Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= 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;
}
}