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tent stuff i forgot to merge a long time ago

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@897 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
TimeServ 2005-03-13 21:00:26 +00:00
parent d4e494488b
commit dc5809c208

View file

@ -830,6 +830,16 @@ void CL_ParseTEnt (void)
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 73://TE_CUSTOMFLASH
@ -845,33 +855,53 @@ void CL_ParseTEnt (void)
dl->die = cl.time + pos2[0];
dl->decay = dl->radius / pos2[0];
dl->color[0] = MSG_ReadByte()/255.0f;
dl->color[1] = MSG_ReadByte()/255.0f;
dl->color[2] = MSG_ReadByte()/255.0f;
// 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 74://TE_FLAMEJET
#pragma message("CL_ParseTEnt: effect 74 not implemented (properly)")
// 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 ();
P_ParticleExplosion (pos);
rnd = FindParticleType("te_flamejet");
if (R_RunParticleEffectType(pos, pos2, cnt, rnd))
R_RunParticleEffect (pos, pos2, 232, cnt);
break;
case 75://TE_PLASMABURN
#pragma message("CL_ParseTEnt: effect 75 not implemented (properly)")
// origin
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 = 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 76: