| 978 | } |
| 979 | |
| 980 | void RocketControl(short itemNumber) |
| 981 | { |
| 982 | auto& rocketItem = g_Level.Items[itemNumber]; |
| 983 | |
| 984 | // Update velocity and orientation. |
| 985 | if (TestEnvironment(ENV_FLAG_WATER, rocketItem.RoomNumber)) |
| 986 | { |
| 987 | if (rocketItem.Animation.Velocity.z > (ROCKET_VELOCITY / 4)) |
| 988 | { |
| 989 | rocketItem.Animation.Velocity.z -= rocketItem.Animation.Velocity.z / 4; |
| 990 | } |
| 991 | else |
| 992 | { |
| 993 | rocketItem.Animation.Velocity.z += (rocketItem.Animation.Velocity.z / 4) + 4.0f; |
| 994 | |
| 995 | if (rocketItem.Animation.Velocity.z > (ROCKET_VELOCITY / 4)) |
| 996 | rocketItem.Animation.Velocity.z = ROCKET_VELOCITY / 4; |
| 997 | } |
| 998 | |
| 999 | rocketItem.Pose.Orientation.z += short((rocketItem.Animation.Velocity.z / 8) + 3.0f) * ANGLE(1.0f); |
| 1000 | } |
| 1001 | else |
| 1002 | { |
| 1003 | if (rocketItem.Animation.Velocity.z < ROCKET_VELOCITY) |
| 1004 | rocketItem.Animation.Velocity.z += (rocketItem.Animation.Velocity.z / 4) + 4.0f; |
| 1005 | |
| 1006 | rocketItem.Pose.Orientation.z += short((rocketItem.Animation.Velocity.z / 4) + 7.0f) * ANGLE(1.0f); |
| 1007 | } |
| 1008 | |
| 1009 | rocketItem.Model.Color = Vector4(0.5f, 0.5f, 0.5f, 1.0f); |
| 1010 | |
| 1011 | // Calculate offset in rocket direction for fire and smoke sparks. |
| 1012 | auto world = Matrix::CreateTranslation(0, 0, -64) * |
| 1013 | Matrix::CreateFromYawPitchRoll( |
| 1014 | TO_RAD(rocketItem.Pose.Orientation.y - ANGLE(180.0f)), |
| 1015 | TO_RAD(rocketItem.Pose.Orientation.x), |
| 1016 | TO_RAD(rocketItem.Pose.Orientation.z)); |
| 1017 | |
| 1018 | int wx = world.Translation().x; |
| 1019 | int wy = world.Translation().y; |
| 1020 | int wz = world.Translation().z; |
| 1021 | |
| 1022 | // Trigger fire, smoke, and light. |
| 1023 | TriggerRocketSmoke(wx + rocketItem.Pose.Position.x, wy + rocketItem.Pose.Position.y, wz + rocketItem.Pose.Position.z); |
| 1024 | TriggerRocketFire(wx + rocketItem.Pose.Position.x, wy + rocketItem.Pose.Position.y, wz + rocketItem.Pose.Position.z); |
| 1025 | SpawnDynamicLight( |
| 1026 | wx + rocketItem.Pose.Position.x + (GetRandomControl() & 15) - 8, |
| 1027 | wy + rocketItem.Pose.Position.y + (GetRandomControl() & 15) - 8, |
| 1028 | wz + rocketItem.Pose.Position.z + (GetRandomControl() & 15) - 8, |
| 1029 | 14, 28 + (GetRandomControl() & 3), 16 + (GetRandomControl() & 7), (GetRandomControl() & 7)); |
| 1030 | |
| 1031 | // Spawn bubbles underwater. |
| 1032 | if (TestEnvironment(ENV_FLAG_WATER, rocketItem.RoomNumber)) |
| 1033 | { |
| 1034 | auto pos = rocketItem.Pose.Position.ToVector3() + Vector3(wx, wy, wz); |
| 1035 | SpawnBubble(pos, rocketItem.RoomNumber); |
| 1036 | } |
| 1037 |
nothing calls this directly
no test coverage detected