vec3_t worldmaxs;
vec3_t entitymins;
vec3_t entitymaxs;
+ vec3_t lastimpactorigin; // updated by physics code, used by gib blood stains
float bouncescale;
float airfrictionscale;
float gravityscale;
void (*framethink)(struct localentity_s *e);
//int solid;
//void (*touch)(struct localentity_s *self, struct localentity_s *other);
- //void (*touchnetwork)(struct *localentity_s *self);
+ void (*touchnetwork)(struct localentity_s *self);
cgdrawentity_t draw;
}
localentity_t;
{
bounce = DotProduct(e->velocity, impactnormal) * -e->bouncescale;
VectorMA(e->velocity, bounce, impactnormal, e->velocity);
- // FIXME: do some kind of touch code here if physentities get implemented
-
if (impactnormal[2] >= 0.7 && DotProduct(e->velocity, e->velocity) < 100*100)
{
VectorClear(e->velocity);
VectorClear(e->avelocity);
}
+
+ if (e->touchnetwork)
+ e->touchnetwork(e);
+ // FIXME: do some kind of touch code here if physentities get implemented
+
+ VectorCopy(impactpos, e->lastimpactorigin);
}
if (e->airfrictionscale)
}
static void explosiondebris_framethink(localentity_t *self)
+{
+ if (gametime > self->dietime)
+ {
+ self->draw.scale -= frametime * 3;
+ if (self->draw.scale < 0.05f)
+ {
+ entremove(self);
+ return;
+ }
+ }
+ phys_update(self);
+}
+
+static void gib_framethink(localentity_t *self)
{
if (gametime > self->dietime)
{
return;
}
}
+ /*
+ if (gametime > self->trailnexttime)
+ {
+ self->trailnexttime = gametime + 0.1f;
+ CGVM_BloodParticle(self->draw.origin, self->velocity);
+ }
+ */
phys_update(self);
}
+static void gib_touchnetwork(localentity_t *self)
+{
+ if (VectorDistance2(self->draw.origin, self->lastimpactorigin) >= 5*5)
+ CGVM_Stain(self->draw.origin, 64, 64, 24, 24, 48, 192, 48, 48, 48);
+}
+
static void net_explosion(unsigned char num)
{
int i;
}
}
+static void net_gibshower(unsigned char num)
+{
+ int i, count;
+ float r, velocityscale;
+ vec3_t org;
+ double time;
+ localentity_t *e;
+ // need the time to know when the gibs should fade
+ time = CGVM_Time();
+ // read the network data
+ count = CGVM_MSG_ReadByte();
+ velocityscale = CGVM_MSG_ReadByte() * 100;
+ readvector(org);
+
+ for (i = 0;i < count;i++)
+ {
+ e = entspawn();
+ if (!e)
+ return;
+
+ VectorCopy(org, e->draw.origin);
+ e->draw.angles[0] = CGVM_RandomRange(0, 360);
+ e->draw.angles[1] = CGVM_RandomRange(0, 360);
+ e->draw.angles[2] = CGVM_RandomRange(0, 360);
+ VectorRandom(e->velocity);
+ VectorScale(e->velocity, velocityscale, e->velocity);
+ e->velocity[2] -= cg_gravity * 0.1;
+ e->avelocity[0] = CGVM_RandomRange(0, 1440);
+ e->avelocity[1] = CGVM_RandomRange(0, 1440);
+ e->avelocity[2] = CGVM_RandomRange(0, 1440);
+ r = CGVM_RandomRange(0, 3);
+ if (r < 1)
+ e->draw.model = CGVM_Model("progs/gib1.mdl");
+ else if (r < 2)
+ e->draw.model = CGVM_Model("progs/gib2.mdl");
+ else
+ e->draw.model = CGVM_Model("progs/gib3.mdl");
+ e->draw.alpha = 1;
+ e->draw.scale = 1;
+ e->draw.frame1 = 0;
+ e->draw.frame2 = 0;
+ e->draw.framelerp = 0;
+ e->draw.skinnum = 0;
+ VectorSet(e->worldmins, 0, 0, -8);
+ VectorSet(e->worldmaxs, 0, 0, -8);
+ VectorSet(e->entitymins, -8, -8, -8);
+ VectorSet(e->entitymaxs, 8, 8, 8);
+ e->bouncescale = 1.5;
+ e->gravityscale = 1;
+ e->airfrictionscale = 1;
+ e->framethink = gib_framethink;
+ e->touchnetwork = gib_touchnetwork;
+ e->dietime = (float)time + CGVM_RandomRange(3.0f, 5.0f);
+ }
+}
+
// called by engine
void CG_Init(void)
{
localentity = CGVM_Malloc(sizeof(localentity_t) * MAX_LOCALENTITIES);
phys_entity = CGVM_Malloc(sizeof(cgphysentity_t) * MAX_LOCALENTITIES);
CGVM_RegisterNetworkCode(1, net_explosion);
+ CGVM_RegisterNetworkCode(2, net_gibshower);
gametime = 0;
}