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C++ crandom函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中crandom函数的典型用法代码示例。如果您正苦于以下问题:C++ crandom函数的具体用法?C++ crandom怎么用?C++ crandom使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了crandom函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: cashspawn_think

void cashspawn_think( edict_t *self )
{
	edict_t	*cash;

	if ((num_cash_items > MAX_CASH_ITEMS) || (level.modeset == MATCHSETUP) || (level.modeset == MATCHCOUNT) || (level.modeset == PREGAME))
	{
		self->nextthink = level.time + self->delay;
		return;
	}

	// spawn some money
	cash = G_Spawn();

	VectorCopy( self->s.origin, cash->s.origin );
	cash->movetype = MOVETYPE_BOUNCE;
	cash->solid = SOLID_TRIGGER;

	AngleVectors( self->s.angles, cash->velocity, NULL, NULL );
	VectorScale( cash->velocity, self->speed, cash->velocity );

	// randomize the velocity a bit
	VectorAdd( cash->velocity, tv( crandom()*self->speed*0.3, crandom()*self->speed*0.3, crandom()*self->speed*0.15 ), cash->velocity );

	cash->s.renderfx2 |= RF2_NOSHADOW;

	// FIXME: doh this doesn't work, need to spawn actual item's, so the HUD is updated automatically when picking up

	if (!strcmp(self->type, "cashroll"))
	{	// small dollar notes
		cash->s.modelindex = gi.modelindex( "models/pu_icon/cash/tris.md2" );
		cash->gravity = 0.1 + random()*0.5;

		cash->think = cashroll_animate;
		cash->nextthink = level.time + 0.1;
		cash->s.angles[PITCH] = 10;
		VectorSet( cash->avelocity, 0, 10000 * cash->gravity, 0 );

		VectorSet( cash->mins, -4, -4, -15 );
		VectorSet( cash->maxs,  4,  4, -13 );

		cash->item = FindItem("Cash");

		cash->currentcash = CASH_ROLL;
		cash->touch = cash_touch;

		cash->timestamp = level.time + 60;

		cash->think = cashroll_animate;
		cash->nextthink = level.time + 0.1;
	}
	else
	{
		cash->s.modelindex = gi.modelindex( "models/pu_icon/money/money_sm.md2" );
		cash->gravity = 1.0;

		VectorSet( cash->mins, -12, -12, -15 );
		VectorSet( cash->maxs,  12,  12,  10 );

		cash->item = FindItem("Small Cash Bag");

		cash->currentcash = CASH_BAG;
		cash->touch = cash_touch;

		cash->think = cash_kill;
		cash->nextthink = level.time + 60;
	}

	num_cash_items++;

	self->nextthink = level.time + self->delay;

}
开发者ID:MonkeyHarris,项目名称:monkey-mod,代码行数:72,代码来源:g_teamplay.c


示例2: G_RunItem

/*
================
G_RunItem

================
*/
void G_RunItem( gentity_t *ent ) {
	vec3_t		origin;
	trace_t		tr;
	int			contents;
	int			mask;

	// if groundentity has been set to -1, it may have been pushed off an edge
	if ( ent->s.groundEntityNum == ENTITYNUM_NONE ) 
	{
		if ( ent->s.pos.trType != TR_GRAVITY ) 
		{
			ent->s.pos.trType = TR_GRAVITY;
			ent->s.pos.trTime = level.time;
		}
	}

	if ( ent->s.pos.trType == TR_STATIONARY ) 
	{
		// check think function
		G_RunThink( ent );
		if ( !g_gravity->value )
		{
			ent->s.pos.trType = TR_GRAVITY;
			ent->s.pos.trTime = level.time;
			ent->s.pos.trDelta[0] += crandom() * 40.0f; // I dunno, just do this??
			ent->s.pos.trDelta[1] += crandom() * 40.0f;
			ent->s.pos.trDelta[2] += random() * 20.0f;
		}
		return;
	}

	// get current position
	EvaluateTrajectory( &ent->s.pos, level.time, origin );

	// trace a line from the previous position to the current position
	if ( ent->clipmask ) 
	{
		mask = ent->clipmask;
	} 
	else 
	{
		mask = MASK_SOLID|CONTENTS_PLAYERCLIP;//shouldn't be able to get anywhere player can't
	}

	int ignore = ENTITYNUM_NONE;
	if ( ent->owner )
	{
		ignore = ent->owner->s.number;
	}
	else if ( ent->activator )
	{
		ignore = ent->activator->s.number;
	}
	gi.trace( &tr, ent->currentOrigin, ent->mins, ent->maxs, origin, ignore, mask, G2_NOCOLLIDE, 0 );

	VectorCopy( tr.endpos, ent->currentOrigin );

	if ( tr.startsolid ) 
	{
		tr.fraction = 0;
	}

	gi.linkentity( ent );	// FIXME: avoid this for stationary?

	// check think function
	G_RunThink( ent );

	if ( tr.fraction == 1 ) 
	{
		if ( g_gravity->value <= 0 )
		{
			if ( ent->s.apos.trType != TR_LINEAR )
			{
				VectorCopy( ent->currentAngles, ent->s.apos.trBase );
				ent->s.apos.trType = TR_LINEAR;
				ent->s.apos.trDelta[1] = Q_flrand( -300, 300 );
				ent->s.apos.trDelta[0] = Q_flrand( -10, 10 );
				ent->s.apos.trDelta[2] = Q_flrand( -10, 10 );
				ent->s.apos.trTime = level.time;
			}
		}
		//friction in zero-G
		if ( !g_gravity->value )
		{
			float friction = 0.975f;
			/*friction -= ent->mass/1000.0f;
			if ( friction < 0.1 )
			{
				friction = 0.1f;
			}
			*/
			VectorScale( ent->s.pos.trDelta, friction, ent->s.pos.trDelta );
			VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
			ent->s.pos.trTime = level.time;
//.........这里部分代码省略.........
开发者ID:Agustinlv,项目名称:BlueHarvest,代码行数:101,代码来源:g_items.cpp


示例3: CG_DamageFeedback


//.........这里部分代码省略.........
		kick = 5;
	}
	if (kick > 10)
	{
		kick = 10;
	}

	// find a free slot
	for (slot = 0; slot < MAX_VIEWDAMAGE; slot++)
	{
		if (cg.viewDamage[slot].damageTime + cg.viewDamage[slot].damageDuration < cg.time)
		{
			break;
		}
	}

	if (slot == MAX_VIEWDAMAGE)
	{
		return;     // no free slots, never override or splats will suddenly disappear

	}
	vd = &cg.viewDamage[slot];

	// if yaw and pitch are both 255, make the damage always centered (falling, etc)
	if (yawByte == 255 && pitchByte == 255)
	{
		vd->damageX    = 0;
		vd->damageY    = 0;
		cg.v_dmg_roll  = 0;
		cg.v_dmg_pitch = -kick;
	}
	else
	{
		// positional
		pitch = pitchByte / 255.0 * 360;
		yaw   = yawByte / 255.0 * 360;

		angles[PITCH] = pitch;
		angles[YAW]   = yaw;
		angles[ROLL]  = 0;

		AngleVectors(angles, dir, NULL, NULL);
		VectorSubtract(vec3_origin, dir, dir);

		front = DotProduct(dir, cg.refdef.viewaxis[0]);
		left  = DotProduct(dir, cg.refdef.viewaxis[1]);
		up    = DotProduct(dir, cg.refdef.viewaxis[2]);

		dir[0] = front;
		dir[1] = left;
		dir[2] = 0;
		dist   = VectorLength(dir);
		if (dist < 0.1)
		{
			dist = 0.1;
		}

		cg.v_dmg_roll = kick * left;

		cg.v_dmg_pitch = -kick * front;

		if (front <= 0.1)
		{
			front = 0.1;
		}
		vd->damageX = crandom() * 0.3 + -left / front;
		vd->damageY = crandom() * 0.3 + up / dist;
	}

	// clamp the position
	if (vd->damageX > 1.0)
	{
		vd->damageX = 1.0;
	}
	if (vd->damageX < -1.0)
	{
		vd->damageX = -1.0;
	}

	if (vd->damageY > 1.0)
	{
		vd->damageY = 1.0;
	}
	if (vd->damageY < -1.0)
	{
		vd->damageY = -1.0;
	}

	// don't let the screen flashes vary as much
	if (kick > 10)
	{
		kick = 10;
	}
	vd->damageValue    = kick;
	cg.v_dmg_time      = cg.time + DAMAGE_TIME;
	vd->damageTime     = cg.snap->serverTime;
	vd->damageDuration = kick * 50 * (1 + 2 * (!vd->damageX && !vd->damageY));
	cg.damageTime      = cg.snap->serverTime;
	cg.damageIndex     = slot;
}
开发者ID:morsik,项目名称:war-territory,代码行数:101,代码来源:cg_playerstate.c


示例4: Seeker_Strafe

//------------------------------------
void Seeker_Strafe( void )
{
    int		side;
    vec3_t	end, right, dir;
    trace_t	tr;

    if ( random() > 0.7f || !NPC->enemy || !NPC->enemy->client )
    {
        // Do a regular style strafe
        AngleVectors( NPC->client->renderInfo.eyeAngles, NULL, right, NULL );

        // Pick a random strafe direction, then check to see if doing a strafe would be
        //	reasonably valid
        side = ( rand() & 1 ) ? -1 : 1;
        VectorMA( NPC->currentOrigin, SEEKER_STRAFE_DIS * side, right, end );

        gi.trace( &tr, NPC->currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID, (EG2_Collision)0, 0 );

        // Close enough
        if ( tr.fraction > 0.9f )
        {
            float vel = SEEKER_STRAFE_VEL;
            float upPush = SEEKER_UPWARD_PUSH;
            if ( NPC->client->NPC_class != CLASS_BOBAFETT )
            {
                G_Sound( NPC, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));
            }
            else
            {
                vel *= 3.0f;
                upPush *= 4.0f;
            }
            VectorMA( NPC->client->ps.velocity, vel*side, right, NPC->client->ps.velocity );
            // Add a slight upward push
            NPC->client->ps.velocity[2] += upPush;

            NPCInfo->standTime = level.time + 1000 + random() * 500;
        }
    }
    else
    {
        // Do a strafe to try and keep on the side of their enemy
        AngleVectors( NPC->enemy->client->renderInfo.eyeAngles, dir, right, NULL );

        // Pick a random side
        side = ( rand() & 1 ) ? -1 : 1;
        float	stDis = SEEKER_STRAFE_DIS;
        if ( NPC->client->NPC_class == CLASS_BOBAFETT )
        {
            stDis *= 2.0f;
        }
        VectorMA( NPC->enemy->currentOrigin, stDis * side, right, end );

        // then add a very small bit of random in front of/behind the player action
        VectorMA( end, crandom() * 25, dir, end );

        gi.trace( &tr, NPC->currentOrigin, NULL, NULL, end, NPC->s.number, MASK_SOLID, (EG2_Collision)0, 0 );

        // Close enough
        if ( tr.fraction > 0.9f )
        {
            VectorSubtract( tr.endpos, NPC->currentOrigin, dir );
            dir[2] *= 0.25; // do less upward change
            float dis = VectorNormalize( dir );

            // Try to move the desired enemy side
            VectorMA( NPC->client->ps.velocity, dis, dir, NPC->client->ps.velocity );

            float upPush = SEEKER_UPWARD_PUSH;
            if ( NPC->client->NPC_class != CLASS_BOBAFETT )
            {
                G_Sound( NPC, G_SoundIndex( "sound/chars/seeker/misc/hiss" ));
            }
            else
            {
                upPush *= 4.0f;
            }

            // Add a slight upward push
            NPC->client->ps.velocity[2] += upPush;

            NPCInfo->standTime = level.time + 2500 + random() * 500;
        }
    }
}
开发者ID:sgerbino,项目名称:OpenJK,代码行数:86,代码来源:AI_Seeker.cpp


示例5: CG_ParticleSnowFlurry

/*
======================
CG_AddParticles
======================
*/
void CG_ParticleSnowFlurry (qhandle_t pshader, centity_t *cent)
{
	cparticle_t	*p;
	qboolean turb = qtrue;

	if (!pshader)
		CG_Printf ("CG_ParticleSnowFlurry pshader == ZERO!\n");

	if (!free_particles)
		return;
	p = free_particles;
	free_particles = p->next;
	p->next = active_particles;
	active_particles = p;
	p->time = cg.time;
	p->color = 0;
	p->alpha = 0.90f;
	p->alphavel = 0;

	p->start = cent->currentState.origin2[0];
	p->end = cent->currentState.origin2[1];
	
	p->endtime = cg.time + cent->currentState.time;
	p->startfade = cg.time + cent->currentState.time2;
	
	p->pshader = pshader;
	
	if (rand()%100 > 90)
	{
		p->height = 32;
		p->width = 32;
		p->alpha = 0.10f;
	}
	else
	{
		p->height = 1;
		p->width = 1;
	}

	p->vel[2] = -20;

	p->type = P_WEATHER_FLURRY;
	
	if (turb)
		p->vel[2] = -10;
	
	VectorCopy(cent->currentState.origin, p->org);

	p->org[0] = p->org[0];
	p->org[1] = p->org[1];
	p->org[2] = p->org[2];

	p->vel[0] = p->vel[1] = 0;
	
	p->accel[0] = p->accel[1] = p->accel[2] = 0;

	p->vel[0] += cent->currentState.angles[0] * 32 + (crandom() * 16);
	p->vel[1] += cent->currentState.angles[1] * 32 + (crandom() * 16);
	p->vel[2] += cent->currentState.angles[2];

	if (turb)
	{
		p->accel[0] = crandom () * 16;
		p->accel[1] = crandom () * 16;
	}

}
开发者ID:freemancw,项目名称:Q3Plan,代码行数:72,代码来源:cg_particles.c


示例6: and

/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
This should be renamed trigger_timer...
Repeatedly fires its targets.
Can be turned on or off by using.

"wait"			base time between triggering all targets, default is 1
"random"		wait variance, default is 0
so, the basic time between firing is a random time between
(wait - random) and (wait + random)

*/
void func_timer_think( gentity_t *self ) {
	G_UseTargets (self, self->activator);
	// set time before next firing
	self->nextthink = level.time + 1000 * ( self->wait + crandom() * self->random );
}
开发者ID:blaenk,项目名称:jedioutcast,代码行数:16,代码来源:g_trigger.c


示例7: rocketThink


//.........这里部分代码省略.........
		VectorCopy( ent->enemy->currentOrigin, org );
		org[2] += (ent->enemy->mins[2] + ent->enemy->maxs[2]) * 0.5f;

		if ( ent->enemy->client )
		{
			switch( ent->enemy->client->NPC_class )
			{
			case CLASS_ATST:
				org[2] += 80;
				break;
			case CLASS_MARK1:
				org[2] += 40;
				break;
			case CLASS_PROBE:
				org[2] += 60;
				break;
			default:
				break;
			}
			if ( !TIMER_Done( ent->enemy, "flee" ) )
			{
				TIMER_Set( ent->enemy, "rocketChasing", 500 );
			}
		}

		VectorSubtract( org, ent->currentOrigin, targetdir );
		VectorNormalize( targetdir );

		// Now the rocket can't do a 180 in space, so we'll limit the turn to about 45 degrees.
		dot = DotProduct( targetdir, ent->movedir );

		// a dot of 1.0 means right-on-target.
		if ( dot < 0.0f )
		{	
			// Go in the direction opposite, start a 180.
			CrossProduct( ent->movedir, up, right );
			dot2 = DotProduct( targetdir, right );

			if ( dot2 > 0 )
			{	
				// Turn 45 degrees right.
				VectorMA( ent->movedir, 0.3f*newDirMult, right, newdir );
			}
			else
			{	
				// Turn 45 degrees left.
				VectorMA(ent->movedir, -0.3f*newDirMult, right, newdir);
			}

			// Yeah we've adjusted horizontally, but let's split the difference vertically, so we kinda try to move towards it.
			newdir[2] = ( (targetdir[2]*newDirMult) + (ent->movedir[2]*oldDirMult) ) * 0.5;

			// slowing down coupled with fairly tight turns can lead us to orbit an enemy..looks bad so don't do it!
//			vel *= 0.5f;
		}
		else if ( dot < 0.70f )
		{	
			// Still a bit off, so we turn a bit softer
			VectorMA( ent->movedir, 0.5f*newDirMult, targetdir, newdir );
		}
		else
		{	
			// getting close, so turn a bit harder
			VectorMA( ent->movedir, 0.9f*newDirMult, targetdir, newdir );
		}

		// add crazy drunkenness
		for ( int i = 0; i < 3; i++ )
		{
			newdir[i] += crandom() * ent->random * 0.25f;
		}

		// decay the randomness
		ent->random *= 0.9f;

		if ( ent->enemy->client
			&& ent->enemy->client->ps.groundEntityNum != ENTITYNUM_NONE )
		{//tracking a client who's on the ground, aim at the floor...?
			// Try to crash into the ground if we get close enough to do splash damage
			float dis = Distance( ent->currentOrigin, org );

			if ( dis < 128 )
			{
				// the closer we get, the more we push the rocket down, heh heh.
				newdir[2] -= (1.0f - (dis / 128.0f)) * 0.6f;
			}
		}

		VectorNormalize( newdir );

		VectorScale( newdir, vel * 0.5f, ent->s.pos.trDelta );
		VectorCopy( newdir, ent->movedir );
		SnapVector( ent->s.pos.trDelta );			// save net bandwidth
		VectorCopy( ent->currentOrigin, ent->s.pos.trBase );
		ent->s.pos.trTime = level.time;
	}

	ent->nextthink = level.time + ROCKET_ALT_THINK_TIME;	// Nothing at all spectacular happened, continue.
	return;
}
开发者ID:BSzili,项目名称:OpenJK,代码行数:101,代码来源:wp_rocket_launcher.cpp


示例8: mass

/*QUAKED func_explosive (0 .5 .8) ? Trigger_Spawn ANIMATED ANIMATED_FAST
Any brush that you want to explode or break apart.  If you want an
ex0plosion, set dmg and it will do a radius explosion of that amount
at the center of the bursh.

If targeted it will not be shootable.

health defaults to 100.

mass defaults to 75.  This determines how much debris is emitted when
it explodes.  You get one large chunk per 100 of mass (up to 8) and
one small chunk per 25 of mass (up to 16).  So 800 gives the most.
*/
void func_explosive_explode (edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
	vec3_t	origin;
	vec3_t	chunkorigin;
	vec3_t	size;
	int		count;
	int		mass;

	// bmodel origins are (0 0 0), we need to adjust that here
	VectorScale (self->size, 0.5, size);
	VectorAdd (self->absmin, size, origin);
	VectorCopy (origin, self->s.origin);

	self->takedamage = DAMAGE_NO;

	if (self->dmg)
		T_RadiusDamage (self, attacker, self->dmg, NULL, self->dmg+40, MOD_EXPLOSIVE);

	VectorSubtract (self->s.origin, inflictor->s.origin, self->velocity);
	VectorNormalize (self->velocity);
	VectorScale (self->velocity, 150, self->velocity);

	// start chunks towards the center
	VectorScale (size, 0.5, size);

	mass = self->mass;
	if (!mass)
		mass = 75;

	// big chunks
	if (mass >= 100)
	{
		count = mass / 100;
		if (count > 8)
			count = 8;
		while(count--)
		{
			chunkorigin[0] = origin[0] + crandom() * size[0];
			chunkorigin[1] = origin[1] + crandom() * size[1];
			chunkorigin[2] = origin[2] + crandom() * size[2];
			ThrowDebris (self, "models/objects/debris1/tris.md2", 1, chunkorigin);
		}
	}

	// small chunks
	count = mass / 25;
	if (count > 16)
		count = 16;
	while(count--)
	{
		chunkorigin[0] = origin[0] + crandom() * size[0];
		chunkorigin[1] = origin[1] + crandom() * size[1];
		chunkorigin[2] = origin[2] + crandom() * size[2];
		ThrowDebris (self, "models/objects/debris2/tris.md2", 2, chunkorigin);
	}

	G_UseTargets (self, attacker);

	if (self->dmg)
		BecomeExplosion1 (self);
	else
		G_FreeEdict (self);
}
开发者ID:AJenbo,项目名称:Quake-2,代码行数:76,代码来源:g_misc.c


示例9: soldier_fire

void soldier_fire (edict_t *self, int flash_number)
{
	vec3_t	start;
	vec3_t	forward, right, up;
	vec3_t	aim;
	vec3_t	dir;
	vec3_t	end;
	float	r, u;
	int		flash_index;

	if ((self->s.skinnum % 6) < 2)
		flash_index = blaster_flash[flash_number];
	else if ((self->s.skinnum % 6) < 4)
		flash_index = shotgun_flash[flash_number];
	else
		flash_index = machinegun_flash[flash_number];

	AngleVectors (self->s.angles, forward, right, NULL);
	G_ProjectSource (self->s.origin, monster_flash_offset[flash_index], forward, right, start);

	if (flash_number == 5 || flash_number == 6)
	{
		VectorCopy (forward, aim);
	}
	else
	{
		VectorCopy (self->enemy->s.origin, end);
		end[2] += self->enemy->viewheight;

		// Lazarus fog reduction of accuracy
		if(self->monsterinfo.visibility < FOG_CANSEEGOOD)
		{
			end[0] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
			end[1] += crandom() * 640 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
			end[2] += crandom() * 320 * (FOG_CANSEEGOOD - self->monsterinfo.visibility);
		}
		
		VectorSubtract (end, start, aim);
		// Lazarus: Accuracy is skill level dependent
		if(skill->value < 3)
		{
			vectoangles (aim, dir);
			AngleVectors (dir, forward, right, up);

			r = crandom()*(1000 - 333*skill->value);
			u = crandom()*(500 - 167*skill->value);
			VectorMA (start, 8192, forward, end);
			VectorMA (end, r, right, end);
			VectorMA (end, u, up, end);

			VectorSubtract (end, start, aim);
		}
		VectorNormalize (aim);
	}

	if ((self->s.skinnum % 6) <= 1)
	{
		// Lazarus: make bolt speed skill level dependent
		monster_fire_blaster (self, start, aim, 5, 600 + 100*skill->value, flash_index, EF_BLASTER, BLASTER_ORANGE);
	}
	else if ((self->s.skinnum % 6) <= 3)
	{
		monster_fire_shotgun (self, start, aim, 2, 1, DEFAULT_SHOTGUN_HSPREAD, DEFAULT_SHOTGUN_VSPREAD, DEFAULT_SHOTGUN_COUNT, flash_index);
	}
	else
	{
		if (!(self->monsterinfo.aiflags & AI_HOLD_FRAME))
			self->monsterinfo.pausetime = level.time + (3 + rand() % 8) * FRAMETIME;

		monster_fire_bullet (self, start, aim, 2, 4, DEFAULT_BULLET_HSPREAD, DEFAULT_BULLET_VSPREAD, flash_index);

		if (level.time >= self->monsterinfo.pausetime)
			self->monsterinfo.aiflags &= ~AI_HOLD_FRAME;
		else
			self->monsterinfo.aiflags |= AI_HOLD_FRAME;
	}
}
开发者ID:n1ckn4m3,项目名称:kmquake2megacoop,代码行数:77,代码来源:m_soldier.c


示例10: CG_RainParticleGenerate

static qboolean CG_RainParticleGenerate( cg_atmosphericParticle_t *particle, vec3_t currvec, float currweight )
{
	// Attempt to 'spot' a raindrop somewhere below a sky texture.

	float angle, distance;
	float groundHeight, skyHeight;
//	int msec = trap_Milliseconds();

//	n_generatetime++;
	
	angle = random() * 2*M_PI;
	distance = 20 + MAX_ATMOSPHERIC_DISTANCE * random();

	particle->pos[0] = cg.refdef_current->vieworg[0] + sin(angle) * distance;
	particle->pos[1] = cg.refdef_current->vieworg[1] + cos(angle) * distance;
	
	// ydnar: choose a spawn point randomly between sky and ground
	skyHeight = BG_GetSkyHeightAtPoint( particle->pos );
	if( skyHeight == MAX_ATMOSPHERIC_HEIGHT )
		return qfalse;
	groundHeight = BG_GetSkyGroundHeightAtPoint( particle->pos );
	if( groundHeight >= skyHeight )
		return qfalse;
	particle->pos[2] = groundHeight + random() * (skyHeight - groundHeight);

	// make sure it doesn't fall from too far cause it then will go over our heads ('lower the ceiling')
	if( cg_atmFx.baseHeightOffset > 0 ) {
		if( particle->pos[2] - cg.refdef_current->vieworg[2] > cg_atmFx.baseHeightOffset ) {
			particle->pos[2] = cg.refdef_current->vieworg[2] + cg_atmFx.baseHeightOffset;

			if( particle->pos[2] < groundHeight ) {
				return qfalse;
			}
		}
	}
	
	// ydnar: rain goes in bursts
	{
		float		maxActiveDrops;
		
		// every 10 seconds allow max raindrops
		maxActiveDrops = 0.50 * cg_atmFx.numDrops + 0.001 * cg_atmFx.numDrops * (10000 - (cg.time % 10000));
		if( cg_atmFx.oldDropsActive > maxActiveDrops )
			return qfalse;
	}
	
	CG_SetParticleActive( particle, ACT_FALLING );
	particle->colour[0] = 0.6 + 0.2 * random() * 0xFF;
	particle->colour[1] = 0.6 + 0.2 * random() * 0xFF;
	particle->colour[2] = 0.6 + 0.2 * random() * 0xFF;
	VectorCopy( currvec, particle->delta );
	particle->delta[2] += crandom() * 100;
	VectorCopy( particle->delta, particle->deltaNormalized );
	VectorNormalizeFast( particle->deltaNormalized );
	particle->height = ATMOSPHERIC_RAIN_HEIGHT + crandom() * 100;
	particle->weight = currweight;
	particle->effectshader = &cg_atmFx.effectshaders[0];
//	particle->effectshader = &cg_atmFx.effectshaders[ (int) (random() * ( cg_atmFx.numEffectShaders - 1 )) ];

//	generatetime += trap_Milliseconds() - msec;
	return( qtrue );
}
开发者ID:BackupTheBerlios,项目名称:et-flf-svn,代码行数:62,代码来源:cg_atmospheric.c


示例11: FireTotem_think

void FireTotem_think(edict_t *self, edict_t *caster)
{
	int talentLevel;
	float chance;
	edict_t *target = NULL;

	//Totem should not work underwater (gee I wonder why).
	if(!self->waterlevel)
	{
		//Talent: Volcanic
		talentLevel = getTalentLevel(caster, TALENT_VOLCANIC);
		chance = 0.02 * talentLevel;

		//Find players in radius and attack them.
		while ((target = findclosestradius(target, self->s.origin, TOTEM_MAX_RANGE)) != NULL)
		{
			if (G_ValidTarget(self, target, true) && (self->s.origin[2]+64>target->s.origin[2]))
			{
				vec3_t forward, end;
				int damage = FIRETOTEM_DAMAGE_BASE + self->monsterinfo.level * FIRETOTEM_DAMAGE_MULT;
				int count = 10 + self->monsterinfo.level;
				int speed = 600;
				float	val, dist;
				qboolean fireball=false;

				// copy target location
				G_EntMidPoint(target, end);

				// calculate distance to target
				dist = distance(end, self->s.origin);

				// move our target point based on projectile and enemy velocity
				VectorMA(end, (float)dist/speed, target->velocity, end);

				//Talent: Volcanic - chance to shoot a fireball
				if (talentLevel > 0 && chance > random())
					fireball = true;

				// aim up
				if (fireball)
					val = ((dist/2048)*(dist/2048)*2048) + (end[2]-self->s.origin[2]);//4.4
				else
					val = ((dist/512)*(dist/512)*512) + (end[2]-self->s.origin[2]);
				if (val < 0)
					val = 0;
				end[2] += val;

				// calculate direction vector to target
				VectorSubtract(end, self->s.origin, forward);
				VectorNormalize(forward);
				
				// don't fire in a perfectly straight line
				forward[1] += 0.05*crandom(); 

				// spawn flames
				if (fireball)
					fire_fireball(self, self->s.origin, forward, 200, 125, 600, 5, 20);//4.4
				else
					ThrowFlame(self, self->s.origin, forward, distance(self->s.origin, target->s.origin), speed, damage, GetRandom(2, 4));
				
				self->lastsound = level.framenum;

				// refire delay
				self->delay = level.time + FRAMETIME;
			}
		}
	}

}
开发者ID:emmamai,项目名称:vortex-indy,代码行数:69,代码来源:totems.c


示例12: NPC_BSGM_Attack


//.........这里部分代码省略.........
		//NPCInfo->enemyCheckDebounceTime = level.time;//actually used here as a last actual LOS
	}
	else
	{
		if ( !NPCInfo->goalEntity )
		{
			NPCInfo->goalEntity = NPC->enemy;
		}
		if ( NPCInfo->goalEntity == NPC->enemy )
		{//for now, always chase the enemy
			move4 = qtrue;
		}
	}

	//Check for movement to take care of
	GM_CheckMoveState();

	//See if we should override shooting decision with any special considerations
	GM_CheckFireState();

	if ( NPC->client->ps.weapon == WP_REPEATER && (NPCInfo->scriptFlags&SCF_ALT_FIRE) && shoot4 && TIMER_Done( NPC, "attackDelay" ) )
	{
		vec3_t	muzzle;
		vec3_t	angles;
		vec3_t	target;
		vec3_t velocity = {0,0,0};
		vec3_t mins = {-REPEATER_ALT_SIZE,-REPEATER_ALT_SIZE,-REPEATER_ALT_SIZE}, maxs = {REPEATER_ALT_SIZE,REPEATER_ALT_SIZE,REPEATER_ALT_SIZE};
		qboolean clearshot;

		CalcEntitySpot( NPC, SPOT_WEAPON, muzzle );
		
		VectorCopy( NPC->enemy->r.currentOrigin, target );

		target[0] += flrand( -5, 5 )+(crandom()*(6-NPCInfo->currentAim)*2);
		target[1] += flrand( -5, 5 )+(crandom()*(6-NPCInfo->currentAim)*2);
		target[2] += flrand( -5, 5 )+(crandom()*(6-NPCInfo->currentAim)*2);

		//Find the desired angles
		clearshot = WP_LobFire( NPC, muzzle, target, mins, maxs, MASK_SHOT|CONTENTS_LIGHTSABER, 
			velocity, qtrue, NPC->s.number, NPC->enemy->s.number,
			300, 1100, 1500, qtrue );
		if ( VectorCompare( vec3_origin, velocity ) || (!clearshot&&enemyLOS4&&enemyCS4)  )
		{//no clear lob shot and no lob shot that will hit something breakable
			if ( enemyLOS4 && enemyCS4 && TIMER_Done( NPC, "noRapid" ) )
			{//have a clear straight shot, so switch to primary
				NPCInfo->scriptFlags &= ~SCF_ALT_FIRE;
				NPC->alt_fire = qfalse;
				NPC_ChangeWeapon( WP_REPEATER );
				//keep this weap for a bit
				TIMER_Set( NPC, "noLob", Q_irand( 500, 1000 ) );
			}
			else
			{
				shoot4 = qfalse;
			}
		}
		else
		{
			vectoangles( velocity, angles );

			NPCInfo->desiredYaw		= AngleNormalize360( angles[YAW] );
			NPCInfo->desiredPitch	= AngleNormalize360( angles[PITCH] );

			VectorCopy( velocity, NPC->client->hiddenDir );
			NPC->client->hiddenDist = VectorNormalize ( NPC->client->hiddenDir );
		}
开发者ID:dmead,项目名称:jkaq3,代码行数:67,代码来源:NPC_AI_GalakMech.c


示例13: CG_Chunks


//.........这里部分代码省略.........
				chunk = qtrue;
				chunkModel = cgs.model_draw[customChunk];
			}
		}

		if ( !chunk )
		{
			// No custom chunk.  Pick a random chunk type at run-time so we don't get the same chunks
			switch( chunkType )
			{
			case MAT_METAL2: //bluegrey
				chunkModel = cgs.media.chunkModels[CHUNK_METAL2][Q_irand(0, 3)];
				break;
			case MAT_GREY_STONE://gray
				chunkModel = cgs.media.chunkModels[CHUNK_ROCK1][Q_irand(0, 3)];
				break;
			case MAT_LT_STONE: //tan
				chunkModel = cgs.media.chunkModels[CHUNK_ROCK2][Q_irand(0, 3)];
				break;
			case MAT_DRK_STONE://brown
				chunkModel = cgs.media.chunkModels[CHUNK_ROCK3][Q_irand(0, 3)];
				break;
			case MAT_WHITE_METAL:
				chunkModel = cgs.media.chunkModels[CHUNK_WHITE_METAL][Q_irand(0, 3)];
				break;
			case MAT_CRATE1://yellow multi-colored crate chunks
				chunkModel = cgs.media.chunkModels[CHUNK_CRATE1][Q_irand(0, 3)];
				break;
			case MAT_CRATE2://red multi-colored crate chunks
				chunkModel = cgs.media.chunkModels[CHUNK_CRATE2][Q_irand(0, 3)];
				break;
			case MAT_ELEC_METAL:
			case MAT_GLASS_METAL:
			case MAT_METAL://grey
				chunkModel = cgs.media.chunkModels[CHUNK_METAL1][Q_irand(0, 3)];
				break;
			case MAT_METAL3:
				if ( rand() & 1 )
				{
					chunkModel = cgs.media.chunkModels[CHUNK_METAL1][Q_irand(0, 3)];
				}
				else
				{
					chunkModel = cgs.media.chunkModels[CHUNK_METAL2][Q_irand(0, 3)];
				}
				break;
			}
		}

		// It wouldn't look good to throw a bunch of RGB axis models...so make sure we have something to work with.
		if ( chunkModel )
		{
			le = CG_AllocLocalEntity();
			re = &le->refEntity;

			re->hModel = chunkModel;
			le->leType = LE_FRAGMENT;
			le->endTime = cg.time + 1300 + random() * 900;

			// spawn chunk roughly in the bbox of the thing...bias towards center in case thing blowing up doesn't complete fill its bbox.
			for( j = 0; j < 3; j++ )
			{
				r = random() * 0.8f + 0.1f;
				re->origin[j] = ( r * mins[j] + ( 1 - r ) * maxs[j] );
			}
			VectorCopy( re->origin, le->pos.trBase );

			// Move out from center of thing, otherwise you can end up things moving across the brush in an undesirable direction.  Visually looks wrong
			VectorSubtract( re->origin, origin, dir );
			VectorNormalize( dir );
			VectorScale( dir, Q_flrand( speed * 0.5f, speed * 1.25f ) * speedMod, le->pos.trDelta );

			// Angular Velocity
			VectorSet( le->angles.trBase, random() * 360, random() * 360, random() * 360 );

			le->angles.trDelta[0] = crandom();
			le->angles.trDelta[1] = crandom();
			le->angles.trDelta[2] = 0; // don't do roll

			VectorScale( le->angles.trDelta, random() * 600.0f + 200.0f, le->angles.trDelta );

			le->pos.trType = TR_GRAVITY;
			le->angles.trType = TR_LINEAR;
			le->pos.trTime = le->angles.trTime = cg.time;
			le->bounceFactor = 0.2f + random() * 0.2f;
			le->leFlags |= LEF_TUMBLE;
			le->ownerGentNum = owner;
			le->leBounceSoundType = bounce; 

			// Make sure that we have the desired start size set
			le->radius = Q_flrand( baseScale * 0.75f, baseScale * 1.25f );
			re->nonNormalizedAxes = qtrue;
			AxisCopy( axisDefault, re->axis ); // could do an angles to axis, but this is cheaper and works ok
			for( k = 0; k < 3; k++ )
			{
				VectorScale( re->axis[k], le->radius, re->axis[k] );
			}
		}
	}
}
开发者ID:AlexCSilva,项目名称:jediacademy,代码行数:101,代码来源:cg_effects.cpp


示例14: CG_ParticleDust

void CG_ParticleDust (centity_t *cent, vec3_t origin, vec3_t dir)
{
	float	length;
	float	dist;
	float	crittersize;
	vec3_t	angles, forward;
	vec3_t	point;
	cparticle_t	*p;
	int		i;
	
	dist = 0;

	VectorNegate (dir, dir);
	length = VectorLength (dir);
	vectoangles (dir, angles);
	AngleVectors (angles, forward, NULL, NULL);

	crittersize = LARGESIZE;

	if (length)
		dist = length / crittersize;

	if (dist < 1)
		dist = 1;

	VectorCopy (origin, point);

	for (i=0; i<dist; i++)
	{
		VectorMA (point, crittersize, forward, point);	
				
		if (!free_particles)
			return;

		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;

		p->time = cg.time;
		p->alpha = 5.0;
		p->alphavel = 0;
		p->roll = 0;

		p->pshader = cgs.media.smokePuffShader;

		// RF, stay around for long enough to expand and dissipate naturally
		if (length)
			p->endtime = cg.time + 4500 + (crandom() * 3500);
		else
			p->endtime = cg.time + 750 + (crandom() * 500);
		
		p->startfade = cg.time;
		
		p->width = LARGESIZE;
		p->height = LARGESIZE;

		// RF, expand while falling
		p->endheight = LARGESIZE*3.0;
		p->endwidth = LARGESIZE*3.0;

		if (!length)
		{
			p->width *= 0.2f;
			p->height *= 0.2f;

			p->endheight = NORMALSIZE;
			p->endwidth = NORMALSIZE;
		}

		p->type = P_SMOKE;

		VectorCopy( point, p->org );
		
		p->vel[0] = crandom()*6;
		p->vel[1] = crandom()*6;
		p->vel[2] = random()*20;

		// RF, add some gravity/randomness
		p->accel[0] = crandom()*3;
		p->accel[1] = crandom()*3;
		p->accel[2] = -PARTICLE_GRAVITY*0.4;

		VectorClear( p->accel );

		p->rotate = qfalse;

		p->roll = rand()%179;
		
		p->alpha = 0.75;
		
	}

	
}
开发者ID:freemancw,项目名称:Q3Plan,代码行数:95,代码来源:cg_particles.c


示例15: barrel_explode

void barrel_explode (edict_t *self)
{
	vec3_t	org;
	float	spd;
	vec3_t	save;

	T_RadiusDamage (self, self->activator, self->dmg, NULL, self->dmg+40, MOD_BARREL);

	VectorCopy (self->s.origin, save);
	VectorMA (self->absmin, 0.5, self->size, self->s.origin);

	// a few big chunks
	spd = 1.5 * (float)self->dmg / 200.0;
	org[0] = self->s.origin[0] + crandom() * self->size[0];
	org[1] = self->s.origin[1] + crandom() * self->size[1];
	org[2] = self->s.origin[2] + crandom() * self->size[2];
	ThrowDebris (self, "models/objects/debris1/tris.md2", spd, org);
	org[0] = self->s.origin[0] + crandom() * self->size[0];
	org[1] = self->s.origin[1] + crandom() * self->size[1];
	org[2] = self->s.origin[2] + crandom() * self->size[2];
	ThrowDebris (self, "models/objects/debris1/tris.md2", spd, org);

	// bottom corners
	spd = 1.75 * (float)self->dmg / 200.0;
	VectorCopy (self->absmin, org);
	ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);
	VectorCopy (self->absmin, org);
	org[0] += self->size[0];
	ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);
	VectorCopy (self->absmin, org);
	org[1] += self->size[1];
	ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);
	VectorCopy (self->absmin, org);
	org[0] += self->size[0];
	org[1] += self->size[1];
	ThrowDebris (self, "models/objects/debris3/tris.md2", spd, org);

	// a bunch of little chunks
	spd = 2 * self->dmg / 200;
	org[0] = self->s.origin[0] + crandom() * self->size[0];
	org[1] = self->s.origin[1] + crandom() * self->size[1];
	org[2] = self->s.origin[2] + crandom() * self->size[2];
	ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
	org[0] = self->s.origin[0] + crandom() * self->size[0];
	org[1] = self->s.origin[1] + crandom() * self->size[1];
	org[2] = self->s.origin[2] + crandom() * self->size[2];
	ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
	org[0] = self->s.origin[0] + crandom() * self->size[0];
	org[1] = self->s.origin[1] + crandom() * self->size[1];
	org[2] = self->s.origin[2] + crandom() * self->size[2];
	ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
	org[0] = self->s.origin[0] + crandom() * self->size[0];
	org[1] = self->s.origin[1] + crandom() * self->size[1];
	org[2] = self->s.origin[2] + crandom() * self->size[2];
	ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
	org[0] = self->s.origin[0] + crandom() * self->size[0];
	org[1] = self->s.origin[1] + crandom() * self->size[1];
	org[2] = self->s.origin[2] + crandom() * self->size[2];
	ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
	org[0] = self->s.origin[0] + crandom() * self->size[0];
	org[1] = self->s.origin[1] + crandom() * self->size[1];
	org[2] = self->s.origin[2] + crandom() * self->size[2];
	ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
	org[0] = self->s.origin[0] + crandom() * self->size[0];
	org[1] = self->s.origin[1] + crandom() * self->size[1];
	org[2] = self->s.origin[2] + crandom() * self->size[2];
	ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);
	org[0] = self->s.origin[0] + crandom() * self->size[0];
	org[1] = self->s.origin[1] + crandom() * self->size[1];
	org[2] = self->s.origin[2] + crandom() * self->size[2];
	ThrowDebris (self, "models/objects/debris2/tris.md2", spd, org);

	VectorCopy (save, self->s.origin);
	if (self->groundentity)
		BecomeExplosion2 (self);
	else
		BecomeExplosion1 (self);
}
开发者ID:AJenbo,项目名称:Quake-2,代码行数:78,代码来源:g_misc.c


示例16: CG_AddParticleToScene

/*
=====================
CG_AddParticleToScene
=====================
*/
void CG_AddParticleToScene (cparticle_t *p, vec3_t org, float alpha)
{

	vec3_t		point;
	polyVert_t	verts[4];
	float		width;
	float		height;
	float		time, time2;
	float		ratio;
	float		invratio;
	vec3_t		color;
	polyVert_t	TRIverts[3];
	vec3_t		rright2, rup2;

	if (p->type == P_WEATHER || p->type == P_WEATHER_TURBULENT || p->type == P_WEATHER_FLURRY
		|| p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT)
	{// create a front facing polygon
			
		if (p->type != P_WEATHER_FLURRY)
		{
			if (p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT)
			{
				if (org[2] > p->end)			
				{	
					p->time = cg.time;	
					VectorCopy (org, p->org); // Ridah, fixes rare snow flakes that flicker on the ground
									
					p->org[2] = ( p->start + crandom () * 4 );
					
					
					if (p->type == P_BUBBLE_TURBULENT)
					{
						p->vel[0] = crandom() * 4;
						p->vel[1] = crandom() * 4;
					}
				
				}
			}
			else
			{
				if (org[2] < p->end)			
				{	
					p->time = cg.time;	
					VectorCopy (org, p->org); // Ridah, fixes rare snow flakes that flicker on the ground
									
					while (p->org[2] < p->end) 
					{
						p->org[2] += (p->start - p->end); 
					}
					
					
					if (p->type == P_WEATHER_TURBULENT)
					{
						p->vel[0] = crandom() * 16;
						p->vel[1] = crandom() * 16;
					}
				
				}
			}
			

			// Rafael snow pvs check
			if (!p->link)
				return;

			p->alpha = 1;
		}
		
		// Ridah, had to do this or MAX_POLYS is being exceeded in village1.bsp
		if (Distance( cg.snap->ps.origin, org ) > 1024) {
			return;
		}
		// done.
	
		if (p->type == P_BUBBLE || p->type == P_BUBBLE_TURBULENT)
		{
			VectorMA (org, -p->height, vup, point);	
			VectorMA (point, -p->width, vright, point);	
			VectorCopy (point, verts[0].xyz);	
			verts[0].st[0] = 0;	
			verts[0].st[1] = 0;	
			verts[0].modulate[0] = 255;	
			verts[0].modulate[1] = 255;	
			verts[0].modulate[2] = 255;	
			verts[0].modulate[3] = 255 * p->alpha;	

			VectorMA (org, -p->height, vup, point);	
			VectorMA (point, p->width, vright, point);	
			VectorCopy (point, verts[1].xyz);	
			verts[1].st[0] = 0;	
			verts[1].st[1] = 1;	
			verts[1].modulate[0] = 255;	
			verts[1].modulate[1] = 255;	
			verts[1].modulate[2] = 255;	
			verts[1].modulate[3] = 255 * p->alpha;	
//.........这里部分代码省略.........
开发者ID:freemancw,项目名称:Q3Plan,代码行数:101,代码来源:cg_particles.c


示例17: UI_DoSaber

void UI_DoSaber( vec3_t origin, vec3_t dir, float length, float lengthMax, float radius, saber_colors_t color )
{
	vec3_t		mid, rgb={1,1,1};
	qhandle_t	blade = 0, glow = 0;
	refEntity_t saber;
	float radiusmult;
	float radiusRange;
	float radiusStart;

	if ( length < 0.5f )
	{
		// if the thing is so short, just forget even adding me.
		return;
	}

	// Find the midpoint of the saber for lighting purposes
	VectorMA( origin, length * 0.5f, dir, mid );

	switch( color )
	{
		case SABER_RED:
			glow = redSaberGlowShader;
			blade = redSaberCoreShader;
			VectorSet( rgb, 1.0f, 0.2f, 0.2f );
			break;
		case SABER_ORANGE:
			glow = orangeSaberGlowShader;
			blade = orangeSaberCoreShader;
			VectorSet( rgb, 1.0f, 0.5f, 0.1f );
			break;
		case SABER_YELLOW:
			glow = yellowSaberGlowShader;
			blade = yellowSaberCoreShader;
			VectorSet( rgb, 1.0f, 1.0f, 0.2f );
			break;
		case SABER_GREEN:
			glow = greenSaberGlowShader;
			blade = greenSaberCoreShader;
			VectorSet( rgb, 0.2f, 1.0f, 0.2f );
			break;
		case SABER_BLUE:
			glow = blueSaberGlowShader;
			blade = blueSaberCoreShader;
			VectorSet( rgb, 0.2f, 0.4f, 1.0f );
			break;
		case SABER_PURPLE:
			glow = purpleSaberGlowShader;
			blade = purpleSaberCoreShader;
			VectorSet( rgb, 0.9f, 0.2f, 1.0f );
			break;
		default:
			break;
	}

	memset( &saber, 0, sizeof( refEntity_t ));

	// Saber glow is it's own ref type because it uses a ton of sprites, otherwise it would eat up too many
	//	refEnts to do each glow blob individually
	saber.saberLength = length;

	// Jeff, I did this because I foolishly wished to have a bright halo as the saber is unleashed.
	// It's not quite what I'd hoped tho.  If you have any ideas, go for it!  --Pat
	if (length < lengthMax )
	{
		radiusmult = 1.0 + (2.0 / length);		// Note this creates a curve, and length cannot be < 0.5.
	}
	else
	{
		radiusmult = 1.0;
	}

	radiusRange = radius * 0.075f;
	radiusStart = radius-radiusRange;

	saber.radius = (radiusStart + crandom() * radiusRange)*radiusmult;
	//saber.radius = (2.8f + crandom() * 0.2f)*radiusmult;

	VectorCopy( origin, saber.origin );
	VectorCopy( dir, saber.axis[0] );
	saber.reType = RT_SABER_GLOW;
	saber.customShader = glow;
	saber.shaderRGBA[0] = saber.shaderRGBA[1] = saber.shaderRGBA[2] = saber.shaderRGBA[3] = 0xff;
	//saber.renderfx = rfx;

	trap->R_AddRefEntityToScene( &saber );

	// Do the hot core
	VectorMA( origin, length, dir, saber.origin );
	VectorMA( origin, -1, dir, saber.oldorigin );
	saber.customShader = blade;
	saber.reType = RT_LINE;
	radiusStart = radius/3.0f;
	saber.radius = (radiusStart + crandom() * radiusRange)*radiusmult;
//	saber.radius = (1.0 + crandom() * 0.2f)*radiusmult;

	trap->R_AddRefEntityToScene( &saber );
}
开发者ID:lNightCrawlerl,项目名称:JediKnightGalaxies,代码行数:97,代码来源:ui_saber.cpp


示例18: multi_trigger

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