📄 cg_localents.c
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// fade time
c = ( le->endTime - cg.time ) * le->lifeRate;
re->shaderRGBA[3] = 0xff * c * le->color[3];
re->origin[2] = le->pos.trBase[2] - ( 1.0 - c ) * le->pos.trDelta[2];
re->radius = le->radius * ( 1.0 - c ) + 16;
// if the view would be "inside" the sprite, kill the sprite
// so it doesn't add too much overdraw
VectorSubtract( re->origin, cg.refdef.vieworg, delta );
len = VectorLength( delta );
if ( len < le->radius ) {
CG_FreeLocalEntity( le );
return;
}
trap_R_AddRefEntityToScene( re );
}
/*
================
CG_AddExplosion
================
*/
static void CG_AddExplosion( localEntity_t *ex ) {
refEntity_t *ent;
ent = &ex->refEntity;
// add the entity
trap_R_AddRefEntityToScene(ent);
// add the dlight
if ( ex->light ) {
float light;
light = (float)( cg.time - ex->startTime ) / ( ex->endTime - ex->startTime );
if ( light < 0.5 ) {
light = 1.0;
} else {
light = 1.0 - ( light - 0.5 ) * 2;
}
light = ex->light * light;
trap_R_AddLightToScene(ent->origin, light, ex->lightColor[0], ex->lightColor[1], ex->lightColor[2] );
}
}
/*
================
CG_AddSpriteExplosion
================
*/
static void CG_AddSpriteExplosion( localEntity_t *le ) {
refEntity_t re;
float c;
re = le->refEntity;
c = ( le->endTime - cg.time ) / ( float ) ( le->endTime - le->startTime );
if ( c > 1 ) {
c = 1.0; // can happen during connection problems
}
re.shaderRGBA[0] = 0xff;
re.shaderRGBA[1] = 0xff;
re.shaderRGBA[2] = 0xff;
re.shaderRGBA[3] = 0xff * c * 0.33;
re.reType = RT_SPRITE;
re.radius = 42 * ( 1.0 - c ) + 30;
trap_R_AddRefEntityToScene( &re );
// add the dlight
if ( le->light ) {
float light;
light = (float)( cg.time - le->startTime ) / ( le->endTime - le->startTime );
if ( light < 0.5 ) {
light = 1.0;
} else {
light = 1.0 - ( light - 0.5 ) * 2;
}
light = le->light * light;
trap_R_AddLightToScene(re.origin, light, le->lightColor[0], le->lightColor[1], le->lightColor[2] );
}
}
#ifdef MISSIONPACK
/*
====================
CG_AddKamikaze
====================
*/
void CG_AddKamikaze( localEntity_t *le ) {
refEntity_t *re;
refEntity_t shockwave;
float c;
vec3_t test, axis[3];
int t;
re = &le->refEntity;
t = cg.time - le->startTime;
VectorClear( test );
AnglesToAxis( test, axis );
if (t > KAMI_SHOCKWAVE_STARTTIME && t < KAMI_SHOCKWAVE_ENDTIME) {
if (!(le->leFlags & LEF_SOUND1)) {
// trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeExplodeSound );
trap_S_StartLocalSound(cgs.media.kamikazeExplodeSound, CHAN_AUTO);
le->leFlags |= LEF_SOUND1;
}
// 1st kamikaze shockwave
memset(&shockwave, 0, sizeof(shockwave));
shockwave.hModel = cgs.media.kamikazeShockWave;
shockwave.reType = RT_MODEL;
shockwave.shaderTime = re->shaderTime;
VectorCopy(re->origin, shockwave.origin);
c = (float)(t - KAMI_SHOCKWAVE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVE_STARTTIME);
VectorScale( axis[0], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] );
VectorScale( axis[1], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] );
VectorScale( axis[2], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] );
shockwave.nonNormalizedAxes = qtrue;
if (t > KAMI_SHOCKWAVEFADE_STARTTIME) {
c = (float)(t - KAMI_SHOCKWAVEFADE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVEFADE_STARTTIME);
}
else {
c = 0;
}
c *= 0xff;
shockwave.shaderRGBA[0] = 0xff - c;
shockwave.shaderRGBA[1] = 0xff - c;
shockwave.shaderRGBA[2] = 0xff - c;
shockwave.shaderRGBA[3] = 0xff - c;
trap_R_AddRefEntityToScene( &shockwave );
}
if (t > KAMI_EXPLODE_STARTTIME && t < KAMI_IMPLODE_ENDTIME) {
// explosion and implosion
c = ( le->endTime - cg.time ) * le->lifeRate;
c *= 0xff;
re->shaderRGBA[0] = le->color[0] * c;
re->shaderRGBA[1] = le->color[1] * c;
re->shaderRGBA[2] = le->color[2] * c;
re->shaderRGBA[3] = le->color[3] * c;
if( t < KAMI_IMPLODE_STARTTIME ) {
c = (float)(t - KAMI_EXPLODE_STARTTIME) / (float)(KAMI_IMPLODE_STARTTIME - KAMI_EXPLODE_STARTTIME);
}
else {
if (!(le->leFlags & LEF_SOUND2)) {
// trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeImplodeSound );
trap_S_StartLocalSound(cgs.media.kamikazeImplodeSound, CHAN_AUTO);
le->leFlags |= LEF_SOUND2;
}
c = (float)(KAMI_IMPLODE_ENDTIME - t) / (float) (KAMI_IMPLODE_ENDTIME - KAMI_IMPLODE_STARTTIME);
}
VectorScale( axis[0], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[0] );
VectorScale( axis[1], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[1] );
VectorScale( axis[2], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[2] );
re->nonNormalizedAxes = qtrue;
trap_R_AddRefEntityToScene( re );
// add the dlight
trap_R_AddLightToScene( re->origin, c * 1000.0, 1.0, 1.0, c );
}
if (t > KAMI_SHOCKWAVE2_STARTTIME && t < KAMI_SHOCKWAVE2_ENDTIME) {
// 2nd kamikaze shockwave
if (le->angles.trBase[0] == 0 &&
le->angles.trBase[1] == 0 &&
le->angles.trBase[2] == 0) {
le->angles.trBase[0] = random() * 360;
le->angles.trBase[1] = random() * 360;
le->angles.trBase[2] = random() * 360;
}
else {
c = 0;
}
memset(&shockwave, 0, sizeof(shockwave));
shockwave.hModel = cgs.media.kamikazeShockWave;
shockwave.reType = RT_MODEL;
shockwave.shaderTime = re->shaderTime;
VectorCopy(re->origin, shockwave.origin);
test[0] = le->angles.trBase[0];
test[1] = le->angles.trBase[1];
test[2] = le->angles.trBase[2];
AnglesToAxis( test, axis );
c = (float)(t - KAMI_SHOCKWAVE2_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2_STARTTIME);
VectorScale( axis[0], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] );
VectorScale( axis[1], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] );
VectorScale( axis[2], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] );
shockwave.nonNormalizedAxes = qtrue;
if (t > KAMI_SHOCKWAVE2FADE_STARTTIME) {
c = (float)(t - KAMI_SHOCKWAVE2FADE_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2FADE_STARTTIME);
}
else {
c = 0;
}
c *= 0xff;
shockwave.shaderRGBA[0] = 0xff - c;
shockwave.shaderRGBA[1] = 0xff - c;
shockwave.shaderRGBA[2] = 0xff - c;
shockwave.shaderRGBA[3] = 0xff - c;
trap_R_AddRefEntityToScene( &shockwave );
}
}
/*
===================
CG_AddInvulnerabilityImpact
===================
*/
void CG_AddInvulnerabilityImpact( localEntity_t *le ) {
trap_R_AddRefEntityToScene( &le->refEntity );
}
/*
===================
CG_AddInvulnerabilityJuiced
===================
*/
void CG_AddInvulnerabilityJuiced( localEntity_t *le ) {
int t;
t = cg.time - le->startTime;
if ( t > 3000 ) {
le->refEntity.axis[0][0] = (float) 1.0 + 0.3 * (t - 3000) / 2000;
le->refEntity.axis[1][1] = (float) 1.0 + 0.3 * (t - 3000) / 2000;
le->refEntity.axis[2][2] = (float) 0.7 + 0.3 * (2000 - (t - 3000)) / 2000;
}
if ( t > 5000 ) {
le->endTime = 0;
CG_GibPlayer( le->refEntity.origin );
}
else {
trap_R_AddRefEntityToScene( &le->refEntity );
}
}
/*
===================
CG_AddRefEntity
===================
*/
void CG_AddRefEntity( localEntity_t *le ) {
if (le->endTime < cg.time) {
CG_FreeLocalEntity( le );
return;
}
trap_R_AddRefEntityToScene( &le->refEntity );
}
#endif
/*
===================
CG_AddScorePlum
===================
*/
#define NUMBER_SIZE 8
void CG_AddScorePlum( localEntity_t *le ) {
refEntity_t *re;
vec3_t origin, delta, dir, vec, up = {0, 0, 1};
float c, len;
int i, score, digits[10], numdigits, negative;
re = &le->refEntity;
c = ( le->endTime - cg.time ) * le->lifeRate;
score = le->radius;
if (score < 0) {
re->shaderRGBA[0] = 0xff;
re->shaderRGBA[1] = 0x11;
re->shaderRGBA[2] = 0x11;
}
else {
re->shaderRGBA[0] = 0xff;
re->shaderRGBA[1] = 0xff;
re->shaderRGBA[2] = 0xff;
if (score >= 50) {
re->shaderRGBA[1] = 0;
} else if (score >= 20) {
re->shaderRGBA[0] = re->shaderRGBA[1] = 0;
} else if (score >= 10) {
re->shaderRGBA[2] = 0;
} else if (score >= 2) {
re->shaderRGBA[0] = re->shaderRGBA[2] = 0;
}
}
if (c < 0.25)
re->shaderRGBA[3] = 0xff * 4 * c;
else
re->shaderRGBA[3] = 0xff;
re->radius = NUMBER_SIZE / 2;
VectorCopy(le->pos.trBase, origin);
origin[2] += 110 - c * 100;
VectorSubtract(cg.refdef.vieworg, origin, dir);
CrossProduct(dir, up, vec);
VectorNormalize(vec);
VectorMA(origin, -10 + 20 * sin(c * 2 * M_PI), vec, origin);
// if the view would be "inside" the sprite, kill the sprite
// so it doesn't add too much overdraw
VectorSubtract( origin, cg.refdef.vieworg, delta );
len = VectorLength( delta );
if ( len < 20 ) {
CG_FreeLocalEntity( le );
return;
}
negative = qfalse;
if (score < 0) {
negative = qtrue;
score = -score;
}
for (numdigits = 0; !(numdigits && !score); numdigits++) {
digits[numdigits] = score % 10;
score = score / 10;
}
if (negative) {
digits[numdigits] = 10;
numdigits++;
}
for (i = 0; i < numdigits; i++) {
VectorMA(origin, (float) (((float) numdigits / 2) - i) * NUMBER_SIZE, vec, re->origin);
re->customShader = cgs.media.numberShaders[digits[numdigits-1-i]];
trap_R_AddRefEntityToScene( re );
}
}
//==============================================================================
/*
===================
CG_AddLocalEntities
===================
*/
void CG_AddLocalEntities( void ) {
localEntity_t *le, *next;
// walk the list backwards, so any new local entities generated
// (trails, marks, etc) will be present this frame
le = cg_activeLocalEntities.prev;
for ( ; le != &cg_activeLocalEntities ; le = next ) {
// grab next now, so if the local entity is freed we
// still have it
next = le->prev;
if ( cg.time >= le->endTime ) {
CG_FreeLocalEntity( le );
continue;
}
switch ( le->leType ) {
default:
CG_Error( "Bad leType: %i", le->leType );
break;
case LE_MARK:
break;
case LE_SPRITE_EXPLOSION:
CG_AddSpriteExplosion( le );
break;
case LE_EXPLOSION:
CG_AddExplosion( le );
break;
case LE_FRAGMENT: // gibs and brass
CG_AddFragment( le );
break;
case LE_MOVE_SCALE_FADE: // water bubbles
CG_AddMoveScaleFade( le );
break;
case LE_FADE_RGB: // teleporters, railtrails
CG_AddFadeRGB( le );
break;
case LE_FALL_SCALE_FADE: // gib blood trails
CG_AddFallScaleFade( le );
break;
case LE_SCALE_FADE: // rocket trails
CG_AddScaleFade( le );
break;
case LE_SCOREPLUM:
CG_AddScorePlum( le );
break;
#ifdef MISSIONPACK
case LE_KAMIKAZE:
CG_AddKamikaze( le );
break;
case LE_INVULIMPACT:
CG_AddInvulnerabilityImpact( le );
break;
case LE_INVULJUICED:
CG_AddInvulnerabilityJuiced( le );
break;
case LE_SHOWREFENTITY:
CG_AddRefEntity( le );
break;
#endif
}
}
}
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