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/*
Copyright ( C ) 1996 - 1997 Id Software , Inc .
This program is free software ; you can redistribute it and / or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation ; either version 2
of the License , or ( at your option ) any later version .
This program is distributed in the hope that it will be useful ,
but WITHOUT ANY WARRANTY ; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE .
See the GNU General Public License for more details .
You should have received a copy of the GNU General Public License
along with this program ; if not , write to the Free Software
Foundation , Inc . , 59 Temple Place - Suite 330 , Boston , MA 02111 - 1307 , USA .
*/
// cl_tent.c -- client side temporary entities
# include "quakedef.h"
# include "particles.h"
entity_state_t * CL_FindPacketEntity ( int num ) ;
# define R_AddDecals(a) //disabled for now
# ifdef Q2CLIENT
typedef enum
{
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Q2TE_GUNSHOT , //0
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Q2TE_BLOOD ,
Q2TE_BLASTER ,
Q2TE_RAILTRAIL ,
Q2TE_SHOTGUN ,
Q2TE_EXPLOSION1 ,
Q2TE_EXPLOSION2 ,
Q2TE_ROCKET_EXPLOSION ,
Q2TE_GRENADE_EXPLOSION ,
Q2TE_SPARKS ,
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Q2TE_SPLASH , //10
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Q2TE_BUBBLETRAIL ,
Q2TE_SCREEN_SPARKS ,
Q2TE_SHIELD_SPARKS ,
Q2TE_BULLET_SPARKS ,
Q2TE_LASER_SPARKS ,
Q2TE_PARASITE_ATTACK ,
Q2TE_ROCKET_EXPLOSION_WATER ,
Q2TE_GRENADE_EXPLOSION_WATER ,
Q2TE_MEDIC_CABLE_ATTACK ,
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Q2TE_BFG_EXPLOSION , //20
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Q2TE_BFG_BIGEXPLOSION ,
Q2TE_BOSSTPORT , // used as '22' in a map, so DON'T RENUMBER!!!
Q2TE_BFG_LASER ,
Q2TE_GRAPPLE_CABLE ,
Q2TE_WELDING_SPARKS ,
Q2TE_GREENBLOOD ,
Q2TE_BLUEHYPERBLASTER ,
Q2TE_PLASMA_EXPLOSION ,
Q2TE_TUNNEL_SPARKS ,
//ROGUE
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Q2TE_BLASTER2 , //30
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Q2TE_RAILTRAIL2 ,
Q2TE_FLAME ,
Q2TE_LIGHTNING ,
Q2TE_DEBUGTRAIL ,
Q2TE_PLAIN_EXPLOSION ,
Q2TE_FLASHLIGHT ,
Q2TE_FORCEWALL ,
Q2TE_HEATBEAM ,
Q2TE_MONSTER_HEATBEAM ,
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Q2TE_STEAM , //40
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Q2TE_BUBBLETRAIL2 ,
Q2TE_MOREBLOOD ,
Q2TE_HEATBEAM_SPARKS ,
Q2TE_HEATBEAM_STEAM ,
Q2TE_CHAINFIST_SMOKE ,
Q2TE_ELECTRIC_SPARKS ,
Q2TE_TRACKER_EXPLOSION ,
Q2TE_TELEPORT_EFFECT ,
Q2TE_DBALL_GOAL ,
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Q2TE_WIDOWBEAMOUT , //50
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Q2TE_NUKEBLAST ,
Q2TE_WIDOWSPLASH ,
Q2TE_EXPLOSION1_BIG ,
Q2TE_EXPLOSION1_NP ,
Q2TE_FLECHETTE
//ROGUE
} temp_event_t ;
# define Q2SPLASH_UNKNOWN 0
# define Q2SPLASH_SPARKS 1
# define Q2SPLASH_BLUE_WATER 2
# define Q2SPLASH_BROWN_WATER 3
# define Q2SPLASH_SLIME 4
# define Q2SPLASH_LAVA 5
# define Q2SPLASH_BLOOD 6
# endif
// hexen 2
# define TE_STREAM_CHAIN 25
# define TE_STREAM_SUNSTAFF1 26
# define TE_STREAM_SUNSTAFF2 27
# define TE_STREAM_LIGHTNING 28
# define TE_STREAM_COLORBEAM 29
# define TE_STREAM_ICECHUNKS 30
# define TE_STREAM_GAZE 31
# define TE_STREAM_FAMINE 32
# define MAX_BEAMS 32
typedef struct
{
int entity ;
short tag ;
qbyte flags ;
qbyte type ;
qbyte skin ;
struct model_s * model ;
float endtime ;
float alpha ;
vec3_t start , end ;
} beam_t ;
beam_t cl_beams [ MAX_BEAMS ] ;
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# define MAX_EXPLOSIONS 32
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typedef struct
{
vec3_t origin ;
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vec3_t oldorigin ;
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int firstframe ;
int numframes ;
int type ;
vec3_t angles ;
int flags ;
float alpha ;
float light ;
float lightcolor [ 3 ] ;
float start ;
model_t * model ;
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int skinnum ;
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} explosion_t ;
explosion_t cl_explosions [ MAX_EXPLOSIONS ] ;
# define MAX_SEEFS 32
typedef struct {
int type ;
int entnum ;
vec3_t efsize ;
qbyte colour ;
int offset ;
float die ;
} seef_t ;
seef_t cl_seef [ MAX_SEEFS ] ;
sfx_t * cl_sfx_wizhit ;
sfx_t * cl_sfx_knighthit ;
sfx_t * cl_sfx_tink1 ;
sfx_t * cl_sfx_ric1 ;
sfx_t * cl_sfx_ric2 ;
sfx_t * cl_sfx_ric3 ;
sfx_t * cl_sfx_r_exp3 ;
cvar_t cl_expsprite = { " cl_expsprite " , " 0 " } ;
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cvar_t cl_truelightning = { " cl_truelightning " , " 0 " , NULL , CVAR_SEMICHEAT } ;
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/*
= = = = = = = = = = = = = = = = =
CL_ParseTEnts
= = = = = = = = = = = = = = = = =
*/
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 " ) ;
Cvar_Register ( & cl_expsprite , " Temporary entity control " ) ;
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Cvar_Register ( & cl_truelightning , " Temporary entity control " ) ;
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}
# ifdef Q2CLIENT
enum {
q2cl_mod_explode ,
q2cl_mod_smoke ,
q2cl_mod_flash ,
q2cl_mod_parasite_segment ,
q2cl_mod_grapple_cable ,
q2cl_mod_parasite_tip ,
q2cl_mod_explo4 ,
q2cl_mod_bfg_explo ,
q2cl_mod_powerscreen ,
q2cl_mod_max
} ;
typedef struct {
char * modelname ;
} tentmodels_t ;
tentmodels_t q2tentmodels [ q2cl_mod_max ] = {
{ " models/objects/explode/tris.md2 " } ,
{ " models/objects/smoke/tris.md2 " } ,
{ " models/objects/flash/tris.md2 " } ,
{ " models/monsters/parasite/segment/tris.md2 " } ,
{ " models/ctf/segment/tris.md2 " } ,
{ " models/monsters/parasite/tip/tris.md2 " } ,
{ " models/objects/r_explode/tris.md2 " } ,
{ " sprites/s_bfg2.sp2 " } ,
{ " models/items/armor/effect/tris.md2 " }
} ;
int CLQ2_RegisterTEntModels ( void )
{
// int i;
// for (i = 0; i < q2cl_mod_max; i++)
// if (!CL_CheckOrDownloadFile(q2tentmodels[i].modelname, false))
// return false;
return true ;
}
# endif
/*
= = = = = = = = = = = = = = = = =
CL_ClearTEnts
= = = = = = = = = = = = = = = = =
*/
void CL_ClearTEnts ( void )
{
memset ( & cl_beams , 0 , sizeof ( cl_beams ) ) ;
memset ( & cl_explosions , 0 , sizeof ( cl_explosions ) ) ;
memset ( & cl_seef , 0 , sizeof ( cl_seef ) ) ;
}
/*
= = = = = = = = = = = = = = = = =
CL_AllocExplosion
= = = = = = = = = = = = = = = = =
*/
explosion_t * CL_AllocExplosion ( void )
{
int i ;
float time ;
int index ;
for ( i = 0 ; i < MAX_EXPLOSIONS ; i + + )
if ( ! cl_explosions [ i ] . model )
{
cl_explosions [ i ] . firstframe = - 1 ;
return & cl_explosions [ i ] ;
}
// find the oldest explosion
time = cl . time ;
index = 0 ;
for ( i = 0 ; i < MAX_EXPLOSIONS ; i + + )
if ( cl_explosions [ i ] . start < time )
{
time = cl_explosions [ i ] . start ;
index = i ;
}
cl_explosions [ index ] . firstframe = - 1 ;
return & cl_explosions [ index ] ;
}
/*
= = = = = = = = = = = = = = = = =
CL_ParseBeam
= = = = = = = = = = = = = = = = =
*/
beam_t * CL_NewBeam ( int entity , int tag )
{
beam_t * b ;
int i ;
// override any beam with the same entity
for ( i = 0 , b = cl_beams ; i < MAX_BEAMS ; i + + , b + + )
if ( b - > entity = = entity & & b - > tag = = tag )
{
return b ;
}
// find a free beam
for ( i = 0 , b = cl_beams ; i < MAX_BEAMS ; i + + , b + + )
{
if ( ! b - > model | | b - > endtime < cl . time )
{
return b ;
}
}
return NULL ;
}
# define STREAM_ATTACHED 16
# define STREAM_TRANSLUCENT 32
void CL_ParseBeam ( int tent )
{
int ent ;
vec3_t start , end ;
beam_t * b ;
model_t * m ;
ent = MSG_ReadShort ( ) ;
start [ 0 ] = MSG_ReadCoord ( ) ;
start [ 1 ] = MSG_ReadCoord ( ) ;
start [ 2 ] = MSG_ReadCoord ( ) ;
end [ 0 ] = MSG_ReadCoord ( ) ;
end [ 1 ] = MSG_ReadCoord ( ) ;
end [ 2 ] = MSG_ReadCoord ( ) ;
switch ( tent )
{
case 0 :
if ( ent < 0 & & ent > = - MAX_CLIENTS ) //a zquake concept. ent between -1 and -maxplayers is to be taken to be a railtrail from a particular player instead of a beam.
{
CLQ2_RailTrail ( start , end ) ;
return ;
}
default :
m = Mod_ForName ( " progs/bolt.mdl " , true ) ;
break ;
case 1 :
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if ( ent < 0 & & ent > = - MAX_CLIENTS ) //based on the railgun concept - this adds a rogue style TE_BEAM effect.
m = Mod_ForName ( " progs/beam.mdl " , false ) ; //remember to precache!
else
m = Mod_ForName ( " progs/bolt2.mdl " , true ) ;
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break ;
case 2 :
m = Mod_ForName ( " progs/bolt3.mdl " , true ) ;
break ;
# ifdef Q2CLIENT
case 3 :
m = Mod_ForName ( q2tentmodels [ q2cl_mod_parasite_segment ] . modelname , false ) ;
break ;
case 4 :
m = Mod_ForName ( q2tentmodels [ q2cl_mod_grapple_cable ] . modelname , false ) ;
break ;
# endif
}
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if ( tent < = 2 & & cls . state = = ca_active )
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{
vec3_t impact , normal ;
vec3_t extra ;
VectorSubtract ( end , start , normal ) ;
VectorNormalize ( normal ) ;
VectorMA ( end , 4 , normal , extra ) ; //extend the end-point by four
if ( TraceLineN ( start , extra , impact , normal ) )
{
P_RunParticleEffectTypeString ( impact , normal , 1 , " te_lightningend " ) ;
R_AddDecals ( end ) ;
R_AddStain ( end , - 10 , - 10 , - 10 , 20 ) ;
}
}
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b = CL_NewBeam ( ent , - 1 ) ;
if ( ! b )
{
Con_Printf ( " beam list overflow! \n " ) ;
return ;
}
b - > entity = ent ;
b - > model = m ;
b - > tag = - 1 ;
b - > flags | = /*STREAM_ATTACHED|*/ 1 ;
b - > endtime = cl . time + 0.2 ;
b - > alpha = 1 ;
VectorCopy ( start , b - > start ) ;
VectorCopy ( end , b - > end ) ;
}
void CL_ParseStream ( int type )
{
int ent ;
vec3_t start , end ;
beam_t * b , * b2 ;
int flags ;
int tag ;
float duration ;
int skin ;
ent = MSG_ReadShort ( ) ;
flags = MSG_ReadByte ( ) ;
tag = flags & 15 ;
flags - = tag ;
duration = ( float ) MSG_ReadByte ( ) * 0.05 ;
skin = 0 ;
if ( type = = TE_STREAM_COLORBEAM )
{
skin = MSG_ReadByte ( ) ;
}
start [ 0 ] = MSG_ReadCoord ( ) ;
start [ 1 ] = MSG_ReadCoord ( ) ;
start [ 2 ] = MSG_ReadCoord ( ) ;
end [ 0 ] = MSG_ReadCoord ( ) ;
end [ 1 ] = MSG_ReadCoord ( ) ;
end [ 2 ] = MSG_ReadCoord ( ) ;
b = CL_NewBeam ( ent , tag ) ;
if ( ! b )
{
Con_Printf ( " beam list overflow! \n " ) ;
return ;
}
b - > entity = ent ;
b - > tag = tag ;
b - > flags = flags ;
b - > model = NULL ;
b - > endtime = cl . time + duration ;
b - > alpha = 1 ;
VectorCopy ( start , b - > start ) ;
VectorCopy ( end , b - > end ) ;
switch ( type )
{
case TE_STREAM_ICECHUNKS :
b - > model = Mod_ForName ( " models/stice.mdl " , true ) ;
b - > flags | = 2 ;
R_AddStain ( end , - 10 , - 10 , 0 , 20 ) ;
break ;
case TE_STREAM_SUNSTAFF1 :
b - > model = Mod_ForName ( " models/stsunsf1.mdl " , true ) ;
b2 = CL_NewBeam ( ent , tag + 128 ) ;
if ( b2 )
{
memcpy ( b2 , b , sizeof ( * b2 ) ) ;
b2 - > model = Mod_ForName ( " models/stsunsf2.mdl " , true ) ;
b2 - > alpha = 0.5 ;
}
break ;
case TE_STREAM_SUNSTAFF2 :
b - > model = Mod_ForName ( " models/stsunsf1.mdl " , true ) ;
R_AddStain ( end , - 10 , - 10 , - 10 , 20 ) ;
break ;
}
}
void CL_ParseSEEF ( int type )
{
int i ;
short entnum ;
qboolean remove = false ;
seef_t * seef ;
entnum = MSG_ReadShort ( ) ;
if ( entnum & 0x8000 )
{
remove = true ;
entnum & = ~ 0x8000 ;
}
for ( i = 0 , seef = cl_seef ; i < MAX_SEEFS ; i + + , seef + + ) //try and find an old onw
{
if ( seef - > entnum = = entnum & & seef - > type = = type )
break ;
}
if ( remove )
{
if ( seef )
seef - > die = 0 ; //mark it as free
return ;
}
if ( i = = MAX_SEEFS )
{
for ( i = 0 , seef = cl_seef ; i < MAX_SEEFS ; i + + , seef + + ) //try and find an old onw
{
if ( seef - > die < cl . time )
break ;
}
if ( i = = MAX_SEEFS )
seef = & cl_seef [ rand ( ) % MAX_SEEFS ] ; //use a random one (more likly to not be dead)
}
seef - > type = type ;
seef - > die = cl . time + 20 ; //as removed ents won't be spotted.
seef - > entnum = entnum ;
switch ( type )
{
case TE_SEEF_BRIGHTFIELD :
seef - > efsize [ 0 ] = MSG_ReadCoord ( ) ;
seef - > efsize [ 1 ] = MSG_ReadCoord ( ) ;
seef - > efsize [ 2 ] = MSG_ReadCoord ( ) ;
seef - > offset = MSG_ReadChar ( ) ;
seef - > colour = MSG_ReadByte ( ) ;
break ;
case TE_SEEF_DARKFIELD :
seef - > colour = MSG_ReadByte ( ) ;
break ;
case TE_SEEF_DARKLIGHT :
case TE_SEEF_LIGHT :
seef - > efsize [ 0 ] = MSG_ReadCoord ( ) ;
seef - > efsize [ 1 ] = MSG_ReadCoord ( ) ;
break ;
default :
Host_EndGame ( " Bad SEEF type \n " ) ;
}
}
/*
= = = = = = = = = = = = = = = = =
CL_ParseTEnt
= = = = = = = = = = = = = = = = =
*/
# ifdef NQPROT
void CL_ParseTEnt ( qboolean nqprot )
# else
void CL_ParseTEnt ( void )
# endif
{
# ifndef NQPROT
# define nqprot false //it's easier
# endif
int type ;
vec3_t pos , pos2 ;
dlight_t * dl ;
int rnd ;
// explosion_t *ex;
int cnt ;
type = MSG_ReadByte ( ) ;
switch ( type )
{
case TE_WIZSPIKE : // spike hitting wall
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
R_AddStain ( pos , - 10 , 0 , - 10 , 20 ) ;
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if ( P_RunParticleEffectType ( pos , NULL , 1 , pt_wizspike ) )
P_RunParticleEffect ( pos , vec3_origin , 20 , 30 ) ;
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S_StartSound ( - 2 , 0 , cl_sfx_wizhit , pos , 1 , 1 ) ;
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break ;
case TE_KNIGHTSPIKE : // spike hitting wall
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
R_AddStain ( pos , - 10 , - 10 , - 10 , 20 ) ;
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if ( P_RunParticleEffectType ( pos , NULL , 1 , pt_knightspike ) )
P_RunParticleEffect ( pos , vec3_origin , 226 , 20 ) ;
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S_StartSound ( - 2 , 0 , cl_sfx_knighthit , pos , 1 , 1 ) ;
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break ;
case TE_SPIKE : // spike hitting wall
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
R_AddStain ( pos , - 10 , - 10 , - 10 , 20 ) ;
R_AddDecals ( pos ) ;
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if ( P_RunParticleEffectType ( pos , NULL , 1 , pt_spike ) )
if ( P_RunParticleEffectType ( pos , NULL , 10 , pt_gunshot ) )
P_RunParticleEffect ( pos , vec3_origin , 0 , 10 ) ;
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if ( rand ( ) % 5 )
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S_StartSound ( - 2 , 0 , cl_sfx_tink1 , pos , 1 , 1 ) ;
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else
{
rnd = rand ( ) & 3 ;
if ( rnd = = 1 )
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S_StartSound ( - 2 , 0 , cl_sfx_ric1 , pos , 1 , 1 ) ;
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else if ( rnd = = 2 )
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S_StartSound ( - 2 , 0 , cl_sfx_ric2 , pos , 1 , 1 ) ;
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else
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S_StartSound ( - 2 , 0 , cl_sfx_ric3 , pos , 1 , 1 ) ;
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}
break ;
case TE_SUPERSPIKE : // super spike hitting wall
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
R_AddStain ( pos , - 10 , - 10 , - 10 , 20 ) ;
R_AddDecals ( pos ) ;
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if ( P_RunParticleEffectType ( pos , NULL , 1 , pt_superspike ) )
if ( P_RunParticleEffectType ( pos , NULL , 2 , pt_spike ) )
if ( P_RunParticleEffectType ( pos , NULL , 20 , pt_gunshot ) )
P_RunParticleEffect ( pos , vec3_origin , 0 , 20 ) ;
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if ( rand ( ) % 5 )
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S_StartSound ( - 2 , 0 , cl_sfx_tink1 , pos , 1 , 1 ) ;
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else
{
rnd = rand ( ) & 3 ;
if ( rnd = = 1 )
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S_StartSound ( - 2 , 0 , cl_sfx_ric1 , pos , 1 , 1 ) ;
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else if ( rnd = = 2 )
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S_StartSound ( - 2 , 0 , cl_sfx_ric2 , pos , 1 , 1 ) ;
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else
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S_StartSound ( - 2 , 0 , cl_sfx_ric3 , pos , 1 , 1 ) ;
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}
break ;
# ifdef PEXT_TE_BULLET
case TE_BULLET :
if ( ! ( cls . fteprotocolextensions & PEXT_TE_BULLET ) )
Sys_Error ( " Thought PEXT_TE_BULLET was disabled " ) ;
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
R_AddStain ( pos , - 10 , - 10 , - 10 , 20 ) ;
R_AddDecals ( pos ) ;
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if ( P_RunParticleEffectType ( pos , NULL , 1 , pt_bullet ) )
if ( P_RunParticleEffectType ( pos , NULL , 10 , pt_gunshot ) )
P_RunParticleEffect ( pos , vec3_origin , 0 , 10 ) ;
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if ( rand ( ) % 5 )
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S_StartSound ( - 2 , 0 , cl_sfx_tink1 , pos , 1 , 1 ) ;
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else
{
rnd = rand ( ) & 3 ;
if ( rnd = = 1 )
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S_StartSound ( - 2 , 0 , cl_sfx_ric1 , pos , 1 , 1 ) ;
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else if ( rnd = = 2 )
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S_StartSound ( - 2 , 0 , cl_sfx_ric2 , pos , 1 , 1 ) ;
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else
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S_StartSound ( - 2 , 0 , cl_sfx_ric3 , pos , 1 , 1 ) ;
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}
break ;
case TE_SUPERBULLET :
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
R_AddStain ( pos , - 10 , - 10 , - 10 , 20 ) ;
R_AddDecals ( pos ) ;
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if ( P_RunParticleEffectType ( pos , NULL , 1 , pt_superbullet ) )
if ( P_RunParticleEffectType ( pos , NULL , 2 , pt_bullet ) )
if ( P_RunParticleEffectType ( pos , NULL , 20 , pt_gunshot ) )
P_RunParticleEffect ( pos , vec3_origin , 0 , 20 ) ;
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if ( rand ( ) % 5 )
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S_StartSound ( - 2 , 0 , cl_sfx_tink1 , pos , 1 , 1 ) ;
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else
{
rnd = rand ( ) & 3 ;
if ( rnd = = 1 )
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S_StartSound ( - 2 , 0 , cl_sfx_ric1 , pos , 1 , 1 ) ;
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else if ( rnd = = 2 )
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S_StartSound ( - 2 , 0 , cl_sfx_ric2 , pos , 1 , 1 ) ;
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else
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S_StartSound ( - 2 , 0 , cl_sfx_ric3 , pos , 1 , 1 ) ;
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}
break ;
# endif
case TE_EXPLOSION : // rocket explosion
// particles
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
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P_ParticleExplosion ( pos ) ;
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// light
dl = CL_AllocDlight ( 0 ) ;
VectorCopy ( pos , dl - > origin ) ;
dl - > radius = 350 ;
dl - > die = cl . time + 1 ;
dl - > decay = 300 ;
dl - > color [ 0 ] = 0.2 ;
dl - > color [ 1 ] = 0.155 ;
dl - > color [ 2 ] = 0.05 ;
dl - > channelfade [ 0 ] = 0.196 ;
dl - > channelfade [ 1 ] = 0.23 ;
dl - > channelfade [ 2 ] = 0.12 ;
// sound
2004-10-03 22:52:02 +00:00
S_StartSound ( - 2 , 0 , cl_sfx_r_exp3 , pos , 1 , 1 ) ;
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// sprite
if ( cl_expsprite . value ) // temp hopefully
{
explosion_t * ex = CL_AllocExplosion ( ) ;
VectorCopy ( pos , ex - > origin ) ;
ex - > start = cl . time ;
ex - > model = Mod_ForName ( " progs/s_explod.spr " , true ) ;
}
break ;
case TE_TAREXPLOSION : // tarbaby explosion
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
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P_BlobExplosion ( pos ) ;
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S_StartSound ( - 2 , 0 , cl_sfx_r_exp3 , pos , 1 , 1 ) ;
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break ;
case TE_LIGHTNING1 : // lightning bolts
case TE_LIGHTNING2 : // lightning bolts
CL_ParseBeam ( type - TE_LIGHTNING1 ) ;
break ;
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case TE_LIGHTNING3 : // lightning bolts
CL_ParseBeam ( 2 ) ;
break ;
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case TE_LAVASPLASH :
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
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P_LavaSplash ( pos ) ;
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break ;
case TE_TELEPORT :
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
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P_RunParticleEffectType ( pos , NULL , 1 , pt_teleportsplash ) ;
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break ;
case TE_GUNSHOT : // bullet hitting wall
if ( nqprot )
cnt = 1 ;
else
cnt = MSG_ReadByte ( ) ;
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
R_AddStain ( pos , - 10 , - 10 , - 10 , 20 ) ;
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if ( P_RunParticleEffectType ( pos , NULL , cnt , pt_gunshot ) )
P_RunParticleEffect ( pos , vec3_origin , 0 , 20 * cnt ) ;
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break ;
case TE_BLOOD : // bullets hitting body
cnt = MSG_ReadByte ( ) ;
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
R_AddStain ( pos , 0 , - 10 , - 10 , 40 ) ;
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if ( P_RunParticleEffectType ( pos , NULL , cnt , pt_blood ) )
P_RunParticleEffect ( pos , vec3_origin , 73 , 20 * cnt ) ;
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break ;
case TE_LIGHTNINGBLOOD : // lightning hitting body
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
R_AddStain ( pos , 1 , - 10 , - 10 , 20 ) ;
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if ( P_RunParticleEffectType ( pos , NULL , 1 , pt_lightningblood ) )
P_RunParticleEffect ( pos , vec3_origin , 225 , 50 ) ;
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break ;
case TE_RAILTRAIL :
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
pos2 [ 0 ] = MSG_ReadCoord ( ) ;
pos2 [ 1 ] = MSG_ReadCoord ( ) ;
pos2 [ 2 ] = MSG_ReadCoord ( ) ;
CLQ2_RailTrail ( pos , pos2 ) ;
break ;
case TE_SEEF_DARKLIGHT :
case TE_SEEF_LIGHT :
case TE_SEEF_BRIGHTFIELD :
case TE_SEEF_DARKFIELD :
CL_ParseSEEF ( type ) ;
break ;
case TE_STREAM_CHAIN :
case TE_STREAM_SUNSTAFF1 :
case TE_STREAM_SUNSTAFF2 :
case TE_STREAM_LIGHTNING :
case TE_STREAM_COLORBEAM :
case TE_STREAM_ICECHUNKS :
case TE_STREAM_GAZE :
case TE_STREAM_FAMINE :
CL_ParseStream ( type ) ;
break ;
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case DPTE_BLOOD :
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pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
pos2 [ 0 ] = MSG_ReadChar ( ) ;
pos2 [ 1 ] = MSG_ReadChar ( ) ;
pos2 [ 2 ] = MSG_ReadChar ( ) ;
cnt = MSG_ReadByte ( ) ;
{
extern int pt_spark ;
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P_RunParticleEffectType ( pos , pos2 , cnt , pt_blood ) ;
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}
break ;
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case DPTE_SPARK :
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pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
pos2 [ 0 ] = MSG_ReadChar ( ) ;
pos2 [ 1 ] = MSG_ReadChar ( ) ;
pos2 [ 2 ] = MSG_ReadChar ( ) ;
cnt = MSG_ReadByte ( ) ;
{
extern int pt_spark ;
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P_RunParticleEffectType ( pos , pos2 , cnt , pt_spark ) ;
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}
break ;
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case DPTE_SMALLFLASH :
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pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
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// light
dl = CL_AllocDlight ( 0 ) ;
VectorCopy ( pos , dl - > origin ) ;
dl - > radius = 200 ;
dl - > decay = 1000 ;
dl - > die = cl . time + 0.2 ;
dl - > color [ 0 ] = 0.4 ;
dl - > color [ 1 ] = 0.4 ;
dl - > color [ 2 ] = 0.4 ;
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break ;
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case DPTE_CUSTOMFLASH :
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pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
// light
dl = CL_AllocDlight ( 0 ) ;
VectorCopy ( pos , dl - > origin ) ;
dl - > radius = MSG_ReadByte ( ) * 8 ;
pos2 [ 0 ] = ( MSG_ReadByte ( ) + 1 ) * ( 1.0 / 256.0 ) ;
dl - > die = cl . time + pos2 [ 0 ] ;
dl - > decay = dl - > radius / pos2 [ 0 ] ;
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// DP's range is 0-2 for lights, FTE is 0-0.4.. 255/637.5 = 0.4
dl - > color [ 0 ] = MSG_ReadByte ( ) * ( 1.0f / 637.5f ) ;
dl - > color [ 1 ] = MSG_ReadByte ( ) * ( 1.0f / 637.5f ) ;
dl - > color [ 2 ] = MSG_ReadByte ( ) * ( 1.0f / 637.5f ) ;
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break ;
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case DPTE_FLAMEJET :
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// origin
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
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2005-03-13 21:00:26 +00:00
// velocity
pos2 [ 0 ] = MSG_ReadCoord ( ) ;
pos2 [ 1 ] = MSG_ReadCoord ( ) ;
pos2 [ 2 ] = MSG_ReadCoord ( ) ;
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2005-03-13 21:00:26 +00:00
// count
cnt = MSG_ReadByte ( ) ;
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if ( P_RunParticleEffectTypeString ( pos , pos2 , cnt , " te_flamejet " ) )
P_RunParticleEffect ( pos , pos2 , 232 , cnt ) ;
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break ;
2005-04-16 16:21:27 +00:00
case DPTE_PLASMABURN :
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// origin
pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
// light
dl = CL_AllocDlight ( 0 ) ;
VectorCopy ( pos , dl - > origin ) ;
dl - > radius = 200 ;
dl - > decay = 1000 ;
dl - > die = cl . time + 0.2 ;
dl - > color [ 0 ] = 0.2 ;
dl - > color [ 1 ] = 0.2 ;
dl - > color [ 2 ] = 0.2 ;
// stain (Hopefully this is close to how DP does it)
R_AddStain ( pos , - 10 , - 10 , - 10 , 30 ) ;
2004-11-26 06:06:43 +00:00
2005-03-13 21:00:26 +00:00
// TODO: DP also has a decal, should this be simulated or should we just
// use a particle effect and let the user decide what to do with it?
2004-11-26 06:06:43 +00:00
break ;
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case 76 :
# pragma message("CL_ParseTEnt: effect 76 not implemented")
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pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
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2005-04-16 16:21:27 +00:00
pos2 [ 0 ] = MSG_ReadCoord ( ) ;
pos2 [ 1 ] = MSG_ReadCoord ( ) ;
pos2 [ 2 ] = MSG_ReadCoord ( ) ;
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2005-04-16 16:21:27 +00:00
//sigh...
MSG_ReadCoord ( ) ;
MSG_ReadCoord ( ) ;
MSG_ReadCoord ( ) ;
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2005-04-16 16:21:27 +00:00
CLQ2_RailTrail ( pos , pos2 ) ;
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break ;
case 79 :
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pos [ 0 ] = MSG_ReadCoord ( ) ;
pos [ 1 ] = MSG_ReadCoord ( ) ;
pos [ 2 ] = MSG_ReadCoord ( ) ;
2004-11-20 00:56:15 +00:00
2005-04-16 16:21:27 +00:00
//dir
pos2 [ 0 ] = MSG_ReadCoord ( ) ;
pos2 [ 1 ] = MSG_ReadCoord ( ) ;
pos2 [ 2 ] = MSG_ReadCoord ( ) ;
cnt = MSG_ReadByte ( ) ;
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2005-04-16 16:21:27 +00:00
{
extern int pt_plasma ;
P_RunParticleEffectType ( pos , pos2 , cnt , pt_plasma ) ;
}
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break ;
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default :
Host_EndGame ( " CL_ParseTEnt: bad type - %i " , type ) ;
}
}
void MSG_ReadPos ( vec3_t pos ) ;
void MSG_ReadDir ( vec3_t dir ) ;
typedef struct {
int netstyle ;
int particleeffecttype ;
char stain [ 3 ] ;
qbyte radius ;
vec3_t dlightrgb ;
float dlightradius ;
float dlighttime ;
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vec3_t dlightcfade ;
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} clcustomtents_t ;
# define CTE_CUSTOMCOUNT 1
# define CTE_CUSTOMDIRECTION 2
# define CTE_STAINS 4
# define CTE_GLOWS 8
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# define CTE_CHANNELFADE 16
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# define CTE_ISBEAM 128
clcustomtents_t customtenttype [ 255 ] ; //network based.
void CL_ParseCustomTEnt ( void )
{
int count ;
vec3_t pos ;
vec3_t pos2 ;
vec3_t dir ;
char * str ;
clcustomtents_t * t ;
int type = MSG_ReadByte ( ) ;
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if ( type = = 255 ) //255 is register
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{
type = MSG_ReadByte ( ) ;
if ( type = = 255 )
Host_EndGame ( " Custom temp type 255 isn't valid \n " ) ;
t = & customtenttype [ type ] ;
t - > netstyle = MSG_ReadByte ( ) ;
str = MSG_ReadString ( ) ;
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t - > particleeffecttype = P_AllocateParticleType ( str ) ;
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if ( t - > netstyle & CTE_STAINS )
{
t - > stain [ 0 ] = MSG_ReadChar ( ) ;
t - > stain [ 1 ] = MSG_ReadChar ( ) ;
t - > stain [ 2 ] = MSG_ReadChar ( ) ;
t - > radius = MSG_ReadByte ( ) ;
}
else
t - > radius = 0 ;
if ( t - > netstyle & CTE_GLOWS )
{
t - > dlightrgb [ 0 ] = MSG_ReadByte ( ) / 255.0f ;
t - > dlightrgb [ 1 ] = MSG_ReadByte ( ) / 255.0f ;
t - > dlightrgb [ 2 ] = MSG_ReadByte ( ) / 255.0f ;
t - > dlightradius = MSG_ReadByte ( ) ;
t - > dlighttime = MSG_ReadByte ( ) / 16.0f ;
2004-08-30 06:07:13 +00:00
if ( t - > netstyle & CTE_CHANNELFADE )
{
t - > dlightcfade [ 0 ] = MSG_ReadByte ( ) / 64.0f ;
t - > dlightcfade [ 1 ] = MSG_ReadByte ( ) / 64.0f ;
t - > dlightcfade [ 2 ] = MSG_ReadByte ( ) / 64.0f ;
}
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}
else
t - > dlighttime = 0 ;
return ;
}
t = & customtenttype [ type ] ;
if ( t - > particleeffecttype < 0 )
Host_EndGame ( " Custom Temporary entity %i was not registered \n " , type ) ;
if ( t - > netstyle & CTE_ISBEAM )
{
MSG_ReadPos ( pos ) ;
MSG_ReadPos ( pos2 ) ;
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P_ParticleTrail ( pos , pos2 , t - > particleeffecttype , NULL ) ;
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}
else
{
if ( t - > netstyle & CTE_CUSTOMCOUNT )
count = MSG_ReadByte ( ) ;
else
count = 1 ;
MSG_ReadPos ( pos ) ;
VectorCopy ( pos , pos2 ) ;
if ( t - > netstyle & CTE_CUSTOMDIRECTION )
{
MSG_ReadDir ( dir ) ;
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P_RunParticleEffectType ( pos , dir , 1 , t - > particleeffecttype ) ;
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}
2005-03-10 03:55:18 +00:00
else P_RunParticleEffectType ( pos , NULL , 1 , t - > particleeffecttype ) ;
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}
if ( t - > netstyle & CTE_STAINS )
{ //added at pos2 - end of trail
R_AddStain ( pos2 , t - > stain [ 0 ] , t - > stain [ 1 ] , t - > stain [ 2 ] , 40 ) ;
}
if ( t - > netstyle & CTE_GLOWS )
{ //added at pos1 firer's end.
dlight_t * dl ;
dl = CL_AllocDlight ( 0 ) ;
VectorCopy ( pos , dl - > origin ) ;
dl - > radius = t - > dlightradius * 4 ;
dl - > die = cl . time + t - > dlighttime ;
dl - > decay = t - > radius / t - > dlighttime ;
dl - > color [ 0 ] = t - > dlightrgb [ 0 ] ;
dl - > color [ 1 ] = t - > dlightrgb [ 1 ] ;
dl - > color [ 2 ] = t - > dlightrgb [ 2 ] ;
2004-08-30 06:07:13 +00:00
if ( t - > netstyle & CTE_CHANNELFADE )
{
dl - > channelfade [ 0 ] = t - > dlightcfade [ 0 ] ;
dl - > channelfade [ 1 ] = t - > dlightcfade [ 1 ] ;
dl - > channelfade [ 2 ] = t - > dlightcfade [ 2 ] ;
}
/*
2004-08-23 00:15:46 +00:00
if ( dl - > color [ 0 ] < 0 )
dl - > channelfade [ 0 ] = 0 ;
else
dl - > channelfade [ 0 ] = dl - > color [ 0 ] / t - > dlighttime ;
if ( dl - > color [ 1 ] < 0 )
dl - > channelfade [ 1 ] = 0 ;
else
dl - > channelfade [ 1 ] = dl - > color [ 0 ] / t - > dlighttime ;
if ( dl - > color [ 2 ] < 0 )
dl - > channelfade [ 2 ] = 0 ;
else
dl - > channelfade [ 2 ] = dl - > color [ 0 ] / t - > dlighttime ;
2004-08-30 06:07:13 +00:00
*/
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}
}
void CL_ClearCustomTEnts ( void )
{
int i ;
for ( i = 0 ; i < sizeof ( customtenttype ) / sizeof ( customtenttype [ 0 ] ) ; i + + )
customtenttype [ i ] . particleeffecttype = - 1 ;
}
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void CLNQ_ParseParticleEffect ( void )
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{
vec3_t org , dir ;
int i , count , msgcount , color ;
for ( i = 0 ; i < 3 ; i + + )
org [ i ] = MSG_ReadCoord ( ) ;
for ( i = 0 ; i < 3 ; i + + )
dir [ i ] = MSG_ReadChar ( ) * ( 1.0 / 16 ) ;
msgcount = MSG_ReadByte ( ) ;
color = MSG_ReadByte ( ) ;
if ( msgcount = = 255 )
count = 1024 ;
else
count = msgcount ;
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P_RunParticleEffect ( org , dir , color , count ) ;
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}
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void CL_ParseParticleEffect2 ( void )
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{
vec3_t org , dmin , dmax ;
int i , msgcount , color , effect ;
for ( i = 0 ; i < 3 ; i + + )
org [ i ] = MSG_ReadCoord ( ) ;
for ( i = 0 ; i < 3 ; i + + )
dmin [ i ] = MSG_ReadFloat ( ) ;
for ( i = 0 ; i < 3 ; i + + )
dmax [ i ] = MSG_ReadFloat ( ) ;
color = MSG_ReadShort ( ) ;
msgcount = MSG_ReadByte ( ) ;
effect = MSG_ReadByte ( ) ;
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P_RunParticleEffect2 ( org , dmin , dmax , color , effect , msgcount ) ;
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}
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void CL_ParseParticleEffect3 ( void )
2004-08-23 00:15:46 +00:00
{
vec3_t org , box ;
int i , msgcount , color , effect ;
for ( i = 0 ; i < 3 ; i + + )
org [ i ] = MSG_ReadCoord ( ) ;
for ( i = 0 ; i < 3 ; i + + )
box [ i ] = MSG_ReadByte ( ) ;
color = MSG_ReadShort ( ) ;
msgcount = MSG_ReadByte ( ) ;
effect = MSG_ReadByte ( ) ;
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P_RunParticleEffect3 ( org , box , color , effect , msgcount ) ;
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}
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void CL_ParseParticleEffect4 ( void )
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{
vec3_t org ;
int i , msgcount , color , effect ;
float radius ;
for ( i = 0 ; i < 3 ; i + + )
org [ i ] = MSG_ReadCoord ( ) ;
radius = MSG_ReadByte ( ) ;
color = MSG_ReadShort ( ) ;
msgcount = MSG_ReadByte ( ) ;
effect = MSG_ReadByte ( ) ;
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P_RunParticleEffect4 ( org , radius , color , effect , msgcount ) ;
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}
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// [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
// [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
void CL_ParseEffect ( qboolean effect2 )
{
explosion_t * ex ;
vec3_t org ;
int modelindex ;
int startframe ;
int framecount ;
int framerate ;
org [ 0 ] = MSG_ReadCoord ( ) ;
org [ 1 ] = MSG_ReadCoord ( ) ;
org [ 2 ] = MSG_ReadCoord ( ) ;
if ( effect2 )
modelindex = MSG_ReadShort ( ) ;
else
modelindex = MSG_ReadByte ( ) ;
if ( effect2 )
startframe = MSG_ReadShort ( ) ;
else
startframe = MSG_ReadByte ( ) ;
framecount = MSG_ReadByte ( ) ;
framerate = MSG_ReadByte ( ) ;
ex = CL_AllocExplosion ( ) ;
VectorCopy ( org , ex - > origin ) ;
ex - > start = cl . time ;
ex - > model = cl . model_precache [ modelindex ] ;
ex - > firstframe = startframe ;
ex - > numframes = framecount ;
ex - > angles [ 0 ] = 0 ;
ex - > angles [ 1 ] = 0 ;
ex - > angles [ 2 ] = 0 ;
}
2004-08-23 00:15:46 +00:00
# ifdef Q2CLIENT
void CL_SmokeAndFlash ( vec3_t origin )
{
explosion_t * ex ;
ex = CL_AllocExplosion ( ) ;
VectorCopy ( origin , ex - > origin ) ;
2005-03-18 06:14:07 +00:00
VectorClear ( ex - > angles ) ;
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// ex->type = ex_misc;
2005-03-18 06:14:07 +00:00
ex - > numframes = 4 ;
ex - > flags = Q2RF_TRANSLUCENT ;
ex - > start = cl . time ;
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ex - > model = Mod_ForName ( q2tentmodels [ q2cl_mod_smoke ] . modelname , false ) ;
ex = CL_AllocExplosion ( ) ;
VectorCopy ( origin , ex - > origin ) ;
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VectorClear ( ex - > angles ) ;
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// ex->type = ex_flash;
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ex - > flags = Q2RF_FULLBRIGHT ;
ex - > numframes = 2 ;
ex - > start = cl . time ;
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ex - > model = Mod_ForName ( q2tentmodels [ q2cl_mod_flash ] . modelname , false ) ;
}
2005-03-18 06:14:07 +00:00
void CL_Laser ( vec3_t start , vec3_t end , int colors )
{
explosion_t * ex = CL_AllocExplosion ( ) ;
ex - > firstframe = 0 ;
ex - > numframes = 10 ;
ex - > alpha = 0.33f ;
ex - > model = ( void * ) 0xDEAFF00D ; //something not null
ex - > skinnum = ( colors > > ( ( rand ( ) % 4 ) * 8 ) ) & 0xff ;
VectorCopy ( start , ex - > origin ) ;
VectorCopy ( end , ex - > oldorigin ) ;
ex - > flags = Q2RF_TRANSLUCENT | Q2RF_BEAM ;
ex - > start = cl . time ;
}
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static qbyte splash_color [ ] = { 0x00 , 0xe0 , 0xb0 , 0x50 , 0xd0 , 0xe0 , 0xe8 } ;
# define ATTN_NONE 0
# define ATTN_NORM 1
# define ATTN_STATIC 1
void Q2S_StartSound ( vec3_t origin , int entnum , int entchannel , sfx_t * sfx , float fvol , float attenuation , float timeofs )
{
S_StartSound ( entnum , entchannel , sfx , origin , fvol , attenuation ) ;
}
void CLQ2_ParseTEnt ( void )
{
int type ;
vec3_t pos , pos2 , dir ;
explosion_t * ex ;
int cnt ;
int color ;
int r ;
// int ent;
// int magnitude;
type = MSG_ReadByte ( ) ;
switch ( type )
{
case Q2TE_BLOOD : // bullet hitting flesh
MSG_ReadPos ( pos ) ;
MSG_ReadDir ( dir ) ;
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P_RunParticleEffectType ( pos , dir , 1 , pt_blood ) ;
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R_AddStain ( pos , 0 , - 10 , - 10 , 40 ) ;
break ;
case Q2TE_GUNSHOT : // bullet hitting wall
case Q2TE_SPARKS :
case Q2TE_BULLET_SPARKS :
MSG_ReadPos ( pos ) ;
MSG_ReadDir ( dir ) ;
if ( type = = Q2TE_GUNSHOT )
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P_RunParticleEffect ( pos , dir , 0 , 40 ) ;
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else
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P_RunParticleEffect ( pos , dir , 0xe0 , 6 ) ;
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R_AddStain ( pos , - 10 , - 10 , - 10 , 20 ) ;
if ( type ! = Q2TE_SPARKS )
{
CL_SmokeAndFlash ( pos ) ;
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// impact sound (nope, not the same as Q1...)
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cnt = rand ( ) & 15 ;
if ( cnt = = 1 )
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Q2S_StartSound ( pos , 0 , 0 , S_PrecacheSound ( " world/ric1.wav " ) , 1 , ATTN_NORM , 0 ) ;
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else if ( cnt = = 2 )
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Q2S_StartSound ( pos , 0 , 0 , S_PrecacheSound ( " world/ric2.wav " ) , 1 , ATTN_NORM , 0 ) ;
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else if ( cnt = = 3 )
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Q2S_StartSound ( pos , 0 , 0 , S_PrecacheSound ( " world/ric3.wav " ) , 1 , ATTN_NORM , 0 ) ;
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}
break ;
case Q2TE_SCREEN_SPARKS :
case Q2TE_SHIELD_SPARKS :
MSG_ReadPos ( pos ) ;
MSG_ReadDir ( dir ) ;
if ( type = = Q2TE_SCREEN_SPARKS )
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P_RunParticleEffect ( pos , dir , 0xd0 , 40 ) ;
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else
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P_RunParticleEffect ( pos , dir , 0xb0 , 40 ) ;
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//FIXME : replace or remove this sound
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S_StartSound ( - 2 , 0 , S_PrecacheSound ( " weapons/lashit.wav " ) , pos , 1 , 1 ) ;
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break ;
case Q2TE_SHOTGUN : // bullet hitting wall
MSG_ReadPos ( pos ) ;
MSG_ReadDir ( dir ) ;
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P_RunParticleEffect ( pos , dir , 0 , 20 ) ;
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CL_SmokeAndFlash ( pos ) ;
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R_AddStain ( pos , - 10 , - 10 , - 10 , 20 ) ;
break ;
case Q2TE_SPLASH : // bullet hitting water
cnt = MSG_ReadByte ( ) ;
MSG_ReadPos ( pos ) ;
MSG_ReadDir ( dir ) ;
r = MSG_ReadByte ( ) ;
if ( r > 6 )
color = 0x00 ;
else
color = splash_color [ r ] ;
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P_RunParticleEffect ( pos , dir , color , cnt ) ;
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if ( r = = Q2SPLASH_SPARKS )
{
r = rand ( ) & 3 ;
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if ( r = = 1 )
Q2S_StartSound ( pos , 0 , 0 , S_PrecacheSound ( " world/spark5.wav " ) , 1 , ATTN_NORM , 0 ) ;
else if ( r = = 2 )
Q2S_StartSound ( pos , 0 , 0 , S_PrecacheSound ( " world/spark6.wav " ) , 1 , ATTN_NORM , 0 ) ;
else
Q2S_StartSound ( pos , 0 , 0 , S_PrecacheSound ( " world/spark7.wav " ) , 1 , ATTN_NORM , 0 ) ;
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// if (r == 0)
// Q2S_StartSound (pos, 0, 0, cl_sfx_spark5, 1, ATTN_STATIC, 0);
// else if (r == 1)
// Q2S_StartSound (pos, 0, 0, cl_sfx_spark6, 1, ATTN_STATIC, 0);
// else
// Q2S_StartSound (pos, 0, 0, cl_sfx_spark7, 1, ATTN_STATIC, 0);
}
break ;
case Q2TE_LASER_SPARKS :
cnt = MSG_ReadByte ( ) ;
MSG_ReadPos ( pos ) ;
MSG_ReadDir ( dir ) ;
color = MSG_ReadByte ( ) ;
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P_RunParticleEffect ( pos , dir , color , cnt ) ;
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break ;
// RAFAEL
case Q2TE_BLUEHYPERBLASTER :
MSG_ReadPos ( pos ) ;
MSG_ReadPos ( dir ) ;
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if ( P_RunParticleEffectType ( pos , dir , 1 , pt_blasterparticles ) )
P_RunParticleEffect ( pos , dir , 0xe0 , 40 ) ;
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break ;
case Q2TE_BLASTER : // blaster hitting wall
MSG_ReadPos ( pos ) ;
MSG_ReadDir ( dir ) ;
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if ( P_RunParticleEffectType ( pos , dir , 1 , pt_blasterparticles ) )
P_RunParticleEffect ( pos , dir , 0xe0 , 40 ) ;
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R_AddStain ( pos , 0 , - 5 , - 10 , 20 ) ;
ex = CL_AllocExplosion ( ) ;
VectorCopy ( pos , ex - > origin ) ;
ex - > start = cl . time ;
ex - > model = Mod_ForName ( q2tentmodels [ q2cl_mod_explode ] . modelname , false ) ;
ex - > firstframe = 0 ;
ex - > numframes = 4 ;
ex - > angles [ 0 ] = acos ( dir [ 2 ] ) / M_PI * 180 ;
// PMM - fixed to correct for pitch of 0
if ( dir [ 0 ] )
ex - > angles [ 1 ] = atan2 ( dir [ 1 ] , dir [ 0 ] ) / M_PI * 180 ;
else if ( dir [ 1 ] > 0 )
ex - > angles [ 1 ] = 90 ;
else if ( dir [ 1 ] < 0 )
ex - > angles [ 1 ] = 270 ;
else
ex - > angles [ 1 ] = 0 ;
ex - > angles [ 0 ] * = - 1 ;
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S_StartSound ( - 2 , 0 , S_PrecacheSound ( " weapons/lashit.wav " ) , pos , 1 , 1 ) ;
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break ;
case Q2TE_RAILTRAIL : // railgun effect
MSG_ReadPos ( pos ) ;
MSG_ReadPos ( pos2 ) ;
CLQ2_RailTrail ( pos , pos2 ) ;
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Q2S_StartSound ( pos , 0 , 0 , S_PrecacheSound ( " weapons/railgf1a.wav " ) , 1 , ATTN_NORM , 0 ) ;
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break ;
case Q2TE_EXPLOSION2 :
case Q2TE_GRENADE_EXPLOSION :
case Q2TE_GRENADE_EXPLOSION_WATER :
MSG_ReadPos ( pos ) ;
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P_ParticleExplosion ( pos ) ;
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// light
{
dlight_t * dl ;
dl = CL_AllocDlight ( 0 ) ;
VectorCopy ( pos , dl - > origin ) ;
dl - > radius = 350 ;
dl - > die = cl . time + 0.5 ;
dl - > decay = 300 ;
dl - > color [ 0 ] = 0.2 ;
dl - > color [ 1 ] = 0.1 ;
dl - > color [ 2 ] = 0.1 ;
}
// sound
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if ( type = = Q2TE_GRENADE_EXPLOSION_WATER )
S_StartSound ( - 2 , 0 , S_PrecacheSound ( " weapons/xpld_wat.wav " ) , pos , 1 , 1 ) ;
else
S_StartSound ( - 2 , 0 , S_PrecacheSound ( " weapons/grenlx1a.wav " ) , pos , 1 , 1 ) ;
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// sprite
/*
if ( ! R_ParticleExplosionHeart ( pos ) )
{
ex = CL_AllocExplosion ( ) ;
VectorCopy ( pos , ex - > origin ) ;
VectorClear ( ex - > angles ) ;
ex - > start = cl . time ;
ex - > model = Mod_ForName ( q2tentmodels [ q2cl_mod_explo4 ] . modelname , true ) ;
ex - > firstframe = 30 ;
ex - > numframes = 19 ;
}
*/
break ;
/*
ex = CL_AllocExplosion ( ) ;
VectorCopy ( pos , ex - > ent . origin ) ;
ex - > type = ex_poly ;
ex - > ent . flags = RF_FULLBRIGHT ;
ex - > start = cl . frame . servertime - 100 ;
ex - > light = 350 ;
ex - > lightcolor [ 0 ] = 1.0 ;
ex - > lightcolor [ 1 ] = 0.5 ;
ex - > lightcolor [ 2 ] = 0.5 ;
ex - > ent . model = cl_mod_explo4 ;
ex - > frames = 19 ;
ex - > baseframe = 30 ;
ex - > ent . angles [ 1 ] = rand ( ) % 360 ;
CL_ExplosionParticles ( pos ) ;
if ( type = = TE_GRENADE_EXPLOSION_WATER )
Q2S_StartSound ( pos , 0 , 0 , cl_sfx_watrexp , 1 , ATTN_NORM , 0 ) ;
else
Q2S_StartSound ( pos , 0 , 0 , cl_sfx_grenexp , 1 , ATTN_NORM , 0 ) ;
break ;
*/
// RAFAEL
case Q2TE_PLASMA_EXPLOSION :
MSG_ReadPos ( pos ) ;
/* ex = CL_AllocExplosion ();
VectorCopy ( pos , ex - > ent . origin ) ;
ex - > type = ex_poly ;
ex - > ent . flags = RF_FULLBRIGHT ;
ex - > start = cl . frame . servertime - 100 ;
ex - > light = 350 ;
ex - > lightcolor [ 0 ] = 1.0 ;
ex - > lightcolor [ 1 ] = 0.5 ;
ex - > lightcolor [ 2 ] = 0.5 ;
ex - > ent . angles [ 1 ] = rand ( ) % 360 ;
ex - > ent . model = cl_mod_explo4 ;
if ( frand ( ) < 0.5 )
ex - > baseframe = 15 ;
ex - > frames = 15 ;
CL_ExplosionParticles ( pos ) ;
Q2S_StartSound ( pos , 0 , 0 , cl_sfx_rockexp , 1 , ATTN_NORM , 0 ) ;
*/ break ;
case Q2TE_EXPLOSION1 :
case Q2TE_EXPLOSION1_BIG : // PMM
case Q2TE_ROCKET_EXPLOSION :
case Q2TE_ROCKET_EXPLOSION_WATER :
case Q2TE_EXPLOSION1_NP : // PMM
MSG_ReadPos ( pos ) ;
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// particle effect
if ( type ! = Q2TE_EXPLOSION1_BIG & & type ! = Q2TE_EXPLOSION1_NP )
P_ParticleExplosion ( pos ) ;
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// light
{
dlight_t * dl ;
dl = CL_AllocDlight ( 0 ) ;
VectorCopy ( pos , dl - > origin ) ;
dl - > radius = 350 ;
dl - > die = cl . time + 0.5 ;
dl - > decay = 300 ;
dl - > color [ 0 ] = 0.2 ;
dl - > color [ 1 ] = 0.1 ;
dl - > color [ 2 ] = 0.08 ;
}
// sound
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if ( type = = Q2TE_ROCKET_EXPLOSION_WATER )
S_StartSound ( - 2 , 0 , S_PrecacheSound ( " weapons/xpld_wat.wav " ) , pos , 1 , 1 ) ;
else
S_StartSound ( - 2 , 0 , S_PrecacheSound ( " weapons/rocklx1a.wav " ) , pos , 1 , 1 ) ;
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// sprite
/* if (!R_ParticleExplosionHeart(pos))
{
ex = CL_AllocExplosion ( ) ;
VectorCopy ( pos , ex - > origin ) ;
VectorClear ( ex - > angles ) ;
ex - > start = cl . time ;
ex - > model = Mod_ForName ( q2tentmodels [ q2cl_mod_explo4 ] . modelname , false ) ;
if ( rand ( ) & 1 )
ex - > firstframe = 15 ;
else
ex - > firstframe = 0 ;
ex - > numframes = 15 ;
} */
break ;
/*
ex = CL_AllocExplosion ( ) ;
VectorCopy ( pos , ex - > ent . origin ) ;
ex - > type = ex_poly ;
ex - > ent . flags = RF_FULLBRIGHT ;
ex - > start = cl . frame . servertime - 100 ;
ex - > light = 350 ;
ex - > lightcolor [ 0 ] = 1.0 ;
ex - > lightcolor [ 1 ] = 0.5 ;
ex - > lightcolor [ 2 ] = 0.5 ;
ex - > ent . angles [ 1 ] = rand ( ) % 360 ;
if ( type ! = TE_EXPLOSION1_BIG ) // PMM
ex - > ent . model = cl_mod_explo4 ; // PMM
else
ex - > ent . model = cl_mod_explo4_big ;
if ( frand ( ) < 0.5 )
ex - > baseframe = 15 ;
ex - > frames = 15 ;
if ( ( type ! = TE_EXPLOSION1_BIG ) & & ( type ! = TE_EXPLOSION1_NP ) ) // PMM
CL_ExplosionParticles ( pos ) ; // PMM
if ( type = = TE_ROCKET_EXPLOSION_WATER )
Q2S_StartSound ( pos , 0 , 0 , cl_sfx_watrexp , 1 , ATTN_NORM , 0 ) ;
else
Q2S_StartSound ( pos , 0 , 0 , cl_sfx_rockexp , 1 , ATTN_NORM , 0 ) ;
break ;
*/ case Q2TE_BFG_EXPLOSION :
MSG_ReadPos ( pos ) ;
/* ex = CL_AllocExplosion ();
VectorCopy ( pos , ex - > ent . origin ) ;
ex - > type = ex_poly ;
ex - > flags = RF_FULLBRIGHT ;
ex - > start = cl . q2frame . servertime - 100 ;
ex - > light = 350 ;
ex - > lightcolor [ 0 ] = 0.0 ;
ex - > lightcolor [ 1 ] = 1.0 ;
ex - > lightcolor [ 2 ] = 0.0 ;
ex - > model = cl_mod_bfg_explo ;
ex - > flags | = RF_TRANSLUCENT ;
ex - > alpha = 0.30 ;
ex - > frames = 4 ;
*/ break ;
case Q2TE_BFG_BIGEXPLOSION :
MSG_ReadPos ( pos ) ;
// CL_BFGExplosionParticles (pos);
break ;
case Q2TE_BFG_LASER :
MSG_ReadPos ( pos ) ;
MSG_ReadPos ( pos2 ) ;
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CL_Laser ( pos , pos2 , 0xd0d1d2d3 ) ;
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break ;
case Q2TE_BUBBLETRAIL :
MSG_ReadPos ( pos ) ;
MSG_ReadPos ( pos2 ) ;
CLQ2_BubbleTrail ( pos , pos2 ) ;
break ;
case Q2TE_PARASITE_ATTACK :
case Q2TE_MEDIC_CABLE_ATTACK :
CL_ParseBeam ( 3 ) ;
break ;
case Q2TE_BOSSTPORT : // boss teleporting to station
MSG_ReadPos ( pos ) ;
/* CL_BigTeleportParticles (pos);
*/ Q2S_StartSound ( pos , 0 , 0 , S_PrecacheSound ( " misc/bigtele.wav " ) , 1 , ATTN_NONE , 0 ) ;
break ;
case Q2TE_GRAPPLE_CABLE :
CL_ParseBeam ( 4 ) ;
MSG_ReadPos ( pos ) ;
break ;
// RAFAEL
case Q2TE_WELDING_SPARKS :
cnt = MSG_ReadByte ( ) ;
MSG_ReadPos ( pos ) ;
MSG_ReadDir ( dir ) ;
color = MSG_ReadByte ( ) ;
/* CL_ParticleEffect2 (pos, dir, color, cnt);
ex = CL_AllocExplosion ( ) ;
VectorCopy ( pos , ex - > ent . origin ) ;
ex - > type = ex_flash ;
// note to self
// we need a better no draw flag
ex - > ent . flags = RF_BEAM ;
ex - > start = cl . frame . servertime - 0.1 ;
ex - > light = 100 + ( rand ( ) % 75 ) ;
ex - > lightcolor [ 0 ] = 1.0 ;
ex - > lightcolor [ 1 ] = 1.0 ;
ex - > lightcolor [ 2 ] = 0.3 ;
ex - > ent . model = cl_mod_flash ;
ex - > frames = 2 ;
*/ break ;
case Q2TE_GREENBLOOD :
MSG_ReadPos ( pos ) ;
MSG_ReadDir ( dir ) ;
// CL_ParticleEffect2 (pos, dir, 0xdf, 30);
break ;
// RAFAEL
case Q2TE_TUNNEL_SPARKS :
cnt = MSG_ReadByte ( ) ;
MSG_ReadPos ( pos ) ;
MSG_ReadDir ( dir ) ;
color = MSG_ReadByte ( ) ;
// CL_ParticleEffect3 (pos, dir, color, cnt);
break ;
//=============
//PGM
// PMM -following code integrated for flechette (different color)
case Q2TE_BLASTER2 : // green blaster hitting wall
case Q2TE_FLECHETTE : // flechette
MSG_ReadPos ( pos ) ;
MSG_ReadDir ( dir ) ;
// PMM
/* if (type == Q2TE_BLASTER2)
CL_BlasterParticles2 ( pos , dir , 0xd0 ) ;
else
CL_BlasterParticles2 ( pos , dir , 0x6f ) ; // 75
ex = CL_AllocExplosion ( ) ;
VectorCopy ( pos , ex - > ent . origin ) ;
ex - > ent . angles [ 0 ] = acos ( dir [ 2 ] ) / M_PI * 180 ;
// PMM - fixed to correct for pitch of 0
if ( dir [ 0 ] )
ex - > ent . angles [ 1 ] = atan2 ( dir [ 1 ] , dir [ 0 ] ) / M_PI * 180 ;
else if ( dir [ 1 ] > 0 )
ex - > ent . angles [ 1 ] = 90 ;
else if ( dir [ 1 ] < 0 )
ex - > ent . angles [ 1 ] = 270 ;
else
ex - > ent . angles [ 1 ] = 0 ;
ex - > type = ex_misc ;
ex - > ent . flags = Q2RF_FULLBRIGHT | Q2RF_TRANSLUCENT ;
// PMM
if ( type = = Q2TE_BLASTER2 )
ex - > ent . skinnum = 1 ;
else // flechette
ex - > ent . skinnum = 2 ;
ex - > start = cl . frame . servertime - 100 ;
ex - > light = 150 ;
// PMM
if ( type = = Q2TE_BLASTER2 )
ex - > lightcolor [ 1 ] = 1 ;
else // flechette
{
ex - > lightcolor [ 0 ] = 0.19 ;
ex - > lightcolor [ 1 ] = 0.41 ;
ex - > lightcolor [ 2 ] = 0.75 ;
}
ex - > ent . model = cl_mod_explode ;
ex - > frames = 4 ;
S_StartSound ( pos , 0 , 0 , cl_sfx_lashit , 1 , ATTN_NORM , 0 ) ;
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*/ /* break;
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case Q2TE_LIGHTNING :
ent = CL_ParseLightning ( cl_mod_lightning ) ;
S_StartSound ( NULL , ent , CHAN_WEAPON , cl_sfx_lightning , 1 , ATTN_NORM , 0 ) ;
break ;
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*/
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case Q2TE_DEBUGTRAIL :
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MSG_ReadPos ( pos ) ;
MSG_ReadPos ( pos2 ) ;
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P_ParticleTrail ( pos , pos2 , P_AllocateParticleType ( " t_debugtrail " ) , NULL ) ;
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break ;
case Q2TE_PLAIN_EXPLOSION :
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MSG_ReadPos ( pos ) ;
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ex = CL_AllocExplosion ( ) ;
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VectorCopy ( pos , ex - > origin ) ;
// ex->type = ex_poly;
ex - > flags = Q2RF_FULLBRIGHT ;
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ex - > light = 350 ;
ex - > lightcolor [ 0 ] = 1.0 ;
ex - > lightcolor [ 1 ] = 0.5 ;
ex - > lightcolor [ 2 ] = 0.5 ;
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ex - > angles [ 1 ] = rand ( ) % 360 ;
ex - > model = Mod_ForName ( q2tentmodels [ q2cl_mod_explo4 ] . modelname , false ) ;
if ( rand ( ) < RAND_MAX / 2 )
ex - > firstframe = 15 ;
ex - > numframes = 15 ;
Q2S_StartSound ( pos , 0 , 0 , S_PrecacheSound ( " weapons/rocklx1a.wav " ) , 1 , ATTN_NORM , 0 ) ;
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break ;
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/*
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case Q2TE_FLASHLIGHT :
MSG_ReadPos ( & net_message , pos ) ;
ent = MSG_ReadShort ( & net_message ) ;
CL_Flashlight ( ent , pos ) ;
break ;
case Q2TE_FORCEWALL :
MSG_ReadPos ( & net_message , pos ) ;
MSG_ReadPos ( & net_message , pos2 ) ;
color = MSG_ReadByte ( & net_message ) ;
CL_ForceWall ( pos , pos2 , color ) ;
break ;
case Q2TE_HEATBEAM :
ent = CL_ParsePlayerBeam ( cl_mod_heatbeam ) ;
break ;
case Q2TE_MONSTER_HEATBEAM :
ent = CL_ParsePlayerBeam ( cl_mod_monster_heatbeam ) ;
break ;
case Q2TE_HEATBEAM_SPARKS :
// cnt = MSG_ReadByte (&net_message);
cnt = 50 ;
MSG_ReadPos ( & net_message , pos ) ;
MSG_ReadDir ( & net_message , dir ) ;
// r = MSG_ReadByte (&net_message);
// magnitude = MSG_ReadShort (&net_message);
r = 8 ;
magnitude = 60 ;
color = r & 0xff ;
CL_ParticleSteamEffect ( pos , dir , color , cnt , magnitude ) ;
S_StartSound ( pos , 0 , 0 , cl_sfx_lashit , 1 , ATTN_NORM , 0 ) ;
break ;
case Q2TE_HEATBEAM_STEAM :
// cnt = MSG_ReadByte (&net_message);
cnt = 20 ;
MSG_ReadPos ( & net_message , pos ) ;
MSG_ReadDir ( & net_message , dir ) ;
// r = MSG_ReadByte (&net_message);
// magnitude = MSG_ReadShort (&net_message);
// color = r & 0xff;
color = 0xe0 ;
magnitude = 60 ;
CL_ParticleSteamEffect ( pos , dir , color , cnt , magnitude ) ;
S_StartSound ( pos , 0 , 0 , cl_sfx_lashit , 1 , ATTN_NORM , 0 ) ;
break ;
case Q2TE_STEAM :
CL_ParseSteam ( ) ;
break ;
case Q2TE_BUBBLETRAIL2 :
// cnt = MSG_ReadByte (&net_message);
cnt = 8 ;
MSG_ReadPos ( & net_message , pos ) ;
MSG_ReadPos ( & net_message , pos2 ) ;
CL_BubbleTrail2 ( pos , pos2 , cnt ) ;
S_StartSound ( pos , 0 , 0 , cl_sfx_lashit , 1 , ATTN_NORM , 0 ) ;
break ;
case Q2TE_MOREBLOOD :
MSG_ReadPos ( & net_message , pos ) ;
MSG_ReadDir ( & net_message , dir ) ;
CL_ParticleEffect ( pos , dir , 0xe8 , 250 ) ;
break ;
case Q2TE_CHAINFIST_SMOKE :
dir [ 0 ] = 0 ; dir [ 1 ] = 0 ; dir [ 2 ] = 1 ;
MSG_ReadPos ( & net_message , pos ) ;
CL_ParticleSmokeEffect ( pos , dir , 0 , 20 , 20 ) ;
break ;
case Q2TE_ELECTRIC_SPARKS :
MSG_ReadPos ( & net_message , pos ) ;
MSG_ReadDir ( & net_message , dir ) ;
// CL_ParticleEffect (pos, dir, 109, 40);
CL_ParticleEffect ( pos , dir , 0x75 , 40 ) ;
//FIXME : replace or remove this sound
S_StartSound ( pos , 0 , 0 , cl_sfx_lashit , 1 , ATTN_NORM , 0 ) ;
break ;
case Q2TE_TRACKER_EXPLOSION :
MSG_ReadPos ( & net_message , pos ) ;
CL_ColorFlash ( pos , 0 , 150 , - 1 , - 1 , - 1 ) ;
CL_ColorExplosionParticles ( pos , 0 , 1 ) ;
// CL_Tracker_Explode (pos);
S_StartSound ( pos , 0 , 0 , cl_sfx_disrexp , 1 , ATTN_NORM , 0 ) ;
break ;
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*/
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case Q2TE_TELEPORT_EFFECT :
case Q2TE_DBALL_GOAL :
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MSG_ReadPos ( pos ) ;
if ( P_RunParticleEffectType ( pos , NULL , 1 , pt_teleportsplash ) )
P_RunParticleEffect ( pos , NULL , 7 , 768 ) ;
// This effect won't match ---
// Color should be 7+(rand()%8)
// not 7&~7+(rand()%8)
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break ;
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/*
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case Q2TE_WIDOWBEAMOUT :
CL_ParseWidow ( ) ;
break ;
case Q2TE_NUKEBLAST :
CL_ParseNuke ( ) ;
break ;
case Q2TE_WIDOWSPLASH :
MSG_ReadPos ( & net_message , pos ) ;
CL_WidowSplash ( pos ) ;
break ;
//PGM
//==============
*/
default :
Host_EndGame ( " CLQ2_ParseTEnt: bad/non-implemented type %i " , type ) ;
}
}
# endif
/*
= = = = = = = = = = = = = = = = =
CL_NewTempEntity
= = = = = = = = = = = = = = = = =
*/
entity_t * CL_NewTempEntity ( void )
{
entity_t * ent ;
if ( cl_numvisedicts = = MAX_VISEDICTS )
return NULL ;
ent = & cl_visedicts [ cl_numvisedicts ] ;
cl_numvisedicts + + ;
ent - > keynum = 0 ;
memset ( ent , 0 , sizeof ( * ent ) ) ;
ent - > colormap = vid . colormap ;
# ifdef PEXT_SCALE
ent - > scale = 1 ;
# endif
# ifdef PEXT_TRANS
ent - > alpha = 1 ;
# endif
return ent ;
}
/*
= = = = = = = = = = = = = = = = =
CL_UpdateBeams
= = = = = = = = = = = = = = = = =
*/
void CL_UpdateBeams ( void )
{
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extern int rt_lightning1 ;
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int i ;
beam_t * b ;
vec3_t dist , org ;
float d ;
entity_t * ent ;
entity_state_t * st ;
float yaw , pitch ;
float forward , offset ;
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extern cvar_t cl_truelightning , v_viewheight ;
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// 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
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if ( b - > flags & 1 & & b - > entity = = ( autocam [ 0 ] ? spec_track [ 0 ] : ( cl . playernum [ 0 ] + 1 ) ) ) // entity 0 is the world
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{
// VectorSubtract(cl.simorg, b->start, org);
// VectorAdd(b->end, org, b->end); //move the end point by simorg-start
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VectorCopy ( cl . simorg [ 0 ] , b - > start ) ; //move the start point to view origin
b - > start [ 2 ] + = cl . crouch [ 0 ] ;
if ( v_viewheight . value )
{
if ( v_viewheight . value < = - 7 )
b - > start [ 2 ] + = - 7 ;
else if ( v_viewheight . value > = 4 )
b - > start [ 2 ] + = 4 ;
else
b - > start [ 2 ] + = v_viewheight . value ;
}
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//rotate the end point to face in the view direction. This gives a smoother shafting. turning looks great.
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if ( cl_truelightning . value )
{
VectorSubtract ( b - > end , b - > start , dist ) ;
d = VectorNormalize ( dist ) ;
AngleVectors ( cl . simangles [ 0 ] , b - > end , dist , org ) ;
VectorMA ( b - > start , d , b - > end , b - > end ) ;
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b - > end [ 2 ] + = cl . viewheight [ 0 ] ;
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}
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}
else if ( b - > flags & STREAM_ATTACHED )
{
player_state_t * pl ;
st = CL_FindPacketEntity ( b - > entity ) ;
if ( st )
{
VectorCopy ( st - > origin , b - > start ) ;
}
else if ( b - > entity < = MAX_CLIENTS & & b - > entity > 0 )
{
pl = & cl . frames [ cl . parsecount & UPDATE_MASK ] . playerstate [ b - > entity - 1 ] ;
VectorCopy ( pl - > origin , b - > start ) ;
b - > start [ 2 ] + = 16 ;
}
}
// calculate pitch and yaw
VectorSubtract ( b - > end , b - > start , dist ) ;
if ( dist [ 1 ] = = 0 & & dist [ 0 ] = = 0 )
{
yaw = 0 ;
if ( dist [ 2 ] > 0 )
pitch = 90 ;
else
pitch = 270 ;
}
else
{
yaw = ( int ) ( atan2 ( dist [ 1 ] , dist [ 0 ] ) * 180 / M_PI ) ;
if ( yaw < 0 )
yaw + = 360 ;
forward = sqrt ( dist [ 0 ] * dist [ 0 ] + dist [ 1 ] * dist [ 1 ] ) ;
pitch = ( int ) ( atan2 ( dist [ 2 ] , forward ) * 180 / M_PI ) ;
if ( pitch < 0 )
pitch + = 360 ;
}
/* if (1) //cool funky particle mode.
{
CL_LightningParticleBeam ( b - > start , b - > end ) ;
continue ;
}
*/
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// if (part_type[rt_lightning1].loaded)
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if ( ! P_ParticleTrail ( b - > start , b - > end , rt_lightning1 , NULL ) )
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continue ;
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// add new entities for the lightning
VectorCopy ( b - > start , org ) ;
d = VectorNormalize ( dist ) ;
if ( b - > flags & 2 )
{
offset = ( int ) ( cl . time * 40 ) % 30 ;
for ( i = 0 ; i < 3 ; i + + )
{
org [ i ] + = dist [ i ] * offset ;
}
}
while ( d > 0 )
{
ent = CL_NewTempEntity ( ) ;
if ( ! ent )
return ;
VectorCopy ( org , ent - > origin ) ;
ent - > model = b - > model ;
ent - > drawflags | = MLS_ABSLIGHT ;
ent - > abslight = 192 ;
ent - > alpha = b - > alpha ;
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ent - > angles [ 0 ] = - pitch ;
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ent - > angles [ 1 ] = yaw ;
ent - > angles [ 2 ] = ( int ) ( ( cl . time * d * 1000 ) ) % 360 ; //paused lightning too.
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AngleVectors ( ent - > angles , ent - > axis [ 0 ] , ent - > axis [ 1 ] , ent - > axis [ 2 ] ) ;
ent - > angles [ 0 ] = pitch ;
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for ( i = 0 ; i < 3 ; i + + )
org [ i ] + = dist [ i ] * 30 ;
d - = 30 ;
}
}
}
/*
= = = = = = = = = = = = = = = = =
CL_UpdateExplosions
= = = = = = = = = = = = = = = = =
*/
void CL_UpdateExplosions ( void )
{
int i ;
float f ;
int of ;
int numframes ;
int firstframe ;
explosion_t * ex ;
entity_t * ent ;
for ( i = 0 , ex = cl_explosions ; i < MAX_EXPLOSIONS ; i + + , ex + + )
{
if ( ! ex - > model )
continue ;
f = 10 * ( cl . time - ex - > start ) ;
if ( ex - > firstframe > = 0 )
{
firstframe = ex - > firstframe ;
numframes = ex - > numframes ;
}
else
{
firstframe = 0 ;
numframes = ex - > model - > numframes ;
}
of = ( int ) f - 1 ;
if ( ( int ) f > = numframes | | ( int ) f < 0 )
{
ex - > model = NULL ;
continue ;
}
if ( of < 0 )
of = 0 ;
ent = CL_NewTempEntity ( ) ;
if ( ! ent )
return ;
VectorCopy ( ex - > origin , ent - > origin ) ;
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VectorCopy ( ex - > oldorigin , ent - > oldorigin ) ;
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VectorCopy ( ex - > angles , ent - > angles ) ;
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ent - > skinnum = ex - > skinnum ;
ent - > angles [ 0 ] * = - 1 ;
AngleVectors ( ent - > angles , ent - > axis [ 0 ] , ent - > axis [ 1 ] , ent - > axis [ 2 ] ) ;
VectorInverse ( ent - > axis [ 1 ] ) ;
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ent - > model = ex - > model ;
ent - > frame = ( int ) f + firstframe ;
ent - > oldframe = of + firstframe ;
ent - > lerptime = 1 - ( f - ( int ) f ) ;
ent - > alpha = 1.0 - f / ( numframes ) ;
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ent - > flags = ex - > flags ;
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}
}
entity_state_t * CL_FindPacketEntity ( int num ) ;
void CL_UpdateSEEFs ( void )
{
float * eorg ;
int i ;
dlight_t * dl ;
entity_state_t * ent ;
for ( i = 0 ; i < MAX_SEEFS ; i + + )
{
if ( ! cl_seef [ i ] . type )
continue ;
if ( cl_seef [ i ] . die < cl . time )
continue ;
ent = CL_FindPacketEntity ( cl_seef [ i ] . entnum ) ;
if ( ! ent )
{
extern int parsecountmod ;
if ( ( unsigned ) ( cl_seef [ i ] . entnum ) < = MAX_CLIENTS & & cl_seef [ i ] . entnum > 0 )
{
if ( cl_seef [ i ] . entnum - 1 = = cl . playernum [ 0 ] )
eorg = cl . simorg [ 0 ] ;
else
eorg = cl . frames [ parsecountmod ] . playerstate [ cl_seef [ i ] . entnum - 1 ] . origin ;
}
else
continue ;
}
else
eorg = ent - > origin ;
ent = NULL ;
switch ( cl_seef [ i ] . type )
{
case TE_SEEF_BRIGHTFIELD :
if ( ! cl . paused )
{
vec3_t org ;
org [ 0 ] = eorg [ 0 ] ;
org [ 1 ] = eorg [ 1 ] ;
org [ 2 ] = eorg [ 2 ] + cl_seef [ i ] . offset ;
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P_EntityParticles ( org , cl_seef [ i ] . colour , cl_seef [ i ] . efsize ) ;
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}
break ;
case TE_SEEF_DARKFIELD :
if ( ! cl . paused )
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P_DarkFieldParticles ( eorg , cl_seef [ i ] . colour ) ;
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break ;
case TE_SEEF_DARKLIGHT :
dl = CL_AllocDlight ( cl_seef [ i ] . entnum ) ;
VectorCopy ( eorg , dl - > origin ) ;
dl - > radius = cl_seef [ i ] . efsize [ 0 ] + rand ( ) / ( float ) RAND_MAX * cl_seef [ i ] . efsize [ 1 ] ;
dl - > die = cl . time + 0.1 ;
dl - > decay = 0 ;
dl - > color [ 0 ] = - 0.1 ;
dl - > color [ 1 ] = - 0.1 ;
dl - > color [ 2 ] = - 0.1 ;
break ;
case TE_SEEF_LIGHT :
dl = CL_AllocDlight ( cl_seef [ i ] . entnum ) ;
VectorCopy ( eorg , dl - > origin ) ;
dl - > radius = cl_seef [ i ] . efsize [ 0 ] + rand ( ) / ( float ) RAND_MAX * cl_seef [ i ] . efsize [ 1 ] ;
dl - > die = cl . time + 0.1 ;
dl - > decay = 0 ;
dl - > color [ 0 ] = 0.1 ;
dl - > color [ 1 ] = 0.1 ;
dl - > color [ 2 ] = 0.1 ;
break ;
default :
Sys_Error ( " Bad seef type \n " ) ;
}
}
}
/*
= = = = = = = = = = = = = = = = =
CL_UpdateTEnts
= = = = = = = = = = = = = = = = =
*/
void CL_UpdateTEnts ( void )
{
CL_UpdateBeams ( ) ;
CL_UpdateExplosions ( ) ;
CL_UpdateSEEFs ( ) ;
}