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fteqw/engine/client/cl_tent.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_tent.c -- client side temporary entities
#include "quakedef.h"
#include "particles.h"
entity_state_t *CL_FindPacketEntity(int num);
#define R_AddDecals(a) //disabled for now
#ifdef Q2CLIENT
typedef enum
{
Q2TE_GUNSHOT, //0
Q2TE_BLOOD,
Q2TE_BLASTER,
Q2TE_RAILTRAIL,
Q2TE_SHOTGUN,
Q2TE_EXPLOSION1,
Q2TE_EXPLOSION2,
Q2TE_ROCKET_EXPLOSION,
Q2TE_GRENADE_EXPLOSION,
Q2TE_SPARKS,
Q2TE_SPLASH, //10
Q2TE_BUBBLETRAIL,
Q2TE_SCREEN_SPARKS,
Q2TE_SHIELD_SPARKS,
Q2TE_BULLET_SPARKS,
Q2TE_LASER_SPARKS,
Q2TE_PARASITE_ATTACK,
Q2TE_ROCKET_EXPLOSION_WATER,
Q2TE_GRENADE_EXPLOSION_WATER,
Q2TE_MEDIC_CABLE_ATTACK,
Q2TE_BFG_EXPLOSION, //20
Q2TE_BFG_BIGEXPLOSION,
Q2TE_BOSSTPORT, // used as '22' in a map, so DON'T RENUMBER!!!
Q2TE_BFG_LASER,
Q2TE_GRAPPLE_CABLE,
Q2TE_WELDING_SPARKS,
Q2TE_GREENBLOOD,
Q2TE_BLUEHYPERBLASTER,
Q2TE_PLASMA_EXPLOSION,
Q2TE_TUNNEL_SPARKS,
//ROGUE
Q2TE_BLASTER2, //30
Q2TE_RAILTRAIL2,
Q2TE_FLAME,
Q2TE_LIGHTNING,
Q2TE_DEBUGTRAIL,
Q2TE_PLAIN_EXPLOSION,
Q2TE_FLASHLIGHT,
Q2TE_FORCEWALL,
Q2TE_HEATBEAM,
Q2TE_MONSTER_HEATBEAM,
Q2TE_STEAM, //40
Q2TE_BUBBLETRAIL2,
Q2TE_MOREBLOOD,
Q2TE_HEATBEAM_SPARKS,
Q2TE_HEATBEAM_STEAM,
Q2TE_CHAINFIST_SMOKE,
Q2TE_ELECTRIC_SPARKS,
Q2TE_TRACKER_EXPLOSION,
Q2TE_TELEPORT_EFFECT,
Q2TE_DBALL_GOAL,
Q2TE_WIDOWBEAMOUT, //50
Q2TE_NUKEBLAST,
Q2TE_WIDOWSPLASH,
Q2TE_EXPLOSION1_BIG,
Q2TE_EXPLOSION1_NP,
Q2TE_FLECHETTE
//ROGUE
} temp_event_t;
#define Q2SPLASH_UNKNOWN 0
#define Q2SPLASH_SPARKS 1
#define Q2SPLASH_BLUE_WATER 2
#define Q2SPLASH_BROWN_WATER 3
#define Q2SPLASH_SLIME 4
#define Q2SPLASH_LAVA 5
#define Q2SPLASH_BLOOD 6
#endif
// hexen 2
#define TE_STREAM_CHAIN 25
#define TE_STREAM_SUNSTAFF1 26
#define TE_STREAM_SUNSTAFF2 27
#define TE_STREAM_LIGHTNING 28
#define TE_STREAM_COLORBEAM 29
#define TE_STREAM_ICECHUNKS 30
#define TE_STREAM_GAZE 31
#define TE_STREAM_FAMINE 32
#define MAX_BEAMS 32
typedef struct
{
int entity;
short tag;
qbyte flags;
qbyte type;
qbyte skin;
struct model_s *model;
float endtime;
float alpha;
vec3_t start, end;
int particleeffect;
trailstate_t *trailstate;
} beam_t;
beam_t cl_beams[MAX_BEAMS];
#define MAX_EXPLOSIONS 32
typedef struct
{
vec3_t origin;
vec3_t oldorigin;
int firstframe;
int numframes;
int type;
vec3_t angles;
int flags;
float alpha;
float light;
float lightcolor[3];
float start;
float framerate;
model_t *model;
int skinnum;
} explosion_t;
explosion_t cl_explosions[MAX_EXPLOSIONS];
#define MAX_SEEFS 32
typedef struct {
int type;
int entnum;
vec3_t efsize;
qbyte colour;
int offset;
float die;
} seef_t;
seef_t cl_seef[MAX_SEEFS];
sfx_t *cl_sfx_wizhit;
sfx_t *cl_sfx_knighthit;
sfx_t *cl_sfx_tink1;
sfx_t *cl_sfx_ric1;
sfx_t *cl_sfx_ric2;
sfx_t *cl_sfx_ric3;
sfx_t *cl_sfx_r_exp3;
cvar_t cl_expsprite = {"cl_expsprite", "0"};
cvar_t r_explosionlight = {"r_explosionlight", "1"};
cvar_t cl_truelightning = {"cl_truelightning", "0", NULL, CVAR_SEMICHEAT};
typedef struct {
sfx_t **sfx;
char *efname;
} tentsfx_t;
tentsfx_t tentsfx[] =
{
{&cl_sfx_wizhit, "wizard/hit.wav"},
{&cl_sfx_knighthit, "hknight/hit.wav"},
{&cl_sfx_tink1, "weapons/tink1.wav"},
{&cl_sfx_ric1, "weapons/ric1.wav"},
{&cl_sfx_ric2, "weapons/ric2.wav"},
{&cl_sfx_ric3, "weapons/ric3.wav"},
{&cl_sfx_r_exp3, "weapons/r_exp3.wav"}
};
/*
=================
CL_ParseTEnts
=================
*/
void CL_InitTEnts (void)
{
int i;
for (i = 0; i < sizeof(tentsfx)/sizeof(tentsfx[0]); i++)
{
if (COM_FCheckExists(va("sound/%s", tentsfx[i].efname)))
*tentsfx[i].sfx = S_PrecacheSound (tentsfx[i].efname);
else
*tentsfx[i].sfx = NULL;
}
Cvar_Register (&cl_expsprite, "Temporary entity control");
Cvar_Register (&cl_truelightning, "Temporary entity control");
Cvar_Register (&r_explosionlight, "Temporary entity control");
}
#ifdef Q2CLIENT
enum {
q2cl_mod_explode,
q2cl_mod_smoke,
q2cl_mod_flash,
q2cl_mod_parasite_segment,
q2cl_mod_grapple_cable,
q2cl_mod_parasite_tip,
q2cl_mod_explo4,
q2cl_mod_bfg_explo,
q2cl_mod_powerscreen,
q2cl_mod_max
};
typedef struct {
char *modelname;
} tentmodels_t;
tentmodels_t q2tentmodels[q2cl_mod_max] = {
{"models/objects/explode/tris.md2"},
{"models/objects/smoke/tris.md2"},
{"models/objects/flash/tris.md2"},
{"models/monsters/parasite/segment/tris.md2"},
{"models/ctf/segment/tris.md2"},
{"models/monsters/parasite/tip/tris.md2"},
{"models/objects/r_explode/tris.md2"},
{"sprites/s_bfg2.sp2"},
{"models/items/armor/effect/tris.md2"}
};
int CLQ2_RegisterTEntModels (void)
{
// int i;
// for (i = 0; i < q2cl_mod_max; i++)
// if (!CL_CheckOrDownloadFile(q2tentmodels[i].modelname, false))
// return false;
return true;
}
#endif
/*
=================
CL_ClearTEnts
=================
*/
void CL_ClearTEnts (void)
{
memset (&cl_beams, 0, sizeof(cl_beams));
memset (&cl_explosions, 0, sizeof(cl_explosions));
memset (&cl_seef, 0, sizeof(cl_seef));
}
/*
=================
CL_AllocExplosion
=================
*/
explosion_t *CL_AllocExplosion (void)
{
int i;
float time;
int index;
for (i=0 ; i<MAX_EXPLOSIONS ; i++)
if (!cl_explosions[i].model)
{
cl_explosions[i].firstframe = -1;
cl_explosions[i].framerate = 10;
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;
}
cl_explosions[index].firstframe = -1;
cl_explosions[index].framerate = 10;
return &cl_explosions[index];
}
/*
=================
CL_ParseBeam
=================
*/
beam_t *CL_NewBeam (int entity, int tag)
{
beam_t *b;
int i;
// override any beam with the same entity
if (entity) // allow multiple world beams
{
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
if (b->entity == entity && b->tag == tag)
{
return b;
}
}
// find a free beam
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
{
if (!b->model)
{
return b;
}
}
return NULL;
}
#define STREAM_ATTACHED 16
#define STREAM_TRANSLUCENT 32
void CL_ParseBeam (int tent)
{
int ent;
vec3_t start, end;
beam_t *b;
model_t *m;
int btype, etype;
ent = MSG_ReadShort ();
start[0] = MSG_ReadCoord ();
start[1] = MSG_ReadCoord ();
start[2] = MSG_ReadCoord ();
end[0] = MSG_ReadCoord ();
end[1] = MSG_ReadCoord ();
end[2] = MSG_ReadCoord ();
switch(tent)
{
case 0:
if (ent < 0 && ent >= -MAX_CLIENTS) //a zquake concept. ent between -1 and -maxplayers is to be taken to be a railtrail from a particular player instead of a beam.
{
CLQ2_RailTrail(start, end);
return;
}
default:
m = Mod_ForName("progs/bolt.mdl", false);
btype = rt_lightning1;
etype = pt_lightning1_end;
break;
case 1:
if (ent < 0 && ent >= -MAX_CLIENTS) //based on the railgun concept - this adds a rogue style TE_BEAM effect.
{
m = Mod_ForName("progs/beam.mdl", false); //remember to precache!
btype = P_FindParticleType("te_beam");
etype = P_FindParticleType("te_beam_end");
}
else
{
m = Mod_ForName("progs/bolt2.mdl", false);
btype = rt_lightning2;
etype = pt_lightning2_end;
}
break;
case 2:
m = Mod_ForName("progs/bolt3.mdl", false);
btype = rt_lightning3;
etype = pt_lightning3_end;
break;
#ifdef Q2CLIENT
case 3:
m = Mod_ForName(q2tentmodels[q2cl_mod_parasite_segment].modelname, false);
btype = P_FindParticleType("te_parasite_attack");
etype = P_FindParticleType("te_parasite_attack_end");
break;
case 4:
m = Mod_ForName(q2tentmodels[q2cl_mod_grapple_cable].modelname, false);
btype = P_FindParticleType("te_grapple_cable");
etype = P_FindParticleType("te_grapple_cable_end");
break;
#endif
}
if (cls.state == ca_active && etype >= 0)
{
vec3_t impact, normal;
vec3_t extra;
VectorSubtract(end, start, normal);
VectorNormalize(normal);
VectorMA(end, 4, normal, extra); //extend the end-point by four
if (TraceLineN(start, extra, impact, normal))
{
P_RunParticleEffectType(impact, normal, 1, etype);
R_AddDecals(end);
R_AddStain(end, -10, -10, -10, 20);
}
}
b = CL_NewBeam(ent, -1);
if (!b)
{
Con_Printf ("beam list overflow!\n");
return;
}
b->entity = ent;
b->model = m;
b->tag = -1;
b->flags |= /*STREAM_ATTACHED|*/1;
b->endtime = cl.time + 0.2;
b->alpha = 1;
b->particleeffect = btype;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
}
void CL_ParseStream (int type)
{
int ent;
vec3_t start, end;
beam_t *b, *b2;
int flags;
int tag;
float duration;
int skin;
ent = MSG_ReadShort();
flags = MSG_ReadByte();
tag = flags&15;
flags-=tag;
duration = (float)MSG_ReadByte()*0.05;
skin = 0;
if(type == TE_STREAM_COLORBEAM)
{
skin = MSG_ReadByte();
}
start[0] = MSG_ReadCoord();
start[1] = MSG_ReadCoord();
start[2] = MSG_ReadCoord();
end[0] = MSG_ReadCoord();
end[1] = MSG_ReadCoord();
end[2] = MSG_ReadCoord();
b = CL_NewBeam(ent, tag);
if (!b)
{
Con_Printf ("beam list overflow!\n");
return;
}
b->entity = ent;
b->tag = tag;
b->flags = flags;
b->model = NULL;
b->endtime = cl.time + duration;
b->alpha = 1;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
switch(type)
{
case TE_STREAM_ICECHUNKS:
b->model = Mod_ForName("models/stice.mdl", true);
b->flags |= 2;
b->particleeffect = P_AllocateParticleType("te_stream_icechunks");
R_AddStain(end, -10, -10, 0, 20);
break;
case TE_STREAM_SUNSTAFF1:
b->model = Mod_ForName("models/stsunsf1.mdl", true);
b->particleeffect = P_AllocateParticleType("te_stream_sunstaff1");
if (b->particleeffect < 0)
{
b2 = CL_NewBeam(ent, tag+128);
if (b2)
{
memcpy(b2, b, sizeof(*b2));
b2->model = Mod_ForName("models/stsunsf2.mdl", true);
b2->alpha = 0.5;
}
}
break;
case TE_STREAM_SUNSTAFF2:
b->model = Mod_ForName("models/stsunsf1.mdl", true);
b->particleeffect = P_AllocateParticleType("te_stream_sunstaff2");
R_AddStain(end, -10, -10, -10, 20);
break;
}
}
void CL_ParseSEEF(int type)
{
int i;
short entnum;
qboolean remove = false;
seef_t *seef;
entnum = MSG_ReadShort();
if (entnum & 0x8000)
{
remove = true;
entnum &= ~0x8000;
}
for (i = 0, seef = cl_seef; i < MAX_SEEFS; i++, seef++) //try and find an old onw
{
if (seef->entnum == entnum && seef->type == type)
break;
}
if (remove)
{
if (seef)
seef->die = 0; //mark it as free
return;
}
if (i == MAX_SEEFS)
{
for (i = 0, seef = cl_seef; i < MAX_SEEFS; i++, seef++) //try and find an old onw
{
if (seef->die < cl.time)
break;
}
if (i == MAX_SEEFS)
seef = &cl_seef[rand()%MAX_SEEFS]; //use a random one (more likly to not be dead)
}
seef->type = type;
seef->die = cl.time + 20; //as removed ents won't be spotted.
seef->entnum = entnum;
switch(type)
{
case TE_SEEF_BRIGHTFIELD:
seef->efsize[0] = MSG_ReadCoord ();
seef->efsize[1] = MSG_ReadCoord ();
seef->efsize[2] = MSG_ReadCoord ();
seef->offset = MSG_ReadChar();
seef->colour = MSG_ReadByte();
break;
case TE_SEEF_DARKFIELD:
seef->colour = MSG_ReadByte();
break;
case TE_SEEF_DARKLIGHT:
case TE_SEEF_LIGHT:
seef->efsize[0] = MSG_ReadCoord ();
seef->efsize[1] = MSG_ReadCoord ();
break;
default:
Host_EndGame("Bad SEEF type\n");
}
}
/*
=================
CL_ParseTEnt
=================
*/
#ifdef NQPROT
void CL_ParseTEnt (qboolean nqprot)
#else
void CL_ParseTEnt (void)
#endif
{
#ifndef NQPROT
#define nqprot false //it's easier
#endif
int type;
vec3_t pos, pos2;
dlight_t *dl;
int rnd;
// explosion_t *ex;
int cnt;
type = MSG_ReadByte ();
switch (type)
{
case TE_WIZSPIKE: // spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_AddStain(pos, -10, 0, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, pt_wizspike))
P_RunParticleEffect (pos, vec3_origin, 20, 30);
S_StartSound (-2, 0, cl_sfx_wizhit, pos, 1, 1);
break;
case TE_KNIGHTSPIKE: // spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, pt_knightspike))
P_RunParticleEffect (pos, vec3_origin, 226, 20);
S_StartSound (-2, 0, cl_sfx_knighthit, pos, 1, 1);
break;
case DPTE_SPIKEQUAD:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_AddStain(pos, -10, -10, -10, 20);
R_AddDecals(pos);
if (P_RunParticleEffectTypeString(pos, NULL, 1, "te_spikequad"))
if (P_RunParticleEffectType(pos, NULL, 1, pt_spike))
if (P_RunParticleEffectType(pos, NULL, 10, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 10);
if ( rand() % 5 )
S_StartSound (-2, 0, cl_sfx_tink1, pos, 1, 1);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (-2, 0, cl_sfx_ric1, pos, 1, 1);
else if (rnd == 2)
S_StartSound (-2, 0, cl_sfx_ric2, pos, 1, 1);
else
S_StartSound (-2, 0, cl_sfx_ric3, pos, 1, 1);
}
break;
case TE_SPIKE: // spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_AddStain(pos, -10, -10, -10, 20);
R_AddDecals(pos);
if (P_RunParticleEffectType(pos, NULL, 1, pt_spike))
if (P_RunParticleEffectType(pos, NULL, 10, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 10);
if ( rand() % 5 )
S_StartSound (-2, 0, cl_sfx_tink1, pos, 1, 1);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (-2, 0, cl_sfx_ric1, pos, 1, 1);
else if (rnd == 2)
S_StartSound (-2, 0, cl_sfx_ric2, pos, 1, 1);
else
S_StartSound (-2, 0, cl_sfx_ric3, pos, 1, 1);
}
break;
case DPTE_SUPERSPIKEQUAD: // super spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_AddStain(pos, -10, -10, -10, 20);
R_AddDecals(pos);
if (P_RunParticleEffectTypeString(pos, NULL, 1, "te_superspikequad"))
if (P_RunParticleEffectType(pos, NULL, 1, pt_superspike))
if (P_RunParticleEffectType(pos, NULL, 2, pt_spike))
if (P_RunParticleEffectType(pos, NULL, 20, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 20);
if ( rand() % 5 )
S_StartSound (-2, 0, cl_sfx_tink1, pos, 1, 1);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (-2, 0, cl_sfx_ric1, pos, 1, 1);
else if (rnd == 2)
S_StartSound (-2, 0, cl_sfx_ric2, pos, 1, 1);
else
S_StartSound (-2, 0, cl_sfx_ric3, pos, 1, 1);
}
break;
case TE_SUPERSPIKE: // super spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_AddStain(pos, -10, -10, -10, 20);
R_AddDecals(pos);
if (P_RunParticleEffectType(pos, NULL, 1, pt_superspike))
if (P_RunParticleEffectType(pos, NULL, 2, pt_spike))
if (P_RunParticleEffectType(pos, NULL, 20, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 20);
if ( rand() % 5 )
S_StartSound (-2, 0, cl_sfx_tink1, pos, 1, 1);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (-2, 0, cl_sfx_ric1, pos, 1, 1);
else if (rnd == 2)
S_StartSound (-2, 0, cl_sfx_ric2, pos, 1, 1);
else
S_StartSound (-2, 0, cl_sfx_ric3, pos, 1, 1);
}
break;
#ifdef PEXT_TE_BULLET
case TE_BULLET:
if (!(cls.fteprotocolextensions & PEXT_TE_BULLET))
Sys_Error("Thought PEXT_TE_BULLET was disabled");
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_AddStain(pos, -10, -10, -10, 20);
R_AddDecals(pos);
if (P_RunParticleEffectType(pos, NULL, 1, pt_bullet))
if (P_RunParticleEffectType(pos, NULL, 10, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 10);
if ( rand() % 5 )
S_StartSound (-2, 0, cl_sfx_tink1, pos, 1, 1);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (-2, 0, cl_sfx_ric1, pos, 1, 1);
else if (rnd == 2)
S_StartSound (-2, 0, cl_sfx_ric2, pos, 1, 1);
else
S_StartSound (-2, 0, cl_sfx_ric3, pos, 1, 1);
}
break;
case TE_SUPERBULLET:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_AddStain(pos, -10, -10, -10, 20);
R_AddDecals(pos);
if (P_RunParticleEffectType(pos, NULL, 1, pt_superbullet))
if (P_RunParticleEffectType(pos, NULL, 2, pt_bullet))
if (P_RunParticleEffectType(pos, NULL, 20, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 20);
if ( rand() % 5 )
S_StartSound (-2, 0, cl_sfx_tink1, pos, 1, 1);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (-2, 0, cl_sfx_ric1, pos, 1, 1);
else if (rnd == 2)
S_StartSound (-2, 0, cl_sfx_ric2, pos, 1, 1);
else
S_StartSound (-2, 0, cl_sfx_ric3, pos, 1, 1);
}
break;
#endif
case DPTE_EXPLOSIONQUAD: // rocket explosion
// particles
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (P_RunParticleEffectTypeString(pos, NULL, 1, "te_explosionquad"))
P_ParticleExplosion (pos);
// light
if (r_explosionlight.value) {
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 + bound(0, r_explosionlight.value, 1)*200;
dl->die = cl.time + 1;
dl->decay = 300;
dl->color[0] = 0.2;
dl->color[1] = 0.155;
dl->color[2] = 0.05;
dl->channelfade[0] = 0.196;
dl->channelfade[1] = 0.23;
dl->channelfade[2] = 0.12;
}
// sound
S_StartSound (-2, 0, cl_sfx_r_exp3, pos, 1, 1);
// sprite
if (cl_expsprite.value) // temp hopefully
{
explosion_t *ex = CL_AllocExplosion ();
VectorCopy (pos, ex->origin);
ex->start = cl.time;
ex->model = Mod_ForName ("progs/s_explod.spr", true);
}
break;
case TE_EXPLOSION: // rocket explosion
// particles
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
P_ParticleExplosion (pos);
// light
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 350;
dl->die = cl.time + 1;
dl->decay = 300;
dl->color[0] = 0.2;
dl->color[1] = 0.155;
dl->color[2] = 0.05;
dl->channelfade[0] = 0.196;
dl->channelfade[1] = 0.23;
dl->channelfade[2] = 0.12;
// sound
S_StartSound (-2, 0, cl_sfx_r_exp3, pos, 1, 1);
// sprite
if (cl_expsprite.value && !nqprot) // temp hopefully
{
explosion_t *ex = CL_AllocExplosion ();
VectorCopy (pos, ex->origin);
ex->start = cl.time;
ex->model = Mod_ForName ("progs/s_explod.spr", true);
}
break;
case DPTE_EXPLOSIONRGB:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
P_ParticleExplosion (pos);
// light
if (r_explosionlight.value) {
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 + bound(0, r_explosionlight.value, 1)*200;
dl->die = cl.time + 0.5;
dl->decay = 300;
dl->color[0] = 0.4f*MSG_ReadByte()/255.0f;
dl->color[1] = 0.4f*MSG_ReadByte()/255.0f;
dl->color[2] = 0.4f*MSG_ReadByte()/255.0f;
dl->channelfade[0] = 0;
dl->channelfade[1] = 0;
dl->channelfade[2] = 0;
}
S_StartSound (-2, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case DPTE_TEI_BIGEXPLOSION:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
P_ParticleExplosion (pos);
// light
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 500;
dl->die = cl.time + 1;
dl->decay = 500;
dl->color[0] = 0.4f;
dl->color[1] = 0.3f;
dl->color[2] = 0.15f;
dl->channelfade[0] = 0;
dl->channelfade[1] = 0;
dl->channelfade[2] = 0;
S_StartSound (-2, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_TAREXPLOSION: // tarbaby explosion
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
P_BlobExplosion (pos);
S_StartSound (-2, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_LIGHTNING1: // lightning bolts
case TE_LIGHTNING2: // lightning bolts
CL_ParseBeam (type - TE_LIGHTNING1);
break;
case TE_LIGHTNING3: // lightning bolts
CL_ParseBeam (2);
break;
case TE_LAVASPLASH:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
P_LavaSplash (pos);
break;
case TE_TELEPORT:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
P_RunParticleEffectType(pos, NULL, 1, pt_teleportsplash);
break;
case DPTE_GUNSHOTQUAD: // bullet hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectTypeString(pos, NULL, 1, "te_gunshotquad"))
if (P_RunParticleEffectType(pos, NULL, 1, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 20);
break;
case TE_GUNSHOT: // bullet hitting wall
if (nqprot)
cnt = 1;
else
cnt = MSG_ReadByte ();
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_AddStain(pos, -10, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, cnt, pt_gunshot))
P_RunParticleEffect (pos, vec3_origin, 0, 20*cnt);
break;
case TE_BLOOD: // bullets hitting body
cnt = MSG_ReadByte ();
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_AddStain(pos, 0, -10, -10, 40);
if (P_RunParticleEffectType(pos, NULL, cnt, pt_blood))
P_RunParticleEffect (pos, vec3_origin, 73, 20*cnt);
break;
case TE_LIGHTNINGBLOOD: // lightning hitting body
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_AddStain(pos, 1, -10, -10, 20);
if (P_RunParticleEffectType(pos, NULL, 1, pt_lightningblood))
P_RunParticleEffect (pos, vec3_origin, 225, 50);
break;
case TE_RAILTRAIL:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
CLQ2_RailTrail (pos, pos2);
break;
case TE_SEEF_DARKLIGHT:
case TE_SEEF_LIGHT:
case TE_SEEF_BRIGHTFIELD:
case TE_SEEF_DARKFIELD:
CL_ParseSEEF(type);
break;
case TE_STREAM_CHAIN:
case TE_STREAM_SUNSTAFF1:
case TE_STREAM_SUNSTAFF2:
case TE_STREAM_LIGHTNING:
case TE_STREAM_COLORBEAM:
case TE_STREAM_ICECHUNKS:
case TE_STREAM_GAZE:
case TE_STREAM_FAMINE:
CL_ParseStream (type);
break;
case DPTE_BLOOD:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadChar ();
pos2[1] = MSG_ReadChar ();
pos2[2] = MSG_ReadChar ();
cnt = MSG_ReadByte ();
P_RunParticleEffectType(pos, pos2, cnt, pt_blood);
break;
case DPTE_SPARK:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadChar ();
pos2[1] = MSG_ReadChar ();
pos2[2] = MSG_ReadChar ();
cnt = MSG_ReadByte ();
{
extern int pt_spark;
P_RunParticleEffectType(pos, pos2, cnt, pt_spark);
}
break;
case DPTE_BLOODSHOWER:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
cnt = MSG_ReadCoord (); //speed
cnt = MSG_ReadShort ();
{
VectorAdd(pos, pos2, pos);
VectorScale(pos, 0.5, pos);
P_RunParticleEffectTypeString(pos, NULL, cnt, "te_bloodshower");
}
break;
case DPTE_SMALLFLASH:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// light
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 200;
dl->decay = 1000;
dl->die = cl.time + 0.2;
dl->color[0] = 0.4;
dl->color[1] = 0.4;
dl->color[2] = 0.4;
break;
case DPTE_CUSTOMFLASH:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// light
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = MSG_ReadByte()*8;
pos2[0] = (MSG_ReadByte() + 1) * (1.0 / 256.0);
dl->die = cl.time + pos2[0];
dl->decay = dl->radius / pos2[0];
// DP's range is 0-2 for lights, FTE is 0-0.4.. 255/637.5 = 0.4
dl->color[0] = MSG_ReadByte()*(1.0f/637.5f);
dl->color[1] = MSG_ReadByte()*(1.0f/637.5f);
dl->color[2] = MSG_ReadByte()*(1.0f/637.5f);
break;
case DPTE_FLAMEJET:
// origin
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// velocity
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
// count
cnt = MSG_ReadByte ();
if (P_RunParticleEffectTypeString(pos, pos2, cnt, "te_flamejet"))
P_RunParticleEffect (pos, pos2, 232, cnt);
break;
case DPTE_PLASMABURN:
// origin
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// light
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 200;
dl->decay = 1000;
dl->die = cl.time + 0.2;
dl->color[0] = 0.2;
dl->color[1] = 0.2;
dl->color[2] = 0.2;
// stain (Hopefully this is close to how DP does it)
R_AddStain(pos, -10, -10, -10, 30);
// TODO: DP also has a decal, should this be simulated or should we just
// use a particle effect and let the user decide what to do with it?
break;
case DPTE_TEI_G3: //nexuiz's nex beam
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
//sigh...
MSG_ReadCoord ();
MSG_ReadCoord ();
MSG_ReadCoord ();
P_ParticleTrail(pos, pos2, P_FindParticleType("te_nexbeam"), NULL);
break;
case DPTE_SMOKE:
//org
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
//dir
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
//count
cnt = MSG_ReadByte ();
{
extern int pt_smoke;
P_RunParticleEffectType(pos, pos2, cnt, pt_smoke);
}
break;
case DPTE_TEI_PLASMAHIT:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
//dir
pos2[0] = MSG_ReadCoord ();
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
cnt = MSG_ReadByte ();
{
extern int pt_plasma;
P_RunParticleEffectType(pos, pos2, cnt, pt_plasma);
}
break;
case DPTE_PARTICLECUBE:
#pragma message("CL_ParseTEnt: effect DPTE_PARTICLECUBE not implemented")
case DPTE_PARTICLERAIN:
#pragma message("CL_ParseTEnt: effect DPTE_PARTICLERAIN not implemented")
case DPTE_PARTICLESNOW:
#pragma message("CL_ParseTEnt: effect DPTE_PARTICLESNOW not implemented")
default:
Host_EndGame ("CL_ParseTEnt: bad type - %i", type);
}
}
void MSG_ReadPos (vec3_t pos);
void MSG_ReadDir (vec3_t dir);
typedef struct {
int netstyle;
int particleeffecttype;
char stain[3];
qbyte radius;
vec3_t dlightrgb;
float dlightradius;
float dlighttime;
vec3_t dlightcfade;
} clcustomtents_t;
#define CTE_CUSTOMCOUNT 1
#define CTE_CUSTOMDIRECTION 2
#define CTE_STAINS 4
#define CTE_GLOWS 8
#define CTE_CHANNELFADE 16
#define CTE_ISBEAM 128
clcustomtents_t customtenttype[255]; //network based.
void CL_ParseCustomTEnt(void)
{
int count;
vec3_t pos;
vec3_t pos2;
vec3_t dir;
char *str;
clcustomtents_t *t;
int type = MSG_ReadByte();
if (type == 255) //255 is register
{
type = MSG_ReadByte();
if (type == 255)
Host_EndGame("Custom temp type 255 isn't valid\n");
t = &customtenttype[type];
t->netstyle = MSG_ReadByte();
str = MSG_ReadString();
t->particleeffecttype = P_AllocateParticleType(str);
if (t->netstyle & CTE_STAINS)
{
t->stain[0] = MSG_ReadChar();
t->stain[1] = MSG_ReadChar();
t->stain[2] = MSG_ReadChar();
t->radius = MSG_ReadByte();
}
else
t->radius = 0;
if (t->netstyle & CTE_GLOWS)
{
t->dlightrgb[0] = MSG_ReadByte()/255.0f;
t->dlightrgb[1] = MSG_ReadByte()/255.0f;
t->dlightrgb[2] = MSG_ReadByte()/255.0f;
t->dlightradius = MSG_ReadByte();
t->dlighttime = MSG_ReadByte()/16.0f;
if (t->netstyle & CTE_CHANNELFADE)
{
t->dlightcfade[0] = MSG_ReadByte()/64.0f;
t->dlightcfade[1] = MSG_ReadByte()/64.0f;
t->dlightcfade[2] = MSG_ReadByte()/64.0f;
}
}
else
t->dlighttime = 0;
return;
}
t = &customtenttype[type];
if (t->particleeffecttype < 0)
Host_EndGame("Custom Temporary entity %i was not registered\n", type);
if (t->netstyle & CTE_ISBEAM)
{
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
P_ParticleTrail(pos, pos2, t->particleeffecttype, NULL);
}
else
{
if (t->netstyle & CTE_CUSTOMCOUNT)
count = MSG_ReadByte();
else
count = 1;
MSG_ReadPos (pos);
VectorCopy(pos, pos2);
if (t->netstyle & CTE_CUSTOMDIRECTION)
{
MSG_ReadDir (dir);
P_RunParticleEffectType(pos, dir, 1, t->particleeffecttype);
}
else P_RunParticleEffectType(pos, NULL, 1, t->particleeffecttype);
}
if (t->netstyle & CTE_STAINS)
{ //added at pos2 - end of trail
R_AddStain(pos2, t->stain[0], t->stain[1], t->stain[2], 40);
}
if (t->netstyle & CTE_GLOWS)
{ //added at pos1 firer's end.
dlight_t *dl;
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = t->dlightradius*4;
dl->die = cl.time + t->dlighttime;
dl->decay = t->radius/t->dlighttime;
dl->color[0] = t->dlightrgb[0];
dl->color[1] = t->dlightrgb[1];
dl->color[2] = t->dlightrgb[2];
if (t->netstyle & CTE_CHANNELFADE)
{
dl->channelfade[0] = t->dlightcfade[0];
dl->channelfade[1] = t->dlightcfade[1];
dl->channelfade[2] = t->dlightcfade[2];
}
/*
if (dl->color[0] < 0)
dl->channelfade[0] = 0;
else
dl->channelfade[0] = dl->color[0]/t->dlighttime;
if (dl->color[1] < 0)
dl->channelfade[1] = 0;
else
dl->channelfade[1] = dl->color[0]/t->dlighttime;
if (dl->color[2] < 0)
dl->channelfade[2] = 0;
else
dl->channelfade[2] = dl->color[0]/t->dlighttime;
*/
}
}
void CL_ClearCustomTEnts(void)
{
int i;
for (i = 0; i < sizeof(customtenttype)/sizeof(customtenttype[0]); i++)
customtenttype[i].particleeffecttype = -1;
}
void CLNQ_ParseParticleEffect (void)
{
vec3_t org, dir;
int i, count, msgcount, color;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
for (i=0 ; i<3 ; i++)
dir[i] = MSG_ReadChar () * (1.0/16);
msgcount = MSG_ReadByte ();
color = MSG_ReadByte ();
if (msgcount == 255)
count = 1024;
else
count = msgcount;
P_RunParticleEffect (org, dir, color, count);
}
void CL_ParseParticleEffect2 (void)
{
vec3_t org, dmin, dmax;
int i, msgcount, color, effect;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
for (i=0 ; i<3 ; i++)
dmin[i] = MSG_ReadFloat ();
for (i=0 ; i<3 ; i++)
dmax[i] = MSG_ReadFloat ();
color = MSG_ReadShort ();
msgcount = MSG_ReadByte ();
effect = MSG_ReadByte ();
P_RunParticleEffect2 (org, dmin, dmax, color, effect, msgcount);
}
void CL_ParseParticleEffect3 (void)
{
vec3_t org, box;
int i, msgcount, color, effect;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
for (i=0 ; i<3 ; i++)
box[i] = MSG_ReadByte ();
color = MSG_ReadShort ();
msgcount = MSG_ReadByte ();
effect = MSG_ReadByte ();
P_RunParticleEffect3 (org, box, color, effect, msgcount);
}
void CL_ParseParticleEffect4 (void)
{
vec3_t org;
int i, msgcount, color, effect;
float radius;
for (i=0 ; i<3 ; i++)
org[i] = MSG_ReadCoord ();
radius = MSG_ReadByte();
color = MSG_ReadShort ();
msgcount = MSG_ReadByte ();
effect = MSG_ReadByte ();
P_RunParticleEffect4 (org, radius, color, effect, msgcount);
}
void CL_SpawnSpriteEffect(vec3_t org, model_t *model, int startframe, int framecount, int framerate)
{
explosion_t *ex;
ex = CL_AllocExplosion ();
VectorCopy (org, ex->origin);
ex->start = cl.time;
ex->model = model;
ex->firstframe = startframe;
ex->numframes = framecount;
ex->framerate = framerate;
ex->angles[0] = 0;
ex->angles[1] = 0;
ex->angles[2] = 0;
}
// [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
// [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
void CL_ParseEffect (qboolean effect2)
{
vec3_t org;
int modelindex;
int startframe;
int framecount;
int framerate;
org[0] = MSG_ReadCoord();
org[1] = MSG_ReadCoord();
org[2] = MSG_ReadCoord();
if (effect2)
modelindex = MSG_ReadShort();
else
modelindex = MSG_ReadByte();
if (effect2)
startframe = MSG_ReadShort();
else
startframe = MSG_ReadByte();
framecount = MSG_ReadByte();
framerate = MSG_ReadByte();
CL_SpawnSpriteEffect(org, cl.model_precache[modelindex], startframe, framecount, framerate);
}
#ifdef Q2CLIENT
void CL_SmokeAndFlash(vec3_t origin)
{
explosion_t *ex;
ex = CL_AllocExplosion ();
VectorCopy (origin, ex->origin);
VectorClear(ex->angles);
// ex->type = ex_misc;
ex->numframes = 4;
ex->flags = Q2RF_TRANSLUCENT;
ex->start = cl.time;
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_smoke].modelname, false);
ex = CL_AllocExplosion ();
VectorCopy (origin, ex->origin);
VectorClear(ex->angles);
// ex->type = ex_flash;
ex->flags = Q2RF_FULLBRIGHT;
ex->numframes = 2;
ex->start = cl.time;
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_flash].modelname, false);
}
void CL_Laser (vec3_t start, vec3_t end, int colors)
{
explosion_t *ex = CL_AllocExplosion();
ex->firstframe = 0;
ex->numframes = 10;
ex->alpha = 0.33f;
ex->model = (void*)0xDEAFF00D; //something not null
ex->skinnum = (colors >> ((rand() % 4)*8)) & 0xff;
VectorCopy (start, ex->origin);
VectorCopy (end, ex->oldorigin);
ex->flags = Q2RF_TRANSLUCENT | Q2RF_BEAM;
ex->start = cl.time;
}
static qbyte splash_color[] = {0x00, 0xe0, 0xb0, 0x50, 0xd0, 0xe0, 0xe8};
#define ATTN_NONE 0
#define ATTN_NORM 1
#define ATTN_STATIC 1
void Q2S_StartSound(vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol, float attenuation, float timeofs)
{
S_StartSound(entnum, entchannel, sfx, origin, fvol, attenuation);
}
void CLQ2_ParseTEnt (void)
{
int type;
vec3_t pos, pos2, dir;
explosion_t *ex;
int cnt;
int color;
int r;
// int ent;
// int magnitude;
type = MSG_ReadByte ();
switch (type)
{
case Q2TE_BLOOD: // bullet hitting flesh
MSG_ReadPos (pos);
MSG_ReadDir (dir);
P_RunParticleEffectType(pos, dir, 1, pt_blood);
R_AddStain(pos, 0, -10, -10, 40);
break;
case Q2TE_GUNSHOT: // bullet hitting wall
case Q2TE_SPARKS:
case Q2TE_BULLET_SPARKS:
MSG_ReadPos (pos);
MSG_ReadDir (dir);
if (type == Q2TE_GUNSHOT)
P_RunParticleEffect (pos, dir, 0, 40);
else
P_RunParticleEffect (pos, dir, 0xe0, 6);
R_AddStain(pos, -10, -10, -10, 20);
if (type != Q2TE_SPARKS)
{
CL_SmokeAndFlash(pos);
// impact sound (nope, not the same as Q1...)
cnt = rand()&15;
if (cnt == 1)
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("world/ric1.wav"), 1, ATTN_NORM, 0);
else if (cnt == 2)
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("world/ric2.wav"), 1, ATTN_NORM, 0);
else if (cnt == 3)
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("world/ric3.wav"), 1, ATTN_NORM, 0);
}
break;
case Q2TE_SCREEN_SPARKS:
case Q2TE_SHIELD_SPARKS:
MSG_ReadPos (pos);
MSG_ReadDir (dir);
if (type == Q2TE_SCREEN_SPARKS)
P_RunParticleEffect (pos, dir, 0xd0, 40);
else
P_RunParticleEffect (pos, dir, 0xb0, 40);
//FIXME : replace or remove this sound
S_StartSound (-2, 0, S_PrecacheSound ("weapons/lashit.wav"), pos, 1, 1);
break;
case Q2TE_SHOTGUN: // bullet hitting wall
MSG_ReadPos (pos);
MSG_ReadDir (dir);
P_RunParticleEffect (pos, dir, 0, 20);
CL_SmokeAndFlash(pos);
R_AddStain(pos, -10, -10, -10, 20);
break;
case Q2TE_SPLASH: // bullet hitting water
cnt = MSG_ReadByte ();
MSG_ReadPos (pos);
MSG_ReadDir (dir);
r = MSG_ReadByte ();
if (r > 6)
color = 0x00;
else
color = splash_color[r];
P_RunParticleEffect (pos, dir, color, cnt);
if (r == Q2SPLASH_SPARKS)
{
r = rand() & 3;
if (r == 1)
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("world/spark5.wav"), 1, ATTN_NORM, 0);
else if (r == 2)
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("world/spark6.wav"), 1, ATTN_NORM, 0);
else
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("world/spark7.wav"), 1, ATTN_NORM, 0);
// if (r == 0)
// Q2S_StartSound (pos, 0, 0, cl_sfx_spark5, 1, ATTN_STATIC, 0);
// else if (r == 1)
// Q2S_StartSound (pos, 0, 0, cl_sfx_spark6, 1, ATTN_STATIC, 0);
// else
// Q2S_StartSound (pos, 0, 0, cl_sfx_spark7, 1, ATTN_STATIC, 0);
}
break;
case Q2TE_LASER_SPARKS:
cnt = MSG_ReadByte ();
MSG_ReadPos (pos);
MSG_ReadDir (dir);
color = MSG_ReadByte ();
P_RunParticleEffect (pos, dir, color, cnt);
break;
// RAFAEL
case Q2TE_BLUEHYPERBLASTER:
MSG_ReadPos (pos);
MSG_ReadPos (dir);
if (P_RunParticleEffectType(pos, dir, 1, pt_blasterparticles))
P_RunParticleEffect (pos, dir, 0xe0, 40);
break;
case Q2TE_BLASTER: // blaster hitting wall
MSG_ReadPos (pos);
MSG_ReadDir (dir);
if (P_RunParticleEffectType(pos, dir, 1, pt_blasterparticles))
P_RunParticleEffect (pos, dir, 0xe0, 40);
R_AddStain(pos, 0, -5, -10, 20);
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->origin);
ex->start = cl.time;
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_explode].modelname, false);
ex->firstframe = 0;
ex->numframes = 4;
ex->angles[0] = acos(dir[2])/M_PI*180;
// PMM - fixed to correct for pitch of 0
if (dir[0])
ex->angles[1] = atan2(dir[1], dir[0])/M_PI*180;
else if (dir[1] > 0)
ex->angles[1] = 90;
else if (dir[1] < 0)
ex->angles[1] = 270;
else
ex->angles[1] = 0;
ex->angles[0]*=-1;
S_StartSound (-2, 0, S_PrecacheSound ("weapons/lashit.wav"), pos, 1, 1);
break;
case Q2TE_RAILTRAIL: // railgun effect
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
CLQ2_RailTrail (pos, pos2);
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("weapons/railgf1a.wav"), 1, ATTN_NORM, 0);
break;
case Q2TE_EXPLOSION2:
case Q2TE_GRENADE_EXPLOSION:
case Q2TE_GRENADE_EXPLOSION_WATER:
MSG_ReadPos (pos);
P_ParticleExplosion (pos);
// light
if (r_explosionlight.value) {
dlight_t *dl;
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 + bound(0, r_explosionlight.value, 1)*200;
dl->die = cl.time + 0.5;
dl->decay = 300;
dl->color[0] = 0.2;
dl->color[1] = 0.1;
dl->color[2] = 0.1;
}
// sound
if (type == Q2TE_GRENADE_EXPLOSION_WATER)
S_StartSound (-2, 0, S_PrecacheSound ("weapons/xpld_wat.wav"), pos, 1, 1);
else
S_StartSound (-2, 0, S_PrecacheSound ("weapons/grenlx1a.wav"), pos, 1, 1);
// sprite
/*
if (!R_ParticleExplosionHeart(pos))
{
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->origin);
VectorClear(ex->angles);
ex->start = cl.time;
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_explo4].modelname, true);
ex->firstframe = 30;
ex->numframes = 19;
}
*/
break;
/*
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] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->ent.model = cl_mod_explo4;
ex->frames = 19;
ex->baseframe = 30;
ex->ent.angles[1] = rand() % 360;
CL_ExplosionParticles (pos);
if (type == TE_GRENADE_EXPLOSION_WATER)
Q2S_StartSound (pos, 0, 0, cl_sfx_watrexp, 1, ATTN_NORM, 0);
else
Q2S_StartSound (pos, 0, 0, cl_sfx_grenexp, 1, ATTN_NORM, 0);
break;
*/
// RAFAEL
case Q2TE_PLASMA_EXPLOSION:
MSG_ReadPos (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] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->ent.angles[1] = rand() % 360;
ex->ent.model = cl_mod_explo4;
if (frand() < 0.5)
ex->baseframe = 15;
ex->frames = 15;
CL_ExplosionParticles (pos);
Q2S_StartSound (pos, 0, 0, cl_sfx_rockexp, 1, ATTN_NORM, 0);
*/ break;
case Q2TE_EXPLOSION1:
case Q2TE_EXPLOSION1_BIG: // PMM
case Q2TE_ROCKET_EXPLOSION:
case Q2TE_ROCKET_EXPLOSION_WATER:
case Q2TE_EXPLOSION1_NP: // PMM
MSG_ReadPos (pos);
// particle effect
if (type != Q2TE_EXPLOSION1_BIG && type != Q2TE_EXPLOSION1_NP)
P_ParticleExplosion (pos);
// light
if (r_explosionlight.value) {
dlight_t *dl;
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 150 + bound(0, r_explosionlight.value, 1)*200;
dl->die = cl.time + 0.5;
dl->decay = 300;
dl->color[0] = 0.2;
dl->color[1] = 0.1;
dl->color[2] = 0.08;
}
// sound
if (type == Q2TE_ROCKET_EXPLOSION_WATER)
S_StartSound (-2, 0, S_PrecacheSound ("weapons/xpld_wat.wav"), pos, 1, 1);
else
S_StartSound (-2, 0, S_PrecacheSound ("weapons/rocklx1a.wav"), pos, 1, 1);
// sprite
/* if (!R_ParticleExplosionHeart(pos))
{
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->origin);
VectorClear(ex->angles);
ex->start = cl.time;
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_explo4].modelname, false);
if (rand()&1)
ex->firstframe = 15;
else
ex->firstframe = 0;
ex->numframes = 15;
}*/
break;
/*
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] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->ent.angles[1] = rand() % 360;
if (type != TE_EXPLOSION1_BIG) // PMM
ex->ent.model = cl_mod_explo4; // PMM
else
ex->ent.model = cl_mod_explo4_big;
if (frand() < 0.5)
ex->baseframe = 15;
ex->frames = 15;
if ((type != TE_EXPLOSION1_BIG) && (type != TE_EXPLOSION1_NP)) // PMM
CL_ExplosionParticles (pos); // PMM
if (type == TE_ROCKET_EXPLOSION_WATER)
Q2S_StartSound (pos, 0, 0, cl_sfx_watrexp, 1, ATTN_NORM, 0);
else
Q2S_StartSound (pos, 0, 0, cl_sfx_rockexp, 1, ATTN_NORM, 0);
break;
*/ case Q2TE_BFG_EXPLOSION:
MSG_ReadPos (pos);
/* ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->type = ex_poly;
ex->flags = RF_FULLBRIGHT;
ex->start = cl.q2frame.servertime - 100;
ex->light = 350;
ex->lightcolor[0] = 0.0;
ex->lightcolor[1] = 1.0;
ex->lightcolor[2] = 0.0;
ex->model = cl_mod_bfg_explo;
ex->flags |= RF_TRANSLUCENT;
ex->alpha = 0.30;
ex->frames = 4;
*/ break;
case Q2TE_BFG_BIGEXPLOSION:
MSG_ReadPos (pos);
// CL_BFGExplosionParticles (pos);
break;
case Q2TE_BFG_LASER:
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
CL_Laser(pos, pos2, 0xd0d1d2d3);
break;
case Q2TE_BUBBLETRAIL:
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
CLQ2_BubbleTrail (pos, pos2);
break;
case Q2TE_PARASITE_ATTACK:
case Q2TE_MEDIC_CABLE_ATTACK:
CL_ParseBeam (3);
break;
case Q2TE_BOSSTPORT: // boss teleporting to station
MSG_ReadPos (pos);
/* CL_BigTeleportParticles (pos);
*/ Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("misc/bigtele.wav"), 1, ATTN_NONE, 0);
break;
case Q2TE_GRAPPLE_CABLE:
CL_ParseBeam (4);
MSG_ReadPos (pos);
break;
// RAFAEL
case Q2TE_WELDING_SPARKS:
cnt = MSG_ReadByte ();
MSG_ReadPos (pos);
MSG_ReadDir (dir);
color = MSG_ReadByte ();
/* CL_ParticleEffect2 (pos, dir, color, cnt);
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 = cl_mod_flash;
ex->frames = 2;
*/ break;
case Q2TE_GREENBLOOD:
MSG_ReadPos (pos);
MSG_ReadDir (dir);
// CL_ParticleEffect2 (pos, dir, 0xdf, 30);
break;
// RAFAEL
case Q2TE_TUNNEL_SPARKS:
cnt = MSG_ReadByte ();
MSG_ReadPos (pos);
MSG_ReadDir (dir);
color = MSG_ReadByte ();
// CL_ParticleEffect3 (pos, dir, color, cnt);
break;
//=============
//PGM
// PMM -following code integrated for flechette (different color)
case Q2TE_BLASTER2: // green blaster hitting wall
case Q2TE_FLECHETTE: // flechette
MSG_ReadPos (pos);
MSG_ReadDir (dir);
// PMM
/* if (type == Q2TE_BLASTER2)
CL_BlasterParticles2 (pos, dir, 0xd0);
else
CL_BlasterParticles2 (pos, dir, 0x6f); // 75
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->ent.origin);
ex->ent.angles[0] = acos(dir[2])/M_PI*180;
// PMM - fixed to correct for pitch of 0
if (dir[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 = Q2RF_FULLBRIGHT|Q2RF_TRANSLUCENT;
// PMM
if (type == Q2TE_BLASTER2)
ex->ent.skinnum = 1;
else // flechette
ex->ent.skinnum = 2;
ex->start = cl.frame.servertime - 100;
ex->light = 150;
// PMM
if (type == Q2TE_BLASTER2)
ex->lightcolor[1] = 1;
else // flechette
{
ex->lightcolor[0] = 0.19;
ex->lightcolor[1] = 0.41;
ex->lightcolor[2] = 0.75;
}
ex->ent.model = cl_mod_explode;
ex->frames = 4;
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
*//* break;
case Q2TE_LIGHTNING:
ent = CL_ParseLightning (cl_mod_lightning);
S_StartSound (NULL, ent, CHAN_WEAPON, cl_sfx_lightning, 1, ATTN_NORM, 0);
break;
*/
case Q2TE_DEBUGTRAIL:
MSG_ReadPos (pos);
MSG_ReadPos (pos2);
P_ParticleTrail(pos, pos2, P_AllocateParticleType("te_debugtrail"), NULL);
break;
case Q2TE_PLAIN_EXPLOSION:
MSG_ReadPos (pos);
ex = CL_AllocExplosion ();
VectorCopy (pos, ex->origin);
// ex->type = ex_poly;
ex->flags = Q2RF_FULLBRIGHT;
ex->light = 350;
ex->lightcolor[0] = 1.0;
ex->lightcolor[1] = 0.5;
ex->lightcolor[2] = 0.5;
ex->angles[1] = rand() % 360;
ex->model = Mod_ForName (q2tentmodels[q2cl_mod_explo4].modelname, false);
if (rand() < RAND_MAX/2)
ex->firstframe = 15;
ex->numframes = 15;
Q2S_StartSound (pos, 0, 0, S_PrecacheSound("weapons/rocklx1a.wav"), 1, ATTN_NORM, 0);
break;
/*
case Q2TE_FLASHLIGHT:
MSG_ReadPos(&net_message, pos);
ent = MSG_ReadShort(&net_message);
CL_Flashlight(ent, pos);
break;
case Q2TE_FORCEWALL:
MSG_ReadPos(&net_message, pos);
MSG_ReadPos(&net_message, pos2);
color = MSG_ReadByte (&net_message);
CL_ForceWall(pos, pos2, color);
break;
case Q2TE_HEATBEAM:
ent = CL_ParsePlayerBeam (cl_mod_heatbeam);
break;
case Q2TE_MONSTER_HEATBEAM:
ent = CL_ParsePlayerBeam (cl_mod_monster_heatbeam);
break;
case Q2TE_HEATBEAM_SPARKS:
// cnt = MSG_ReadByte (&net_message);
cnt = 50;
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
// r = MSG_ReadByte (&net_message);
// magnitude = MSG_ReadShort (&net_message);
r = 8;
magnitude = 60;
color = r & 0xff;
CL_ParticleSteamEffect (pos, dir, color, cnt, magnitude);
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
break;
case Q2TE_HEATBEAM_STEAM:
// cnt = MSG_ReadByte (&net_message);
cnt = 20;
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
// r = MSG_ReadByte (&net_message);
// magnitude = MSG_ReadShort (&net_message);
// color = r & 0xff;
color = 0xe0;
magnitude = 60;
CL_ParticleSteamEffect (pos, dir, color, cnt, magnitude);
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
break;
case Q2TE_STEAM:
CL_ParseSteam();
break;
case Q2TE_BUBBLETRAIL2:
// cnt = MSG_ReadByte (&net_message);
cnt = 8;
MSG_ReadPos (&net_message, pos);
MSG_ReadPos (&net_message, pos2);
CL_BubbleTrail2 (pos, pos2, cnt);
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
break;
case Q2TE_MOREBLOOD:
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
CL_ParticleEffect (pos, dir, 0xe8, 250);
break;
case Q2TE_CHAINFIST_SMOKE:
dir[0]=0; dir[1]=0; dir[2]=1;
MSG_ReadPos(&net_message, pos);
CL_ParticleSmokeEffect (pos, dir, 0, 20, 20);
break;
case Q2TE_ELECTRIC_SPARKS:
MSG_ReadPos (&net_message, pos);
MSG_ReadDir (&net_message, dir);
// CL_ParticleEffect (pos, dir, 109, 40);
CL_ParticleEffect (pos, dir, 0x75, 40);
//FIXME : replace or remove this sound
S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0);
break;
case Q2TE_TRACKER_EXPLOSION:
MSG_ReadPos (&net_message, pos);
CL_ColorFlash (pos, 0, 150, -1, -1, -1);
CL_ColorExplosionParticles (pos, 0, 1);
// CL_Tracker_Explode (pos);
S_StartSound (pos, 0, 0, cl_sfx_disrexp, 1, ATTN_NORM, 0);
break;
*/
case Q2TE_TELEPORT_EFFECT:
case Q2TE_DBALL_GOAL:
MSG_ReadPos (pos);
if (P_RunParticleEffectType(pos, NULL, 1, pt_teleportsplash))
P_RunParticleEffect(pos, NULL, 8, 768);
// This effect won't match ---
// Color should be 7+(rand()%8)
// not 8&~7+(rand()%8)
break;
/*
case Q2TE_WIDOWBEAMOUT:
CL_ParseWidow ();
break;
case Q2TE_NUKEBLAST:
CL_ParseNuke ();
break;
case Q2TE_WIDOWSPLASH:
MSG_ReadPos (&net_message, pos);
CL_WidowSplash (pos);
break;
//PGM
//==============
*/
default:
Host_EndGame ("CLQ2_ParseTEnt: bad/non-implemented type %i", type);
}
}
#endif
/*
=================
CL_NewTempEntity
=================
*/
entity_t *CL_NewTempEntity (void)
{
entity_t *ent;
if (cl_numvisedicts == MAX_VISEDICTS)
return NULL;
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
ent->keynum = 0;
memset (ent, 0, sizeof(*ent));
ent->colormap = vid.colormap;
#ifdef PEXT_SCALE
ent->scale = 1;
#endif
#ifdef PEXT_TRANS
ent->alpha = 1;
#endif
return ent;
}
/*
=================
CL_UpdateBeams
=================
*/
void CL_UpdateBeams (void)
{
int i;
beam_t *b;
vec3_t dist, org;
float d;
entity_t *ent;
entity_state_t *st;
float yaw, pitch;
float forward, offset;
extern cvar_t cl_truelightning, v_viewheight;
// update lightning
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
{
if (!b->model)
continue;
if (b->endtime < cl.time)
{
P_DelinkTrailstate(&b->trailstate);
b->model = NULL;
continue;
}
// if coming from the player, update the start position
if (b->flags & 1 && b->entity == (autocam[0]?spec_track[0]:(cl.playernum[0]+1))) // entity 0 is the world
{
// VectorSubtract(cl.simorg, b->start, org);
// VectorAdd(b->end, org, b->end); //move the end point by simorg-start
VectorCopy (cl.simorg[0], b->start); //move the start point to view origin
b->start[2] += cl.crouch[0];
if (v_viewheight.value)
{
if (v_viewheight.value <= -7)
b->start[2] += -7;
else if (v_viewheight.value >= 4)
b->start[2] += 4;
else
b->start[2] += v_viewheight.value;
}
//rotate the end point to face in the view direction. This gives a smoother shafting. turning looks great.
if (cl_truelightning.value)
{
VectorSubtract (b->end, b->start, dist);
d = VectorNormalize(dist);
AngleVectors (cl.simangles[0], b->end, dist, org);
VectorMA(b->start, d, b->end, b->end);
b->end[2] += cl.viewheight[0];
}
}
else if (b->flags & STREAM_ATTACHED)
{
player_state_t *pl;
st = CL_FindPacketEntity(b->entity);
if (st)
{
VectorCopy(st->origin, b->start);
}
else if (b->entity <= MAX_CLIENTS && b->entity > 0)
{
pl = &cl.frames[cl.parsecount&UPDATE_MASK].playerstate[b->entity-1];
VectorCopy(pl->origin, b->start);
b->start[2]+=16;
}
}
// calculate pitch and yaw
VectorSubtract (b->end, b->start, dist);
if (dist[1] == 0 && dist[0] == 0)
{
yaw = 0;
if (dist[2] > 0)
pitch = 90;
else
pitch = 270;
}
else
{
yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
if (yaw < 0)
yaw += 360;
forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
if (pitch < 0)
pitch += 360;
}
/* if (1) //cool funky particle mode.
{
CL_LightningParticleBeam(b->start, b->end);
continue;
}
*/
// if (part_type[rt_lightning1].loaded)
// if (!P_ParticleTrail(b->start, b->end, rt_lightning1, NULL))
// continue;
if (b->particleeffect >= 0 && !P_ParticleTrail(b->start, b->end, b->particleeffect, &b->trailstate))
continue;
// add new entities for the lightning
VectorCopy (b->start, org);
d = VectorNormalize(dist);
if(b->flags & 2)
{
offset = (int)(cl.time*40)%30;
for(i = 0; i < 3; i++)
{
org[i] += dist[i]*offset;
}
}
while (d > 0)
{
ent = CL_NewTempEntity ();
if (!ent)
return;
VectorCopy (org, ent->origin);
ent->model = b->model;
ent->drawflags |= MLS_ABSLIGHT;
ent->abslight = 192;
ent->alpha = b->alpha;
ent->angles[0] = -pitch;
ent->angles[1] = yaw;
ent->angles[2] = (int)((cl.time*d*1000))%360; //paused lightning too.
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
ent->angles[0] = pitch;
for (i=0 ; i<3 ; i++)
org[i] += dist[i]*30;
d -= 30;
}
}
}
/*
=================
CL_UpdateExplosions
=================
*/
void CL_UpdateExplosions (void)
{
int i;
float f;
int of;
int numframes;
int firstframe;
explosion_t *ex;
entity_t *ent;
for (i=0, ex=cl_explosions ; i< MAX_EXPLOSIONS ; i++, ex++)
{
if (!ex->model)
continue;
f = ex->framerate*(cl.time - ex->start);
if (ex->firstframe >= 0)
{
firstframe = ex->firstframe;
numframes = ex->numframes;
}
else
{
firstframe = 0;
numframes = ex->model->numframes;
}
of = (int)f-1;
if ((int)f >= numframes || (int)f < 0)
{
ex->model = NULL;
continue;
}
if (of < 0)
of = 0;
ent = CL_NewTempEntity ();
if (!ent)
return;
VectorCopy (ex->origin, ent->origin);
VectorCopy (ex->oldorigin, ent->oldorigin);
VectorCopy (ex->angles, ent->angles);
ent->skinnum = ex->skinnum;
ent->angles[0]*=-1;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
ent->model = ex->model;
ent->frame = (int)f+firstframe;
ent->oldframe = of+firstframe;
ent->lerpfrac = 1-(f - (int)f);
ent->alpha = 1.0 - f/(numframes);
ent->flags = ex->flags;
}
}
entity_state_t *CL_FindPacketEntity(int num);
void CL_UpdateSEEFs(void)
{
float *eorg;
int i;
dlight_t *dl;
entity_state_t *ent;
for(i = 0; i < MAX_SEEFS; i++)
{
if (!cl_seef[i].type)
continue;
if (cl_seef[i].die < cl.time)
continue;
ent = CL_FindPacketEntity(cl_seef[i].entnum);
if (!ent)
{
extern int parsecountmod;
if ((unsigned)(cl_seef[i].entnum) <= MAX_CLIENTS && cl_seef[i].entnum > 0)
{
if (cl_seef[i].entnum-1 == cl.playernum[0])
eorg = cl.simorg[0];
else
eorg = cl.frames[parsecountmod].playerstate[cl_seef[i].entnum-1].origin;
}
else
continue;
}
else
eorg = ent->origin;
ent = NULL;
switch (cl_seef[i].type)
{
case TE_SEEF_BRIGHTFIELD:
if (!cl.paused)
{
vec3_t org;
org[0] = eorg[0];
org[1] = eorg[1];
org[2] = eorg[2] + cl_seef[i].offset;
P_EntityParticles(org, cl_seef[i].colour, cl_seef[i].efsize);
}
break;
case TE_SEEF_DARKFIELD:
if (!cl.paused)
P_DarkFieldParticles(eorg, cl_seef[i].colour);
break;
case TE_SEEF_DARKLIGHT:
dl = CL_AllocDlight (cl_seef[i].entnum);
VectorCopy (eorg, dl->origin);
dl->radius = cl_seef[i].efsize[0] + rand()/(float)RAND_MAX*cl_seef[i].efsize[1];
dl->die = cl.time+0.1;
dl->decay = 0;
dl->color[0] = -0.1;
dl->color[1] = -0.1;
dl->color[2] = -0.1;
break;
case TE_SEEF_LIGHT:
dl = CL_AllocDlight (cl_seef[i].entnum);
VectorCopy (eorg, dl->origin);
dl->radius = cl_seef[i].efsize[0] + rand()/(float)RAND_MAX*cl_seef[i].efsize[1];
dl->die = cl.time+0.1;
dl->decay = 0;
dl->color[0] = 0.1;
dl->color[1] = 0.1;
dl->color[2] = 0.1;
break;
default:
Sys_Error("Bad seef type\n");
}
}
}
/*
=================
CL_UpdateTEnts
=================
*/
void CL_UpdateTEnts (void)
{
CL_UpdateBeams ();
CL_UpdateExplosions ();
CL_UpdateSEEFs ();
}