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tent stuff i forgot to merge a long time ago
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@897 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 49 additions and 19 deletions
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@ -830,6 +830,16 @@ void CL_ParseTEnt (void)
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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// light
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dl = CL_AllocDlight (0);
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VectorCopy (pos, dl->origin);
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dl->radius = 200;
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dl->decay = 1000;
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dl->die = cl.time + 0.2;
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dl->color[0] = 0.4;
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dl->color[1] = 0.4;
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dl->color[2] = 0.4;
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break;
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case 73://TE_CUSTOMFLASH
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@ -844,34 +854,54 @@ void CL_ParseTEnt (void)
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pos2[0] = (MSG_ReadByte() + 1) * (1.0 / 256.0);
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dl->die = cl.time + pos2[0];
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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
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dl->color[0] = MSG_ReadByte()*(1.0f/637.5f);
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dl->color[1] = MSG_ReadByte()*(1.0f/637.5f);
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dl->color[2] = MSG_ReadByte()*(1.0f/637.5f);
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dl->color[0] = MSG_ReadByte()/255.0f;
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dl->color[1] = MSG_ReadByte()/255.0f;
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dl->color[2] = MSG_ReadByte()/255.0f;
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break;
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case 74://TE_FLAMEJET
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#pragma message("CL_ParseTEnt: effect 74 not implemented (properly)")
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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// origin
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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pos2[0] = MSG_ReadCoord ();
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pos2[1] = MSG_ReadCoord ();
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pos2[2] = MSG_ReadCoord ();
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cnt = MSG_ReadByte ();
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// velocity
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pos2[0] = MSG_ReadCoord ();
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pos2[1] = MSG_ReadCoord ();
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pos2[2] = MSG_ReadCoord ();
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P_ParticleExplosion (pos);
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// count
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cnt = MSG_ReadByte ();
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rnd = FindParticleType("te_flamejet");
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if (R_RunParticleEffectType(pos, pos2, cnt, rnd))
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R_RunParticleEffect (pos, pos2, 232, cnt);
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break;
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case 75://TE_PLASMABURN
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#pragma message("CL_ParseTEnt: effect 75 not implemented (properly)")
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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case 75://TE_PLASMABURN
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// origin
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pos[0] = MSG_ReadCoord ();
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pos[1] = MSG_ReadCoord ();
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pos[2] = MSG_ReadCoord ();
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P_ParticleExplosion (pos);
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// light
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dl = CL_AllocDlight (0);
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VectorCopy (pos, dl->origin);
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dl->radius = 200;
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dl->decay = 1000;
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dl->die = cl.time + 0.2;
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dl->color[0] = 0.2;
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dl->color[1] = 0.2;
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dl->color[2] = 0.2;
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// stain (Hopefully this is close to how DP does it)
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R_AddStain(pos, -10, -10, -10, 30);
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// TODO: DP also has a decal, should this be simulated or should we just
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// use a particle effect and let the user decide what to do with it?
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break;
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case 76:
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