thirtyflightsofloving/client/cl_tempent.c
Knightmare66 6f4f02f5bf Added implementation of TE_RAILTRAIL_COLORED.
Refactored railgun trail effect and decal code to handle color as red, green, blue parameters.
Moved CL_TextColor() from cl_string.c to cl_utils.c.
AddedCL_EffectColor() to cl_utils.c.
2020-10-08 17:32:37 -04:00

2079 lines
52 KiB
C

/*
===========================================================================
Copyright (C) 1997-2001 Id Software, Inc.
This file is part of Quake 2 source code.
Quake 2 source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Quake 2 source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Quake 2 source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// cl_tent.c -- client side temporary entities
#include "client.h"
#include "particles.h"
void CL_LightningBeam(vec3_t start, vec3_t end, int srcEnt, int dstEnt, float size);
typedef enum
{
ex_free, ex_explosion, ex_misc, ex_flash, ex_mflash, ex_poly, ex_poly2
} exptype_t;
typedef struct
{
exptype_t type;
entity_t ent;
int frames;
float light;
vec3_t lightcolor;
float start;
int baseframe;
} explosion_t;
#define MAX_EXPLOSIONS 512 // was 32
explosion_t cl_explosions[MAX_EXPLOSIONS];
#define MAX_BEAMS 512 // was 32
typedef struct
{
int entity;
int dest_entity;
struct model_s *model;
int endtime;
vec3_t offset;
vec3_t start, end;
} beam_t;
beam_t cl_beams[MAX_BEAMS];
//PMM - added this for player-linked beams. Currently only used by the plasma beam
beam_t cl_playerbeams[MAX_BEAMS];
#define MAX_LASERS 512 // was 32
typedef struct
{
entity_t ent;
int endtime;
} laser_t;
laser_t cl_lasers[MAX_LASERS];
//ROGUE
cl_sustain_t cl_sustains[MAX_SUSTAINS];
//ROGUE
//PGM
extern void CL_TeleportParticles (vec3_t org);
//PGM
// Psychospaz's enhanced particle code
void CL_Explosion_Particle (vec3_t org, float scale, qboolean rocket);
void CL_Explosion_FlashParticle (vec3_t org, float size, qboolean large);
void CL_BloodHit (vec3_t org, vec3_t dir);
void CL_GreenBloodHit (vec3_t org, vec3_t dir);
void CL_ParticleEffectSparks (vec3_t org, vec3_t dir, vec3_t color, int count);
void CL_ParticleBulletDecal(vec3_t org, vec3_t dir, float size);
void CL_ParticlePlasmaBeamDecal(vec3_t org, vec3_t dir, float size);
void CL_ParticleBlasterDecal (vec3_t org, vec3_t dir, float size, int red, int green, int blue);
void CL_Explosion_Decal (vec3_t org, float size, int decalnum);
void CL_Explosion_Sparks (vec3_t org, int size, int count);
void CL_BFGExplosionParticles (vec3_t org);
clientMedia_t clMedia;
void ReadTextureSurfaceAssignments();
/*
=================
CL_RegisterTEntSounds
=================
*/
void CL_RegisterTEntSounds (void)
{
int i;
char name[MAX_QPATH];
clMedia.sfx_ric[0] = S_RegisterSound ("world/ric1.wav");
clMedia.sfx_ric[1] = S_RegisterSound ("world/ric2.wav");
clMedia.sfx_ric[2] = S_RegisterSound ("world/ric3.wav");
clMedia.sfx_lashit = S_RegisterSound("weapons/lashit.wav");
clMedia.sfx_spark[0] = S_RegisterSound ("world/spark5.wav");
clMedia.sfx_spark[1] = S_RegisterSound ("world/spark6.wav");
clMedia.sfx_spark[2] = S_RegisterSound ("world/spark7.wav");
clMedia.sfx_railg = S_RegisterSound ("weapons/railgf1a.wav");
clMedia.sfx_rockexp = S_RegisterSound ("weapons/rocklx1a.wav");
clMedia.sfx_grenexp = S_RegisterSound ("weapons/grenlx1a.wav");
clMedia.sfx_watrexp = S_RegisterSound ("weapons/xpld_wat.wav");
// Xatrix
clMedia.sfx_plasexp = S_RegisterSound ("weapons/plasexpl.wav");
// Rogue
clMedia.sfx_lightning = S_RegisterSound ("weapons/tesla.wav");
clMedia.sfx_disrexp = S_RegisterSound ("weapons/disrupthit.wav");
// shockwave impact
clMedia.sfx_shockhit = S_RegisterSound ("weapons/shockhit.wav");
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "player/step%i.wav", i+1);
clMedia.sfx_footsteps[i] = S_RegisterSound (name);
}
// Lazarus footstep sounds
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "player/pl_metal%i.wav", i+1);
clMedia.sfx_metal_footsteps[i] = S_RegisterSound (name);
}
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "player/pl_dirt%i.wav", i+1);
clMedia.sfx_dirt_footsteps[i] = S_RegisterSound (name);
}
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "player/pl_duct%i.wav", i+1);
clMedia.sfx_vent_footsteps[i] = S_RegisterSound (name);
}
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "player/pl_grate%i.wav", i+1);
clMedia.sfx_grate_footsteps[i] = S_RegisterSound (name);
}
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "player/pl_tile%i.wav", i+1);
clMedia.sfx_tile_footsteps[i] = S_RegisterSound (name);
}
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "player/pl_grass%i.wav", i+1);
clMedia.sfx_grass_footsteps[i] = S_RegisterSound (name);
}
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "player/pl_snow%i.wav", i+1);
clMedia.sfx_snow_footsteps[i] = S_RegisterSound (name);
}
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "player/pl_carpet%i.wav", i+1);
clMedia.sfx_carpet_footsteps[i] = S_RegisterSound (name);
}
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "player/pl_force%i.wav", i+1);
clMedia.sfx_force_footsteps[i] = S_RegisterSound (name);
}
for (i=0 ; i<4 ; i++) {
Com_sprintf (name, sizeof(name), "player/pl_gravel%i.wav", i+1);
clMedia.sfx_gravel_footsteps[i] = S_RegisterSound (name);
}
for (i=0; i<4; i++) {
Com_sprintf (name, sizeof(name), "player/pl_ice%i.wav", i+1);
clMedia.sfx_ice_footsteps[i] = S_RegisterSound (name);
}
for (i=0; i<4; i++) {
Com_sprintf (name, sizeof(name), "player/pl_sand%i.wav", i+1);
clMedia.sfx_sand_footsteps[i] = S_RegisterSound (name);
}
for (i=0; i<4; i++) {
Com_sprintf (name, sizeof(name), "player/pl_wood%i.wav", i+1);
clMedia.sfx_wood_footsteps[i] = S_RegisterSound (name);
}
for (i=0; i<4; i++) {
Com_sprintf (name, sizeof(name), "player/pl_slosh%i.wav", i+1);
clMedia.sfx_slosh[i] = S_RegisterSound (name);
}
for (i=0; i<4; i++) {
Com_sprintf (name, sizeof(name), "player/pl_wade%i.wav", i+1);
clMedia.sfx_wade[i] = S_RegisterSound (name);
}
for (i=0; i<2; i++) {
Com_sprintf (name, sizeof(name), "mud/wade_mud%i.wav", i+1);
clMedia.sfx_mud_wade[i] = S_RegisterSound (name);
}
for (i=0; i<4; i++) {
Com_sprintf (name, sizeof(name), "player/pl_ladder%i.wav", i+1);
clMedia.sfx_ladder[i] = S_RegisterSound (name);
}
// player loud step
clMedia.sfx_player_land = S_RegisterSound ("player/land1.wav");
// player teleport
clMedia.sfx_player_teleport = S_RegisterSound ("misc/tele1.wav");
// Q1-style player teleport (in rogue pak0.pak)
for (i=0; i<5; i++) {
Com_sprintf (name, sizeof(name), "misc/r_tele%i.wav", i+1);
clMedia.sfx_player_teleport2[i] = S_RegisterSound (name);
}
// item respawn
clMedia.sfx_item_respawn = S_RegisterSound ("items/respawn1.wav");
// read footstep defintion file
// if (cl_footstep_override->value)
if (cl_footstep_override->integer)
ReadTextureSurfaceAssignments();
// end Lazarus footstep sounds
// S_RegisterSound ("player/land1.wav");
S_RegisterSound ("player/fall2.wav");
S_RegisterSound ("player/fall1.wav");
}
/*
=================
CL_RegisterTEntModels
=================
*/
void CL_RegisterTEntModels (void)
{
clMedia.mod_explode = R_RegisterModel ("models/objects/explode/tris.md2");
clMedia.mod_smoke = R_RegisterModel ("models/objects/smoke/tris.md2");
clMedia.mod_flash = R_RegisterModel ("models/objects/flash/tris.md2");
clMedia.mod_parasite_segment = R_RegisterModel ("models/monsters/parasite/segment/tris.md2");
clMedia.mod_grapple_cable = R_RegisterModel ("models/ctf/segment/tris.md2");
clMedia.mod_parasite_tip = R_RegisterModel ("models/monsters/parasite/tip/tris.md2");
clMedia.mod_explo = R_RegisterModel ("models/objects/r_explode/tris.md2");
clMedia.mod_bfg_explo = R_RegisterModel ("sprites/s_bfg2.sp2");
clMedia.mod_powerscreen = R_RegisterModel ("models/items/armor/effect/tris.md2");
// Rogue
clMedia.mod_explo_big = R_RegisterModel ("models/objects/r_explode2/tris.md2");
clMedia.mod_lightning = R_RegisterModel ("models/proj/lightning/tris.md2");
clMedia.mod_heatbeam = R_RegisterModel ("models/proj/beam/tris.md2");
clMedia.mod_monster_heatbeam = R_RegisterModel ("models/proj/widowbeam/tris.md2");
// new effect models
clMedia.mod_shocksplash = R_RegisterModel ("models/objects/shocksplash/tris.md2");
R_RegisterModel ("models/objects/laser/tris.md2");
R_RegisterModel ("models/objects/grenade2/tris.md2");
R_RegisterModel ("models/weapons/v_machn/tris.md2");
R_RegisterModel ("models/weapons/v_handgr/tris.md2");
R_RegisterModel ("models/weapons/v_shotg2/tris.md2");
R_RegisterModel ("models/objects/gibs/bone/tris.md2");
R_RegisterModel ("models/objects/gibs/sm_meat/tris.md2");
R_RegisterModel ("models/objects/gibs/bone2/tris.md2");
// Xatrix
// R_RegisterModel ("models/objects/blaser/tris.md2");
R_DrawFindPic ("w_machinegun");
R_DrawFindPic ("a_bullets");
R_DrawFindPic ("i_health");
R_DrawFindPic ("a_grenades");
}
/*
=================
CL_ClearTEnts
=================
*/
void CL_ClearTEnts (void)
{
memset (cl_beams, 0, sizeof(cl_beams));
memset (cl_explosions, 0, sizeof(cl_explosions));
memset (cl_lasers, 0, sizeof(cl_lasers));
//ROGUE
memset (cl_playerbeams, 0, sizeof(cl_playerbeams));
memset (cl_sustains, 0, sizeof(cl_sustains));
//ROGUE
}
/*
=================
CL_AllocExplosion
=================
*/
explosion_t *CL_AllocExplosion (void)
{
int i;
int time;
int index;
for (i=0; i<MAX_EXPLOSIONS; i++)
{
if (cl_explosions[i].type == ex_free)
{
memset (&cl_explosions[i], 0, sizeof (cl_explosions[i]));
return &cl_explosions[i];
}
}
// find the oldest explosion
time = cl.time;
index = 0;
for (i=0; i<MAX_EXPLOSIONS; i++)
if (cl_explosions[i].start < time)
{
time = cl_explosions[i].start;
index = i;
}
memset (&cl_explosions[index], 0, sizeof (cl_explosions[index]));
return &cl_explosions[index];
}
void CL_Explosion_Flash (vec3_t origin, int dist, int size, qboolean plasma)
{
int i,j,k;
int limit = (plasma)?1:2;
vec3_t org;
if (cl_particle_scale->value > 1 || plasma)
{
for (i=0; i<limit; i++)
CL_Explosion_FlashParticle(origin, size+2*dist, true);
return;
}
for (i=-1; i<2; i+=2)
for (j=-1; j<2; j+=2)
for (k=-1; k<2; k+=2)
{
org[0]=origin[0]+i*dist;
org[1]=origin[1]+j*dist;
org[2]=origin[2]+k*dist;
CL_Explosion_FlashParticle(org, size, false);
}
}
/*
=================
CL_SmokeAndFlash
=================
*/
void CL_SmokeAndFlash(vec3_t origin)
{
explosion_t *ex;
ex = CL_AllocExplosion ();
VectorCopy (origin, ex->ent.origin);
ex->type = ex_flash;
ex->ent.flags |= RF_FULLBRIGHT;
ex->frames = 2;
ex->start = cl.frame.servertime - 100;
ex->ent.model = clMedia.mod_flash;
}
/*
=================
CL_ParseParticles
=================
*/
void CL_ParseParticles (void)
{
int color, count;
vec3_t pos, dir;
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
color = MSG_ReadByte (&net_message);
count = MSG_ReadByte (&net_message);
CL_ParticleEffect (pos, dir, color, count);
}
/*
=================
CL_ParseBeam
=================
*/
int CL_ParseBeam (struct model_s *model)
{
int ent;
vec3_t start, end;
beam_t *b;
int i;
ent = MSG_ReadShort (&net_message);
MSG_ReadPos (&net_message, start);
MSG_ReadPos (&net_message, end);
// override any beam with the same entity
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
if (b->entity == ent)
{
b->entity = ent;
b->model = model;
b->endtime = cl.time + 200;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
VectorClear (b->offset);
return ent;
}
// find a free beam
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
{
if (!b->model || b->endtime < cl.time)
{
b->entity = ent;
b->model = model;
b->endtime = cl.time + 200;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
VectorClear (b->offset);
return ent;
}
}
Com_Printf ("beam list overflow!\n");
return ent;
}
/*
=================
CL_ParseBeam2
=================
*/
int CL_ParseBeam2 (struct model_s *model)
{
int ent;
vec3_t start, end, offset;
beam_t *b;
int i;
ent = MSG_ReadShort (&net_message);
MSG_ReadPos (&net_message, start);
MSG_ReadPos (&net_message, end);
MSG_ReadPos (&net_message, offset);
// Com_Printf ("end- %f %f %f\n", end[0], end[1], end[2]);
// override any beam with the same entity
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
if (b->entity == ent)
{
b->entity = ent;
b->model = model;
b->endtime = cl.time + 200;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
VectorCopy (offset, b->offset);
return ent;
}
// find a free beam
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
{
if (!b->model || b->endtime < cl.time)
{
b->entity = ent;
b->model = model;
b->endtime = cl.time + 200;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
VectorCopy (offset, b->offset);
return ent;
}
}
Com_Printf ("beam list overflow!\n");
return ent;
}
// ROGUE
/*
=================
CL_ParsePlayerBeam
- adds to the cl_playerbeam array instead of the cl_beams array
=================
*/
int CL_ParsePlayerBeam (struct model_s *model)
{
int ent;
vec3_t start, end, offset;
beam_t *b;
int i;
ent = MSG_ReadShort (&net_message);
MSG_ReadPos (&net_message, start);
MSG_ReadPos (&net_message, end);
// PMM - network optimization
if (model == clMedia.mod_heatbeam)
VectorSet(offset, 2, 7, -3);
else if (model == clMedia.mod_monster_heatbeam)
{
model = clMedia.mod_heatbeam;
VectorSet(offset, 0, 0, 0);
}
else
MSG_ReadPos (&net_message, offset);
// Com_Printf ("end- %f %f %f\n", end[0], end[1], end[2]);
// override any beam with the same entity
// PMM - For player beams, we only want one per player (entity) so..
for (i=0, b=cl_playerbeams; i<MAX_BEAMS; i++, b++)
{
if (b->entity == ent)
{
b->entity = ent;
b->model = model;
b->endtime = cl.time + 200;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
VectorCopy (offset, b->offset);
return ent;
}
}
// find a free beam
for (i=0, b=cl_playerbeams; i<MAX_BEAMS; i++, b++)
{
if (!b->model || b->endtime < cl.time)
{
b->entity = ent;
b->model = model;
b->endtime = cl.time + 100; // PMM - this needs to be 100 to prevent multiple heatbeams
VectorCopy (start, b->start);
VectorCopy (end, b->end);
VectorCopy (offset, b->offset);
return ent;
}
}
Com_Printf ("beam list overflow!\n");
return ent;
}
//rogue
/*
=================
CL_ParseLightning
=================
*/
// Psychspaz's enhanced particles
int CL_ParseLightning ()
{
vec3_t start,end; // ,move,vec;
int srcEnt, dstEnt; // , len, dec;
srcEnt = MSG_ReadShort (&net_message);
dstEnt = MSG_ReadShort (&net_message);
MSG_ReadPos (&net_message, start);
MSG_ReadPos (&net_message, end);
CL_LightningBeam(start, end, srcEnt, dstEnt, 5);
return srcEnt;
}
/*
=================
CL_ParseLaser
=================
*/
// Psychspaz's enhanced particles
void CL_ParseLaser (int colors)
{
vec3_t start,end;
vec3_t move;
vec3_t vec;
vec3_t point;
float len;
float dec;
MSG_ReadPos (&net_message, start);
MSG_ReadPos (&net_message, end);
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
VectorCopy (vec, point);
dec = 20;
VectorScale (vec, dec, vec);
VectorCopy (start, move);
while (len > 0)
{
len -= dec;
CL_SetupParticle (
point[0], point[1], point[2],
move[0], move[1], move[2],
0, 0, 0,
0, 0, 0,
50, 255, 50,
0, 0, 0,
1, -2.5,
GL_SRC_ALPHA, GL_ONE,
dec*TWOTHIRDS, 0,
particle_beam,
PART_DIRECTION,
NULL,0);
VectorAdd (move, vec, move);
}
}
//=============
//ROGUE
void CL_ParseSteam (void)
{
vec3_t pos, dir;
int id, i;
int r;
int cnt;
int color;
int magnitude;
cl_sustain_t *s, *free_sustain;
id = MSG_ReadShort (&net_message); // an id of -1 is an instant effect
if (id != -1) // sustains
{
//Com_Printf ("Sustain effect id %d\n", id);
free_sustain = NULL;
for (i=0, s=cl_sustains; i<MAX_SUSTAINS; i++, s++)
{
if (s->id == 0)
{
free_sustain = s;
break;
}
}
if (free_sustain)
{
s->id = id;
s->count = MSG_ReadByte (&net_message);
MSG_ReadPos (&net_message, s->org);
MSG_ReadDir (&net_message, s->dir);
r = MSG_ReadByte (&net_message);
s->color = r & 0xff;
s->magnitude = MSG_ReadShort (&net_message);
s->endtime = cl.time + MSG_ReadLong (&net_message);
s->think = CL_ParticleSteamEffect2;
s->thinkinterval = 100;
s->nextthink = cl.time;
}
else
{
//Com_Printf ("No free sustains!\n");
// FIXME - read the stuff anyway
cnt = MSG_ReadByte (&net_message);
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
r = MSG_ReadByte (&net_message);
magnitude = MSG_ReadShort (&net_message);
magnitude = MSG_ReadLong (&net_message); // really interval
}
}
else // instant
{
cnt = MSG_ReadByte (&net_message);
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
r = MSG_ReadByte (&net_message);
magnitude = MSG_ReadShort (&net_message);
color = r & 0xff;
CL_ParticleSteamEffect (pos, dir,
color8red(color), color8green(color), color8blue(color),
-20, -20, -20, cnt, magnitude);
//CL_ParticleSteamEffect (pos, dir, 240, 240, 240, -20, -20, -20, cnt, magnitude);
//S_StartSound (pos, 0, 0, clMedia.sfx_lashit, 1, ATTN_NORM, 0);
}
}
void CL_ParseWidow (void)
{
vec3_t pos;
int id, i;
cl_sustain_t *s, *free_sustain;
id = MSG_ReadShort (&net_message);
free_sustain = NULL;
for (i=0, s=cl_sustains; i<MAX_SUSTAINS; i++, s++)
{
if (s->id == 0)
{
free_sustain = s;
break;
}
}
if (free_sustain)
{
s->id = id;
MSG_ReadPos (&net_message, s->org);
s->endtime = cl.time + 2100;
s->think = CL_Widowbeamout;
s->thinkinterval = 1;
s->nextthink = cl.time;
}
else // no free sustains
{
// FIXME - read the stuff anyway
MSG_ReadPos (&net_message, pos);
}
}
void CL_ParseNuke (void)
{
vec3_t pos;
int i;
cl_sustain_t *s, *free_sustain;
free_sustain = NULL;
for (i=0, s=cl_sustains; i<MAX_SUSTAINS; i++, s++)
{
if (s->id == 0)
{
free_sustain = s;
break;
}
}
if (free_sustain)
{
s->id = 21000;
MSG_ReadPos (&net_message, s->org);
s->endtime = cl.time + 1000;
s->think = CL_Nukeblast;
s->thinkinterval = 1;
s->nextthink = cl.time;
}
else // no free sustains
{
// FIXME - read the stuff anyway
MSG_ReadPos (&net_message, pos);
}
}
//ROGUE
//=============
// Psychospaz's enhanced particle code
void CL_GunSmokeEffect (vec3_t org, vec3_t dir)
{
vec3_t velocity, origin;
int j;
for (j=0 ; j<3 ; j++)
{
origin[j] = org[j] + dir[j]*10;
velocity[j] = 10*dir[j];
}
velocity[2] = 10;
CL_ParticleSmokeEffect (origin, velocity, 10);
}
/*
=================
CL_ParseTEnt
=================
*/
static byte splash_color[] = {0x00, 0xe0, 0xb0, 0x50, 0xd0, 0xe0, 0xe8};
void CL_ParseTEnt (void)
{
int type;
vec3_t pos, pos2, dir;
explosion_t *ex;
int cnt;
int color;
int r, i;
int ent;
int magnitude;
CL_FixParticleCvars (); // clamp critical effects vars to acceptable bounds
type = MSG_ReadByte (&net_message);
switch (type)
{
case TE_BLOOD: // bullet hitting flesh
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
// Psychospaz's enhanced particle code
CL_BloodHit (pos, dir);
break;
case TE_GUNSHOT: // bullet hitting wall
case TE_SPARKS:
case TE_BULLET_SPARKS:
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
// Psychospaz's enhanced particle code
if (type == TE_BULLET_SPARKS)
VectorScale(dir, 2, dir);
{
vec3_t color = { 255, 125, 10 };
CL_ParticleEffectSparks (pos, dir, color, (type == TE_GUNSHOT)? 5 : 10);
}
if (type != TE_SPARKS)
{
CL_GunSmokeEffect (pos, dir);
if (type == TE_GUNSHOT || type == TE_BULLET_SPARKS)
CL_ParticleBulletDecal(pos, dir, 2.5);
// impact sound
cnt = rand()&15;
if (cnt == 1)
S_StartSound (pos, 0, 0, clMedia.sfx_ric[0], 1, ATTN_NORM, 0);
else if (cnt == 2)
S_StartSound (pos, 0, 0, clMedia.sfx_ric[1], 1, ATTN_NORM, 0);
else if (cnt == 3)
S_StartSound (pos, 0, 0, clMedia.sfx_ric[2], 1, ATTN_NORM, 0);
}
break;
case TE_SHOTGUN: // bullet hitting wall
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
// Psychospaz's enhanced particle code
CL_GunSmokeEffect (pos, dir);
CL_ParticleBulletDecal(pos, dir, 2.8);
{
vec3_t color = { 200, 100, 10 };
CL_ParticleEffectSparks (pos, dir, color, 8);
}
break;
case TE_SCREEN_SPARKS:
case TE_SHIELD_SPARKS:
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
if (type == TE_SCREEN_SPARKS)
CL_ParticleEffect (pos, dir, 0xd0, 40);
else
CL_ParticleEffect (pos, dir, 0xb0, 40);
//FIXME : replace or remove this sound
S_StartSound (pos, 0, 0, clMedia.sfx_lashit, 1, ATTN_NORM, 0);
break;
case TE_SPLASH: // bullet hitting water
cnt = MSG_ReadByte (&net_message);
cnt = min(cnt, 40); // cap at 40
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
r = MSG_ReadByte (&net_message);
if (r > 6)
color = 0x00;
else
color = splash_color[r];
// Psychospaz's enhanced particle code
CL_ParticleEffectSplash (pos, dir, color, cnt);
if (r == SPLASH_SPARKS)
{
r = rand() & 3;
if (r == 0)
S_StartSound (pos, 0, 0, clMedia.sfx_spark[0], 1, ATTN_STATIC, 0);
else if (r == 1)
S_StartSound (pos, 0, 0, clMedia.sfx_spark[1], 1, ATTN_STATIC, 0);
else
S_StartSound (pos, 0, 0, clMedia.sfx_spark[2], 1, ATTN_STATIC, 0);
}
break;
case TE_LASER_SPARKS:
cnt = MSG_ReadByte (&net_message);
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
color = MSG_ReadByte (&net_message);
CL_ParticleEffect2 (pos, dir, color, cnt);
break;
case TE_RAILTRAIL: // railgun effect
case TE_RAILTRAIL2: // 12/23/2001 - red railgun trail
case TE_RAILTRAIL_COLORED: // changeable color railgun trail
MSG_ReadPos (&net_message, pos);
MSG_ReadPos (&net_message, pos2);
if (type == TE_RAILTRAIL_COLORED)
{
int red, green, blue;
color = MSG_ReadByte (&net_message);
CL_EffectColor (color, &red, &green, &blue);
CL_RailTrail (pos, pos2, red, green, blue);
// CL_RailTrail (pos, pos2, color8red(color), color8green(color), color8blue(color));
}
else if (type == TE_RAILTRAIL2) {
CL_RailTrail (pos, pos2, 255, 20, 20);
}
else {
CL_RailTrail (pos, pos2, cl_railred->integer, cl_railgreen->integer, cl_railblue->integer);
}
S_StartSound (pos2, 0, 0, clMedia.sfx_railg, 1, ATTN_NORM, 0);
break;
case TE_EXPLOSION2:
case TE_GRENADE_EXPLOSION:
case TE_GRENADE_EXPLOSION_WATER:
MSG_ReadPos (&net_message, pos);
// if (cl_old_explosions->value)
if (cl_old_explosions->integer)
{
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->ent.flags = RF_FULLBRIGHT|RF_NOSHADOW; // noshadow flag
ex->start = cl.frame.servertime - 100;
ex->light = 350;
ex->lightcolor[0] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->ent.model = clMedia.mod_explo;
ex->frames = 19;
ex->baseframe = 30;
ex->ent.angles[1] = rand() % 360;
}
else {
CL_Explosion_Particle (pos, 0, false);
if (type!=TE_GRENADE_EXPLOSION_WATER)
CL_Explosion_Flash (pos, 10, 50, false);
}
CL_Explosion_Sparks (pos, 16, 128);
if (type != TE_EXPLOSION2)
CL_Explosion_Decal (pos, 50, particle_burnmark);
if (type == TE_GRENADE_EXPLOSION_WATER)
S_StartSound (pos, 0, 0, clMedia.sfx_watrexp, 1, ATTN_NORM, 0);
else
S_StartSound (pos, 0, 0, clMedia.sfx_grenexp, 1, ATTN_NORM, 0);
break;
// RAFAEL
case TE_PLASMA_EXPLOSION:
MSG_ReadPos (&net_message, pos);
// if (cl_old_explosions->value)
if (cl_old_explosions->integer)
{
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->ent.flags = RF_FULLBRIGHT|RF_NOSHADOW; // noshadow flag
ex->start = cl.frame.servertime - 100;
ex->light = 350;
ex->lightcolor[0] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->ent.angles[1] = rand() % 360;
ex->ent.model = clMedia.mod_explo;
if (frand() < 0.5)
ex->baseframe = 15;
ex->frames = 15;
}
else {
CL_Explosion_Particle (pos, 0, true);
CL_Explosion_Flash (pos, 10, 50, true);
}
CL_Explosion_Sparks (pos, 16, 128);
CL_Explosion_Decal (pos, 50, particle_burnmark);
// if (cl_plasma_explo_sound->value)
if (cl_plasma_explo_sound->integer)
S_StartSound (pos, 0, 0, clMedia.sfx_plasexp, 1, ATTN_NORM, 0);
else
S_StartSound (pos, 0, 0, clMedia.sfx_rockexp, 1, ATTN_NORM, 0);
break;
case TE_EXPLOSION1_BIG: // PMM
MSG_ReadPos (&net_message, pos);
// if (cl_old_explosions->value)
if (cl_old_explosions->integer)
{
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->ent.flags = RF_FULLBRIGHT|RF_NOSHADOW; // noshadow flag
ex->start = cl.frame.servertime - 100;
ex->light = 350;
ex->lightcolor[0] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->ent.angles[1] = rand() % 360;
ex->ent.model = clMedia.mod_explo_big;
if (frand() < 0.5)
ex->baseframe = 15;
ex->frames = 15;
}
else {
CL_Explosion_Particle (pos, 150, true); // increased size
CL_Explosion_Flash (pos, 30, 150, false);
}
CL_Explosion_Sparks (pos, 48, 128);
S_StartSound (pos, 0, 0, clMedia.sfx_rockexp, 1, ATTN_NORM, 0);
break;
case TE_EXPLOSION1_NP: // PMM
MSG_ReadPos (&net_message, pos);
// if (cl_old_explosions->value)
if (cl_old_explosions->integer)
{
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->ent.flags = RF_FULLBRIGHT|RF_NOSHADOW; // noshadow flag
ex->start = cl.frame.servertime - 100;
ex->light = 350;
ex->lightcolor[0] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->ent.angles[1] = rand() % 360;
ex->ent.model = clMedia.mod_explo;
if (frand() < 0.5)
ex->baseframe = 15;
ex->frames = 15;
}
else {
CL_Explosion_Particle (pos, 50, true);
CL_Explosion_Flash (pos, 7, 32, false);
}
CL_Explosion_Sparks (pos, 10, 128);
S_StartSound (pos, 0, 0, clMedia.sfx_grenexp, 1, ATTN_NORM, 0);
break;
case TE_EXPLOSION1:
case TE_PLAIN_EXPLOSION:
case TE_ROCKET_EXPLOSION:
case TE_ROCKET_EXPLOSION_WATER:
MSG_ReadPos (&net_message, pos);
// if (cl_old_explosions->value)
if (cl_old_explosions->integer)
{
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->ent.flags = RF_FULLBRIGHT|RF_NOSHADOW; // noshadow flag
ex->start = cl.frame.servertime - 100;
ex->light = 350;
ex->lightcolor[0] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->ent.angles[1] = rand() % 360;
ex->ent.model = clMedia.mod_explo;
if (frand() < 0.5)
ex->baseframe = 15;
ex->frames = 15;
}
else {
CL_Explosion_Particle (pos, 0, true);
CL_Explosion_Flash (pos, 10, 50, false);
}
CL_Explosion_Sparks (pos, 16, 128);
if (type == TE_ROCKET_EXPLOSION || type == TE_ROCKET_EXPLOSION_WATER)
CL_Explosion_Decal (pos, 50, particle_burnmark);
if (type == TE_ROCKET_EXPLOSION_WATER)
S_StartSound (pos, 0, 0, clMedia.sfx_watrexp, 1, ATTN_NORM, 0);
else
S_StartSound (pos, 0, 0, clMedia.sfx_rockexp, 1, ATTN_NORM, 0);
break;
case TE_BFG_EXPLOSION:
MSG_ReadPos (&net_message, pos);
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->ent.flags |= RF_FULLBRIGHT;
ex->start = cl.frame.servertime - 100;
ex->light = 350;
ex->lightcolor[0] = 0.0;
ex->lightcolor[1] = 1.0;
ex->lightcolor[2] = 0.0;
ex->ent.model = clMedia.mod_bfg_explo;
ex->ent.flags |= RF_TRANSLUCENT | RF_TRANS_ADDITIVE;
ex->ent.alpha = 0.30;
ex->frames = 4;
break;
case TE_BFG_BIGEXPLOSION:
MSG_ReadPos (&net_message, pos);
CL_BFGExplosionParticles (pos);
CL_Explosion_Decal (pos, 75, particle_bfgmark);
break;
case TE_BFG_LASER:
CL_ParseLaser (0xd0d1d2d3);
break;
case TE_BUBBLETRAIL:
MSG_ReadPos (&net_message, pos);
MSG_ReadPos (&net_message, pos2);
CL_BubbleTrail (pos, pos2);
break;
case TE_PARASITE_ATTACK:
case TE_MEDIC_CABLE_ATTACK:
ent = CL_ParseBeam (clMedia.mod_parasite_segment);
break;
case TE_BOSSTPORT: // boss teleporting to station
MSG_ReadPos (&net_message, pos);
CL_BigTeleportParticles (pos);
S_StartSound (pos, 0, 0, S_RegisterSound ("misc/bigtele.wav"), 1, ATTN_NONE, 0);
break;
case TE_GRAPPLE_CABLE:
ent = CL_ParseBeam2 (clMedia.mod_grapple_cable);
break;
// RAFAEL
case TE_WELDING_SPARKS:
cnt = MSG_ReadByte (&net_message);
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
color = MSG_ReadByte (&net_message);
// Psychospaz's enhanced particle code
{
vec3_t sparkcolor = {color8red(color), color8green(color), color8blue(color)};
CL_ParticleEffectSparks (pos, dir, sparkcolor, 40);
}
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_flash;
// note to self
// we need a better no draw flag
ex->ent.flags |= RF_BEAM;
ex->start = cl.frame.servertime - 0.1;
ex->light = 100 + (rand()%75);
ex->lightcolor[0] = 1.0;
ex->lightcolor[1] = 1.0;
ex->lightcolor[2] = 0.3;
ex->ent.model = clMedia.mod_flash;
ex->frames = 2;
break;
case TE_GREENBLOOD:
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
// Psychospaz's enhanced particle code
CL_GreenBloodHit (pos, dir);
break;
// RAFAEL
case TE_TUNNEL_SPARKS:
cnt = MSG_ReadByte (&net_message);
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
color = MSG_ReadByte (&net_message);
CL_ParticleEffect3 (pos, dir, color, cnt);
break;
//=============
//PGM
// PMM -following code integrated for flechette (different color)
case TE_BLASTER: // blaster hitting wall
case TE_BLASTER2: // green blaster hitting wall
case TE_BLUEHYPERBLASTER: // blue blaster hitting wall
case TE_REDBLASTER: // red blaster hitting wall
case TE_FLECHETTE: // flechette hitting wall
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
// if (cl_old_explosions->value)
if (cl_old_explosions->integer)
{
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->ent.angles[0] = acos(dir[2])/M_PI*180;
if (dir[0]) // PMM - fixed to correct for pitch of 0
ex->ent.angles[1] = atan2(dir[1], dir[0])/M_PI*180;
else if (dir[1] > 0)
ex->ent.angles[1] = 90;
else if (dir[1] < 0)
ex->ent.angles[1] = 270;
else
ex->ent.angles[1] = 0;
ex->type = ex_misc;
ex->ent.flags |= RF_FULLBRIGHT|RF_TRANSLUCENT|RF_NOSHADOW; // no shadow on these
if (type == TE_BLASTER2)
ex->ent.skinnum = 1;
else if (type == TE_REDBLASTER)
ex->ent.skinnum = 3;
else if (type == TE_FLECHETTE || type == TE_BLUEHYPERBLASTER)
ex->ent.skinnum = 2;
else // TE_BLASTER
ex->ent.skinnum = 0;
ex->start = cl.frame.servertime - 100;
ex->light = 150;
if (type == TE_BLASTER2) {
ex->lightcolor[0] = 0.15;
ex->lightcolor[1] = 1;
ex->lightcolor[2] = 0.15;
}
else if (type == TE_BLUEHYPERBLASTER) {
ex->lightcolor[0] = 0.19;
ex->lightcolor[1] = 0.41;
ex->lightcolor[2] = 0.75;
}
else if (type == TE_REDBLASTER) {
ex->lightcolor[0] = 0.75;
ex->lightcolor[1] = 0.41;
ex->lightcolor[2] = 0.19;
}
else if (type == TE_FLECHETTE) {
ex->lightcolor[0] = 0.39;
ex->lightcolor[1] = 0.61;
ex->lightcolor[2] = 0.75;
}
else { // TE_BLASTER
ex->lightcolor[0] = 1;
ex->lightcolor[1] = 1;
ex->lightcolor[2] = 0;
}
ex->ent.model = clMedia.mod_explode;
ex->frames = 4;
}
// Psychospaz's enhanced particle code
{
int red, green, blue, numparts;
// float partsize = (cl_old_explosions->value) ? 2 : 4;
float partsize = (cl_old_explosions->integer) ? 2 : 4;
// numparts = (cl_old_explosions->value) ? 12 : (32 / max(cl_particle_scale->value/2, 1));
numparts = (cl_old_explosions->integer) ? 12 : (32 / max(cl_particle_scale->value/2, 1));
if (type == TE_BLASTER2) {
CL_BlasterParticles (pos, dir, numparts, partsize, 50, 235, 50, -10, 0, -10);
red=50; green=235; blue=50; }
else if (type == TE_BLUEHYPERBLASTER) {
CL_BlasterParticles (pos, dir, numparts, partsize, 50, 50, 235, -10, 0, -10);
red=50; green=50; blue=235; }
else if (type == TE_REDBLASTER) {
CL_BlasterParticles (pos, dir, numparts, partsize, 235, 50, 50, 0, -90, -30);
red=235; green=50; blue=50; }
else if (type == TE_FLECHETTE) {
CL_BlasterParticles (pos, dir, numparts, partsize, 100, 100, 195, -10, 0, -10);
red=100; green=100; blue=195; }
else { // TE_BLASTER
CL_BlasterParticles (pos, dir, numparts, partsize, 255, 150, 50, 0, -90, -30); // was 40
red=255; green=150; blue=50; }
CL_ParticleBlasterDecal(pos, dir, 10, red, green, blue);
}
S_StartSound (pos, 0, 0, clMedia.sfx_lashit, 1, ATTN_NORM, 0);
break;
// shockwave impact effect
case TE_SHOCKSPLASH:
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
// Spawn 5 rings
for (i = 0; i < 5; i++)
{
ex = CL_AllocExplosion ();
VectorMA (pos, 16.0*(i+1), dir, ex->ent.origin);
vectoangles2(dir, ex->ent.angles);
//VectorCopy (dir, ex->ent.angles);
ex->type = ex_poly2;
ex->ent.flags |= RF_FULLBRIGHT|RF_TRANSLUCENT|RF_NOSHADOW;
ex->start = cl.frame.servertime - 100;
ex->light = 75;
ex->lightcolor[0] = 0.39;
ex->lightcolor[1] = 0.61;
ex->lightcolor[2] = 0.75;
ex->ent.model = clMedia.mod_shocksplash;
ex->ent.alpha = 0.70;
ex->baseframe = 4-i;
ex->frames = 4+i;
}
S_StartSound (pos, 0, 0, clMedia.sfx_shockhit, 1, ATTN_NONE, 0);
break;
case TE_LIGHTNING:
// Psychospaz's enhanced particle code
ent = CL_ParseLightning ();
S_StartSound (NULL, ent, CHAN_WEAPON, clMedia.sfx_lightning, 1, ATTN_NORM, 0);
break;
case TE_DEBUGTRAIL:
MSG_ReadPos (&net_message, pos);
MSG_ReadPos (&net_message, pos2);
CL_DebugTrail (pos, pos2);
break;
case TE_FLASHLIGHT:
MSG_ReadPos(&net_message, pos);
ent = MSG_ReadShort(&net_message);
CL_Flashlight(ent, pos);
break;
case TE_FORCEWALL:
MSG_ReadPos(&net_message, pos);
MSG_ReadPos(&net_message, pos2);
color = MSG_ReadByte (&net_message);
CL_ForceWall(pos, pos2, color);
break;
case TE_HEATBEAM:
ent = CL_ParsePlayerBeam (clMedia.mod_heatbeam);
break;
case TE_MONSTER_HEATBEAM:
ent = CL_ParsePlayerBeam (clMedia.mod_monster_heatbeam);
break;
case TE_HEATBEAM_SPARKS:
cnt = 50;
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
r = 8;
magnitude = 60;
CL_ParticleSteamEffect (pos, dir, 240, 240, 240, -20, -20, -20, cnt, magnitude);
S_StartSound (pos, 0, 0, clMedia.sfx_lashit, 1, ATTN_NORM, 0);
break;
case TE_HEATBEAM_STEAM:
cnt = 20;
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
magnitude = 60;
CL_ParticleSteamEffect (pos, dir, 255, 150, 50, 0, -90, -30, cnt, magnitude);
CL_ParticlePlasmaBeamDecal (pos, dir, 10); // added burnmark
S_StartSound (pos, 0, 0, clMedia.sfx_lashit, 1, ATTN_NORM, 0);
break;
case TE_STEAM:
CL_ParseSteam();
break;
case TE_BUBBLETRAIL2:
cnt = 3; // was 8
MSG_ReadPos (&net_message, pos);
MSG_ReadPos (&net_message, pos2);
CL_BubbleTrail2 (pos, pos2, cnt);
S_StartSound (pos, 0, 0, clMedia.sfx_lashit, 1, ATTN_NORM, 0);
break;
case TE_MOREBLOOD:
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
// Psychospaz's enhanced particle code
CL_BloodHit (pos, dir);
CL_BloodHit (pos, dir);
break;
case TE_CHAINFIST_SMOKE:
dir[0]=0; dir[1]=0; dir[2]=1;
MSG_ReadPos(&net_message, pos);
// Psychospaz's enhanced particle code
CL_ParticleSmokeEffect (pos, dir, 8);
break;
case TE_ELECTRIC_SPARKS:
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
// new blue electric sparks
CL_ElectricParticles (pos, dir, 40);
//FIXME : replace or remove this sound
S_StartSound (pos, 0, 0, clMedia.sfx_lashit, 1, ATTN_NORM, 0);
break;
case TE_TRACKER_EXPLOSION:
MSG_ReadPos (&net_message, pos);
CL_ColorFlash (pos, 0, 150, -1, -1, -1);
// CL_ColorExplosionParticles (pos, 0, 1);
CL_Tracker_Explode (pos);
CL_Explosion_Decal (pos, 14, particle_trackermark);
S_StartSound (pos, 0, 0, clMedia.sfx_disrexp, 1, ATTN_NORM, 0);
break;
case TE_TELEPORT_EFFECT:
case TE_DBALL_GOAL:
MSG_ReadPos (&net_message, pos);
CL_TeleportParticles (pos);
break;
case TE_WIDOWBEAMOUT:
CL_ParseWidow ();
break;
case TE_NUKEBLAST:
CL_ParseNuke ();
break;
case TE_WIDOWSPLASH:
MSG_ReadPos (&net_message, pos);
CL_WidowSplash (pos);
break;
//PGM
//==============
default:
Com_Error (ERR_DROP, "CL_ParseTEnt: bad type");
}
}
// backup of client angles
extern vec3_t old_viewangles;
/*
=================
CL_AddBeams
=================
*/
void CL_AddBeams (void)
{
int i,j;
beam_t *b;
vec3_t dist, org;
float d;
entity_t ent;
float yaw, pitch;
float forward;
float len, steps;
float model_length;
frame_t *oldframe; // added
player_state_t *ps, *ops;
qboolean firstperson, chasecam;
int handmult;
vec3_t thirdp_grapple_offset;
vec3_t grapple_offset_dir;
// chasecam grapple offset stuff
if (hand)
{
// if (hand->value == 2)
if (hand->integer == 2)
handmult = 1;
// else if (hand->value == 1)
else if (hand->integer == 1)
handmult = -1;
else
handmult = 1;
}
else
handmult = 1;
VectorSet(thirdp_grapple_offset, 6, 16, 16);
// end third person grapple
// update beams
for (i=0, b=cl_beams; i< MAX_BEAMS; i++, b++)
{
if (!b->model || b->endtime < cl.time)
continue;
// firstperson = ((b->entity == cl.playernum+1) && !cg_thirdperson->value);
// chasecam = ((b->entity == cl.playernum+1) && cg_thirdperson->value);
firstperson = ((b->entity == cl.playernum+1) && !cg_thirdperson->integer);
chasecam = ((b->entity == cl.playernum+1) && cg_thirdperson->integer);
// if coming from the player, update the start position
if (firstperson) // entity 0 is the world
{
VectorCopy (cl.refdef.vieworg, b->start);
b->start[2] -= 22; // adjust for view height
}
else if (chasecam)
{
vec3_t f,r,u;
ps = &cl.frame.playerstate;
j = (cl.frame.serverframe - 1) & UPDATE_MASK;
oldframe = &cl.frames[j];
if (oldframe->serverframe != cl.frame.serverframe-1 || !oldframe->valid)
oldframe = &cl.frame;
ops = &oldframe->playerstate;
AngleVectors(old_viewangles, f, r, u);
VectorClear (grapple_offset_dir);
for (j=0; j<3; j++)
{
grapple_offset_dir[j] += f[j]*thirdp_grapple_offset[1];
grapple_offset_dir[j] += r[j]*thirdp_grapple_offset[0]*handmult;
grapple_offset_dir[j] += u[j]*(-thirdp_grapple_offset[2]);
}
for (j=0; j<3; j++)
b->start[j] = cl.predicted_origin[j] + ops->viewoffset[j]
+ cl.lerpfrac * (ps->viewoffset[j] - ops->viewoffset[j])
+ grapple_offset_dir[j];
// Com_Printf("%f, %f, %f\n", grapple_offset_dir[0], grapple_offset_dir[1], grapple_offset_dir[2]);
}
if (chasecam)
VectorCopy (b->start, org);
else
VectorAdd (b->start, b->offset, org);
// calculate pitch and yaw
VectorSubtract (b->end, org, dist);
if (dist[1] == 0 && dist[0] == 0)
{
yaw = 0;
if (dist[2] > 0)
pitch = 90;
else
pitch = 270;
}
else
{
// PMM - fixed to correct for pitch of 0
if (dist[0])
yaw = (atan2(dist[1], dist[0]) * 180 / M_PI);
else if (dist[1] > 0)
yaw = 90;
else
yaw = 270;
if (yaw < 0)
yaw += 360;
forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
pitch = (atan2(dist[2], forward) * -180.0 / M_PI);
if (pitch < 0)
pitch += 360.0;
}
// add new entities for the beams
d = VectorNormalize(dist);
memset (&ent, 0, sizeof(ent));
if (b->model == clMedia.mod_lightning)
{
model_length = 35.0;
d-= 20.0; // correction so it doesn't end in middle of tesla
}
else
{
model_length = 30.0;
}
steps = ceil(d/model_length);
len = (d-model_length)/(steps-1);
// PMM - special case for lightning model .. if the real length is shorter than the model,
// flip it around & draw it from the end to the start. This prevents the model from going
// through the tesla mine (instead it goes through the target)
if ((b->model == clMedia.mod_lightning) && (d <= model_length))
{
// Com_Printf ("special case\n");
VectorCopy (b->end, ent.origin);
// offset to push beam outside of tesla model (negative because dist is from end to start
// for this beam)
// for (j=0 ; j<3 ; j++)
// ent.origin[j] -= dist[j]*10.0;
ent.model = b->model;
ent.flags |= RF_FULLBRIGHT;
ent.angles[0] = pitch;
ent.angles[1] = yaw;
ent.angles[2] = rand()%360;
//AnglesToAxis(ent.angles, ent.axis);
V_AddEntity (&ent);
return;
}
while (d > 0)
{
VectorCopy (org, ent.origin);
ent.model = b->model;
if (b->model == clMedia.mod_lightning)
{
ent.flags |= RF_FULLBRIGHT;
ent.angles[0] = -pitch;
ent.angles[1] = yaw + 180.0;
ent.angles[2] = rand()%360;
}
else
{
ent.angles[0] = pitch;
ent.angles[1] = yaw;
ent.angles[2] = rand()%360;
}
//AnglesToAxis(ent.angles, ent.axis);
ent.flags |= RF_NOSHADOW; // beams don't cast shadows
// Com_Printf("B: %d -> %d\n", b->entity, b->dest_entity);
V_AddEntity (&ent);
for (j=0 ; j<3 ; j++)
org[j] += dist[j]*len;
d -= model_length;
}
}
}
/*
// Com_Printf ("Endpoint: %f %f %f\n", b->end[0], b->end[1], b->end[2]);
// Com_Printf ("Pred View Angles: %f %f %f\n", cl.predicted_angles[0], cl.predicted_angles[1], cl.predicted_angles[2]);
// Com_Printf ("Act View Angles: %f %f %f\n", cl.refdef.viewangles[0], cl.refdef.viewangles[1], cl.refdef.viewangles[2]);
// VectorCopy (cl.predicted_origin, b->start);
// b->start[2] += 22; // adjust for view height
// if (fabs(cl.refdef.vieworg[2] - b->start[2]) >= 10) {
// b->start[2] = cl.refdef.vieworg[2];
// }
// Com_Printf ("Time: %d %d %f\n", cl.time, cls.realtime, cls.renderFrameTime);
*/
/*
=================
ROGUE - draw player locked beams
CL_AddPlayerBeams
=================
*/
void CL_AddPlayerBeams (void)
{
int i,j;
beam_t *b;
vec3_t dist, org;
float d;
entity_t ent;
float yaw, pitch;
float forward;
float len, steps;
int framenum;
float model_length;
float hand_multiplier;
frame_t *oldframe;
player_state_t *ps, *ops;
qboolean firstperson, chasecam;
int newhandmult;
vec3_t thirdp_pbeam_offset;
vec3_t pbeam_offset_dir;
//PMM
if (hand)
{
// if (hand->value == 2)
if (hand->integer == 2)
hand_multiplier = 0;
// else if (hand->value == 1)
else if (hand->integer == 1)
hand_multiplier = -1;
else
hand_multiplier = 1;
}
else
{
hand_multiplier = 1;
}
//PMM
// chasecam beam offset stuff
newhandmult = hand_multiplier;
if (newhandmult == 0)
newhandmult = 1;
VectorSet(thirdp_pbeam_offset, 6.5, 0, 12);
// end chasecam beam offset stuff
// update beams
for (i=0, b=cl_playerbeams; i< MAX_BEAMS; i++, b++)
{
vec3_t f,r,u;
if (!b->model || b->endtime < cl.time)
continue;
// firstperson = ((b->entity == cl.playernum+1) && !cg_thirdperson->value);
// chasecam = ((b->entity == cl.playernum+1) && cg_thirdperson->value);
firstperson = ((b->entity == cl.playernum+1) && !cg_thirdperson->integer);
chasecam = ((b->entity == cl.playernum+1) && cg_thirdperson->integer);
if(clMedia.mod_heatbeam && (b->model == clMedia.mod_heatbeam))
{
// if coming from the player, update the start position
if (firstperson || chasecam)
{
// set up gun position
// code straight out of CL_AddViewWeapon
ps = &cl.frame.playerstate;
j = (cl.frame.serverframe - 1) & UPDATE_MASK;
oldframe = &cl.frames[j];
if (oldframe->serverframe != cl.frame.serverframe-1 || !oldframe->valid)
oldframe = &cl.frame; // previous frame was dropped or involid
ops = &oldframe->playerstate;
// lerp for chasecam mode
if (chasecam)
{ // use player's original viewangles
AngleVectors(old_viewangles, f, r, u);
VectorClear (pbeam_offset_dir);
for (j=0; j<3; j++)
{
pbeam_offset_dir[j] += f[j]*thirdp_pbeam_offset[1];
pbeam_offset_dir[j] += r[j]*thirdp_pbeam_offset[0]*newhandmult;
pbeam_offset_dir[j] += u[j]*(-thirdp_pbeam_offset[2]);
}
for (j=0; j<3; j++)
b->start[j] = cl.predicted_origin[j] + ops->viewoffset[j]
+ cl.lerpfrac * (ps->viewoffset[j] - ops->viewoffset[j])
+ pbeam_offset_dir[j];
// Com_Printf("%f, %f, %f\n", pbeam_offset_dir[0], pbeam_offset_dir[1], pbeam_offset_dir[2]);
VectorMA (b->start, (newhandmult * b->offset[0]), r, org);
VectorMA ( org, b->offset[1], f, org);
VectorMA ( org, b->offset[2], u, org);
}
else // firstperson
{
for (j=0; j<3; j++)
{
b->start[j] = cl.refdef.vieworg[j] + ops->gunoffset[j]
+ cl.lerpfrac * (ps->gunoffset[j] - ops->gunoffset[j]);
}
VectorMA (b->start, (hand_multiplier * b->offset[0]), cl.v_right, org);
VectorMA ( org, b->offset[1], cl.v_forward, org);
VectorMA ( org, b->offset[2], cl.v_up, org);
// if ((hand) && (hand->value == 2)) {
if ((hand) && (hand->integer == 2)) {
VectorMA (org, -1, cl.v_up, org);
}
// FIXME - take these out when final
VectorCopy (cl.v_right, r);
VectorCopy (cl.v_forward, f);
VectorCopy (cl.v_up, u);
}
}
else // some other player or monster
VectorCopy (b->start, org);
}
else // some other beam model
{
// if coming from the player, update the start position
// skip for chasecam mode
if (firstperson)
{
VectorCopy (cl.refdef.vieworg, b->start);
b->start[2] -= 22; // adjust for view height
}
VectorAdd (b->start, b->offset, org);
}
// calculate pitch and yaw
VectorSubtract (b->end, org, dist);
//PMM
if (clMedia.mod_heatbeam && (b->model == clMedia.mod_heatbeam) && (firstperson||chasecam))
{
vec_t len;
len = VectorLength (dist);
VectorScale (f, len, dist);
if (chasecam)
VectorMA (dist, (newhandmult * b->offset[0]), r, dist);
else
VectorMA (dist, (hand_multiplier * b->offset[0]), r, dist);
VectorMA (dist, b->offset[1], f, dist);
VectorMA (dist, b->offset[2], u, dist);
if (chasecam) {
VectorMA (dist, -(newhandmult * thirdp_pbeam_offset[0]), r, dist);
VectorMA (dist, thirdp_pbeam_offset[1], f, dist);
VectorMA (dist, thirdp_pbeam_offset[2], u, dist);
}
// if ((hand) && (hand->value == 2) && !chasecam)
if ((hand) && (hand->integer == 2) && !chasecam)
VectorMA (org, -1, cl.v_up, org);
}
//PMM
if (dist[1] == 0 && dist[0] == 0)
{
yaw = 0;
if (dist[2] > 0)
pitch = 90;
else
pitch = 270;
}
else
{
// PMM - fixed to correct for pitch of 0
if (dist[0])
yaw = (atan2(dist[1], dist[0]) * 180 / M_PI);
else if (dist[1] > 0)
yaw = 90;
else
yaw = 270;
if (yaw < 0)
yaw += 360;
forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
pitch = (atan2(dist[2], forward) * -180.0 / M_PI);
if (pitch < 0)
pitch += 360.0;
}
if (clMedia.mod_heatbeam && (b->model == clMedia.mod_heatbeam) )
{
if (!firstperson)
{
framenum = 2;
ent.angles[0] = -pitch;
ent.angles[1] = yaw + 180.0;
ent.angles[2] = 0;
// skip this for chasecam mode
if (!chasecam)
{
// Com_Printf ("%f %f - %f %f %f\n", -pitch, yaw+180.0, b->offset[0], b->offset[1], b->offset[2]);
AngleVectors(ent.angles, f, r, u);
// if it's a non-origin offset, it's a player, so use the hardcoded player offset
if (!VectorCompare (b->offset, vec3_origin))
{
VectorMA (org, -(b->offset[0])+1, r, org);
VectorMA (org, -(b->offset[1])+12, f, org); //was 0
VectorMA (org, -(b->offset[2])-5, u, org); //was -10
}
else
{
// if it's a monster, do the particle effect
CL_MonsterPlasma_Shell(b->start);
}
}
}
else
{
framenum = 1;
}
}
// if it's the heatbeam, draw the particle effect
// also do this in chasecam mode
if ((clMedia.mod_heatbeam && (b->model == clMedia.mod_heatbeam) && (firstperson||chasecam)))
{
CL_HeatbeamParticles (org, dist);
}
// add new entities for the beams
d = VectorNormalize(dist);
memset (&ent, 0, sizeof(ent));
if (b->model == clMedia.mod_heatbeam)
{
model_length = 32.0;
}
else if (b->model == clMedia.mod_lightning)
{
model_length = 35.0;
d-= 20.0; // correction so it doesn't end in middle of tesla
}
else
{
model_length = 30.0;
}
steps = ceil(d/model_length);
len = (d-model_length)/(steps-1);
// PMM - special case for lightning model .. if the real length is shorter than the model,
// flip it around & draw it from the end to the start. This prevents the model from going
// through the tesla mine (instead it goes through the target)
if ((b->model == clMedia.mod_lightning) && (d <= model_length))
{
// Com_Printf ("special case\n");
VectorCopy (b->end, ent.origin);
// offset to push beam outside of tesla model (negative because dist is from end to start
// for this beam)
// for (j=0 ; j<3 ; j++)
// ent.origin[j] -= dist[j]*10.0;
ent.model = b->model;
ent.flags |= RF_FULLBRIGHT;
ent.angles[0] = pitch;
ent.angles[1] = yaw;
ent.angles[2] = rand()%360;
//AnglesToAxis(ent.angles, ent.axis);
ent.flags |= RF_NOSHADOW; // beams don't cast shadows
V_AddEntity (&ent);
return;
}
while (d > 0)
{
VectorCopy (org, ent.origin);
ent.model = b->model;
if (clMedia.mod_heatbeam && (b->model == clMedia.mod_heatbeam))
{
// ent.flags |= RF_FULLBRIGHT|RF_TRANSLUCENT;
// ent.alpha = 0.6;
ent.flags |= RF_FULLBRIGHT;
ent.angles[0] = -pitch;
ent.angles[1] = yaw + 180.0;
ent.angles[2] = (cl.time) % 360;
// ent.angles[2] = rand()%360;
ent.frame = framenum;
}
else if (b->model == clMedia.mod_lightning)
{
ent.flags |= RF_FULLBRIGHT;
ent.angles[0] = -pitch;
ent.angles[1] = yaw + 180.0;
ent.angles[2] = rand()%360;
}
else
{
ent.angles[0] = pitch;
ent.angles[1] = yaw;
ent.angles[2] = rand()%360;
}
//AnglesToAxis(ent.angles, ent.axis);
ent.flags |= RF_NOSHADOW; // beams don't cast shadows
// Com_Printf("B: %d -> %d\n", b->entity, b->dest_entity);
V_AddEntity (&ent);
for (j=0 ; j<3 ; j++)
org[j] += dist[j]*len;
d -= model_length;
}
}
}
/*
=================
CL_AddExplosions
=================
*/
void CL_AddExplosions (void)
{
entity_t *ent;
int i;
explosion_t *ex;
float frac;
int f;
memset (&ent, 0, sizeof(ent));
for (i=0, ex=cl_explosions ; i< MAX_EXPLOSIONS ; i++, ex++)
{
if (ex->type == ex_free)
continue;
frac = (cl.time - ex->start)/100.0;
f = floor(frac);
ent = &ex->ent;
switch (ex->type)
{
case ex_mflash:
if (f >= ex->frames-1)
ex->type = ex_free;
break;
case ex_misc:
if (f >= ex->frames-1)
{
ex->type = ex_free;
break;
}
ent->alpha = 1.0 - frac/(ex->frames-1);
break;
case ex_flash:
if (f >= 1)
{
ex->type = ex_free;
break;
}
ent->alpha = 1.0;
break;
case ex_poly:
if (f >= ex->frames-1)
{
ex->type = ex_free;
break;
}
ent->alpha = (16.0 - (float)f)/16.0;
if (f < 10)
{
ent->skinnum = (f>>1);
if (ent->skinnum < 0)
ent->skinnum = 0;
}
else
{
ent->flags |= RF_TRANSLUCENT;
if (f < 13)
ent->skinnum = 5;
else
ent->skinnum = 6;
}
break;
case ex_poly2:
if (f >= ex->frames-1)
{
ex->type = ex_free;
break;
}
// since nothing else uses this,
// I'd just thought I'd change it...
ent->alpha = max((0.7 - f*0.10), 0.10);
//ent->alpha = (5.0 - (float)f)/5.0;
ent->skinnum = 0;
ent->flags |= RF_TRANSLUCENT;
break;
}
if (ex->type == ex_free)
continue;
if (ex->light)
{
V_AddLight (ent->origin, ex->light*ent->alpha,
ex->lightcolor[0], ex->lightcolor[1], ex->lightcolor[2]);
}
VectorCopy (ent->origin, ent->oldorigin);
if (f < 0)
f = 0;
ent->frame = ex->baseframe + f + 1;
ent->oldframe = ex->baseframe + f;
ent->backlerp = 1.0 - cl.lerpfrac;
//AnglesToAxis(ent->angles, ent->axis);
V_AddEntity (ent);
}
}
/*
=================
CL_AddLasers
=================
*/
void CL_AddLasers (void)
{
laser_t *l;
int i;
for (i=0, l=cl_lasers ; i< MAX_LASERS ; i++, l++)
{
if (l->endtime >= cl.time)
V_AddEntity (&l->ent);
}
}
/* PMM - CL_Sustains */
void CL_ProcessSustain ()
{
cl_sustain_t *s;
int i;
for (i=0, s=cl_sustains; i< MAX_SUSTAINS; i++, s++)
{
if (s->id)
if ((s->endtime >= cl.time) && (cl.time >= s->nextthink))
{
// Com_Printf ("think %d %d %d\n", cl.time, s->nextthink, s->thinkinterval);
s->think (s);
}
else if (s->endtime < cl.time)
s->id = 0;
}
}
/*
=================
CL_AddTEnts
=================
*/
void CL_AddTEnts (void)
{
CL_AddBeams ();
// PMM - draw plasma beams
CL_AddPlayerBeams ();
CL_AddExplosions ();
CL_AddLasers ();
// PMM - set up sustain
CL_ProcessSustain();
}