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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/tf2/plasmaprojectile_shared.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/tf2/plasmaprojectile_shared.cpp')
| -rw-r--r-- | game/shared/tf2/plasmaprojectile_shared.cpp | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/game/shared/tf2/plasmaprojectile_shared.cpp b/game/shared/tf2/plasmaprojectile_shared.cpp new file mode 100644 index 0000000..8bbe622 --- /dev/null +++ b/game/shared/tf2/plasmaprojectile_shared.cpp @@ -0,0 +1,72 @@ +//========= 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; + } +} + + |