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-rw-r--r--code/cgame/cg_localents.c886
1 files changed, 886 insertions, 0 deletions
diff --git a/code/cgame/cg_localents.c b/code/cgame/cg_localents.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+
+// cg_localents.c -- every frame, generate renderer commands for locally
+// processed entities, like smoke puffs, gibs, shells, etc.
+
+#include "cg_local.h"
+
+#define MAX_LOCAL_ENTITIES 512
+localEntity_t cg_localEntities[MAX_LOCAL_ENTITIES];
+localEntity_t cg_activeLocalEntities; // double linked list
+localEntity_t *cg_freeLocalEntities; // single linked list
+
+/*
+===================
+CG_InitLocalEntities
+
+This is called at startup and for tournement restarts
+===================
+*/
+void CG_InitLocalEntities( void ) {
+ int i;
+
+ memset( cg_localEntities, 0, sizeof( cg_localEntities ) );
+ cg_activeLocalEntities.next = &cg_activeLocalEntities;
+ cg_activeLocalEntities.prev = &cg_activeLocalEntities;
+ cg_freeLocalEntities = cg_localEntities;
+ for ( i = 0 ; i < MAX_LOCAL_ENTITIES - 1 ; i++ ) {
+ cg_localEntities[i].next = &cg_localEntities[i+1];
+ }
+}
+
+
+/*
+==================
+CG_FreeLocalEntity
+==================
+*/
+void CG_FreeLocalEntity( localEntity_t *le ) {
+ if ( !le->prev ) {
+ CG_Error( "CG_FreeLocalEntity: not active" );
+ }
+
+ // remove from the doubly linked active list
+ le->prev->next = le->next;
+ le->next->prev = le->prev;
+
+ // the free list is only singly linked
+ le->next = cg_freeLocalEntities;
+ cg_freeLocalEntities = le;
+}
+
+/*
+===================
+CG_AllocLocalEntity
+
+Will allways succeed, even if it requires freeing an old active entity
+===================
+*/
+localEntity_t *CG_AllocLocalEntity( void ) {
+ localEntity_t *le;
+
+ if ( !cg_freeLocalEntities ) {
+ // no free entities, so free the one at the end of the chain
+ // remove the oldest active entity
+ CG_FreeLocalEntity( cg_activeLocalEntities.prev );
+ }
+
+ le = cg_freeLocalEntities;
+ cg_freeLocalEntities = cg_freeLocalEntities->next;
+
+ memset( le, 0, sizeof( *le ) );
+
+ // link into the active list
+ le->next = cg_activeLocalEntities.next;
+ le->prev = &cg_activeLocalEntities;
+ cg_activeLocalEntities.next->prev = le;
+ cg_activeLocalEntities.next = le;
+ return le;
+}
+
+
+/*
+====================================================================================
+
+FRAGMENT PROCESSING
+
+A fragment localentity interacts with the environment in some way (hitting walls),
+or generates more localentities along a trail.
+
+====================================================================================
+*/
+
+/*
+================
+CG_BloodTrail
+
+Leave expanding blood puffs behind gibs
+================
+*/
+void CG_BloodTrail( localEntity_t *le ) {
+ int t;
+ int t2;
+ int step;
+ vec3_t newOrigin;
+ localEntity_t *blood;
+
+ step = 150;
+ t = step * ( (cg.time - cg.frametime + step ) / step );
+ t2 = step * ( cg.time / step );
+
+ for ( ; t <= t2; t += step ) {
+ BG_EvaluateTrajectory( &le->pos, t, newOrigin );
+
+ blood = CG_SmokePuff( newOrigin, vec3_origin,
+ 20, // radius
+ 1, 1, 1, 1, // color
+ 2000, // trailTime
+ t, // startTime
+ 0, // fadeInTime
+ 0, // flags
+ cgs.media.bloodTrailShader );
+ // use the optimized version
+ blood->leType = LE_FALL_SCALE_FADE;
+ // drop a total of 40 units over its lifetime
+ blood->pos.trDelta[2] = 40;
+ }
+}
+
+
+/*
+================
+CG_FragmentBounceMark
+================
+*/
+void CG_FragmentBounceMark( localEntity_t *le, trace_t *trace ) {
+ int radius;
+
+ if ( le->leMarkType == LEMT_BLOOD ) {
+
+ radius = 16 + (rand()&31);
+ CG_ImpactMark( cgs.media.bloodMarkShader, trace->endpos, trace->plane.normal, random()*360,
+ 1,1,1,1, qtrue, radius, qfalse );
+ } else if ( le->leMarkType == LEMT_BURN ) {
+
+ radius = 8 + (rand()&15);
+ CG_ImpactMark( cgs.media.burnMarkShader, trace->endpos, trace->plane.normal, random()*360,
+ 1,1,1,1, qtrue, radius, qfalse );
+ }
+
+
+ // don't allow a fragment to make multiple marks, or they
+ // pile up while settling
+ le->leMarkType = LEMT_NONE;
+}
+
+/*
+================
+CG_FragmentBounceSound
+================
+*/
+void CG_FragmentBounceSound( localEntity_t *le, trace_t *trace ) {
+ if ( le->leBounceSoundType == LEBS_BLOOD ) {
+ // half the gibs will make splat sounds
+ if ( rand() & 1 ) {
+ int r = rand()&3;
+ sfxHandle_t s;
+
+ if ( r == 0 ) {
+ s = cgs.media.gibBounce1Sound;
+ } else if ( r == 1 ) {
+ s = cgs.media.gibBounce2Sound;
+ } else {
+ s = cgs.media.gibBounce3Sound;
+ }
+ trap_S_StartSound( trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, s );
+ }
+ } else if ( le->leBounceSoundType == LEBS_BRASS ) {
+
+ }
+
+ // don't allow a fragment to make multiple bounce sounds,
+ // or it gets too noisy as they settle
+ le->leBounceSoundType = LEBS_NONE;
+}
+
+
+/*
+================
+CG_ReflectVelocity
+================
+*/
+void CG_ReflectVelocity( localEntity_t *le, trace_t *trace ) {
+ vec3_t velocity;
+ float dot;
+ int hitTime;
+
+ // reflect the velocity on the trace plane
+ hitTime = cg.time - cg.frametime + cg.frametime * trace->fraction;
+ BG_EvaluateTrajectoryDelta( &le->pos, hitTime, velocity );
+ dot = DotProduct( velocity, trace->plane.normal );
+ VectorMA( velocity, -2*dot, trace->plane.normal, le->pos.trDelta );
+
+ VectorScale( le->pos.trDelta, le->bounceFactor, le->pos.trDelta );
+
+ VectorCopy( trace->endpos, le->pos.trBase );
+ le->pos.trTime = cg.time;
+
+
+ // check for stop, making sure that even on low FPS systems it doesn't bobble
+ if ( trace->allsolid ||
+ ( trace->plane.normal[2] > 0 &&
+ ( le->pos.trDelta[2] < 40 || le->pos.trDelta[2] < -cg.frametime * le->pos.trDelta[2] ) ) ) {
+ le->pos.trType = TR_STATIONARY;
+ } else {
+
+ }
+}
+
+/*
+================
+CG_AddFragment
+================
+*/
+void CG_AddFragment( localEntity_t *le ) {
+ vec3_t newOrigin;
+ trace_t trace;
+
+ if ( le->pos.trType == TR_STATIONARY ) {
+ // sink into the ground if near the removal time
+ int t;
+ float oldZ;
+
+ t = le->endTime - cg.time;
+ if ( t < SINK_TIME ) {
+ // we must use an explicit lighting origin, otherwise the
+ // lighting would be lost as soon as the origin went
+ // into the ground
+ VectorCopy( le->refEntity.origin, le->refEntity.lightingOrigin );
+ le->refEntity.renderfx |= RF_LIGHTING_ORIGIN;
+ oldZ = le->refEntity.origin[2];
+ le->refEntity.origin[2] -= 16 * ( 1.0 - (float)t / SINK_TIME );
+ trap_R_AddRefEntityToScene( &le->refEntity );
+ le->refEntity.origin[2] = oldZ;
+ } else {
+ trap_R_AddRefEntityToScene( &le->refEntity );
+ }
+
+ return;
+ }
+
+ // calculate new position
+ BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin );
+
+ // trace a line from previous position to new position
+ CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID );
+ if ( trace.fraction == 1.0 ) {
+ // still in free fall
+ VectorCopy( newOrigin, le->refEntity.origin );
+
+ if ( le->leFlags & LEF_TUMBLE ) {
+ vec3_t angles;
+
+ BG_EvaluateTrajectory( &le->angles, cg.time, angles );
+ AnglesToAxis( angles, le->refEntity.axis );
+ }
+
+ trap_R_AddRefEntityToScene( &le->refEntity );
+
+ // add a blood trail
+ if ( le->leBounceSoundType == LEBS_BLOOD ) {
+ CG_BloodTrail( le );
+ }
+
+ return;
+ }
+
+ // if it is in a nodrop zone, remove it
+ // this keeps gibs from waiting at the bottom of pits of death
+ // and floating levels
+ if ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
+ CG_FreeLocalEntity( le );
+ return;
+ }
+
+ // leave a mark
+ CG_FragmentBounceMark( le, &trace );
+
+ // do a bouncy sound
+ CG_FragmentBounceSound( le, &trace );
+
+ // reflect the velocity on the trace plane
+ CG_ReflectVelocity( le, &trace );
+
+ trap_R_AddRefEntityToScene( &le->refEntity );
+}
+
+/*
+=====================================================================
+
+TRIVIAL LOCAL ENTITIES
+
+These only do simple scaling or modulation before passing to the renderer
+=====================================================================
+*/
+
+/*
+====================
+CG_AddFadeRGB
+====================
+*/
+void CG_AddFadeRGB( localEntity_t *le ) {
+ refEntity_t *re;
+ float c;
+
+ re = &le->refEntity;
+
+ 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;
+
+ trap_R_AddRefEntityToScene( re );
+}
+
+/*
+==================
+CG_AddMoveScaleFade
+==================
+*/
+static void CG_AddMoveScaleFade( localEntity_t *le ) {
+ refEntity_t *re;
+ float c;
+ vec3_t delta;
+ float len;
+
+ re = &le->refEntity;
+
+ if ( le->fadeInTime > le->startTime && cg.time < le->fadeInTime ) {
+ // fade / grow time
+ c = 1.0 - (float) ( le->fadeInTime - cg.time ) / ( le->fadeInTime - le->startTime );
+ }
+ else {
+ // fade / grow time
+ c = ( le->endTime - cg.time ) * le->lifeRate;
+ }
+
+ re->shaderRGBA[3] = 0xff * c * le->color[3];
+
+ if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) {
+ re->radius = le->radius * ( 1.0 - c ) + 8;
+ }
+
+ BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
+
+ // 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_AddScaleFade
+
+For rocket smokes that hang in place, fade out, and are
+removed if the view passes through them.
+There are often many of these, so it needs to be simple.
+===================
+*/
+static void CG_AddScaleFade( localEntity_t *le ) {
+ refEntity_t *re;
+ float c;
+ vec3_t delta;
+ float len;
+
+ re = &le->refEntity;
+
+ // fade / grow time
+ c = ( le->endTime - cg.time ) * le->lifeRate;
+
+ re->shaderRGBA[3] = 0xff * c * le->color[3];
+ re->radius = le->radius * ( 1.0 - c ) + 8;
+
+ // 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_AddFallScaleFade
+
+This is just an optimized CG_AddMoveScaleFade
+For blood mists that drift down, fade out, and are
+removed if the view passes through them.
+There are often 100+ of these, so it needs to be simple.
+=================
+*/
+static void CG_AddFallScaleFade( localEntity_t *le ) {
+ refEntity_t *re;
+ float c;
+ vec3_t delta;
+ float len;
+
+ re = &le->refEntity;
+
+ // 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
+ }
+ }
+}
+
+
+
+