| 201 | } |
| 202 | |
| 203 | void CG_AddRefEntWithTransportEffect ( centity_t *cent, refEntity_t *ent ) |
| 204 | { |
| 205 | // We are a normal thing.... |
| 206 | cgi_R_AddRefEntityToScene (ent); |
| 207 | |
| 208 | if ( ent->renderfx & RF_PULSATE && cent->gent->owner && cent->gent->owner->health && |
| 209 | !cent->gent->owner->s.number && cent->gent->owner->client && //only for player |
| 210 | cent->gent->owner->client->ps.saberEntityState == SES_RETURNING && |
| 211 | cent->currentState.saberActive == qfalse ) |
| 212 | { |
| 213 | // if we are the saber and we have been dropped, do a glow so it can be spotted easier |
| 214 | float wv; |
| 215 | vec3_t org; |
| 216 | |
| 217 | ent->customShader = cgi_R_RegisterShader( "gfx/effects/solidWhite_cull" ); |
| 218 | ent->renderfx = RF_RGB_TINT; |
| 219 | wv = sin( cg.time * 0.003f ) * 0.08f + 0.1f; |
| 220 | ent->shaderRGBA[0] = wv * 255; |
| 221 | ent->shaderRGBA[1] = wv * 255; |
| 222 | ent->shaderRGBA[2] = wv * 0; |
| 223 | cgi_R_AddRefEntityToScene (ent); |
| 224 | |
| 225 | for ( int i = -4; i < 10; i += 1 ) |
| 226 | { |
| 227 | VectorMA( ent->origin, -i, ent->axis[2], org ); |
| 228 | |
| 229 | FX_AddSprite( org, NULL, NULL, 5.5f, 5.5f, wv, wv, 0.0f, 0.0f, 1.0f, cgs.media.yellowDroppedSaberShader, 0x08000000 ); |
| 230 | } |
| 231 | if ( cent->gent->owner->s.weapon == WP_SABER ) |
| 232 | {//he's still controlling me |
| 233 | FX_AddSprite( cent->gent->owner->client->renderInfo.handRPoint, NULL, NULL, 8.0f, 8.0f, wv, wv, 0.0f, 0.0f, 1.0f, cgs.media.yellowDroppedSaberShader, 0x08000000 ); |
| 234 | } |
| 235 | } |
| 236 | } |
| 237 | |
| 238 | |
| 239 | /* |
no test coverage detected