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cg_oldPlasma for 1.16n

ok lents start with the cvar's open up cg_main.c and add these to you cvarlist and cvarTable[] .

vmCvar_t cg_oldPlasma;

and lower down

{ &cg_oldPlasma, "cg_oldPlasma", "1", 0},

now do the one in cg_local.h like so.

extern vmCvar_t cg_oldPlasma;

Ok down to the good stuff. Now open up cg_weapons.c

And add the below code to file just before CG_GrappleTrail

/*
==========================
CG_PlasmaTrail
==========================
*/
static void CG_PlasmaTrail( centity_t *cent, const weaponInfo_t *wi ) {
	localEntity_t	*le;
	refEntity_t		*re;
	entityState_t	*es;
	vec3_t			velocity, xvelocity, origin;
	vec3_t			offset, xoffset;
	vec3_t			v[3];
	int				t, startTime, step;

	float	waterScale = 1.0f;

	if ( cg_noProjectileTrail.integer || cg_oldPlasma.integer ) {
		return;
	}

	step = 50;

	es = ¢->currentState;
	startTime = cent->trailTime;
	t = step * ( (startTime + step) / step );

	BG_EvaluateTrajectory( &es->pos, cg.time, origin );

	le = CG_AllocLocalEntity();
	re = &le->refEntity;

	velocity[0] = 60 - 120 * crandom();
	velocity[1] = 40 - 80 * crandom();
	velocity[2] = 100 - 200 * crandom();

	le->leType = LE_MOVE_SCALE_FADE;
	le->leFlags = LEF_TUMBLE;
	le->leBounceSoundType = LEBS_NONE;
	le->leMarkType = LEMT_NONE;

	le->startTime = cg.time;
	le->endTime = le->startTime + 600;

	le->pos.trType = TR_GRAVITY;
	le->pos.trTime = cg.time;

	AnglesToAxis( cent->lerpAngles, v );

	offset[0] = 2;
	offset[1] = 2;
	offset[2] = 2;

	xoffset[0] = offset[0] * v[0][0] + offset[1] * v[1][0] + offset[2] * v[2][0];
	xoffset[1] = offset[0] * v[0][1] + offset[1] * v[1][1] + offset[2] * v[2][1];
	xoffset[2] = offset[0] * v[0][2] + offset[1] * v[1][2] + offset[2] * v[2][2];

	VectorAdd( origin, xoffset, re->origin );
	VectorCopy( re->origin, le->pos.trBase );

	if ( CG_PointContents( re->origin, -1 ) & CONTENTS_WATER ) {
		waterScale = 0.10f;
	}

	xvelocity[0] = velocity[0] * v[0][0] + velocity[1] * v[1][0] + velocity[2] * v[2][0];
	xvelocity[1] = velocity[0] * v[0][1] + velocity[1] * v[1][1] + velocity[2] * v[2][1];
	xvelocity[2] = velocity[0] * v[0][2] + velocity[1] * v[1][2] + velocity[2] * v[2][2];
	VectorScale( xvelocity, waterScale, le->pos.trDelta );

	AxisCopy( axisDefault, re->axis );
    re->shaderTime = cg.time / 1000.0f;
    re->reType = RT_SPRITE;
    re->radius = 0.25f;
	re->customShader = cgs.media.railRingsShader;
	le->bounceFactor = 0.3f;

    re->shaderRGBA[0] = wi->flashDlightColor[0] * 63;
    re->shaderRGBA[1] = wi->flashDlightColor[1] * 63;
    re->shaderRGBA[2] = wi->flashDlightColor[2] * 63;
    re->shaderRGBA[3] = 63;

    le->color[0] = wi->flashDlightColor[0] * 0.2;
    le->color[1] = wi->flashDlightColor[1] * 0.2;
    le->color[2] = wi->flashDlightColor[2] * 0.2;
    le->color[3] = 0.25f;

	le->angles.trType = TR_LINEAR;
	le->angles.trTime = cg.time;
	le->angles.trBase[0] = rand()&31;
	le->angles.trBase[1] = rand()&31;
	le->angles.trBase[2] = rand()&31;
	le->angles.trDelta[0] = 1;
	le->angles.trDelta[1] = 0.5;
	le->angles.trDelta[2] = 0;

}

You may need to remove the cg_noProjectileTrail.integer if you have not added it to you mod.

So now we move a little low down the file and find case WP_PLASMAGUN: under CG_RegisterWeapon

fix you case WP_PLASMAGUN: to look like this.

case WP_PLASMAGUN:
		weaponInfo->missileTrailFunc = CG_PlasmaTrail;  // <-- ADDED CODE
		weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav" );
		MAKERGB( weaponInfo->flashDlightColor, 0.6, 0.6, 1 );
		weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav" );
		cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" );
		cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" );   // <-- ADDED CODE
		break;

Ok there you go you should now have thow funny leky plasma trail jumping off you plasma balls. Enjoy

Freeze hard & Play hard

--Powerr