You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
72 lines
2.4 KiB
72 lines
2.4 KiB
//========= 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; |
|
} |
|
} |
|
|
|
|
|
|