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832b4342a8
CVE-2006-2236 Buffer overflow in the Quake 3 Engine, as used by (1) ET 2.60, (2) Return to Castle Wolfenstein 1.41, and (3) Quake III Arena 1.32b allows remote attackers to execute arbitrary commands via a long remapShader command. from Thilo Schulz in ioquake3 svn 765 git d21411452ef32b86c0b79ddcaf49221701dcdb07 Add string length checking to function COM_StripExtension. This fixes the R_RemapShader buffer overflow exploit that can be found here: http://milw0rm.com/exploits/1750
1750 lines
48 KiB
C++
1750 lines
48 KiB
C++
//Anything above this #include will be ignored by the compiler
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#include "../qcommon/exe_headers.h"
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#include "client.h"
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#if !defined(FX_SCHEDULER_H_INC)
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#include "FxScheduler.h"
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#endif
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#if !defined(G2_H_INC)
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#include "../ghoul2/G2.h"
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#include "../ghoul2/G2_local.h"
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#endif
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#if !defined(__Q_SHARED_H)
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#include "../game/q_shared.h"
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#endif
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CFxScheduler theFxScheduler;
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//-----------------------------------------------------------
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void CMediaHandles::operator=(const CMediaHandles &that )
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{
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mMediaList.clear();
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for ( int i = 0; i < that.mMediaList.size(); i++ )
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{
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mMediaList.push_back( that.mMediaList[i] );
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}
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}
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//------------------------------------------------------
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CFxScheduler::CFxScheduler()
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{
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mNextFree2DEffect = 0;
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memset( &mEffectTemplates, 0, sizeof( mEffectTemplates ));
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memset( &mLoopedEffectArray, 0, sizeof( mLoopedEffectArray ));
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}
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int CFxScheduler::ScheduleLoopedEffect( int id, int boltInfo, int iGhoul2, bool isPortal, int iLoopTime, bool isRelative )
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{
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int i;
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assert(id);
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assert(boltInfo!=-1);
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for (i=0;i<MAX_LOOPED_FX;i++) //see if it's already playing so we can just update it
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{
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if (mLoopedEffectArray[i].mId == id &&
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mLoopedEffectArray[i].mBoltInfo == boltInfo &&
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mLoopedEffectArray[i].mPortalEffect == isPortal
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)
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{
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#ifdef _DEBUG
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theFxHelper.Print( "CFxScheduler::ScheduleLoopedEffect- updating %s\n", mEffectTemplates[id].mEffectName);
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#endif
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break;
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}
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}
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if(i==MAX_LOOPED_FX) //didn't find it existing, so find a free spot
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{
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for (i=0;i<MAX_LOOPED_FX;i++)
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{
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if (!mLoopedEffectArray[i].mId)
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{
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break;
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}
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}
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}
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if(i==MAX_LOOPED_FX)
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{//bad
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assert(i!=MAX_LOOPED_FX);
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theFxHelper.Print( "CFxScheduler::AddLoopedEffect- No Free Slots available for %d\n", mEffectTemplates[id].mEffectName);
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return -1;
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}
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mLoopedEffectArray[i].mId = id;
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mLoopedEffectArray[i].mBoltInfo = boltInfo;
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mLoopedEffectArray[i].mGhoul2 = iGhoul2;
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mLoopedEffectArray[i].mPortalEffect = isPortal;
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mLoopedEffectArray[i].mIsRelative = isRelative;
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mLoopedEffectArray[i].mNextTime = theFxHelper.mTime + mEffectTemplates[id].mRepeatDelay ;
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mLoopedEffectArray[i].mLoopStopTime = (iLoopTime==1) ? 0 : theFxHelper.mTime + iLoopTime;
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return i;
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}
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void CFxScheduler::StopEffect( const char *file, int boltInfo, bool isPortal )
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{
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int i;
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char sfile[MAX_QPATH];
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// Get an extenstion stripped version of the file
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COM_StripExtension( file, sfile, sizeof(sfile) );
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const int id = mEffectIDs[sfile];
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#ifndef FINAL_BUILD
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if ( id == 0 )
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{
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theFxHelper.Print( "CFxScheduler::StopEffect- unregistered/non-existent effect: %s\n", sfile );
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return;
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}
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#endif
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for (i=0;i<MAX_LOOPED_FX;i++)
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{
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if (mLoopedEffectArray[i].mId == id &&
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mLoopedEffectArray[i].mBoltInfo == boltInfo &&
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mLoopedEffectArray[i].mPortalEffect == isPortal
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)
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{
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memset( &mLoopedEffectArray[i], 0, sizeof(mLoopedEffectArray[i]) );
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return;
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}
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}
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#ifdef _DEBUG
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theFxHelper.Print( "CFxScheduler::StopEffect- (%s) is not looping!\n", file);
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#endif
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}
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void CFxScheduler::AddLoopedEffects()
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{
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int i;
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for (i=0;i<MAX_LOOPED_FX;i++)
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{
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if (mLoopedEffectArray[i].mId && mLoopedEffectArray[i].mNextTime < theFxHelper.mTime )
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{
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const int entNum = ( mLoopedEffectArray[i].mBoltInfo >> ENTITY_SHIFT ) & ENTITY_AND;
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// Find out where the entity currently is
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TCGVectorData *data = (TCGVectorData*)cl.mSharedMemory;
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data->mEntityNum = entNum;
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VM_Call( cgvm, CG_GET_LERP_ORIGIN );
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PlayEffect( mLoopedEffectArray[i].mId, data->mPoint, 0, mLoopedEffectArray[i].mBoltInfo, mLoopedEffectArray[i].mGhoul2.mItem, -1, mLoopedEffectArray[i].mPortalEffect, false, mLoopedEffectArray[i].mIsRelative ); //very important to send FALSE to not recursively add me!
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mLoopedEffectArray[i].mNextTime = theFxHelper.mTime + mEffectTemplates[mLoopedEffectArray[i].mId].mRepeatDelay;
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if (mLoopedEffectArray[i].mLoopStopTime && mLoopedEffectArray[i].mLoopStopTime < theFxHelper.mTime) //time's up
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{//kill this entry
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memset( &mLoopedEffectArray[i], 0, sizeof(mLoopedEffectArray[i]) );
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}
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}
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}
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}
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//-----------------------------------------------------------
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void SEffectTemplate::operator=(const SEffectTemplate &that)
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{
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mCopy = true;
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strcpy( mEffectName, that.mEffectName );
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mPrimitiveCount = that.mPrimitiveCount;
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for( int i = 0; i < mPrimitiveCount; i++ )
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{
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mPrimitives[i] = new CPrimitiveTemplate;
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*(mPrimitives[i]) = *(that.mPrimitives[i]);
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// Mark use as a copy so that we know that we should be chucked when used up
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mPrimitives[i]->mCopy = true;
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}
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}
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//------------------------------------------------------
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// Clean
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// Free up any memory we've allocated so we aren't leaking memory
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//
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// Input:
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// Whether to clean everything or just stop the playing (active) effects
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//
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// Return:
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// None
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//
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//------------------------------------------------------
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void CFxScheduler::Clean(bool bRemoveTemplates /*= true*/, int idToPreserve /*= 0*/)
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{
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int i, j;
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TScheduledEffect::iterator itr, next;
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// Ditch any scheduled effects
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itr = mFxSchedule.begin();
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while ( itr != mFxSchedule.end() )
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{
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next = itr;
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next++;
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delete *itr;
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mFxSchedule.erase(itr);
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itr = next;
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}
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if (bRemoveTemplates)
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{
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// Ditch any effect templates
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for ( i = 1; i < FX_MAX_EFFECTS; i++ )
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{
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if ( i == idToPreserve)
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{
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continue;
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}
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if ( mEffectTemplates[i].mInUse )
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{
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// Ditch the primitives
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for (j = 0; j < mEffectTemplates[i].mPrimitiveCount; j++)
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{
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delete mEffectTemplates[i].mPrimitives[j];
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}
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}
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mEffectTemplates[i].mInUse = false;
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}
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if (idToPreserve == 0)
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{
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mEffectIDs.clear();
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}
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else
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{
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// Clear the effect names, but first get the name of the effect to preserve,
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// and restore it after clearing.
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string str;
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TEffectID::iterator iter;
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for (iter = mEffectIDs.begin(); iter != mEffectIDs.end(); ++iter)
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{
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if ((*iter).second == idToPreserve)
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{
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str = (*iter).first;
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break;
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}
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}
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mEffectIDs.clear();
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mEffectIDs[str] = idToPreserve;
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}
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}
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}
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//------------------------------------------------------
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// RegisterEffect
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// Attempt to open the specified effect file, if
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// file read succeeds, parse the file.
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//
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// Input:
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// path or filename to open
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//
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// Return:
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// int handle to the effect
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//------------------------------------------------------
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int CFxScheduler::RegisterEffect( const char *file, bool bHasCorrectPath /*= false*/ )
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{
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// Dealing with file names:
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// File names can come from two places - the editor, in which case we should use the given
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// path as is, and the effect file, in which case we should add the correct path and extension.
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// In either case we create a stripped file name to use for naming effects.
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//
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char sfile[MAX_QPATH];
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COM_StripExtension( file, sfile, sizeof(sfile) );
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Q_strlwr(sfile);
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Com_DPrintf("Registering effect : %s\n", sfile);
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// see if the specified file is already registered. If it is, just return the id of that file
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TEffectID::iterator itr;
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itr = mEffectIDs.find( sfile );
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if ( itr != mEffectIDs.end() )
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{
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return (*itr).second;
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}
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CGenericParser2 parser;
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int len = 0;
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fileHandle_t fh;
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char data[65536];
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char *bufParse = 0;
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// if our file doesn't have an extension, add one
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string finalFilename = file;
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string effectsSubstr = finalFilename.substr(0, 7);
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if (finalFilename.find('.') == string::npos)
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{
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// didn't find an extension so add one
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finalFilename += ".efx";
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}
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// kef - grr. this angers me. every filename everywhere should start from the base dir
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if (effectsSubstr.compare("effects") != 0)
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{
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//theFxHelper.Print("Hey!!! '%s' should be pathed from the base directory!!!\n", finalFilename.c_str());
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string strTemp = finalFilename;
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finalFilename = "effects/";
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finalFilename += strTemp;
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}
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len = theFxHelper.OpenFile( finalFilename.c_str(), &fh, FS_READ );
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/*
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if (bHasCorrectPath)
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{
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pfile = file;
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}
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else
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{
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// Add on our extension and prepend the file with the default path
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sprintf( temp, "%s/%s.efx", FX_FILE_PATH, sfile );
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pfile = temp;
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}
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len = theFxHelper.OpenFile( pfile, &fh, FS_READ );
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*/
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if ( len < 0 )
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{
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theFxHelper.Print( "Effect file load failed: %s\n", finalFilename.c_str() );
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return 0;
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}
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if (len == 0)
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{
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theFxHelper.Print( "INVALID Effect file: %s\n", finalFilename.c_str() );
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theFxHelper.CloseFile( fh );
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return 0;
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}
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// If we'll overflow our buffer, bail out--not a particularly elegant solution
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if (len >= sizeof(data) - 1 )
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{
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theFxHelper.CloseFile( fh );
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return 0;
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}
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// Get the goods and ensure Null termination
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theFxHelper.ReadFile( data, len, fh );
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data[len] = '\0';
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bufParse = data;
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// Let the generic parser process the whole file
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parser.Parse( &bufParse );
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theFxHelper.CloseFile( fh );
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// Lets convert the effect file into something that we can work with
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return ParseEffect( sfile, parser.GetBaseParseGroup() );
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}
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//------------------------------------------------------
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// ParseEffect
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// Starts at ground zero, using each group header to
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// determine which kind of effect we are working with.
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// Then we call the appropriate function to parse the
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// specified effect group.
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//
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// Input:
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// base group, essentially the whole files contents
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//
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// Return:
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// int handle of the effect
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//------------------------------------------------------
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int CFxScheduler::ParseEffect( const char *file, CGPGroup *base )
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{
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CGPGroup *primitiveGroup;
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CPrimitiveTemplate *prim;
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const char *grpName;
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SEffectTemplate *effect = 0;
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EPrimType type;
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int handle;
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CGPValue *pair;
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effect = GetNewEffectTemplate( &handle, file );
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if ( !handle || !effect )
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{
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// failure
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return 0;
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}
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if ((pair = base->GetPairs())!=0)
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{
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grpName = pair->GetName();
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if ( !Q_stricmp( grpName, "repeatDelay" ))
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{
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effect->mRepeatDelay = atoi(pair->GetTopValue());
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}
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else
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{//unknown
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}
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}
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primitiveGroup = base->GetSubGroups();
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while ( primitiveGroup )
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{
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grpName = primitiveGroup->GetName();
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// Huge stricmp lists suxor
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if ( !Q_stricmp( grpName, "particle" ))
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{
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type = Particle;
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}
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else if ( !Q_stricmp( grpName, "line" ))
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{
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type = Line;
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}
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else if ( !Q_stricmp( grpName, "tail" ))
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{
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type = Tail;
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}
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else if ( !Q_stricmp( grpName, "sound" ))
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{
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type = Sound;
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}
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else if ( !Q_stricmp( grpName, "cylinder" ))
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{
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type = Cylinder;
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}
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else if ( !Q_stricmp( grpName, "electricity" ))
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{
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type = Electricity;
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}
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else if ( !Q_stricmp( grpName, "emitter" ))
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{
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type = Emitter;
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}
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else if ( !Q_stricmp( grpName, "decal" ))
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{
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type = Decal;
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}
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else if ( !Q_stricmp( grpName, "orientedparticle" ))
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{
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type = OrientedParticle;
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}
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else if ( !Q_stricmp( grpName, "fxrunner" ))
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{
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type = FxRunner;
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}
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else if ( !Q_stricmp( grpName, "light" ))
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{
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type = Light;
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}
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else if ( !Q_stricmp( grpName, "cameraShake" ))
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{
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type = CameraShake;
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}
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else if ( !Q_stricmp( grpName, "flash" ))
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{
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type = ScreenFlash;
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}
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else
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{
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type = None;
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}
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if ( type != None )
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{
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prim = new CPrimitiveTemplate;
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prim->mType = type;
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prim->ParsePrimitive( primitiveGroup );
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// Add our primitive template to the effect list
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AddPrimitiveToEffect( effect, prim );
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}
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primitiveGroup = (CGPGroup *)primitiveGroup->GetNext();
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}
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return handle;
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}
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//------------------------------------------------------
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// AddPrimitiveToEffect
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// Takes a primitive and attaches it to the effect.
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//
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// Input:
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// Effect template that we tack the primitive on to
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// Primitive to add to the effect template
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//
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// Return:
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// None
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//------------------------------------------------------
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void CFxScheduler::AddPrimitiveToEffect( SEffectTemplate *fx, CPrimitiveTemplate *prim )
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{
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int ct = fx->mPrimitiveCount;
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if ( ct >= FX_MAX_EFFECT_COMPONENTS )
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{
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theFxHelper.Print( "FxScheduler: Error--too many primitives in an effect\n" );
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}
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else
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{
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fx->mPrimitives[ct] = prim;
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fx->mPrimitiveCount++;
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}
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}
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//------------------------------------------------------
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// GetNewEffectTemplate
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// Finds an unused effect template and returns it to the
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// caller.
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//
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// Input:
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// pointer to an id that will be filled in,
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// file name-- should be NULL when requesting a copy
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//
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// Return:
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// the id of the added effect template
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//------------------------------------------------------
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SEffectTemplate *CFxScheduler::GetNewEffectTemplate( int *id, const char *file )
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{
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SEffectTemplate *effect;
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// wanted zero to be a bogus effect ID, so we just skip it.
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for ( int i = 1; i < FX_MAX_EFFECTS; i++ )
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{
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effect = &mEffectTemplates[i];
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if ( !effect->mInUse )
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{
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*id = i;
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memset( effect, 0, sizeof( SEffectTemplate ));
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// If we are a copy, we really won't have a name that we care about saving for later
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if ( file )
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{
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mEffectIDs[file] = i;
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strcpy( effect->mEffectName, file );
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}
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effect->mInUse = true;
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effect->mRepeatDelay = 300;
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return effect;
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}
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}
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theFxHelper.Print( "FxScheduler: Error--reached max effects\n" );
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*id = 0;
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return 0;
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}
|
|
|
|
//------------------------------------------------------
|
|
// GetEffectCopy
|
|
// Returns a copy of the desired effect so that it can
|
|
// easily be modified run-time.
|
|
//
|
|
// Input:
|
|
// file-- the name of the effect file that you want a copy of
|
|
// newHandle-- will actually be the returned handle to the new effect
|
|
// you have to hold onto this if you intend to call it again
|
|
//
|
|
// Return:
|
|
// the pointer to the copy
|
|
//------------------------------------------------------
|
|
SEffectTemplate *CFxScheduler::GetEffectCopy( const char *file, int *newHandle )
|
|
{
|
|
return ( GetEffectCopy( mEffectIDs[file], newHandle ) );
|
|
}
|
|
|
|
//------------------------------------------------------
|
|
// GetEffectCopy
|
|
// Returns a copy of the desired effect so that it can
|
|
// easily be modified run-time.
|
|
//
|
|
// Input:
|
|
// fxHandle-- the handle to the effect that you want a copy of
|
|
// newHandle-- will actually be the returned handle to the new effect
|
|
// you have to hold onto this if you intend to call it again
|
|
//
|
|
// Return:
|
|
// the pointer to the copy
|
|
//------------------------------------------------------
|
|
SEffectTemplate *CFxScheduler::GetEffectCopy( int fxHandle, int *newHandle )
|
|
{
|
|
if ( fxHandle < 1 || fxHandle >= FX_MAX_EFFECTS)
|
|
{
|
|
// Didn't even request a valid effect to copy!!!
|
|
theFxHelper.Print( "FxScheduler: Bad effect file copy request: id = %d\n", fxHandle );
|
|
|
|
*newHandle = 0;
|
|
return 0;
|
|
}
|
|
|
|
if (!mEffectTemplates[fxHandle].mInUse )
|
|
{
|
|
// Didn't even request a valid effect to copy!!!
|
|
theFxHelper.Print( "FxScheduler: Bad effect file copy request: id %d not inuse\n", fxHandle );
|
|
|
|
*newHandle = 0;
|
|
return 0;
|
|
}
|
|
|
|
#ifdef _SOF2DEV_
|
|
// never get a copy when time is frozen
|
|
if ( fx_freeze->integer )
|
|
{
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
// Copies shouldn't have names, otherwise they could trash our stl map used for getting ID from name
|
|
SEffectTemplate *copy = GetNewEffectTemplate( newHandle, NULL );
|
|
|
|
if ( copy && *newHandle )
|
|
{
|
|
// do the effect copy and mark us as what we are
|
|
*copy = mEffectTemplates[fxHandle];
|
|
copy->mCopy = true;
|
|
|
|
// the user had better hold onto this handle if they ever hope to call this effect.
|
|
return copy;
|
|
}
|
|
|
|
// No space left to return an effect
|
|
*newHandle = 0;
|
|
return 0;
|
|
}
|
|
|
|
//------------------------------------------------------
|
|
// GetPrimitiveCopy
|
|
// Helper function that returns a copy of the desired primitive
|
|
//
|
|
// Input:
|
|
// fxHandle - the pointer to the effect copy you want to override
|
|
// componentName - name of the component to find
|
|
//
|
|
// Return:
|
|
// the pointer to the desired primitive
|
|
//------------------------------------------------------
|
|
CPrimitiveTemplate *CFxScheduler::GetPrimitiveCopy( SEffectTemplate *effectCopy, const char *componentName )
|
|
{
|
|
if ( !effectCopy || !effectCopy->mInUse )
|
|
{
|
|
return NULL;
|
|
}
|
|
|
|
for ( int i = 0; i < effectCopy->mPrimitiveCount; i++ )
|
|
{
|
|
if ( !Q_stricmp( effectCopy->mPrimitives[i]->mName, componentName ))
|
|
{
|
|
// we found a match, so return it
|
|
return effectCopy->mPrimitives[i];
|
|
}
|
|
}
|
|
|
|
// bah, no good.
|
|
return NULL;
|
|
}
|
|
|
|
|
|
void CFxScheduler::MaterialImpact(trace_t *tr, CEffect *effect)
|
|
{
|
|
/* EMatImpactEffect matImpactEffect = effect->GetMatImpactFX();
|
|
int impactParm = effect->GetMatImpactParm();
|
|
|
|
if (matImpactEffect == MATIMPACTFX_NONE)
|
|
{
|
|
return;
|
|
}
|
|
else if (matImpactEffect == MATIMPACTFX_SHELLSOUND)
|
|
{
|
|
// only want to play this for the first impact
|
|
effect->SetMatImpactFX(MATIMPACTFX_NONE);
|
|
|
|
int material = tr->surfaceFlags & MATERIAL_MASK;
|
|
const char *ammoName = CWeaponSystem::GetAmmoName(impactParm);
|
|
|
|
if(ammoName && materials[material].HasShellSound(ammoName))
|
|
{
|
|
theFxHelper.PlaySound( tr->endpos, ENTITYNUM_NONE, CHAN_AUTO, materials[material].GetShellSoundHandle(ammoName) );
|
|
}
|
|
}*/
|
|
}
|
|
|
|
|
|
//------------------------------------------------------
|
|
static void ReportPlayEffectError(int id)
|
|
{
|
|
theFxHelper.Print( "CFxScheduler::PlayEffect called with invalid effect ID: %i\n", id );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------
|
|
// PlayEffect
|
|
// Handles scheduling an effect so all the components
|
|
// happen at the specified time. Applies a default up
|
|
// axis.
|
|
//
|
|
// Input:
|
|
// Effect file id and the origin
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
/*void CFxScheduler::PlayEffect( int id, vec3_t origin, int vol, int rad )
|
|
{
|
|
vec3_t axis[3];
|
|
|
|
VectorSet( axis[0], 0, 0, 1 );
|
|
VectorSet( axis[1], 1, 0, 0 );
|
|
VectorSet( axis[2], 0, 1, 0 );
|
|
|
|
PlayEffect( id, origin, axis, vol, rad );
|
|
}
|
|
*/
|
|
//------------------------------------------------------
|
|
// PlayEffect
|
|
// Handles scheduling an effect so all the components
|
|
// happen at the specified time. Takes a fwd vector
|
|
// and builds a right and up vector
|
|
//
|
|
// Input:
|
|
// Effect file id, the origin, and a fwd vector
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
void CFxScheduler::PlayEffect( int id, vec3_t origin, vec3_t forward, int vol, int rad, bool isPortal )
|
|
{
|
|
vec3_t axis[3];
|
|
|
|
// Take the forward vector and create two arbitrary but perpendicular vectors
|
|
VectorCopy( forward, axis[0] );
|
|
MakeNormalVectors( forward, axis[1], axis[2] );
|
|
|
|
PlayEffect( id, origin, axis, -1, 0, -1, vol, rad, isPortal );
|
|
}
|
|
|
|
|
|
//------------------------------------------------------
|
|
// PlayEffect
|
|
// Handles scheduling an effect so all the components
|
|
// happen at the specified time. Uses the specified axis
|
|
//
|
|
// Input:
|
|
// Effect file name, the origin, and axis.
|
|
// Optional boltInfo (defaults to -1)
|
|
// and iGhoul2 used by boltInfo
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
void CFxScheduler::PlayEffect( const char *file, vec3_t origin, vec3_t axis[3], const int boltInfo, int iGhoul2,
|
|
int fxParm /*-1*/, int vol, int rad, int iLoopTime, bool isRelative )
|
|
{
|
|
char sfile[MAX_QPATH];
|
|
|
|
// Get an extenstion stripped version of the file
|
|
COM_StripExtension( file, sfile, sizeof(sfile) );
|
|
|
|
#ifndef FINAL_BUILD
|
|
if ( mEffectIDs[sfile] == 0 )
|
|
{
|
|
theFxHelper.Print( "CFxScheduler::PlayEffect unregistered/non-existent effect: %s\n", sfile );
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
PlayEffect( mEffectIDs[sfile], origin, axis, boltInfo, iGhoul2, fxParm, vol, rad, qfalse, iLoopTime, isRelative );
|
|
}
|
|
|
|
int totalPrimitives = 0;
|
|
int totalEffects = 0;
|
|
|
|
void GetRGB_Colors( CPrimitiveTemplate *fx, vec3_t outStartRGB, vec3_t outEndRGB )
|
|
{
|
|
float percent;
|
|
|
|
if ( fx->mSpawnFlags & FX_RGB_COMPONENT_INTERP )
|
|
{
|
|
percent = flrand(0.0f, 1.0f);
|
|
|
|
VectorSet( outStartRGB, fx->mRedStart.GetVal(percent), fx->mGreenStart.GetVal(percent), fx->mBlueStart.GetVal(percent) );
|
|
VectorSet( outEndRGB, fx->mRedEnd.GetVal(percent), fx->mGreenEnd.GetVal(percent), fx->mBlueEnd.GetVal(percent) );
|
|
}
|
|
else
|
|
{
|
|
VectorSet( outStartRGB, fx->mRedStart.GetVal(), fx->mGreenStart.GetVal(), fx->mBlueStart.GetVal() );
|
|
VectorSet( outEndRGB, fx->mRedEnd.GetVal(), fx->mGreenEnd.GetVal(), fx->mBlueEnd.GetVal() );
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------
|
|
// PlayEffect
|
|
// Handles scheduling an effect so all the components
|
|
// happen at the specified time. Uses the specified axis
|
|
//
|
|
// Input:
|
|
// Effect id, the origin, and axis.
|
|
// Optional boltInfo (defaults to -1)
|
|
// Optional entity number to be used by a cheap entity origin bolt (defaults to -1)
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
void CFxScheduler::PlayEffect( int id, vec3_t origin, vec3_t axis[3], const int boltInfo, int iGhoul2, int fxParm /*-1*/, int vol, int rad, bool isPortal/*false*/, int iLoopTime/*0*/, bool isRelative )
|
|
{
|
|
SEffectTemplate *fx;
|
|
CPrimitiveTemplate *prim;
|
|
int i = 0;
|
|
int count = 0, delay = 0;
|
|
float factor = 0.0f, fxscale;
|
|
bool forceScheduling = false;
|
|
|
|
if ( id < 1 || id >= FX_MAX_EFFECTS || !mEffectTemplates[id].mInUse )
|
|
{
|
|
// Now you've done it!
|
|
ReportPlayEffectError(id);
|
|
return;
|
|
}
|
|
|
|
#ifdef _SOF2DEV_
|
|
// Don't bother scheduling the effect if the system is currently frozen
|
|
if ( fx_freeze->integer )
|
|
{
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
int modelNum = 0, boltNum = -1;
|
|
int entityNum = -1;
|
|
|
|
if ( boltInfo > 0 )
|
|
{
|
|
// extract the wraith ID from the bolt info
|
|
modelNum = ( boltInfo >> MODEL_SHIFT ) & MODEL_AND;
|
|
boltNum = ( boltInfo >> BOLT_SHIFT ) & BOLT_AND;
|
|
entityNum = ( boltInfo >> ENTITY_SHIFT ) & ENTITY_AND;
|
|
|
|
// We always force ghoul bolted objects to be scheduled so that they don't play right away.
|
|
forceScheduling = true;
|
|
|
|
if (iLoopTime)//0 = not looping, 1 for infinite, else duration
|
|
{//store off the id to reschedule every frame
|
|
ScheduleLoopedEffect(id, boltInfo, iGhoul2, !!isPortal, iLoopTime, isRelative);
|
|
}
|
|
}
|
|
|
|
// Get the effect.
|
|
fx = &mEffectTemplates[id];
|
|
|
|
#ifndef FINAL_BUILD
|
|
if ( fx_debug->integer == 2 )
|
|
{
|
|
Com_Printf( "> %s\n", fx->mEffectName);
|
|
}
|
|
#endif
|
|
|
|
// Loop through the primitives and schedule each bit
|
|
for ( i = 0; i < fx->mPrimitiveCount; i++ )
|
|
{
|
|
totalPrimitives++;
|
|
prim = fx->mPrimitives[i];
|
|
|
|
prim->mSoundRadius = rad;
|
|
prim->mSoundVolume = vol;
|
|
|
|
if ( prim->mCullRange )
|
|
{
|
|
if ( DistanceSquared( origin, theFxHelper.refdef->vieworg ) > prim->mCullRange ) // cullrange gets squared on load
|
|
{
|
|
// is too far away
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// Scale the particles based on the countscale factor. Never, ever scale the particles upwards, however.
|
|
fxscale = fx_countScale->value;
|
|
if (fxscale > 1.0)
|
|
{
|
|
fxscale = 1.0;
|
|
}
|
|
// Only use scalability if there is a range
|
|
// Temp fix until I have time to reweight all the scalability files
|
|
if(fabsf(prim->mSpawnCount.GetMax() - prim->mSpawnCount.GetMin()) > 1.0f)
|
|
{
|
|
count = Round(prim->mSpawnCount.GetVal() * fxscale);
|
|
}
|
|
else
|
|
{
|
|
count = Round(prim->mSpawnCount.GetVal());
|
|
}
|
|
// Make sure we have at least one particle after scaling
|
|
if(prim->mSpawnCount.GetMin() >= 1.0f && count < 1)
|
|
{
|
|
count = 1;
|
|
}
|
|
|
|
if ( prim->mCopy )
|
|
{
|
|
// If we are a copy, we need to store a "how many references count" so that we
|
|
// can keep the primitive template around for the correct amount of time.
|
|
prim->mRefCount = count;
|
|
}
|
|
|
|
if ( prim->mSpawnFlags & FX_EVEN_DISTRIBUTION )
|
|
{
|
|
factor = abs((long)(prim->mSpawnDelay.GetMax() - prim->mSpawnDelay.GetMin())) / (float)count;
|
|
}
|
|
|
|
// Schedule the random number of bits
|
|
for ( int t = 0; t < count; t++ )
|
|
{
|
|
totalEffects++;
|
|
if ( prim->mSpawnFlags & FX_EVEN_DISTRIBUTION )
|
|
{
|
|
delay = t * factor;
|
|
}
|
|
else
|
|
{
|
|
delay = prim->mSpawnDelay.GetVal();
|
|
}
|
|
|
|
// if the delay is so small, we may as well just create this bit right now
|
|
if ( delay < 1 && !forceScheduling && !isPortal )
|
|
{
|
|
if ( boltInfo == -1 && entityNum != -1 )
|
|
{
|
|
// Find out where the entity currently is
|
|
TCGVectorData *data = (TCGVectorData*)cl.mSharedMemory;
|
|
|
|
data->mEntityNum = entityNum;
|
|
VM_Call( cgvm, CG_GET_LERP_ORIGIN );
|
|
CreateEffect( prim, data->mPoint, axis, -delay, fxParm );
|
|
}
|
|
else
|
|
{
|
|
CreateEffect( prim, origin, axis, -delay, fxParm );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// We have to create a new scheduled effect so that we can create it at a later point
|
|
// you should avoid this because it's much more expensive
|
|
SScheduledEffect *sfx;
|
|
sfx = new SScheduledEffect;
|
|
sfx->mStartTime = theFxHelper.mTime + delay;
|
|
sfx->mpTemplate = prim;
|
|
sfx->mIsRelative = isRelative;
|
|
sfx->mPortalEffect = isPortal;
|
|
|
|
if ( boltInfo == -1 )
|
|
{
|
|
sfx->iGhoul2 = 0;
|
|
if ( entityNum == -1 )
|
|
{
|
|
// we aren't bolting, so make sure the spawn system knows this by putting -1's in these fields
|
|
sfx->mBoltNum = -1;
|
|
sfx->mEntNum = ENTITYNUM_NONE;
|
|
sfx->mModelNum = 0;
|
|
|
|
if ( origin )
|
|
{
|
|
VectorCopy( origin, sfx->mOrigin );
|
|
}
|
|
else
|
|
{
|
|
VectorClear( sfx->mOrigin );
|
|
}
|
|
|
|
AxisCopy( axis, sfx->mAxis );
|
|
}
|
|
else
|
|
{
|
|
// we are doing bolting onto the origin of the entity, so use a cheaper method
|
|
sfx->mBoltNum = -1;
|
|
sfx->mEntNum = entityNum;
|
|
sfx->mModelNum = 0;
|
|
|
|
AxisCopy( axis, sfx->mAxis );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// we are bolting, so store the extra info
|
|
sfx->mBoltNum = boltNum;
|
|
sfx->mEntNum = entityNum;
|
|
sfx->mModelNum = modelNum;
|
|
sfx->iGhoul2 = iGhoul2;
|
|
|
|
// Also, the ghoul bolt may not be around yet, so delay the creation one frame
|
|
sfx->mStartTime++;
|
|
}
|
|
|
|
mFxSchedule.push_front( sfx );
|
|
}
|
|
}
|
|
}
|
|
|
|
// We track effect templates and primitive templates separately.
|
|
if ( fx->mCopy )
|
|
{
|
|
// We don't use dynamic memory allocation, so just mark us as dead
|
|
fx->mInUse = false;
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------
|
|
// PlayEffect
|
|
// Handles scheduling an effect so all the components
|
|
// happen at the specified time. Applies a default up
|
|
// axis.
|
|
//
|
|
// Input:
|
|
// Effect file name and the origin
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
/*
|
|
void CFxScheduler::PlayEffect( const char *file, vec3_t origin, int vol, int rad )
|
|
{
|
|
char sfile[MAX_QPATH];
|
|
|
|
// Get an extenstion stripped version of the file
|
|
COM_StripExtension( file, sfile, sizeof(sfile) );
|
|
|
|
PlayEffect( mEffectIDs[sfile], origin, vol, rad );
|
|
}
|
|
*/
|
|
//------------------------------------------------------
|
|
// PlayEffect
|
|
// Handles scheduling an effect so all the components
|
|
// happen at the specified time. Takes a forward vector
|
|
// and uses this to complete the axis field.
|
|
//
|
|
// Input:
|
|
// Effect file name, the origin, and a forward vector
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
void CFxScheduler::PlayEffect( const char *file, vec3_t origin, vec3_t forward, int vol, int rad )
|
|
{
|
|
char sfile[MAX_QPATH];
|
|
|
|
// Get an extenstion stripped version of the file
|
|
COM_StripExtension( file, sfile, sizeof(sfile) );
|
|
|
|
PlayEffect( mEffectIDs[sfile], origin, forward, vol, rad );
|
|
}
|
|
|
|
//------------------------------------------------------
|
|
// AddScheduledEffects
|
|
// Handles determining if a scheduled effect should
|
|
// be created or not. If it should it handles converting
|
|
// the template effect into a real one.
|
|
//
|
|
// Input:
|
|
// none
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
bool gEffectsInPortal = qfalse; //this is just because I don't want to have to add an mPortalEffect field to every actual effect.
|
|
|
|
void CFxScheduler::AddScheduledEffects( bool portal )
|
|
{
|
|
TScheduledEffect::iterator itr, next;
|
|
SScheduledEffect *schedEffect = 0;
|
|
vec3_t origin;
|
|
vec3_t axis[3];
|
|
int oldEntNum = -1, oldBoltIndex = -1, oldModelNum = -1;
|
|
qboolean doesBoltExist = qfalse;
|
|
|
|
if (portal)
|
|
{
|
|
gEffectsInPortal = true;
|
|
}
|
|
else
|
|
{
|
|
AddLoopedEffects();
|
|
}
|
|
|
|
itr = mFxSchedule.begin();
|
|
|
|
while ( itr != mFxSchedule.end() )
|
|
{
|
|
next = itr;
|
|
next++;
|
|
schedEffect = (*itr);
|
|
|
|
if (portal == (*itr)->mPortalEffect)
|
|
{ //only render portal fx on the skyportal pass and vice versa
|
|
if ( *(*itr) <= theFxHelper.mTime )
|
|
{
|
|
if ((*itr)->mBoltNum == -1)
|
|
{// ok, are we spawning a bolt on effect or a normal one?
|
|
if ( (*itr)->mEntNum != ENTITYNUM_NONE )
|
|
{
|
|
// Find out where the entity currently is
|
|
TCGVectorData *data = (TCGVectorData*)cl.mSharedMemory;
|
|
|
|
data->mEntityNum = (*itr)->mEntNum;
|
|
VM_Call( cgvm, CG_GET_LERP_ORIGIN );
|
|
CreateEffect( (*itr)->mpTemplate,
|
|
data->mPoint, (*itr)->mAxis,
|
|
theFxHelper.mTime - (*itr)->mStartTime );
|
|
}
|
|
else
|
|
{
|
|
CreateEffect( (*itr)->mpTemplate,
|
|
(*itr)->mOrigin, (*itr)->mAxis,
|
|
theFxHelper.mTime - (*itr)->mStartTime );
|
|
}
|
|
}
|
|
else
|
|
{ //bolted on effect
|
|
// do we need to go and re-get the bolt matrix again? Since it takes time lets try to do it only once
|
|
if (((*itr)->mModelNum != oldModelNum) ||
|
|
((*itr)->mEntNum != oldEntNum) ||
|
|
((*itr)->mBoltNum != oldBoltIndex))
|
|
{
|
|
oldModelNum = (*itr)->mModelNum;
|
|
oldEntNum = (*itr)->mEntNum;
|
|
oldBoltIndex = (*itr)->mBoltNum;
|
|
CGhoul2Info_v Ghoul2((*itr)->iGhoul2);
|
|
doesBoltExist = theFxHelper.GetOriginAxisFromBolt(&Ghoul2, (*itr)->mEntNum, (*itr)->mModelNum, (*itr)->mBoltNum, origin, axis);
|
|
Ghoul2.kill(); //remove the model ref without actually deleting it
|
|
}
|
|
|
|
// only do this if we found the bolt
|
|
if (doesBoltExist)
|
|
{
|
|
if ((*itr)->mIsRelative )
|
|
{
|
|
CreateEffect( (*itr)->mpTemplate,
|
|
origin, axis, 0, -1,
|
|
(*itr)->iGhoul2, (*itr)->mEntNum, (*itr)->mModelNum, (*itr)->mBoltNum );
|
|
}
|
|
else
|
|
{
|
|
CreateEffect( (*itr)->mpTemplate,
|
|
origin, axis,
|
|
theFxHelper.mTime - (*itr)->mStartTime );
|
|
}
|
|
}
|
|
}
|
|
|
|
delete *itr;
|
|
mFxSchedule.erase(itr);
|
|
}
|
|
}
|
|
|
|
itr = next;
|
|
}
|
|
|
|
// Add all active effects into the scene
|
|
FX_Add( !!portal );
|
|
|
|
gEffectsInPortal = false;
|
|
}
|
|
|
|
bool CFxScheduler::Add2DEffect(float x, float y, float w, float h, vec4_t color, qhandle_t shaderHandle)
|
|
{
|
|
// need some sort of scale here because the effect was created using world units, not pixels
|
|
float fxScale2D = 10.0f;
|
|
|
|
if (mNextFree2DEffect < FX_MAX_2DEFFECTS)
|
|
{
|
|
m2DEffects[mNextFree2DEffect].mScreenX = x;
|
|
m2DEffects[mNextFree2DEffect].mScreenY = y;
|
|
m2DEffects[mNextFree2DEffect].mWidth = w*fxScale2D;
|
|
m2DEffects[mNextFree2DEffect].mHeight = h*fxScale2D;
|
|
VectorCopy4(color, m2DEffects[mNextFree2DEffect].mColor);
|
|
m2DEffects[mNextFree2DEffect].mShaderHandle = shaderHandle;
|
|
|
|
mNextFree2DEffect++;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CFxScheduler::Draw2DEffects(float screenXScale, float screenYScale)
|
|
{
|
|
float x = 0, y = 0, w = 0, h = 0;
|
|
|
|
for (int i = 0; i < mNextFree2DEffect; i++)
|
|
{
|
|
x = m2DEffects[i].mScreenX;
|
|
y = m2DEffects[i].mScreenY;
|
|
w = m2DEffects[i].mWidth;
|
|
h = m2DEffects[i].mHeight;
|
|
|
|
x *= screenXScale;
|
|
w *= screenXScale;
|
|
y *= screenYScale;
|
|
h *= screenYScale;
|
|
|
|
//allow 2d effect coloring?
|
|
re.DrawStretchPic(x - (w*0.5f), y - (h*0.5f), w, h, 0, 0, 1, 1, /*m2DEffects[i].mColor,*/ m2DEffects[i].mShaderHandle);
|
|
}
|
|
// now that all 2D effects have been drawn we can consider the entire array to be free
|
|
mNextFree2DEffect = 0;
|
|
}
|
|
|
|
//------------------------------------------------------
|
|
// CreateEffect
|
|
// Creates the specified fx taking into account the
|
|
// multitude of different ways it could be spawned.
|
|
//
|
|
// Input:
|
|
// template used to build the effect, desired effect origin,
|
|
// desired orientation and how late the effect is so that
|
|
// it can be moved to the correct spot
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
void CFxScheduler::CreateEffect( CPrimitiveTemplate *fx, const vec3_t origin, vec3_t axis[3], int lateTime, int fxParm /*-1*/, int iGhoul2, int entNum, int modelNum, int boltNum )
|
|
{
|
|
vec3_t org, org2, temp,
|
|
vel, accel,
|
|
sRGB, eRGB,
|
|
ang, angDelta,
|
|
ax[3];
|
|
trace_t tr;
|
|
int emitterModel;
|
|
|
|
// We may modify the axis, so make a work copy
|
|
AxisCopy( axis, ax );
|
|
|
|
int flags = fx->mFlags;
|
|
if (iGhoul2>0 && modelNum>=0 && boltNum>=0)
|
|
{//since you passed in these values, mark as relative to use them if it is supported
|
|
switch( fx->mType )
|
|
{
|
|
case Particle:
|
|
case Line:
|
|
case Tail:
|
|
case Electricity:
|
|
case Cylinder:
|
|
case Emitter:
|
|
case OrientedParticle:
|
|
case Light:
|
|
flags |= FX_RELATIVE;
|
|
break;
|
|
case Decal:
|
|
case FxRunner:
|
|
case ScreenFlash:
|
|
//not supported yet
|
|
case Sound:
|
|
case CameraShake:
|
|
//does not work bolted
|
|
break;
|
|
}
|
|
}
|
|
|
|
if( fx->mSpawnFlags & FX_RAND_ROT_AROUND_FWD )
|
|
{
|
|
RotatePointAroundVector( ax[1], ax[0], axis[1], flrand(0.0f, 360.0f) );
|
|
CrossProduct( ax[0], ax[1], ax[2] );
|
|
}
|
|
|
|
// Origin calculations
|
|
//-------------------------------------
|
|
if ( fx->mSpawnFlags & FX_CHEAP_ORG_CALC || flags & FX_RELATIVE )
|
|
{ // let's take the easy way out
|
|
VectorSet( org, fx->mOrigin1X.GetVal(), fx->mOrigin1Y.GetVal(), fx->mOrigin1Z.GetVal() );
|
|
}
|
|
else
|
|
{ // time for some extra work
|
|
VectorScale( ax[0], fx->mOrigin1X.GetVal(), org );
|
|
VectorMA( org, fx->mOrigin1Y.GetVal(), ax[1], org );
|
|
VectorMA( org, fx->mOrigin1Z.GetVal(), ax[2], org );
|
|
}
|
|
|
|
// We always add our calculated offset to the passed in origin, unless relative!
|
|
if( !(flags & FX_RELATIVE) )
|
|
{
|
|
VectorAdd( org, origin, org );
|
|
}
|
|
// Now, we may need to calc a point on a sphere/ellipsoid/cylinder/disk and add that to it
|
|
//----------------------------------------------------------------
|
|
if ( fx->mSpawnFlags & FX_ORG_ON_SPHERE )
|
|
{
|
|
float x, y;
|
|
float width, height;
|
|
|
|
x = DEG2RAD( flrand(0.0f, 360.0f) );
|
|
y = DEG2RAD( flrand(0.0f, 180.0f) );
|
|
|
|
width = fx->mRadius.GetVal();
|
|
height = fx->mHeight.GetVal();
|
|
|
|
// calculate point on ellipse
|
|
VectorSet( temp, sin(x) * width * sin(y), cos(x) * width * sin(y), cos(y) * height ); // sinx * siny, cosx * siny, cosy
|
|
VectorAdd( org, temp, org );
|
|
|
|
if ( fx->mSpawnFlags & FX_AXIS_FROM_SPHERE )
|
|
{
|
|
// well, we will now override the axis at the users request
|
|
VectorNormalize2( temp, ax[0] );
|
|
MakeNormalVectors( ax[0], ax[1], ax[2] );
|
|
}
|
|
}
|
|
else if ( fx->mSpawnFlags & FX_ORG_ON_CYLINDER )
|
|
{
|
|
vec3_t pt;
|
|
|
|
// set up our point, then rotate around the current direction to. Make unrotated cylinder centered around 0,0,0
|
|
VectorScale( ax[1], fx->mRadius.GetVal(), pt );
|
|
VectorMA( pt, flrand(-1.0f, 1.0f) * 0.5f * fx->mHeight.GetVal(), ax[0], pt );
|
|
RotatePointAroundVector( temp, ax[0], pt, flrand(0.0f, 360.0f) );
|
|
|
|
VectorAdd( org, temp, org );
|
|
|
|
if ( fx->mSpawnFlags & FX_AXIS_FROM_SPHERE )
|
|
{
|
|
vec3_t up={0,0,1};
|
|
|
|
// well, we will now override the axis at the users request
|
|
VectorNormalize2( temp, ax[0] );
|
|
|
|
if ( ax[0][2] == 1.0f )
|
|
{
|
|
// readjust up
|
|
VectorSet( up, 0, 1, 0 );
|
|
}
|
|
|
|
CrossProduct( up, ax[0], ax[1] );
|
|
CrossProduct( ax[0], ax[1], ax[2] );
|
|
}
|
|
}
|
|
|
|
if ( fx->mType == OrientedParticle )
|
|
{//bolted oriented particles use origin2 as an angular rotation offset...
|
|
if ( flags & FX_RELATIVE )
|
|
{
|
|
VectorSet( ax[0], fx->mOrigin2X.GetVal(), fx->mOrigin2Y.GetVal(), fx->mOrigin2Z.GetVal() );
|
|
}
|
|
}
|
|
|
|
// There are only a few types that really use velocity and acceleration, so do extra work for those types
|
|
//--------------------------------------------------------------------------------------------------------
|
|
if ( fx->mType == Particle || fx->mType == OrientedParticle || fx->mType == Tail || fx->mType == Emitter )
|
|
{
|
|
// Velocity calculations
|
|
//-------------------------------------
|
|
if ( fx->mSpawnFlags & FX_VEL_IS_ABSOLUTE || flags & FX_RELATIVE )
|
|
{
|
|
VectorSet( vel, fx->mVelX.GetVal(), fx->mVelY.GetVal(), fx->mVelZ.GetVal() );
|
|
}
|
|
else
|
|
{ // bah, do some extra work to coerce it
|
|
VectorScale( ax[0], fx->mVelX.GetVal(), vel );
|
|
VectorMA( vel, fx->mVelY.GetVal(), ax[1], vel );
|
|
VectorMA( vel, fx->mVelZ.GetVal(), ax[2], vel );
|
|
}
|
|
|
|
//-------------------------------------
|
|
if ( fx->mSpawnFlags & FX_AFFECTED_BY_WIND )
|
|
{
|
|
/*rjr vec3_t wind;
|
|
|
|
// wind is affecting us, so modify our initial velocity. ideally, we would update throughout our lives, but this is easier
|
|
CL_GetWindVector( wind );
|
|
VectorMA( vel, fx->mWindModifier.GetVal() * 0.01f, wind, vel );
|
|
*/
|
|
}
|
|
|
|
// Acceleration calculations
|
|
//-------------------------------------
|
|
if ( fx->mSpawnFlags & FX_ACCEL_IS_ABSOLUTE || flags & FX_RELATIVE )
|
|
{
|
|
VectorSet( accel, fx->mAccelX.GetVal(), fx->mAccelY.GetVal(), fx->mAccelZ.GetVal() );
|
|
}
|
|
else
|
|
{
|
|
VectorScale( ax[0], fx->mAccelX.GetVal(), accel );
|
|
VectorMA( accel, fx->mAccelY.GetVal(), ax[1], accel );
|
|
VectorMA( accel, fx->mAccelZ.GetVal(), ax[2], accel );
|
|
}
|
|
|
|
// Gravity is completely decoupled from acceleration since it is __always__ absolute
|
|
// NOTE: I only effect Z ( up/down in the Quake world )
|
|
accel[2] += fx->mGravity.GetVal();
|
|
|
|
// There may be a lag between when the effect should be created and when it actually gets created.
|
|
// Since we know what the discrepancy is, we can attempt to compensate...
|
|
if ( lateTime > 0 )
|
|
{
|
|
// Calc the time differences
|
|
float ftime = lateTime * 0.001f;
|
|
float time2 = ftime * ftime * 0.5f;
|
|
|
|
VectorMA( vel, ftime, accel, vel );
|
|
|
|
// Predict the new position
|
|
for ( int i = 0 ; i < 3 ; i++ )
|
|
{
|
|
org[i] = org[i] + ftime * vel[i] + time2 * vel[i];
|
|
}
|
|
}
|
|
} // end moving types
|
|
|
|
// Line type primitives work with an origin2, so do the extra work for them
|
|
//--------------------------------------------------------------------------
|
|
if ( fx->mType == Line || fx->mType == Electricity )
|
|
{
|
|
// We may have to do a trace to find our endpoint
|
|
if ( fx->mSpawnFlags & FX_ORG2_FROM_TRACE )
|
|
{
|
|
VectorMA( org, FX_MAX_TRACE_DIST, ax[0], temp );
|
|
|
|
if ( fx->mSpawnFlags & FX_ORG2_IS_OFFSET )
|
|
{ // add a random flair to the endpoint...note: org2 will have to be pretty large to affect this much
|
|
// we also do this pre-trace as opposed to post trace since we may have to render an impact effect
|
|
// and we will want the normal at the exact endpos...
|
|
if ( fx->mSpawnFlags & FX_CHEAP_ORG2_CALC || flags & FX_RELATIVE )
|
|
{
|
|
VectorSet( org2, fx->mOrigin2X.GetVal(), fx->mOrigin2Y.GetVal(), fx->mOrigin2Z.GetVal() );
|
|
VectorAdd( org2, temp, temp );
|
|
}
|
|
else
|
|
{ // I can only imagine a few cases where you might want to do this...
|
|
VectorMA( temp, fx->mOrigin2X.GetVal(), ax[0], temp );
|
|
VectorMA( temp, fx->mOrigin2Y.GetVal(), ax[1], temp );
|
|
VectorMA( temp, fx->mOrigin2Z.GetVal(), ax[2], temp );
|
|
}
|
|
}
|
|
|
|
theFxHelper.Trace( tr, org, NULL, NULL, temp, -1, MASK_SOLID );
|
|
|
|
VectorCopy( tr.endpos, org2 );
|
|
|
|
if ( fx->mSpawnFlags & FX_TRACE_IMPACT_FX )
|
|
{
|
|
PlayEffect( fx->mImpactFxHandles.GetHandle(), org2, tr.plane.normal );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( fx->mSpawnFlags & FX_CHEAP_ORG2_CALC || flags & FX_RELATIVE )
|
|
{
|
|
VectorSet( org2, fx->mOrigin2X.GetVal(), fx->mOrigin2Y.GetVal(), fx->mOrigin2Z.GetVal() );
|
|
}
|
|
else
|
|
{
|
|
VectorScale( ax[0], fx->mOrigin2X.GetVal(), org2 );
|
|
VectorMA( org2, fx->mOrigin2Y.GetVal(), ax[1], org2 );
|
|
VectorMA( org2, fx->mOrigin2Z.GetVal(), ax[2], org2 );
|
|
}
|
|
if( !(flags & FX_RELATIVE) )
|
|
{
|
|
VectorAdd( org2, origin, org2 );
|
|
}
|
|
}
|
|
} // end special org2 types
|
|
|
|
// handle RGB color, but only for types that will use it
|
|
//---------------------------------------------------------------------------
|
|
if ( fx->mType != Sound && fx->mType != FxRunner && fx->mType != CameraShake )
|
|
{
|
|
GetRGB_Colors( fx, sRGB, eRGB );
|
|
}
|
|
|
|
// Now create the appropriate effect entity
|
|
//------------------------
|
|
switch( fx->mType )
|
|
{
|
|
//---------
|
|
case Particle:
|
|
//---------
|
|
|
|
FX_AddParticle( org, vel, accel,
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mRotation.GetVal(), fx->mRotationDelta.GetVal(),
|
|
fx->mMin, fx->mMax, fx->mElasticity.GetVal(),
|
|
fx->mDeathFxHandles.GetHandle(), fx->mImpactFxHandles.GetHandle(),
|
|
fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags, fx->mMatImpactFX, fxParm,
|
|
iGhoul2, entNum, modelNum, boltNum );
|
|
break;
|
|
|
|
//---------
|
|
case Line:
|
|
//---------
|
|
|
|
FX_AddLine( org, org2,
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags, fx->mMatImpactFX, fxParm,
|
|
iGhoul2, entNum, modelNum, boltNum);
|
|
break;
|
|
|
|
//---------
|
|
case Tail:
|
|
//---------
|
|
|
|
FX_AddTail( org, vel, accel,
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mLengthStart.GetVal(), fx->mLengthEnd.GetVal(), fx->mLengthParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mMin, fx->mMax, fx->mElasticity.GetVal(),
|
|
fx->mDeathFxHandles.GetHandle(), fx->mImpactFxHandles.GetHandle(),
|
|
fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags, fx->mMatImpactFX, fxParm,
|
|
iGhoul2, entNum, modelNum, boltNum);
|
|
break;
|
|
|
|
//----------------
|
|
case Electricity:
|
|
//----------------
|
|
|
|
FX_AddElectricity( org, org2,
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mElasticity.GetVal(), fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags,
|
|
fx->mMatImpactFX, fxParm,
|
|
iGhoul2, entNum, modelNum, boltNum);
|
|
break;
|
|
|
|
//---------
|
|
case Cylinder:
|
|
//---------
|
|
|
|
FX_AddCylinder( org, ax[0],
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mSize2Start.GetVal(), fx->mSize2End.GetVal(), fx->mSize2Parm.GetVal(),
|
|
fx->mLengthStart.GetVal(), fx->mLengthEnd.GetVal(), fx->mLengthParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags, fx->mMatImpactFX, fxParm,
|
|
iGhoul2, entNum, modelNum, boltNum,
|
|
(qboolean)( fx->mSpawnFlags & FX_ORG2_FROM_TRACE ));
|
|
break;
|
|
|
|
//---------
|
|
case Emitter:
|
|
//---------
|
|
|
|
// for chunk angles, you don't really need much control over the end result...you just want variation..
|
|
VectorSet( ang,
|
|
fx->mAngle1.GetVal(),
|
|
fx->mAngle2.GetVal(),
|
|
fx->mAngle3.GetVal() );
|
|
|
|
vectoangles( ax[0], temp );
|
|
VectorAdd( ang, temp, ang );
|
|
|
|
VectorSet( angDelta,
|
|
fx->mAngle1Delta.GetVal(),
|
|
fx->mAngle2Delta.GetVal(),
|
|
fx->mAngle3Delta.GetVal() );
|
|
|
|
emitterModel = fx->mMediaHandles.GetHandle();
|
|
|
|
FX_AddEmitter( org, vel, accel,
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
ang, angDelta,
|
|
fx->mMin, fx->mMax, fx->mElasticity.GetVal(),
|
|
fx->mDeathFxHandles.GetHandle(), fx->mImpactFxHandles.GetHandle(),
|
|
fx->mEmitterFxHandles.GetHandle(),
|
|
fx->mDensity.GetVal(), fx->mVariance.GetVal(),
|
|
fx->mLife.GetVal(), emitterModel, flags, fx->mMatImpactFX, fxParm );
|
|
break;
|
|
|
|
//---------
|
|
case Decal:
|
|
//---------
|
|
|
|
/* rjr
|
|
// This function is a somewhat higher-cost function for projecting a decal mark onto a surface.
|
|
// We shouldn't always need this, only for big hits or when a decal is very close-up.
|
|
|
|
// If the impact size is greater than 6, don't even try to use cheap sprites. Big marks need real decals.
|
|
if (fx->mSizeStart.GetVal()<6)
|
|
{
|
|
vec3_t dest, normal;
|
|
int findmarkret;
|
|
|
|
findmarkret = CG_FindMark(org, ax[0], dest, normal);
|
|
|
|
if (findmarkret)
|
|
{ // Legal to put down a mark.
|
|
|
|
if ( findmarkret == FINDMARK_CHEAP || // If we can't put down a decal OR if and distance > 200
|
|
DistanceSquared( dest, cg.refdef.vieworg ) > 40000)
|
|
{ // Use cheap oriented particle decals.
|
|
vec3_t zerovec={0,0,0};
|
|
|
|
FX_AddOrientedParticle( effectCloud, org, ax[0],
|
|
zerovec, // velocity
|
|
zerovec, // acceleration
|
|
fx->mSizeStart.GetVal(), fx->mSizeStart.GetVal(), 0, // size params
|
|
fx->mAlphaStart.GetVal(), 0, 0.75, // alpha params (start fading at 75% life)
|
|
sRGB, sRGB, 0, // rgb params
|
|
fx->mRotation.GetVal(), 0, // rotation delta
|
|
zerovec, // min
|
|
zerovec, // max
|
|
0, // bounce
|
|
0, // deathID
|
|
0, // impactID
|
|
20000, // lifetime
|
|
fx->mMediaHandles.GetHandle(),
|
|
(fx->mFlags&~FX_ALPHA_PARM_MASK)|FX_ALPHA_NONLINEAR,
|
|
MATIMPACTFX_NONE, -1);
|
|
}
|
|
else
|
|
{ // Use the expensive kind.
|
|
color.rgba.r = sRGB[0] * 0xff;
|
|
color.rgba.g = sRGB[1] * 0xff;
|
|
color.rgba.b = sRGB[2] * 0xff;
|
|
color.rgba.a = fx->mAlphaStart.GetVal() * 0xff;
|
|
|
|
CG_ImpactMark( fx->mMediaHandles.GetHandle(), org, ax[0],
|
|
fx->mRotation.GetVal(), color.c, 12000, 8000,
|
|
true, fx->mSizeStart.GetVal(), false );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{ // Use the expensive kind.
|
|
color.rgba.r = sRGB[0] * 0xff;
|
|
color.rgba.g = sRGB[1] * 0xff;
|
|
color.rgba.b = sRGB[2] * 0xff;
|
|
color.rgba.a = fx->mAlphaStart.GetVal() * 0xff;
|
|
|
|
CG_ImpactMark( fx->mMediaHandles.GetHandle(), org, ax[0],
|
|
fx->mRotation.GetVal(), color.c, 12000, 8000,
|
|
true, fx->mSizeStart.GetVal(), false );
|
|
} */
|
|
|
|
theFxHelper.AddDecalToScene ( fx->mMediaHandles.GetHandle(), org, ax[0], fx->mRotation.GetVal(), sRGB[0], sRGB[1], sRGB[2], fx->mAlphaStart.GetVal(), qtrue, fx->mSizeStart.GetVal(), qfalse );
|
|
|
|
if (fx->mFlags & FX_GHOUL2_DECALS)
|
|
{
|
|
theFxHelper.AddGhoul2Decal(fx->mMediaHandles.GetHandle(), org, ax[0], fx->mSizeStart.GetVal());
|
|
}
|
|
|
|
break;
|
|
|
|
//-------------------
|
|
case OrientedParticle:
|
|
//-------------------
|
|
|
|
FX_AddOrientedParticle( org, ax[0], vel, accel,
|
|
fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mRotation.GetVal(), fx->mRotationDelta.GetVal(),
|
|
fx->mMin, fx->mMax, fx->mElasticity.GetVal(),
|
|
fx->mDeathFxHandles.GetHandle(), fx->mImpactFxHandles.GetHandle(),
|
|
fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags, fx->mMatImpactFX, fxParm,
|
|
iGhoul2, entNum, modelNum, boltNum);
|
|
break;
|
|
|
|
//---------
|
|
case Sound:
|
|
//---------
|
|
if (gEffectsInPortal)
|
|
{ //could orient this anyway for panning, but eh. It's going to appear to the player in the sky the same place no matter what, so just make it a local sound.
|
|
theFxHelper.PlayLocalSound( fx->mMediaHandles.GetHandle(), CHAN_AUTO );
|
|
}
|
|
else
|
|
{
|
|
theFxHelper.PlaySound( org, ENTITYNUM_NONE, CHAN_AUTO, fx->mMediaHandles.GetHandle(), fx->mSoundVolume, fx->mSoundRadius );
|
|
}
|
|
break;
|
|
|
|
//---------
|
|
case FxRunner:
|
|
//---------
|
|
|
|
PlayEffect( fx->mPlayFxHandles.GetHandle(), org, ax );
|
|
break;
|
|
|
|
//---------
|
|
case Light:
|
|
//---------
|
|
|
|
FX_AddLight( org, fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mLife.GetVal(), flags, fx->mMatImpactFX, fxParm,
|
|
iGhoul2, entNum, modelNum, boltNum);
|
|
break;
|
|
|
|
//---------
|
|
case CameraShake:
|
|
//---------
|
|
// It calculates how intense the shake should be based on how close you are to the origin you pass in here
|
|
// elasticity is actually the intensity...radius is the distance in which the shake will have some effect
|
|
// life is how long the effect lasts.
|
|
theFxHelper.CameraShake( org, fx->mElasticity.GetVal(), fx->mRadius.GetVal(), fx->mLife.GetVal() );
|
|
break;
|
|
|
|
//--------------
|
|
case ScreenFlash:
|
|
//--------------
|
|
|
|
FX_AddFlash( org, fx->mSizeStart.GetVal(), fx->mSizeEnd.GetVal(), fx->mSizeParm.GetVal(),
|
|
fx->mAlphaStart.GetVal(), fx->mAlphaEnd.GetVal(), fx->mAlphaParm.GetVal(),
|
|
sRGB, eRGB, fx->mRGBParm.GetVal(),
|
|
fx->mLife.GetVal(), fx->mMediaHandles.GetHandle(), flags, fx->mMatImpactFX, fxParm );
|
|
break;
|
|
|
|
default:
|
|
assert(0);
|
|
break;
|
|
}
|
|
|
|
// Track when we need to clean ourselves up if we are a copy
|
|
if ( fx->mCopy )
|
|
{
|
|
fx->mRefCount--;
|
|
|
|
if ( fx->mRefCount <= 0 )
|
|
{
|
|
delete fx;
|
|
}
|
|
}
|
|
}
|
|
|
|
//------------------------------------------------------
|
|
// CreateEffect
|
|
// Creates the fx_runner
|
|
//
|
|
// Input:
|
|
// template used to build the effect, and the scheduled effect we are based off of
|
|
//
|
|
// Return:
|
|
// none
|
|
//------------------------------------------------------
|
|
void CFxScheduler::CreateEffect( CPrimitiveTemplate *fx, SScheduledEffect *scheduledFx )
|
|
{
|
|
int boltInfo;
|
|
|
|
// annoying bit....we have to pack the values back into an int before calling playEffect since there isn't the ideal overload we can already use.
|
|
boltInfo = (( scheduledFx->mModelNum & MODEL_AND ) << MODEL_SHIFT );
|
|
boltInfo |= (( scheduledFx->mBoltNum & BOLT_AND ) << BOLT_SHIFT );
|
|
boltInfo |= (( scheduledFx->mEntNum & ENTITY_AND ) << ENTITY_SHIFT );
|
|
|
|
PlayEffect( fx->mPlayFxHandles.GetHandle(), scheduledFx->mOrigin, scheduledFx->mAxis, boltInfo );
|
|
}
|
|
|