WEAPON_LIGHTNING: Shove some visual fluff in here before I go to bed.

This commit is contained in:
Marco Cawthorne 2023-04-17 02:31:13 -07:00
parent dcc79b605c
commit 21d87cba33
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
3 changed files with 169 additions and 4 deletions

View File

@ -140,6 +140,7 @@ class player:NSClientPlayer
float m_invulnFinishTime;
float m_enviroFinishTime;
float m_megaHealthTime;
float m_lightningTime;
#endif
virtual void Physics_Jump(void);

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@ -23,6 +23,107 @@ Crossbow Weapon
*/
#ifdef CLIENT
#define LIGHTNINGBEAM_COUNT 16
string g_lightning_beamtex;
static float lightning_jitlut[BEAM_COUNT] = {
0.000000,
0.195090,
0.382683,
0.555570,
0.707106,
0.831469,
0.923879,
0.980785,
1.000000,
0.980786,
0.923880,
0.831471,
0.707108,
0.555572,
0.382685,
0.000000,
};
void
w_lightning_renderbeam(string spriteFrame, vector startOrg, vector endOrg, float beamWidth, float beamAmp, vector colorTint, float timeScale, float seedValue)
{
#if 1
vector vecPlayer;
NSClientPlayer pl;
#define RANDOMNUM seedValue
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &g_seats[s];
pl = (NSClientPlayer)pSeat->m_ePlayer;
vecPlayer = pl.GetEyePos();
if (spriteFrame) {
float last_progression = 0.0f;
makevectors(g_view.GetCameraAngle());
setproperty(VF_ORIGIN, vecPlayer);
R_BeginPolygon(spriteFrame, DRAWFLAG_ADDITIVE, 0);
for (float i = 0; i < LIGHTNINGBEAM_COUNT; i++) {
float progression = (i / (LIGHTNINGBEAM_COUNT-1));
vector point;
vector jitter;
float a = 1.0f;
/* our steps from a - b */
point[0] = Math_Lerp(startOrg[0], endOrg[0], progression);
point[1] = Math_Lerp(startOrg[1], endOrg[1], progression);
point[2] = Math_Lerp(startOrg[2], endOrg[2], progression);
/* get the direction the beam is 'looking' */
makevectors(vectoangles(endOrg - startOrg));
/* nudge it a lil bit up/down left/right from its trajectory */
/* these are all randomly chosen constants */
jitter = v_right * (pseudorand((timeScale * time) + i + RANDOMNUM) - 0.5);
jitter += v_up * (pseudorand((timeScale * time) + i + 64.12 + RANDOMNUM) - 0.5);
jitter += v_right * (pseudorand(100 + ((timeScale*2) * time) + i + RANDOMNUM) - 0.5);
jitter += v_up * (pseudorand(100 + ((timeScale*2) * time) + i + 25.4 + RANDOMNUM) - 0.5);
jitter *= beamAmp;
/* start/end points get less jittery the closer we get*/
jitter *= lightning_jitlut[i];
/* apply jitter */
point += jitter;
R_PolygonVertex(point, [1, 0], colorTint, a);
if (autocvar(cl_showoff, 0))
dynamiclight_add(point, 150, [0.25, 0.25, 1.0]);
last_progression = progression;
}
R_EndPolygonRibbon(beamWidth, [-1,0]);
}
#else
vector vecPlayer;
NSClientPlayer pl;
int s = (float)getproperty(VF_ACTIVESEAT);
pSeat = &g_seats[s];
pl = (NSClientPlayer)pSeat->m_ePlayer;
vecPlayer = pl.GetEyePos();
makevectors(g_view.GetCameraAngle());
setproperty(VF_ORIGIN, vecPlayer);
R_BeginPolygon(spriteFrame, DRAWFLAG_ADDITIVE, 0);
R_PolygonVertex(startOrg, [1, 0], colorTint, 1.0);
R_PolygonVertex(endOrg, [1, 0], colorTint, 1.0);
R_EndPolygonRibbon(4, [-1,0]);
#endif
}
#endif
enum
{
LIGHTNING_IDLE,
@ -34,8 +135,10 @@ w_lightning_precache(void)
{
#ifdef SERVER
Sound_Precache("weapon_lightning.start");
Sound_Precache("weapon_lightning.shaft");
precache_model("models/g_light.mdl");
#else
g_lightning_beamtex = spriteframe("sprites/lgtning.spr", 0, 0.0f);
precache_model("models/v_light.mdl");
precache_model("models/p_light.mdl");
#endif
@ -102,7 +205,9 @@ w_lightning_primary(player pl)
#ifdef SERVER
{
if (pl.WaterLevel() > 1) {
// we're underwater... fry everyone */
// we're underwater... fry everyone (around us) */
float lightDmg = (float)pl.ammo_cells * 35.0f;
Damage_Radius(self.origin, self, lightDmg, lightDmg + 40, TRUE, WEAPON_LIGHTNING);
} else {
vector startPos = Weapons_GetCameraPos(pl);
Weapons_MakeVectors(pl);
@ -134,7 +239,15 @@ w_lightning_primary(player pl)
if (pl.HasQuadDamage()) {
Sound_Play(pl, CHAN_ITEM, "item_artifact_super_damage.attack");
}
Sound_Play(pl, CHAN_WEAPON, "weapon_lightning.start");
if (!(pl.gflags & GF_EGONBEAM))
Sound_Play(pl, CHAN_WEAPON, "weapon_lightning.start");
else {
if (pl.m_lightningTime < time) {
Sound_Play(pl, CHAN_WEAPON, "weapon_lightning.shaft");
pl.m_lightningTime = time + 0.6f;
}
}
#endif
Weapons_ViewAnimation(pl, LIGHTNING_SHOOT);
@ -143,6 +256,7 @@ w_lightning_primary(player pl)
Weapons_ViewPunchAngle(pl, [-2,0,0]);
pl.w_attack_next = 0.1f;
pl.gflags |= GF_EGONBEAM;
}
void
@ -210,6 +324,49 @@ w_lightning_type(player pl)
return WPNTYPE_RANGED;
}
void
w_lightning_postdraw(player pl, int thirdperson)
{
#ifdef CLIENT
if (!(pl.gflags & GF_EGONBEAM))
return;
vector src;
vector endpos;
if (thirdperson) {
makevectors(pl.v_angle);
src = pl.origin;
endpos = pl.origin + (v_forward * 1024);
traceline(src, endpos, MOVE_NORMAL, pl);
//w_lightning_beamfx(gettaginfo(pl.p_model, 10), trace_endpos, pl);
w_lightning_renderbeam(g_lightning_beamtex, gettaginfo(pl.p_model, 10), trace_endpos, trace_fraction * 32, trace_fraction * 48.0, [1,1,1], 60.0f, 12516);
} else {
vector gunpos = gettaginfo(pSeat->m_eViewModel, 33);
src = pl.GetEyePos();
makevectors(view_angles);
gunpos += (v_up * -16) + (v_forward * 42);
endpos = src + v_forward * 1024;
traceline(src, endpos, FALSE, pl);
endpos = trace_endpos;
//w_lightning_beamfx(gunpos, endpos, pl);
w_lightning_renderbeam(g_lightning_beamtex, gunpos, endpos, trace_fraction * 32, trace_fraction * 48.0, [1,1,1], 60.0f, 125156);
}
int i = (cltime*10.0f) % 11.0f;
vector fsize = [32,32];
makevectors(view_angles);
trace_endpos += v_forward * -16; /* nudge towards our camera */
dynamiclight_add(trace_endpos, 128, [0.5, 0.5, 1.0]);
#endif
}
void
w_lightning_release(player pl)
{
pl.gflags &= ~GF_EGONBEAM;
}
weapon_t w_lightning =
{
.name = "lightning",
@ -222,7 +379,7 @@ weapon_t w_lightning =
.primary = w_lightning_primary,
.secondary = __NULL__,
.reload = __NULL__,
.release = __NULL__,
.release = w_lightning_release,
.postdraw = w_lightning_crosshair,
.precache = w_lightning_precache,
.pickup = w_lightning_pickup,
@ -233,7 +390,8 @@ weapon_t w_lightning =
.aimanim = w_lightning_aimanim,
.isempty = w_lightning_isempty,
.type = w_lightning_type,
.hudpic = w_lightning_hudpic
.hudpic = w_lightning_hudpic,
.predraw = w_lightning_postdraw
};
#ifdef SERVER

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@ -62,4 +62,10 @@ weapon_lightning.start
{
alerts
sample weapons/lstart.wav
}
weapon_lightning.shaft
{
alerts
sample weapons/lhit.wav
}