?? cl_newfx.c
字號:
d = crand()*M_PI;
c = cos(d)*30;
s = sin(d)*30;
p->alpha = 1.0;
p->alphavel = -5.0 / (1+frand());
p->color = 223 - (rand()&7);
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j];
}
VectorScale (vec, 450, p->vel);
VectorMA (p->vel, c, right, p->vel);
VectorMA (p->vel, s, up, p->vel);
}
/*
ltime = (float) cl.time/1000.0;
start_pt = fmod(ltime*16.0,step);
VectorMA (move, start_pt, vec, move);
VectorScale (vec, step, vec);
// Com_Printf ("%f\n", ltime);
rstep = M_PI/12.0;
for (i=start_pt ; i<len ; i+=step)
{
if (i>step*5) // don't bother after the 5th ring
break;
for (rot = 0; rot < M_PI*2; rot += rstep)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
VectorClear (p->accel);
// rot+= fmod(ltime, 12.0)*M_PI;
// c = cos(rot)/2.0;
// s = sin(rot)/2.0;
c = cos(rot)/1.5;
s = sin(rot)/1.5;
// trim it so it looks like it's starting at the origin
if (i < 10)
{
VectorScale (right, c*(i/10.0), dir);
VectorMA (dir, s*(i/10.0), up, dir);
}
else
{
VectorScale (right, c, dir);
VectorMA (dir, s, up, dir);
}
p->alpha = 0.5;
// p->alphavel = -1.0 / (1+frand()*0.2);
p->alphavel = -1000.0;
// p->color = 0x74 + (rand()&7);
p->color = 223 - (rand()&7);
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j] + dir[j]*3;
// p->vel[j] = dir[j]*6;
p->vel[j] = 0;
}
}
VectorAdd (move, vec, move);
}
*/
}
#endif
/*
===============
CL_ParticleSteamEffect
Puffs with velocity along direction, with some randomness thrown in
===============
*/
void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude)
{
int i, j;
cparticle_t *p;
float d;
vec3_t r, u;
// vectoangles2 (dir, angle_dir);
// AngleVectors (angle_dir, f, r, u);
MakeNormalVectors (dir, r, u);
for (i=0 ; i<count ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = color + (rand()&7);
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + magnitude*0.1*crand();
// p->vel[j] = dir[j]*magnitude;
}
VectorScale (dir, magnitude, p->vel);
d = crand()*magnitude/3;
VectorMA (p->vel, d, r, p->vel);
d = crand()*magnitude/3;
VectorMA (p->vel, d, u, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY/2;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.5 + frand()*0.3);
}
}
void CL_ParticleSteamEffect2 (cl_sustain_t *self)
//vec3_t org, vec3_t dir, int color, int count, int magnitude)
{
int i, j;
cparticle_t *p;
float d;
vec3_t r, u;
vec3_t dir;
// vectoangles2 (dir, angle_dir);
// AngleVectors (angle_dir, f, r, u);
VectorCopy (self->dir, dir);
MakeNormalVectors (dir, r, u);
for (i=0 ; i<self->count ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = self->color + (rand()&7);
for (j=0 ; j<3 ; j++)
{
p->org[j] = self->org[j] + self->magnitude*0.1*crand();
// p->vel[j] = dir[j]*magnitude;
}
VectorScale (dir, self->magnitude, p->vel);
d = crand()*self->magnitude/3;
VectorMA (p->vel, d, r, p->vel);
d = crand()*self->magnitude/3;
VectorMA (p->vel, d, u, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY/2;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.5 + frand()*0.3);
}
self->nextthink += self->thinkinterval;
}
/*
===============
CL_TrackerTrail
===============
*/
void CL_TrackerTrail (vec3_t start, vec3_t end, int particleColor)
{
vec3_t move;
vec3_t vec;
vec3_t forward,right,up,angle_dir;
float len;
int j;
cparticle_t *p;
int dec;
float dist;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
VectorCopy(vec, forward);
vectoangles2 (forward, angle_dir);
AngleVectors (angle_dir, forward, right, up);
dec = 3;
VectorScale (vec, 3, vec);
// FIXME: this is a really silly way to have a loop
while (len > 0)
{
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 1.0;
p->alphavel = -2.0;
p->color = particleColor;
dist = DotProduct(move, forward);
VectorMA(move, 8 * cos(dist), up, p->org);
for (j=0 ; j<3 ; j++)
{
// p->org[j] = move[j] + crand();
p->vel[j] = 0;
p->accel[j] = 0;
}
p->vel[2] = 5;
VectorAdd (move, vec, move);
}
}
void CL_Tracker_Shell(vec3_t origin)
{
vec3_t dir;
int i;
cparticle_t *p;
for(i=0;i<300;i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 1.0;
p->alphavel = INSTANT_PARTICLE;
p->color = 0;
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(origin, 40, dir, p->org);
}
}
void CL_MonsterPlasma_Shell(vec3_t origin)
{
vec3_t dir;
int i;
cparticle_t *p;
for(i=0;i<40;i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 1.0;
p->alphavel = INSTANT_PARTICLE;
p->color = 0xe0;
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(origin, 10, dir, p->org);
// VectorMA(origin, 10*(((rand () & 0x7fff) / ((float)0x7fff))), dir, p->org);
}
}
void CL_Widowbeamout (cl_sustain_t *self)
{
vec3_t dir;
int i;
cparticle_t *p;
static int colortable[4] = {2*8,13*8,21*8,18*8};
float ratio;
ratio = 1.0 - (((float)self->endtime - (float)cl.time)/2100.0);
for(i=0;i<300;i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 1.0;
p->alphavel = INSTANT_PARTICLE;
p->color = colortable[rand()&3];
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(self->org, (45.0 * ratio), dir, p->org);
// VectorMA(origin, 10*(((rand () & 0x7fff) / ((float)0x7fff))), dir, p->org);
}
}
void CL_Nukeblast (cl_sustain_t *self)
{
vec3_t dir;
int i;
cparticle_t *p;
static int colortable[4] = {110, 112, 114, 116};
float ratio;
ratio = 1.0 - (((float)self->endtime - (float)cl.time)/1000.0);
for(i=0;i<700;i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 1.0;
p->alphavel = INSTANT_PARTICLE;
p->color = colortable[rand()&3];
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(self->org, (200.0 * ratio), dir, p->org);
// VectorMA(origin, 10*(((rand () & 0x7fff) / ((float)0x7fff))), dir, p->org);
}
}
void CL_WidowSplash (vec3_t org)
{
static int colortable[4] = {2*8,13*8,21*8,18*8};
int i;
cparticle_t *p;
vec3_t dir;
for (i=0 ; i<256 ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = colortable[rand()&3];
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(org, 45.0, dir, p->org);
VectorMA(vec3_origin, 40.0, dir, p->vel);
p->accel[0] = p->accel[1] = 0;
p->alpha = 1.0;
p->alphavel = -0.8 / (0.5 + frand()*0.3);
}
}
void CL_Tracker_Explode(vec3_t origin)
{
vec3_t dir, backdir;
int i;
cparticle_t *p;
for(i=0;i<300;i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 1.0;
p->alphavel = -1.0;
p->color = 0;
dir[0] = crand();
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorScale(dir, -1, backdir);
VectorMA(origin, 64, dir, p->org);
VectorScale(backdir, 64, p->vel);
}
}
/*
===============
CL_TagTrail
===============
*/
void CL_TagTrail (vec3_t start, vec3_t end, float color)
{
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
int dec;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
dec = 5;
VectorScale (vec, 5, vec);
while (len >= 0)
{
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.8+frand()*0.2);
p->color = color;
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j] + crand()*16;
p->vel[j] = crand()*5;
p->accel[j] = 0;
}
VectorAdd (move, vec, move);
}
}
/*
===============
CL_ColorExplosionParticles
===============
*/
void CL_ColorExplosionParticles (vec3_t org, int color, int run)
{
int i, j;
cparticle_t *p;
for (i=0 ; i<128 ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = color + (rand() % run);
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%256)-128;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -0.4 / (0.6 + frand()*0.2);
}
}
/*
===============
CL_ParticleSmokeEffect - like the steam effect, but unaffected by gravity
===============
*/
void CL_ParticleSmokeEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude)
{
int i, j;
cparticle_t *p;
float d;
vec3_t r, u;
MakeNormalVectors (dir, r, u);
for (i=0 ; i<count ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = color + (rand()&7);
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + magnitude*0.1*crand();
// p->vel[j] = dir[j]*magnitude;
}
VectorScale (dir, magnitude, p->vel);
d = crand()*magnitude/3;
VectorMA (p->vel, d, r, p->vel);
d = crand()*magnitude/3;
VectorMA (p->vel, d, u, p->vel);
p->accel[0] = p->accel[1] = p->accel[2] = 0;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.5 + frand()*0.3);
}
}
/*
===============
CL_BlasterParticles2
Wall impact puffs (Green)
===============
*/
void CL_BlasterParticles2 (vec3_t org, vec3_t dir, unsigned int color)
{
int i, j;
cparticle_t *p;
float d;
int count;
count = 40;
for (i=0 ; i<count ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = color + (rand()&7);
d = rand()&15;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
p->vel[j] = dir[j] * 30 + crand()*40;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.5 + frand()*0.3);
}
}
/*
===============
CL_BlasterTrail2
Green!
===============
*/
void CL_BlasterTrail2 (vec3_t start, vec3_t end)
{
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
int dec;
VectorCopy (start, move);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
dec = 5;
VectorScale (vec, 5, vec);
// FIXME: this is a really silly way to have a loop
while (len > 0)
{
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = cl.time;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.3+frand()*0.2);
p->color = 0xd0;
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j] + crand();
p->vel[j] = crand()*5;
p->accel[j] = 0;
}
VectorAdd (move, vec, move);
}
}
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