.float HookSilent;
.float HookRange;
-void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float alpha, float drawflag)
+void Draw_CylindricLine(vector from, vector to, float thickness, string texture, float aspect, float shift, vector rgb, float alpha, float drawflag, vector vieworg)
{
// I want to draw a quad...
// from and to are MIDPOINTS.
length_tex = aspect * vlen(to - from) / thickness;
// direction is perpendicular to the view normal, and perpendicular to the axis
- thickdir = normalize(cross(axis, view_origin - from));
+ thickdir = normalize(cross(axis, vieworg - from));
/*
print("from ", vtos(from), "\n");
string Draw_GrapplingHook_trace_callback_tex;
float Draw_GrapplingHook_trace_callback_rnd;
+vector Draw_GrapplingHook_trace_callback_rgb;
+float Draw_GrapplingHook_trace_callback_a;
void Draw_GrapplingHook_trace_callback(vector start, vector hit, vector end)
{
- Draw_CylindricLine(hit, start, 8, Draw_GrapplingHook_trace_callback_tex, 0.25, Draw_GrapplingHook_trace_callback_rnd, '1 1 1', 1, DRAWFLAG_NORMAL);
+ float i;
+ vector vorg;
+ vorg = WarpZone_TransformOrigin(WarpZone_trace_transform, view_origin);
+ for(i = 0; i < Draw_GrapplingHook_trace_callback_a; ++i)
+ Draw_CylindricLine(hit, start, 8, Draw_GrapplingHook_trace_callback_tex, 0.25, Draw_GrapplingHook_trace_callback_rnd, Draw_GrapplingHook_trace_callback_rgb, min(1, Draw_GrapplingHook_trace_callback_a - i), DRAWFLAG_NORMAL, vorg);
Draw_GrapplingHook_trace_callback_rnd += 0.25 * vlen(hit - start) / 8;
}
float t;
float s;
vector vs;
+ float intensity, offset;
InterpolateOrigin_Do();
{
default:
case ENT_CLIENT_HOOK:
+ intensity = 1;
+ offset = 0;
if(t == COLOR_TEAM1)
{
tex = "particles/hook_red";
}
break;
case ENT_CLIENT_LGBEAM:
+ intensity = bound(0.2, 1 + Noise_Pink(self, frametime) * 1 + Noise_Burst(self, frametime, 0.03) * 0.3, 2);
+ offset = Noise_Brown(self, frametime) * 10;
tex = "particles/lgbeam";
rgb = '1 1 1';
break;
case ENT_CLIENT_GAUNTLET:
+ intensity = 1;
+ offset = Noise_White(self, frametime);
tex = "particles/gauntletbeam";
rgb = '1 1 1';
break;
}
Draw_GrapplingHook_trace_callback_tex = tex;
- Draw_GrapplingHook_trace_callback_rnd = random();
+ Draw_GrapplingHook_trace_callback_rnd = offset;
+ Draw_GrapplingHook_trace_callback_rgb = rgb;
+ Draw_GrapplingHook_trace_callback_a = intensity;
WarpZone_TraceBox_ThroughZone(a, '0 0 0', '0 0 0', b, ((self.HookType == ENT_CLIENT_HOOK) ? MOVE_NOTHING : MOVE_NORMAL), world, world, Draw_GrapplingHook_trace_callback);
Draw_GrapplingHook_trace_callback_tex = string_null;
case ENT_CLIENT_HOOK:
break;
case ENT_CLIENT_LGBEAM:
- pointparticles(particleeffectnum("electro_lightning"), trace_endpos, normalize(atrans - trace_endpos), frametime);
+ pointparticles(particleeffectnum("electro_lightning"), trace_endpos, normalize(atrans - trace_endpos), frametime * intensity);
break;
case ENT_CLIENT_GAUNTLET:
- pointparticles(particleeffectnum("gauntlet_lightning"), b, normalize(a - b), frametime);
+ pointparticles(particleeffectnum("gauntlet_lightning"), b, normalize(a - b), frametime * intensity);
break;
}
}