daku
Частый гость
Дата регистрации: Oct 2011
Проживает: (void)
Сообщений: 93
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i don't see anything there ...
ev_hldm.cpp and gauss.cpp
or maybe this is it
C++ Source Code:
1 | if ( pEntity->solid == SOLID_BSP ) |
7 | n = -DotProduct( tr.plane.normal, forward ); |
9 | if (n < 0.5) // 60 degrees |
11 | // ALERT( at_console, "reflect %f\n", n ); |
15 | VectorMA( forward, 2.0 * n, tr.plane.normal, r ); |
17 | flMaxFrac = flMaxFrac - tr.fraction; |
19 | VectorCopy( r, forward ); |
21 | VectorMA( tr.endpos, 8.0, forward, vecSrc ); |
22 | VectorMA( vecSrc, 8192.0, forward, vecDest ); |
24 | gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 0.2, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage * n / 255.0, flDamage * n * 0.5 * 0.1, FTENT_FADEOUT ); |
27 | VectorAdd( tr.endpos, tr.plane.normal, fwd ); |
29 | gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 3, 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 100, |
38 | flDamage = flDamage * (1 - n); |
44 | EV_HLDM_DecalGunshot( &tr, BULLET_MONSTER_12MM ); |
46 | gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 1.0, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage / 255.0, 6.0, FTENT_FADEOUT ); |
48 | // limit it to one hole punch |
55 | // try punching through wall if secondary attack (primary is incapable of breaking through) |
56 | if ( !m_fPrimaryFire ) |
60 | VectorMA( tr.endpos, 8.0, forward, start ); |
62 | // Store off the old count |
63 | gEngfuncs.pEventAPI->EV_PushPMStates(); |
65 | // Now add in all of the players. |
66 | gEngfuncs.pEventAPI->EV_SetSolidPlayers ( idx - 1 ); |
68 | gEngfuncs.pEventAPI->EV_SetTraceHull( 2 ); |
69 | gEngfuncs.pEventAPI->EV_PlayerTrace( start, vecDest, PM_STUDIO_BOX, -1, &beam_tr ); |
71 | if ( !beam_tr.allsolid ) |
76 | // trace backwards to find exit point |
78 | gEngfuncs.pEventAPI->EV_PlayerTrace( beam_tr.endpos, tr.endpos, PM_STUDIO_BOX, -1, &beam_tr ); |
80 | VectorSubtract( beam_tr.endpos, tr.endpos, delta ); |
93 | VectorSubtract( tr.endpos, forward, fwd ); |
94 | gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 3, 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 100, |
98 | //////////////////////////////////// WHAT TO DO HERE |
99 | // CSoundEnt::InsertSound ( bits_SOUND_COMBAT, pev->origin, NORMAL_EXPLOSION_VOLUME, 3.0 ); |
101 | EV_HLDM_DecalGunshot( &beam_tr, BULLET_MONSTER_12MM ); |
103 | gEngfuncs.pEfxAPI->R_TempSprite( beam_tr.endpos, vec3_origin, 0.1, m_iGlow, kRenderGlow, kRenderFxNoDissipation, flDamage / 255.0, 6.0, FTENT_FADEOUT ); |
108 | VectorSubtract( beam_tr.endpos, forward, fwd ); |
109 | gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, beam_tr.endpos, fwd, m_iBalls, (int)(flDamage * 0.3), 0.1, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 200, |
113 | VectorAdd( beam_tr.endpos, forward, vecSrc ); |
121 | gEngfuncs.pEventAPI->EV_PopPMStates(); |
125 | if ( m_fPrimaryFire ) |
127 | // slug doesn't punch through ever with primary |
128 | // fire, so leave a little glowy bit and make some balls |
129 | gEngfuncs.pEfxAPI->R_TempSprite( tr.endpos, vec3_origin, 0.2, m_iGlow, kRenderGlow, kRenderFxNoDissipation, 200.0 / 255.0, 0.3, FTENT_FADEOUT ); |
133 | VectorAdd( tr.endpos, tr.plane.normal, fwd ); |
134 | gEngfuncs.pEfxAPI->R_Sprite_Trail( TE_SPRITETRAIL, tr.endpos, fwd, m_iBalls, 8, 0.6, gEngfuncs.pfnRandomFloat( 10, 20 ) / 100.0, 100, |
145 | VectorAdd( tr.endpos, forward, vecSrc ); |
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Сообщение: 88619
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