ngunix/engine/cl_tent.c

735 lines
19 KiB
C

/*
Copyright (C) 2015 Marco "eukara" Hladik
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 "globaldef.h"
int num_temp_entities;
// 2001-09-20 Configurable entity limits by Maddes start
//entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
entity_t *cl_temp_entities;
// 2001-09-20 Configurable entity limits by Maddes end
beam_t cl_beams[MAX_BEAMS];
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;
sfx_t *cl_sfx_imp;
sfx_t *cl_sfx_rail;
sfx_t *cl_sfx_bloodhit1;
sfx_t *cl_sfx_bloodhit2;
sfx_t *cl_sfx_bloodhit3;
/*
=================
CL_ParseTEnt
=================
*/
void CL_InitTEnts (void)
{
cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav");
cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav");
cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav");
cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav");
cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav");
cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav");
cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav");
cl_sfx_imp = S_PrecacheSound ("shambler/sattck1.wav");
cl_sfx_rail = S_PrecacheSound ("weapons/lstart.wav");
cl_sfx_bloodhit1 = S_PrecacheSound ("player/tornoff2.wav");
cl_sfx_bloodhit2 = S_PrecacheSound ("demon/dhit2.wav");
cl_sfx_bloodhit3 = S_PrecacheSound ("zombie/z_miss.wav");
}
extern cvar_t *r_flares;
/*
=================
CL_ParseBeam
=================
*/
void CL_ParseBeam (model_t *m)
{
int ent;
vec3_t start, end;
beam_t *b;
int i;
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 ();
// 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 = m;
b->endtime = cl.time + 0.2;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
return;
}
// 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 = m;
b->endtime = cl.time + 0.2;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
return;
}
}
Con_Printf ("beam list overflow!\n");
}
extern cvar_t *r_coloreddyns;
/*
=================
CL_ParseTEnt
=================
*/
extern int particleset;
extern void R_Decal (vec3_t org, int decframe, int blend, float sceel, int splat);
void CL_ParseTEnt (void)
{
int type;
vec3_t pos;
vec3_t pos2;
vec3_t vel;
vec3_t dir;
vec3_t mins;
vec3_t maxs;
vec3_t vel1;
vec3_t vel2;
int count;
int thecol;
int speed;
vec3_t endpos;
int amount;
dlight_t *dl;
int rnd;
int colorStart, colorLength;
type = MSG_ReadByte ();
switch (type)
{
case TE_WIZSPIKE: // spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_RunParticleEffect (pos, vec3_origin, 20, 30);
S_StartSound (-1, 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_RunParticleEffect (pos, vec3_origin, 226, 20);
S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
break;
case TE_SPIKE: // spike hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (particleset == 7){
//R_FlareTest (pos, 1, 255, 0, 0);
R_FlareTest (pos, 1, rand()&255, rand()&255, rand()&255, 0, NULL); // tseting random colored flares with nails
}
else
R_RunParticleEffect (pos, vec3_origin, 0, 10);
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
else if (rnd == 2)
S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
else
S_StartSound (-1, 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_RunParticleEffect (pos, vec3_origin, 0, 20);
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
else if (rnd == 2)
S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
else
S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
}
break;
// TomazQuake code
case TE_SNOW:
pos[0] = MSG_ReadCoord (); // mins
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadCoord (); // maxs
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
amount = MSG_ReadShort ();
R_Snow(pos, pos2, amount);
break;
case TE_RAIN:
pos[0] = MSG_ReadCoord (); // mins
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
pos2[0] = MSG_ReadCoord (); // maxs
pos2[1] = MSG_ReadCoord ();
pos2[2] = MSG_ReadCoord ();
amount = MSG_ReadShort ();
R_Rain(pos, pos2, amount);
break;
// TomazQuake code
case TE_GUNSHOT: // bullet hitting wall
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
if (particleset == 2){
R_Smoke (pos, vec3_origin, 0, 20);
R_Decal (pos, 4, 6, 0, 0);
}
else
R_RunParticleEffect (pos, vec3_origin, 0, 20);
break;
case TE_EXPLOSION: // rocket explosion
pos[0] = MSG_ReadCoord();
pos[1] = MSG_ReadCoord();
pos[2] = MSG_ReadCoord();
if (particleset == 2){
// R_Smoke (pos, vec3_origin, 0, 20);
R_ParticleExplosionSpritey (pos, 13, 6, 2);
R_Decal (pos, 13, 6, 2, 0);
}
else
R_ParticleExplosion (pos);
dl = CL_AllocDlight (0);
if (r_coloreddyns->value){
dl->color[0] = 4.0f;
dl->color[1] = 2.0f;
dl->color[2] = 0.5f; // TODO: get avg color from model
}
VectorCopy (pos, dl->origin);
dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 300;
// 2000-05-02 NVS SVC_TE te_explosion by Maddes start
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes start
if ((nvs_current_csvc->value >= 0.50) && (cls.signon > 1))
{
dl->flashcolor[0] = dl->color[0] = MSG_ReadCoord();
dl->flashcolor[1] = dl->color[1] = MSG_ReadCoord();
dl->flashcolor[2] = dl->color[2] = MSG_ReadCoord();
dl->flashcolor[3] = MSG_ReadCoord();
}
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes end
// 2000-05-02 NVS SVC_TE te_explosion by Maddes end
S_StartSound (-1, 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 ();
R_BlobExplosion (pos);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_LIGHTNING1: // lightning bolts
CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true));
break;
case TE_LIGHTNING2: // lightning bolts
CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true));
break;
case TE_LIGHTNING3: // lightning bolts
CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true));
break;
// PGM 01/21/97
case TE_BEAM: // grappling hook beam
CL_ParseBeam (Mod_ForName("progs/beam.mdl", true));
break;
// PGM 01/21/97
case TE_LAVASPLASH:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_LavaSplash (pos);
break;
case TE_TELEPORT:
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_TeleportSplash (pos);
break;
case TE_EXPLOSION2: // color mapped explosion
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
colorStart = MSG_ReadByte ();
colorLength = MSG_ReadByte ();
R_ParticleExplosion2 (pos, colorStart, colorLength);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 300;
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
// case TE_IMPLOSION:
// pos[0] = MSG_ReadCoord ();
// pos[1] = MSG_ReadCoord ();
// pos[2] = MSG_ReadCoord ();
// S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
// break;
case TE_RAILTRAIL: // Straight out of Quake2!
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
endpos[0] = MSG_ReadCoord ();
endpos[1] = MSG_ReadCoord ();
endpos[2] = MSG_ReadCoord ();
vel[0] = MSG_ReadCoord ();
vel[1] = MSG_ReadCoord ();
vel[2] = MSG_ReadCoord ();
R_RailTrail (pos, endpos);
// R_RocketTrail (pos, endpos, 7);
break;
case TE_BLOOD:
pos[0] = MSG_ReadCoord();
pos[1] = MSG_ReadCoord();
pos[2] = MSG_ReadCoord();
vel[0] = (float)MSG_ReadChar();
vel[1] = (float)MSG_ReadChar();
vel[2] = (float)MSG_ReadChar();
count = MSG_ReadByte();
R_Blood(count, pos, pos, vel, vel);
break;
case TE_BLOODSHOWER:
mins[0] = MSG_ReadCoord();
mins[1] = MSG_ReadCoord();
mins[2] = MSG_ReadCoord();
maxs[0] = MSG_ReadCoord();
maxs[1] = MSG_ReadCoord();
maxs[2] = MSG_ReadCoord();
speed = MSG_ReadCoord();
count = MSG_ReadShort();
vel1[0] = -speed;
vel1[1] = -speed;
vel1[2] = -speed;
vel2[0] = speed;
vel2[1] = speed;
vel2[2] = speed;
R_Blood(count, mins, maxs, vel1, vel2);
break;
case TE_PLASMABURN: // plasma burn
pos[0] = MSG_ReadCoord();
pos[1] = MSG_ReadCoord();
pos[2] = MSG_ReadCoord(); // all thius is, is just a quick white flash
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 250;
dl->die = cl.time + 0.2;
dl->decay = 1500;
break;
case TE_TEI_SMOKE: // makes some puff of smoke
// the direction doesn't do much in DP
// but we do it anyway
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
vel[0] = MSG_ReadCoord ();
vel[1] = MSG_ReadCoord ();
vel[2] = MSG_ReadCoord ();
count = MSG_ReadByte();
R_Smoke (pos, vel, 0, count * 4);
break;
case TE_TEI_BIGEXPLOSION: // rocket explosion
pos[0] = MSG_ReadCoord();
pos[1] = MSG_ReadCoord();
pos[2] = MSG_ReadCoord();
R_ParticleExplosion (pos); // in dp, this is just a explosion with a
//much much much much bigger dynamic light. Why? don't ask.
dl = CL_AllocDlight (0);
if (r_coloreddyns->value){
dl->color[0] = 0.6f;
dl->color[1] = 0.5f;
dl->color[2] = 0.1f; // TODO: get avg color from model
}
VectorCopy (pos, dl->origin);
dl->radius = 850;
dl->die = cl.time + 1;
dl->decay = 800;
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
// Darkplaces QUAD DAMAGE TE's
case TE_GUNSHOTQUAD: // bullet hitting wall... one that does 4x damage
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_RunParticleEffect (pos, vec3_origin, 0, 20);
dl = CL_AllocDlight (0);
if (r_coloreddyns->value){
dl->color[0] = 0.1f;dl->color[1] = 0.1f;dl->color[2] = 1.0f;}
VectorCopy (pos, dl->origin);
dl->radius = 200;
dl->die = cl.time + 0.2;
dl->decay = 1500;
break;
case TE_SPIKEQUAD: // spike hitting wall WITH A BLUE FLASH of QUAD DAMAGE POWER!
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_RunParticleEffect (pos, vec3_origin, 0, 10);
dl = CL_AllocDlight (0);
if (r_coloreddyns->value){
dl->color[0] = 0.1f;dl->color[1] = 0.1f;dl->color[2] = 1.0f;}
VectorCopy (pos, dl->origin);
dl->radius = 200;
dl->die = cl.time + 0.2;
dl->decay = 1500;
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
else if (rnd == 2)
S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
else
S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
}
break;
case TE_SUPERSPIKEQUAD: // THE INFAMOUSLY REDUNDANT SPIKE FUNCTION GETS FLASH TOO
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_RunParticleEffect (pos, vec3_origin, 0, 20);
dl = CL_AllocDlight (0);
if (r_coloreddyns->value){
dl->color[0] = 0.1f;dl->color[1] = 0.1f;dl->color[2] = 1.0f;}
VectorCopy (pos, dl->origin);
dl->radius = 200;
dl->die = cl.time + 0.2;
dl->decay = 1500;
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
else if (rnd == 2)
S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
else
S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
}
break;
case TE_EXPLOSIONQUAD: // one explosion no one wants to be part of
pos[0] = MSG_ReadCoord();
pos[1] = MSG_ReadCoord();
pos[2] = MSG_ReadCoord();
R_ParticleExplosion (pos);
dl = CL_AllocDlight (0);
if (r_coloreddyns->value){
dl->color[0] = 0.1f;
dl->color[1] = 0.1f;
dl->color[2] = 1.0f;
}
VectorCopy (pos, dl->origin);
dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 300;
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
// ---------------------------------------------------------
// Weird Teitei effects implemented by Leilei
// ---------------------------------------------------------
case TE_TEI_G3: // This was used for the Nex weapon in
// super old (2002) Nexuiz alphas
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
endpos[0] = MSG_ReadCoord ();
endpos[1] = MSG_ReadCoord ();
endpos[2] = MSG_ReadCoord ();
vel[0] = MSG_ReadCoord () * 0.25; // NONSTANDARD NOTE - this is "Angles" in the spec
vel[1] = MSG_ReadCoord () * 0.25;; // but in DP the angles aren't actually used
vel[2] = MSG_ReadCoord () * 0.25;; // for *ANYTHING* so we'll use them for color instead!
// LH, can you 'color' the angles too?
// vel[0] is inner colorindex
// vel[1] is outer colorindex
// vel[2] might tell it how to blend
// thecol = FindColorNoFB((int)vel[0],(int)vel[1],(int)vel[2]);
if (vel[0] > 63) vel[0] = 63;
if (vel[1] > 63) vel[1] = 63;
if (vel[2] > 63) vel[2] = 63;
if (vel[0] < 0) vel[0] = 0;
if (vel[1] < 0) vel[1] = 0;
if (vel[2] < 0) vel[2] = 0;
//thecol = BestColor((int)vel[0],(int)vel[1],(int)vel[2]);
thecol = palmap2[(int)vel[0]][(int)vel[1]][(int)vel[2]];
R_BeamBeam (pos, endpos, thecol, 1);
break;
case TE_TEI_PLASMAHIT: // Nexuiz electro explosion!
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
vel[0] = MSG_ReadCoord (); // in dp, angle/dir isn't really used
vel[1] = MSG_ReadCoord ();
vel[2] = MSG_ReadCoord (); // tei is messy :(
count = MSG_ReadByte();
R_PlasmaExplosion (pos, 40, 7, count);
dl = CL_AllocDlight (0);
if (r_coloreddyns->value){
dl->color[0] = 0.2f;
dl->color[1] = 0.2f;
dl->color[2] = 1.0f;
}
VectorCopy (pos, dl->origin);
dl->radius = 250;
dl->die = cl.time + 0.3;
dl->decay = 800;
break;
default:
// 2001-12-16 Various crashes changed to host errors by Maddes start
// Sys_Error ("CL_ParseTEnt: bad type");
Host_Error ("CL_ParseTEnt: bad type %i", type);
break;
// 2001-12-16 Various crashes changed to host errors by Maddes end
}
}
/*
=================
CL_NewTempEntity
=================
*/
entity_t *CL_NewTempEntity (void)
{
entity_t *ent;
// 2001-09-20 Configurable entity limits by Maddes start
if (!cl_temp_entities)
{
Cvar_Set(cl_entities_min_temp, cl_entities_min_temp->string); // do rangecheck
if (cl.max_temp_edicts < cl_entities_min_temp->value)
{
cl.max_temp_edicts = cl_entities_min_temp->value;
}
Con_DPrintf("Allocating memory for %i temp entities.\n", cl.max_temp_edicts);
cl_temp_entities = Hunk_AllocName (cl.max_temp_edicts*sizeof(entity_t), "cl_ed_temp");
memset (cl_temp_entities, 0, cl.max_temp_edicts*sizeof(entity_t));
}
// 2001-09-20 Configurable entity limits by Maddes end
if (cl_numvisedicts == MAX_VISEDICTS)
return NULL;
// 2001-09-20 Configurable entity limits by Maddes start
// if (num_temp_entities == MAX_TEMP_ENTITIES)
if (num_temp_entities >= cl.max_temp_edicts)
// 2001-09-20 Configurable entity limits by Maddes end
return NULL;
ent = &cl_temp_entities[num_temp_entities];
memset (ent, 0, sizeof(*ent));
num_temp_entities++;
cl_visedicts[cl_numvisedicts] = ent;
cl_numvisedicts++;
ent->colormap = vid.colormap;
return ent;
}
/*
=================
CL_UpdateTEnts
=================
*/
void CL_UpdateTEnts (void)
{
int i;
beam_t *b;
vec3_t dist, org;
float d;
entity_t *ent;
float yaw, pitch;
float forward;
num_temp_entities = 0;
// update lightning
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
{
if (!b->model || b->endtime < cl.time)
continue;
// if coming from the player, update the start position
if (b->entity == cl.viewentity)
{
VectorCopy (cl_entities[cl.viewentity].origin, b->start);
}
// 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 (particleset == 7){
VectorCopy (b->start, org);
d = VectorNormalize(dist);
// leilei - an electric beam...
//R_BeamBeam (org, b->end, 211, 3);
R_LightningBeam (b->start, b->end, 6);
}
else
{
// add new entities for the lightning
VectorCopy (b->start, org);
d = VectorNormalize(dist);
while (d > 0)
{
ent = CL_NewTempEntity ();
if (!ent)
return;
VectorCopy (org, ent->origin);
ent->model = b->model;
ent->angles[0] = pitch;
ent->angles[1] = yaw;
ent->angles[2] = rand()%360;
#ifdef SCALEE
ent->scale2 = 1.0f; // makaqu
#endif
// leilei - unrolled
org[0] += dist[0]*30;
org[1] += dist[1]*30;
org[2] += dist[2]*30;
d -= 30;
//if (r_flares->value > 2)
// R_FlareTest(ent->origin,12,7,15,36,0,ent);
}
}
}
}