G_SetOrigin( self, origin ); - - VectorCopy( angles, self->s.apos.trBase ); - - //so we can use the predicted values client side if available - self->s.clientNum = self->parent->s.number; - - trap_LinkEntity( self ); -} - /* @@ -356,3 +338,59 @@ void SP_shooter_grenade( gentity_t *ent ) { //InitShooter( ent, WP_GRENADE_LAUNCHER); } +/* +====================================================================== + + NEAT EFFECTS AND STUFF FOR TREMULOUS + +====================================================================== +*/ + +//TA: position/colour/intensity calculating function +void ShineTorch( gentity_t *self ) +{ + vec3_t origin, angles; + + VectorCopy( self->parent->s.pos.trBase, origin ); + VectorCopy( self->parent->s.apos.trBase, angles ); + + G_SetOrigin( self, origin ); + + VectorCopy( angles, self->s.apos.trBase ); + + //so we can use the predicted values client side if available + self->s.clientNum = self->parent->s.number; + + trap_LinkEntity( self ); +} + +void SP_spriter( gentity_t *self ) +{ + vec3_t accel; + + G_SetOrigin( self, self->s.origin ); + + VectorCopy( self->acceleration, self->s.origin2 ); + + self->s.time = (int)self->speed; + self->s.time2 = (int)self->wait; + self->s.powerups = (int)self->random; + self->s.angles2[ 0 ] = self->physicsBounce; + + self->s.modelindex = self->pos1[ 0 ]; + self->s.modelindex2 = self->pos1[ 1 ]; + + self->s.legsAnim = self->pos2[ 0 ]; + self->s.torsoAnim = self->pos2[ 1 ]; + + if( self->count > 0 ) + self->s.angles2[ 1 ] = ( 1000 / self->count ); + else + self->s.angles2[ 1 ] = 1000; + + self->s.weapon = G_ShaderIndex( self->targetShaderName ); + + self->s.eType = ET_SPRITER; + + trap_LinkEntity( self ); +} |