From: Samual Lenks Date: Wed, 19 Feb 2014 02:32:14 +0000 (-0500) Subject: Working on visual effects for Arc some more X-Git-Tag: xonotic-v0.8.0~152^2~80 X-Git-Url: http://git.xonotic.org/?a=commitdiff_plain;h=efe8f045dac723046401eb49820e053e75f8aec2;p=xonotic%2Fxonotic-data.pk3dir.git Working on visual effects for Arc some more --- diff --git a/qcsrc/client/particles.qc b/qcsrc/client/particles.qc index 7fac7f9d0..9e4bfebb4 100644 --- a/qcsrc/client/particles.qc +++ b/qcsrc/client/particles.qc @@ -486,6 +486,19 @@ void Draw_ArcBeam() vector hitorigin = start_pos; + /* + _len = vlen(self.origin - self.move_origin); + _dir = normalize(self.move_origin - self.origin); + + if(self.total_damages < time) + { + boxparticles(self.traileffect, self, self.origin, self.origin + _dir * -64, _dir * -_len , _dir * -_len, 1, PARTICLES_USEALPHA); + boxparticles(self.lip, self, self.move_origin, self.move_origin + _dir * -64, _dir * -200 , _dir * -200, 1, PARTICLES_USEALPHA); + self.total_damages = time + 0.1; + } + */ + + float i; for(i = 1; i <= segments; ++i) { @@ -557,7 +570,7 @@ void Draw_ArcBeam() } if(self.beam_muzzleflash) { - pointparticles(self.beam_muzzleflash, start_pos, wantdir * 1000, frametime * 1); + pointparticles(self.beam_muzzleflash, start_pos + wantdir * 20, wantdir * 1000, frametime * 0.1); } } @@ -635,14 +648,14 @@ void Ent_ReadArcBeam(float isnew) self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash"); break; } - case ARC_BT_WALL: + case ARC_BT_WALL: // grenadelauncher_muzzleflash healray_muzzleflash { self.beam_rgb = '0.5 0.5 1'; self.beam_alpha = 0.5; self.beam_thickness = 8; self.beam_traileffect = FALSE; self.beam_hiteffect = particleeffectnum("electro_lightning"); - self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash"); + self.beam_muzzleflash = FALSE; // particleeffectnum("grenadelauncher_muzzleflash"); break; } case ARC_BT_HEAL: @@ -651,7 +664,7 @@ void Ent_ReadArcBeam(float isnew) self.beam_alpha = 0.5; self.beam_thickness = 8; self.beam_traileffect = FALSE; - self.beam_hiteffect = particleeffectnum("electro_lightning"); + self.beam_hiteffect = particleeffectnum("healray_impact"); self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash"); break; }