mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-22 22:27:05 +00:00
73 lines
2.4 KiB
C++
73 lines
2.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
#include "cbase.h"
|
|
#include "plasmaprojectile_shared.h"
|
|
|
|
#define PLASMA_LIFETIME 2.0
|
|
|
|
ConVar plasma_gravity( "plasma_gravity","1000", FCVAR_REPLICATED, "Plasma gravity" );
|
|
ConVar plasma_drag( "plasma_drag","2", FCVAR_REPLICATED, "Plasma drag" );
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Setup state needed to perform the physics computation
|
|
//-----------------------------------------------------------------------------
|
|
void CPlasmaProjectileShared::Init( const Vector &vecStart, const Vector &vecDir, float flSpawnSpeed )
|
|
{
|
|
m_vecSpawnPosition = vecStart;
|
|
m_vTracerDir = vecDir;
|
|
m_flSpawnSpeed = flSpawnSpeed;
|
|
}
|
|
|
|
void CPlasmaProjectileShared::SetSpawnTime( float flSpawnTime )
|
|
{
|
|
m_flSpawnTime = flSpawnTime;
|
|
}
|
|
|
|
void CPlasmaProjectileShared::SetDeathTime( float flDeathTime )
|
|
{
|
|
m_flDeathTime = flDeathTime;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Perform custom physics on this dude (when we're in ballistic mode)
|
|
//-----------------------------------------------------------------------------
|
|
void CPlasmaProjectileShared::ComputePosition( float flTime, Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity )
|
|
{
|
|
float flLifeTime = flTime - m_flSpawnTime;
|
|
if (flLifeTime < 0)
|
|
return;
|
|
|
|
// Travel ballistically until we run out of juice..
|
|
if (flTime <= m_flDeathTime)
|
|
{
|
|
VectorMultiply( m_vTracerDir, m_flSpawnSpeed, *pNewVelocity );
|
|
VectorMA( m_vecSpawnPosition, flLifeTime, *pNewVelocity, *pNewPosition );
|
|
}
|
|
else
|
|
{
|
|
VectorMultiply( m_vTracerDir, m_flSpawnSpeed, *pNewVelocity );
|
|
VectorMA( m_vecSpawnPosition, m_flDeathTime - m_flSpawnTime, *pNewVelocity, *pNewPosition );
|
|
|
|
// Ran out of juice... fall!
|
|
float flFallTime = flTime - m_flDeathTime;
|
|
|
|
float flDragFactor = exp( -plasma_drag.GetFloat() * flFallTime );
|
|
*pNewVelocity *= flDragFactor;
|
|
|
|
float flDist = (m_flSpawnSpeed / plasma_drag.GetFloat()) * ( 1.0f - flDragFactor );
|
|
VectorMA( *pNewPosition, flDist, m_vTracerDir, *pNewPosition );
|
|
|
|
// Add in the effects of gravity!
|
|
pNewVelocity->z -= flFallTime * plasma_gravity.GetFloat();
|
|
pNewPosition->z -= 0.5f * plasma_gravity.GetFloat() * flFallTime * flFallTime;
|
|
}
|
|
}
|
|
|
|
|