mirror of
https://git.code.sf.net/p/quake/quake2forge
synced 2024-11-10 23:31:42 +00:00
2299 lines
48 KiB
C
2299 lines
48 KiB
C
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/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// cl_fx.c -- entity effects parsing and management
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#include "client.h"
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void CL_LogoutEffect (vec3_t org, int type);
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void CL_ItemRespawnParticles (vec3_t org);
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static vec3_t avelocities [NUMVERTEXNORMALS];
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extern struct model_s *cl_mod_smoke;
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extern struct model_s *cl_mod_flash;
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/*
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==============================================================
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LIGHT STYLE MANAGEMENT
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==============================================================
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*/
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typedef struct
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{
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int length;
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float value[3];
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float map[MAX_QPATH];
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} clightstyle_t;
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clightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
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int lastofs;
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/*
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================
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CL_ClearLightStyles
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================
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*/
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void CL_ClearLightStyles (void)
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{
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memset (cl_lightstyle, 0, sizeof(cl_lightstyle));
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lastofs = -1;
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}
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/*
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================
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CL_RunLightStyles
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================
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*/
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void CL_RunLightStyles (void)
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{
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int ofs;
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int i;
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clightstyle_t *ls;
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ofs = cl.time / 100;
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if (ofs == lastofs)
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return;
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lastofs = ofs;
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for (i=0,ls=cl_lightstyle ; i<MAX_LIGHTSTYLES ; i++, ls++)
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{
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if (!ls->length)
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{
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ls->value[0] = ls->value[1] = ls->value[2] = 1.0;
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continue;
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}
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if (ls->length == 1)
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ls->value[0] = ls->value[1] = ls->value[2] = ls->map[0];
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else
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ls->value[0] = ls->value[1] = ls->value[2] = ls->map[ofs%ls->length];
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}
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}
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void CL_SetLightstyle (int i)
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{
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char *s;
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int j, k;
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s = cl.configstrings[i+CS_LIGHTS];
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j = strlen (s);
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if (j >= MAX_QPATH)
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Com_Error (ERR_DROP, "svc_lightstyle length=%i", j);
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cl_lightstyle[i].length = j;
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for (k=0 ; k<j ; k++)
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cl_lightstyle[i].map[k] = (float)(s[k]-'a')/(float)('m'-'a');
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}
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/*
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================
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CL_AddLightStyles
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================
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*/
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void CL_AddLightStyles (void)
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{
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int i;
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clightstyle_t *ls;
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for (i=0,ls=cl_lightstyle ; i<MAX_LIGHTSTYLES ; i++, ls++)
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V_AddLightStyle (i, ls->value[0], ls->value[1], ls->value[2]);
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}
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/*
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==============================================================
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DLIGHT MANAGEMENT
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==============================================================
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*/
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cdlight_t cl_dlights[MAX_DLIGHTS];
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/*
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================
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CL_ClearDlights
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================
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*/
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void CL_ClearDlights (void)
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{
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memset (cl_dlights, 0, sizeof(cl_dlights));
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}
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/*
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===============
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CL_AllocDlight
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===============
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*/
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cdlight_t *CL_AllocDlight (int key)
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{
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int i;
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cdlight_t *dl;
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// first look for an exact key match
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if (key)
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{
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
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{
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if (dl->key == key)
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{
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memset (dl, 0, sizeof(*dl));
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dl->key = key;
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return dl;
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}
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}
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}
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// then look for anything else
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
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{
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if (dl->die < cl.time)
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{
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memset (dl, 0, sizeof(*dl));
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dl->key = key;
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return dl;
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}
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}
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dl = &cl_dlights[0];
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memset (dl, 0, sizeof(*dl));
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dl->key = key;
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return dl;
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}
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/*
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===============
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CL_NewDlight
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===============
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*/
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void CL_NewDlight (int key, float x, float y, float z, float radius, float time)
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{
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cdlight_t *dl;
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dl = CL_AllocDlight (key);
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dl->origin[0] = x;
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dl->origin[1] = y;
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dl->origin[2] = z;
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dl->radius = radius;
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dl->die = cl.time + time;
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}
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/*
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===============
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CL_RunDLights
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===============
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*/
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void CL_RunDLights (void)
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{
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int i;
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cdlight_t *dl;
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dl = cl_dlights;
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for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
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{
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if (!dl->radius)
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continue;
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if (dl->die < cl.time)
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{
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dl->radius = 0;
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return;
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}
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dl->radius -= cls.frametime*dl->decay;
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if (dl->radius < 0)
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dl->radius = 0;
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}
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}
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/*
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==============
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CL_ParseMuzzleFlash
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==============
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*/
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void CL_ParseMuzzleFlash (void)
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{
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vec3_t fv, rv;
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cdlight_t *dl;
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int i, weapon;
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centity_t *pl;
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int silenced;
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float volume;
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char soundname[64];
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i = MSG_ReadShort (&net_message);
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if (i < 1 || i >= MAX_EDICTS)
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Com_Error (ERR_DROP, "CL_ParseMuzzleFlash: bad entity");
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weapon = MSG_ReadByte (&net_message);
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silenced = weapon & MZ_SILENCED;
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weapon &= ~MZ_SILENCED;
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pl = &cl_entities[i];
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dl = CL_AllocDlight (i);
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VectorCopy (pl->current.origin, dl->origin);
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AngleVectors (pl->current.angles, fv, rv, NULL);
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VectorMA (dl->origin, 18, fv, dl->origin);
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VectorMA (dl->origin, 16, rv, dl->origin);
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if (silenced)
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dl->radius = 100 + (rand()&31);
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else
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dl->radius = 200 + (rand()&31);
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dl->minlight = 32;
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dl->die = cl.time; // + 0.1;
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if (silenced)
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volume = 0.2;
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else
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volume = 1;
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switch (weapon)
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{
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case MZ_BLASTER:
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
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break;
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case MZ_BLUEHYPERBLASTER:
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dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
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break;
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case MZ_HYPERBLASTER:
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
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break;
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case MZ_MACHINEGUN:
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
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break;
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case MZ_SHOTGUN:
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
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S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1);
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break;
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case MZ_SSHOTGUN:
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
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break;
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case MZ_CHAINGUN1:
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dl->radius = 200 + (rand()&31);
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dl->color[0] = 1;dl->color[1] = 0.25;dl->color[2] = 0;
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Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
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break;
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case MZ_CHAINGUN2:
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dl->radius = 225 + (rand()&31);
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dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
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dl->die = cl.time + 0.1; // long delay
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Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
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Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.05);
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break;
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case MZ_CHAINGUN3:
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dl->radius = 250 + (rand()&31);
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
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dl->die = cl.time + 0.1; // long delay
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Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
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Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.033);
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Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.066);
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break;
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case MZ_RAILGUN:
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dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0;
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
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break;
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case MZ_ROCKET:
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dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
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S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1);
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break;
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case MZ_GRENADE:
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dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
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S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1);
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break;
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case MZ_BFG:
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dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
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break;
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case MZ_LOGIN:
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dl->color[0] = 0;dl->color[1] = 1; dl->color[2] = 0;
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dl->die = cl.time + 1.0;
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
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CL_LogoutEffect (pl->current.origin, weapon);
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break;
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case MZ_LOGOUT:
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dl->color[0] = 1;dl->color[1] = 0; dl->color[2] = 0;
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dl->die = cl.time + 1.0;
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
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CL_LogoutEffect (pl->current.origin, weapon);
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break;
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case MZ_RESPAWN:
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dl->color[0] = 1;dl->color[1] = 1; dl->color[2] = 0;
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dl->die = cl.time + 1.0;
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
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CL_LogoutEffect (pl->current.origin, weapon);
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break;
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// RAFAEL
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case MZ_PHALANX:
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dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0);
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break;
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// RAFAEL
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case MZ_IONRIPPER:
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dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
|
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0);
|
||
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break;
|
||
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|
||
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// ======================
|
||
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// PGM
|
||
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case MZ_ETF_RIFLE:
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dl->color[0] = 0.9;dl->color[1] = 0.7;dl->color[2] = 0;
|
||
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/nail1.wav"), volume, ATTN_NORM, 0);
|
||
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break;
|
||
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case MZ_SHOTGUN2:
|
||
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
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S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0);
|
||
|
break;
|
||
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case MZ_HEATBEAM:
|
||
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dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
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dl->die = cl.time + 100;
|
||
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// S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0);
|
||
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break;
|
||
|
case MZ_BLASTER2:
|
||
|
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
// FIXME - different sound for blaster2 ??
|
||
|
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
|
||
|
break;
|
||
|
case MZ_TRACKER:
|
||
|
// negative flashes handled the same in gl/soft until CL_AddDLights
|
||
|
dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1;
|
||
|
S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), volume, ATTN_NORM, 0);
|
||
|
break;
|
||
|
case MZ_NUKE1:
|
||
|
dl->color[0] = 1;dl->color[1] = 0;dl->color[2] = 0;
|
||
|
dl->die = cl.time + 100;
|
||
|
break;
|
||
|
case MZ_NUKE2:
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
dl->die = cl.time + 100;
|
||
|
break;
|
||
|
case MZ_NUKE4:
|
||
|
dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
|
||
|
dl->die = cl.time + 100;
|
||
|
break;
|
||
|
case MZ_NUKE8:
|
||
|
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 1;
|
||
|
dl->die = cl.time + 100;
|
||
|
break;
|
||
|
// PGM
|
||
|
// ======================
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
CL_ParseMuzzleFlash2
|
||
|
==============
|
||
|
*/
|
||
|
void CL_ParseMuzzleFlash2 (void)
|
||
|
{
|
||
|
int ent;
|
||
|
vec3_t origin;
|
||
|
int flash_number;
|
||
|
cdlight_t *dl;
|
||
|
vec3_t forward, right;
|
||
|
char soundname[64];
|
||
|
|
||
|
ent = MSG_ReadShort (&net_message);
|
||
|
if (ent < 1 || ent >= MAX_EDICTS)
|
||
|
Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: bad entity");
|
||
|
|
||
|
flash_number = MSG_ReadByte (&net_message);
|
||
|
|
||
|
// locate the origin
|
||
|
AngleVectors (cl_entities[ent].current.angles, forward, right, NULL);
|
||
|
origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number][0] + right[0] * monster_flash_offset[flash_number][1];
|
||
|
origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number][0] + right[1] * monster_flash_offset[flash_number][1];
|
||
|
origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number][0] + right[2] * monster_flash_offset[flash_number][1] + monster_flash_offset[flash_number][2];
|
||
|
|
||
|
dl = CL_AllocDlight (ent);
|
||
|
VectorCopy (origin, dl->origin);
|
||
|
dl->radius = 200 + (rand()&31);
|
||
|
dl->minlight = 32;
|
||
|
dl->die = cl.time; // + 0.1;
|
||
|
|
||
|
switch (flash_number)
|
||
|
{
|
||
|
case MZ2_INFANTRY_MACHINEGUN_1:
|
||
|
case MZ2_INFANTRY_MACHINEGUN_2:
|
||
|
case MZ2_INFANTRY_MACHINEGUN_3:
|
||
|
case MZ2_INFANTRY_MACHINEGUN_4:
|
||
|
case MZ2_INFANTRY_MACHINEGUN_5:
|
||
|
case MZ2_INFANTRY_MACHINEGUN_6:
|
||
|
case MZ2_INFANTRY_MACHINEGUN_7:
|
||
|
case MZ2_INFANTRY_MACHINEGUN_8:
|
||
|
case MZ2_INFANTRY_MACHINEGUN_9:
|
||
|
case MZ2_INFANTRY_MACHINEGUN_10:
|
||
|
case MZ2_INFANTRY_MACHINEGUN_11:
|
||
|
case MZ2_INFANTRY_MACHINEGUN_12:
|
||
|
case MZ2_INFANTRY_MACHINEGUN_13:
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
CL_ParticleEffect (origin, vec3_origin, 0, 40);
|
||
|
CL_SmokeAndFlash(origin);
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_SOLDIER_MACHINEGUN_1:
|
||
|
case MZ2_SOLDIER_MACHINEGUN_2:
|
||
|
case MZ2_SOLDIER_MACHINEGUN_3:
|
||
|
case MZ2_SOLDIER_MACHINEGUN_4:
|
||
|
case MZ2_SOLDIER_MACHINEGUN_5:
|
||
|
case MZ2_SOLDIER_MACHINEGUN_6:
|
||
|
case MZ2_SOLDIER_MACHINEGUN_7:
|
||
|
case MZ2_SOLDIER_MACHINEGUN_8:
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
CL_ParticleEffect (origin, vec3_origin, 0, 40);
|
||
|
CL_SmokeAndFlash(origin);
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_GUNNER_MACHINEGUN_1:
|
||
|
case MZ2_GUNNER_MACHINEGUN_2:
|
||
|
case MZ2_GUNNER_MACHINEGUN_3:
|
||
|
case MZ2_GUNNER_MACHINEGUN_4:
|
||
|
case MZ2_GUNNER_MACHINEGUN_5:
|
||
|
case MZ2_GUNNER_MACHINEGUN_6:
|
||
|
case MZ2_GUNNER_MACHINEGUN_7:
|
||
|
case MZ2_GUNNER_MACHINEGUN_8:
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
CL_ParticleEffect (origin, vec3_origin, 0, 40);
|
||
|
CL_SmokeAndFlash(origin);
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_ACTOR_MACHINEGUN_1:
|
||
|
case MZ2_SUPERTANK_MACHINEGUN_1:
|
||
|
case MZ2_SUPERTANK_MACHINEGUN_2:
|
||
|
case MZ2_SUPERTANK_MACHINEGUN_3:
|
||
|
case MZ2_SUPERTANK_MACHINEGUN_4:
|
||
|
case MZ2_SUPERTANK_MACHINEGUN_5:
|
||
|
case MZ2_SUPERTANK_MACHINEGUN_6:
|
||
|
case MZ2_TURRET_MACHINEGUN: // PGM
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
|
||
|
CL_ParticleEffect (origin, vec3_origin, 0, 40);
|
||
|
CL_SmokeAndFlash(origin);
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_BOSS2_MACHINEGUN_L1:
|
||
|
case MZ2_BOSS2_MACHINEGUN_L2:
|
||
|
case MZ2_BOSS2_MACHINEGUN_L3:
|
||
|
case MZ2_BOSS2_MACHINEGUN_L4:
|
||
|
case MZ2_BOSS2_MACHINEGUN_L5:
|
||
|
case MZ2_CARRIER_MACHINEGUN_L1: // PMM
|
||
|
case MZ2_CARRIER_MACHINEGUN_L2: // PMM
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
|
||
|
CL_ParticleEffect (origin, vec3_origin, 0, 40);
|
||
|
CL_SmokeAndFlash(origin);
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_SOLDIER_BLASTER_1:
|
||
|
case MZ2_SOLDIER_BLASTER_2:
|
||
|
case MZ2_SOLDIER_BLASTER_3:
|
||
|
case MZ2_SOLDIER_BLASTER_4:
|
||
|
case MZ2_SOLDIER_BLASTER_5:
|
||
|
case MZ2_SOLDIER_BLASTER_6:
|
||
|
case MZ2_SOLDIER_BLASTER_7:
|
||
|
case MZ2_SOLDIER_BLASTER_8:
|
||
|
case MZ2_TURRET_BLASTER: // PGM
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_FLYER_BLASTER_1:
|
||
|
case MZ2_FLYER_BLASTER_2:
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_MEDIC_BLASTER_1:
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("medic/medatck1.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_HOVER_BLASTER_1:
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_FLOAT_BLASTER_1:
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_SOLDIER_SHOTGUN_1:
|
||
|
case MZ2_SOLDIER_SHOTGUN_2:
|
||
|
case MZ2_SOLDIER_SHOTGUN_3:
|
||
|
case MZ2_SOLDIER_SHOTGUN_4:
|
||
|
case MZ2_SOLDIER_SHOTGUN_5:
|
||
|
case MZ2_SOLDIER_SHOTGUN_6:
|
||
|
case MZ2_SOLDIER_SHOTGUN_7:
|
||
|
case MZ2_SOLDIER_SHOTGUN_8:
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
CL_SmokeAndFlash(origin);
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_TANK_BLASTER_1:
|
||
|
case MZ2_TANK_BLASTER_2:
|
||
|
case MZ2_TANK_BLASTER_3:
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_TANK_MACHINEGUN_1:
|
||
|
case MZ2_TANK_MACHINEGUN_2:
|
||
|
case MZ2_TANK_MACHINEGUN_3:
|
||
|
case MZ2_TANK_MACHINEGUN_4:
|
||
|
case MZ2_TANK_MACHINEGUN_5:
|
||
|
case MZ2_TANK_MACHINEGUN_6:
|
||
|
case MZ2_TANK_MACHINEGUN_7:
|
||
|
case MZ2_TANK_MACHINEGUN_8:
|
||
|
case MZ2_TANK_MACHINEGUN_9:
|
||
|
case MZ2_TANK_MACHINEGUN_10:
|
||
|
case MZ2_TANK_MACHINEGUN_11:
|
||
|
case MZ2_TANK_MACHINEGUN_12:
|
||
|
case MZ2_TANK_MACHINEGUN_13:
|
||
|
case MZ2_TANK_MACHINEGUN_14:
|
||
|
case MZ2_TANK_MACHINEGUN_15:
|
||
|
case MZ2_TANK_MACHINEGUN_16:
|
||
|
case MZ2_TANK_MACHINEGUN_17:
|
||
|
case MZ2_TANK_MACHINEGUN_18:
|
||
|
case MZ2_TANK_MACHINEGUN_19:
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
CL_ParticleEffect (origin, vec3_origin, 0, 40);
|
||
|
CL_SmokeAndFlash(origin);
|
||
|
Com_sprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav", 'a' + rand() % 5);
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound(soundname), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_CHICK_ROCKET_1:
|
||
|
case MZ2_TURRET_ROCKET: // PGM
|
||
|
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_TANK_ROCKET_1:
|
||
|
case MZ2_TANK_ROCKET_2:
|
||
|
case MZ2_TANK_ROCKET_3:
|
||
|
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_SUPERTANK_ROCKET_1:
|
||
|
case MZ2_SUPERTANK_ROCKET_2:
|
||
|
case MZ2_SUPERTANK_ROCKET_3:
|
||
|
case MZ2_BOSS2_ROCKET_1:
|
||
|
case MZ2_BOSS2_ROCKET_2:
|
||
|
case MZ2_BOSS2_ROCKET_3:
|
||
|
case MZ2_BOSS2_ROCKET_4:
|
||
|
case MZ2_CARRIER_ROCKET_1:
|
||
|
// case MZ2_CARRIER_ROCKET_2:
|
||
|
// case MZ2_CARRIER_ROCKET_3:
|
||
|
// case MZ2_CARRIER_ROCKET_4:
|
||
|
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/rocket.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_GUNNER_GRENADE_1:
|
||
|
case MZ2_GUNNER_GRENADE_2:
|
||
|
case MZ2_GUNNER_GRENADE_3:
|
||
|
case MZ2_GUNNER_GRENADE_4:
|
||
|
dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_GLADIATOR_RAILGUN_1:
|
||
|
// PMM
|
||
|
case MZ2_CARRIER_RAILGUN:
|
||
|
case MZ2_WIDOW_RAIL:
|
||
|
// pmm
|
||
|
dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0;
|
||
|
break;
|
||
|
|
||
|
// --- Xian's shit starts ---
|
||
|
case MZ2_MAKRON_BFG:
|
||
|
dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5;
|
||
|
//S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_MAKRON_BLASTER_1:
|
||
|
case MZ2_MAKRON_BLASTER_2:
|
||
|
case MZ2_MAKRON_BLASTER_3:
|
||
|
case MZ2_MAKRON_BLASTER_4:
|
||
|
case MZ2_MAKRON_BLASTER_5:
|
||
|
case MZ2_MAKRON_BLASTER_6:
|
||
|
case MZ2_MAKRON_BLASTER_7:
|
||
|
case MZ2_MAKRON_BLASTER_8:
|
||
|
case MZ2_MAKRON_BLASTER_9:
|
||
|
case MZ2_MAKRON_BLASTER_10:
|
||
|
case MZ2_MAKRON_BLASTER_11:
|
||
|
case MZ2_MAKRON_BLASTER_12:
|
||
|
case MZ2_MAKRON_BLASTER_13:
|
||
|
case MZ2_MAKRON_BLASTER_14:
|
||
|
case MZ2_MAKRON_BLASTER_15:
|
||
|
case MZ2_MAKRON_BLASTER_16:
|
||
|
case MZ2_MAKRON_BLASTER_17:
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/blaster.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_JORG_MACHINEGUN_L1:
|
||
|
case MZ2_JORG_MACHINEGUN_L2:
|
||
|
case MZ2_JORG_MACHINEGUN_L3:
|
||
|
case MZ2_JORG_MACHINEGUN_L4:
|
||
|
case MZ2_JORG_MACHINEGUN_L5:
|
||
|
case MZ2_JORG_MACHINEGUN_L6:
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
CL_ParticleEffect (origin, vec3_origin, 0, 40);
|
||
|
CL_SmokeAndFlash(origin);
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("boss3/xfire.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_JORG_MACHINEGUN_R1:
|
||
|
case MZ2_JORG_MACHINEGUN_R2:
|
||
|
case MZ2_JORG_MACHINEGUN_R3:
|
||
|
case MZ2_JORG_MACHINEGUN_R4:
|
||
|
case MZ2_JORG_MACHINEGUN_R5:
|
||
|
case MZ2_JORG_MACHINEGUN_R6:
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
CL_ParticleEffect (origin, vec3_origin, 0, 40);
|
||
|
CL_SmokeAndFlash(origin);
|
||
|
break;
|
||
|
|
||
|
case MZ2_JORG_BFG_1:
|
||
|
dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5;
|
||
|
break;
|
||
|
|
||
|
case MZ2_BOSS2_MACHINEGUN_R1:
|
||
|
case MZ2_BOSS2_MACHINEGUN_R2:
|
||
|
case MZ2_BOSS2_MACHINEGUN_R3:
|
||
|
case MZ2_BOSS2_MACHINEGUN_R4:
|
||
|
case MZ2_BOSS2_MACHINEGUN_R5:
|
||
|
case MZ2_CARRIER_MACHINEGUN_R1: // PMM
|
||
|
case MZ2_CARRIER_MACHINEGUN_R2: // PMM
|
||
|
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
|
||
|
CL_ParticleEffect (origin, vec3_origin, 0, 40);
|
||
|
CL_SmokeAndFlash(origin);
|
||
|
break;
|
||
|
|
||
|
// ======
|
||
|
// ROGUE
|
||
|
case MZ2_STALKER_BLASTER:
|
||
|
case MZ2_DAEDALUS_BLASTER:
|
||
|
case MZ2_MEDIC_BLASTER_2:
|
||
|
case MZ2_WIDOW_BLASTER:
|
||
|
case MZ2_WIDOW_BLASTER_SWEEP1:
|
||
|
case MZ2_WIDOW_BLASTER_SWEEP2:
|
||
|
case MZ2_WIDOW_BLASTER_SWEEP3:
|
||
|
case MZ2_WIDOW_BLASTER_SWEEP4:
|
||
|
case MZ2_WIDOW_BLASTER_SWEEP5:
|
||
|
case MZ2_WIDOW_BLASTER_SWEEP6:
|
||
|
case MZ2_WIDOW_BLASTER_SWEEP7:
|
||
|
case MZ2_WIDOW_BLASTER_SWEEP8:
|
||
|
case MZ2_WIDOW_BLASTER_SWEEP9:
|
||
|
case MZ2_WIDOW_BLASTER_100:
|
||
|
case MZ2_WIDOW_BLASTER_90:
|
||
|
case MZ2_WIDOW_BLASTER_80:
|
||
|
case MZ2_WIDOW_BLASTER_70:
|
||
|
case MZ2_WIDOW_BLASTER_60:
|
||
|
case MZ2_WIDOW_BLASTER_50:
|
||
|
case MZ2_WIDOW_BLASTER_40:
|
||
|
case MZ2_WIDOW_BLASTER_30:
|
||
|
case MZ2_WIDOW_BLASTER_20:
|
||
|
case MZ2_WIDOW_BLASTER_10:
|
||
|
case MZ2_WIDOW_BLASTER_0:
|
||
|
case MZ2_WIDOW_BLASTER_10L:
|
||
|
case MZ2_WIDOW_BLASTER_20L:
|
||
|
case MZ2_WIDOW_BLASTER_30L:
|
||
|
case MZ2_WIDOW_BLASTER_40L:
|
||
|
case MZ2_WIDOW_BLASTER_50L:
|
||
|
case MZ2_WIDOW_BLASTER_60L:
|
||
|
case MZ2_WIDOW_BLASTER_70L:
|
||
|
case MZ2_WIDOW_RUN_1:
|
||
|
case MZ2_WIDOW_RUN_2:
|
||
|
case MZ2_WIDOW_RUN_3:
|
||
|
case MZ2_WIDOW_RUN_4:
|
||
|
case MZ2_WIDOW_RUN_5:
|
||
|
case MZ2_WIDOW_RUN_6:
|
||
|
case MZ2_WIDOW_RUN_7:
|
||
|
case MZ2_WIDOW_RUN_8:
|
||
|
dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_WIDOW_DISRUPTOR:
|
||
|
dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1;
|
||
|
S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
|
||
|
case MZ2_WIDOW_PLASMABEAM:
|
||
|
case MZ2_WIDOW2_BEAMER_1:
|
||
|
case MZ2_WIDOW2_BEAMER_2:
|
||
|
case MZ2_WIDOW2_BEAMER_3:
|
||
|
case MZ2_WIDOW2_BEAMER_4:
|
||
|
case MZ2_WIDOW2_BEAMER_5:
|
||
|
case MZ2_WIDOW2_BEAM_SWEEP_1:
|
||
|
case MZ2_WIDOW2_BEAM_SWEEP_2:
|
||
|
case MZ2_WIDOW2_BEAM_SWEEP_3:
|
||
|
case MZ2_WIDOW2_BEAM_SWEEP_4:
|
||
|
case MZ2_WIDOW2_BEAM_SWEEP_5:
|
||
|
case MZ2_WIDOW2_BEAM_SWEEP_6:
|
||
|
case MZ2_WIDOW2_BEAM_SWEEP_7:
|
||
|
case MZ2_WIDOW2_BEAM_SWEEP_8:
|
||
|
case MZ2_WIDOW2_BEAM_SWEEP_9:
|
||
|
case MZ2_WIDOW2_BEAM_SWEEP_10:
|
||
|
case MZ2_WIDOW2_BEAM_SWEEP_11:
|
||
|
dl->radius = 300 + (rand()&100);
|
||
|
dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
|
||
|
dl->die = cl.time + 200;
|
||
|
break;
|
||
|
// ROGUE
|
||
|
// ======
|
||
|
|
||
|
// --- Xian's shit ends ---
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_AddDLights
|
||
|
|
||
|
===============
|
||
|
*/
|
||
|
void CL_AddDLights (void)
|
||
|
{
|
||
|
int i;
|
||
|
cdlight_t *dl;
|
||
|
|
||
|
dl = cl_dlights;
|
||
|
|
||
|
//=====
|
||
|
//PGM
|
||
|
if(vidref_val == VIDREF_GL)
|
||
|
{
|
||
|
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
|
||
|
{
|
||
|
if (!dl->radius)
|
||
|
continue;
|
||
|
V_AddLight (dl->origin, dl->radius,
|
||
|
dl->color[0], dl->color[1], dl->color[2]);
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
|
||
|
{
|
||
|
if (!dl->radius)
|
||
|
continue;
|
||
|
|
||
|
// negative light in software. only black allowed
|
||
|
if ((dl->color[0] < 0) || (dl->color[1] < 0) || (dl->color[2] < 0))
|
||
|
{
|
||
|
dl->radius = -(dl->radius);
|
||
|
dl->color[0] = 1;
|
||
|
dl->color[1] = 1;
|
||
|
dl->color[2] = 1;
|
||
|
}
|
||
|
V_AddLight (dl->origin, dl->radius,
|
||
|
dl->color[0], dl->color[1], dl->color[2]);
|
||
|
}
|
||
|
}
|
||
|
//PGM
|
||
|
//=====
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
/*
|
||
|
==============================================================
|
||
|
|
||
|
PARTICLE MANAGEMENT
|
||
|
|
||
|
==============================================================
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
// THIS HAS BEEN RELOCATED TO CLIENT.H
|
||
|
typedef struct particle_s
|
||
|
{
|
||
|
struct particle_s *next;
|
||
|
|
||
|
float time;
|
||
|
|
||
|
vec3_t org;
|
||
|
vec3_t vel;
|
||
|
vec3_t accel;
|
||
|
float color;
|
||
|
float colorvel;
|
||
|
float alpha;
|
||
|
float alphavel;
|
||
|
} cparticle_t;
|
||
|
|
||
|
|
||
|
#define PARTICLE_GRAVITY 40
|
||
|
*/
|
||
|
|
||
|
cparticle_t *active_particles, *free_particles;
|
||
|
|
||
|
cparticle_t particles[MAX_PARTICLES];
|
||
|
int cl_numparticles = MAX_PARTICLES;
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_ClearParticles
|
||
|
===============
|
||
|
*/
|
||
|
void CL_ClearParticles (void)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
free_particles = &particles[0];
|
||
|
active_particles = NULL;
|
||
|
|
||
|
for (i=0 ;i<cl_numparticles ; i++)
|
||
|
particles[i].next = &particles[i+1];
|
||
|
particles[cl_numparticles-1].next = NULL;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_ParticleEffect
|
||
|
|
||
|
Wall impact puffs
|
||
|
===============
|
||
|
*/
|
||
|
void CL_ParticleEffect (vec3_t org, vec3_t dir, int color, int count)
|
||
|
{
|
||
|
int i, j;
|
||
|
cparticle_t *p;
|
||
|
float d;
|
||
|
|
||
|
for (i=0 ; i<count ; i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
p->color = color + (rand()&7);
|
||
|
|
||
|
d = rand()&31;
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
|
||
|
p->vel[j] = crand()*20;
|
||
|
}
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->accel[2] = -PARTICLE_GRAVITY;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -1.0 / (0.5 + frand()*0.3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_ParticleEffect2
|
||
|
===============
|
||
|
*/
|
||
|
void CL_ParticleEffect2 (vec3_t org, vec3_t dir, int color, int count)
|
||
|
{
|
||
|
int i, j;
|
||
|
cparticle_t *p;
|
||
|
float d;
|
||
|
|
||
|
for (i=0 ; i<count ; i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
p->color = color;
|
||
|
|
||
|
d = rand()&7;
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
|
||
|
p->vel[j] = crand()*20;
|
||
|
}
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->accel[2] = -PARTICLE_GRAVITY;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -1.0 / (0.5 + frand()*0.3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
// RAFAEL
|
||
|
/*
|
||
|
===============
|
||
|
CL_ParticleEffect3
|
||
|
===============
|
||
|
*/
|
||
|
void CL_ParticleEffect3 (vec3_t org, vec3_t dir, int color, int count)
|
||
|
{
|
||
|
int i, j;
|
||
|
cparticle_t *p;
|
||
|
float d;
|
||
|
|
||
|
for (i=0 ; i<count ; i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
p->color = color;
|
||
|
|
||
|
d = rand()&7;
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
|
||
|
p->vel[j] = crand()*20;
|
||
|
}
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->accel[2] = PARTICLE_GRAVITY;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -1.0 / (0.5 + frand()*0.3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_TeleporterParticles
|
||
|
===============
|
||
|
*/
|
||
|
void CL_TeleporterParticles (entity_state_t *ent)
|
||
|
{
|
||
|
int i, j;
|
||
|
cparticle_t *p;
|
||
|
|
||
|
for (i=0 ; i<8 ; i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
p->color = 0xdb;
|
||
|
|
||
|
for (j=0 ; j<2 ; j++)
|
||
|
{
|
||
|
p->org[j] = ent->origin[j] - 16 + (rand()&31);
|
||
|
p->vel[j] = crand()*14;
|
||
|
}
|
||
|
|
||
|
p->org[2] = ent->origin[2] - 8 + (rand()&7);
|
||
|
p->vel[2] = 80 + (rand()&7);
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->accel[2] = -PARTICLE_GRAVITY;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -0.5;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_LogoutEffect
|
||
|
|
||
|
===============
|
||
|
*/
|
||
|
void CL_LogoutEffect (vec3_t org, int type)
|
||
|
{
|
||
|
int i, j;
|
||
|
cparticle_t *p;
|
||
|
|
||
|
for (i=0 ; i<500 ; i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
if (type == MZ_LOGIN)
|
||
|
p->color = 0xd0 + (rand()&7); // green
|
||
|
else if (type == MZ_LOGOUT)
|
||
|
p->color = 0x40 + (rand()&7); // red
|
||
|
else
|
||
|
p->color = 0xe0 + (rand()&7); // yellow
|
||
|
|
||
|
p->org[0] = org[0] - 16 + frand()*32;
|
||
|
p->org[1] = org[1] - 16 + frand()*32;
|
||
|
p->org[2] = org[2] - 24 + frand()*56;
|
||
|
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
p->vel[j] = crand()*20;
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->accel[2] = -PARTICLE_GRAVITY;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -1.0 / (1.0 + frand()*0.3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_ItemRespawnParticles
|
||
|
|
||
|
===============
|
||
|
*/
|
||
|
void CL_ItemRespawnParticles (vec3_t org)
|
||
|
{
|
||
|
int i, j;
|
||
|
cparticle_t *p;
|
||
|
|
||
|
for (i=0 ; i<64 ; i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->color = 0xd4 + (rand()&3); // green
|
||
|
|
||
|
p->org[0] = org[0] + crand()*8;
|
||
|
p->org[1] = org[1] + crand()*8;
|
||
|
p->org[2] = org[2] + crand()*8;
|
||
|
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
p->vel[j] = crand()*8;
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->accel[2] = -PARTICLE_GRAVITY*0.2;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -1.0 / (1.0 + frand()*0.3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_ExplosionParticles
|
||
|
===============
|
||
|
*/
|
||
|
void CL_ExplosionParticles (vec3_t org)
|
||
|
{
|
||
|
int i, j;
|
||
|
cparticle_t *p;
|
||
|
|
||
|
for (i=0 ; i<256 ; i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
p->color = 0xe0 + (rand()&7);
|
||
|
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = org[j] + ((rand()%32)-16);
|
||
|
p->vel[j] = (rand()%384)-192;
|
||
|
}
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->accel[2] = -PARTICLE_GRAVITY;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -0.8 / (0.5 + frand()*0.3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_BigTeleportParticles
|
||
|
===============
|
||
|
*/
|
||
|
void CL_BigTeleportParticles (vec3_t org)
|
||
|
{
|
||
|
int i;
|
||
|
cparticle_t *p;
|
||
|
float angle, dist;
|
||
|
static int colortable[4] = {2*8,13*8,21*8,18*8};
|
||
|
|
||
|
for (i=0 ; i<4096 ; i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->color = colortable[rand()&3];
|
||
|
|
||
|
angle = M_PI*2*(rand()&1023)/1023.0;
|
||
|
dist = rand()&31;
|
||
|
p->org[0] = org[0] + cos(angle)*dist;
|
||
|
p->vel[0] = cos(angle)*(70+(rand()&63));
|
||
|
p->accel[0] = -cos(angle)*100;
|
||
|
|
||
|
p->org[1] = org[1] + sin(angle)*dist;
|
||
|
p->vel[1] = sin(angle)*(70+(rand()&63));
|
||
|
p->accel[1] = -sin(angle)*100;
|
||
|
|
||
|
p->org[2] = org[2] + 8 + (rand()%90);
|
||
|
p->vel[2] = -100 + (rand()&31);
|
||
|
p->accel[2] = PARTICLE_GRAVITY*4;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -0.3 / (0.5 + frand()*0.3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_BlasterParticles
|
||
|
|
||
|
Wall impact puffs
|
||
|
===============
|
||
|
*/
|
||
|
void CL_BlasterParticles (vec3_t org, vec3_t dir)
|
||
|
{
|
||
|
int i, j;
|
||
|
cparticle_t *p;
|
||
|
float d;
|
||
|
int count;
|
||
|
|
||
|
count = 40;
|
||
|
for (i=0 ; i<count ; i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
p->color = 0xe0 + (rand()&7);
|
||
|
|
||
|
d = rand()&15;
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
|
||
|
p->vel[j] = dir[j] * 30 + crand()*40;
|
||
|
}
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->accel[2] = -PARTICLE_GRAVITY;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -1.0 / (0.5 + frand()*0.3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_BlasterTrail
|
||
|
|
||
|
===============
|
||
|
*/
|
||
|
void CL_BlasterTrail (vec3_t start, vec3_t end)
|
||
|
{
|
||
|
vec3_t move;
|
||
|
vec3_t vec;
|
||
|
float len;
|
||
|
int j;
|
||
|
cparticle_t *p;
|
||
|
int dec;
|
||
|
|
||
|
VectorCopy (start, move);
|
||
|
VectorSubtract (end, start, vec);
|
||
|
len = VectorNormalize (vec);
|
||
|
|
||
|
dec = 5;
|
||
|
VectorScale (vec, 5, vec);
|
||
|
|
||
|
// FIXME: this is a really silly way to have a loop
|
||
|
while (len > 0)
|
||
|
{
|
||
|
len -= dec;
|
||
|
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0 / (0.3+frand()*0.2);
|
||
|
p->color = 0xe0;
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + crand();
|
||
|
p->vel[j] = crand()*5;
|
||
|
p->accel[j] = 0;
|
||
|
}
|
||
|
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_QuadTrail
|
||
|
|
||
|
===============
|
||
|
*/
|
||
|
void CL_QuadTrail (vec3_t start, vec3_t end)
|
||
|
{
|
||
|
vec3_t move;
|
||
|
vec3_t vec;
|
||
|
float len;
|
||
|
int j;
|
||
|
cparticle_t *p;
|
||
|
int dec;
|
||
|
|
||
|
VectorCopy (start, move);
|
||
|
VectorSubtract (end, start, vec);
|
||
|
len = VectorNormalize (vec);
|
||
|
|
||
|
dec = 5;
|
||
|
VectorScale (vec, 5, vec);
|
||
|
|
||
|
while (len > 0)
|
||
|
{
|
||
|
len -= dec;
|
||
|
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0 / (0.8+frand()*0.2);
|
||
|
p->color = 115;
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + crand()*16;
|
||
|
p->vel[j] = crand()*5;
|
||
|
p->accel[j] = 0;
|
||
|
}
|
||
|
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_FlagTrail
|
||
|
|
||
|
===============
|
||
|
*/
|
||
|
void CL_FlagTrail (vec3_t start, vec3_t end, float color)
|
||
|
{
|
||
|
vec3_t move;
|
||
|
vec3_t vec;
|
||
|
float len;
|
||
|
int j;
|
||
|
cparticle_t *p;
|
||
|
int dec;
|
||
|
|
||
|
VectorCopy (start, move);
|
||
|
VectorSubtract (end, start, vec);
|
||
|
len = VectorNormalize (vec);
|
||
|
|
||
|
dec = 5;
|
||
|
VectorScale (vec, 5, vec);
|
||
|
|
||
|
while (len > 0)
|
||
|
{
|
||
|
len -= dec;
|
||
|
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0 / (0.8+frand()*0.2);
|
||
|
p->color = color;
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + crand()*16;
|
||
|
p->vel[j] = crand()*5;
|
||
|
p->accel[j] = 0;
|
||
|
}
|
||
|
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_DiminishingTrail
|
||
|
|
||
|
===============
|
||
|
*/
|
||
|
void CL_DiminishingTrail (vec3_t start, vec3_t end, centity_t *old, int flags)
|
||
|
{
|
||
|
vec3_t move;
|
||
|
vec3_t vec;
|
||
|
float len;
|
||
|
int j;
|
||
|
cparticle_t *p;
|
||
|
float dec;
|
||
|
float orgscale;
|
||
|
float velscale;
|
||
|
|
||
|
VectorCopy (start, move);
|
||
|
VectorSubtract (end, start, vec);
|
||
|
len = VectorNormalize (vec);
|
||
|
|
||
|
dec = 0.5;
|
||
|
VectorScale (vec, dec, vec);
|
||
|
|
||
|
if (old->trailcount > 900)
|
||
|
{
|
||
|
orgscale = 4;
|
||
|
velscale = 15;
|
||
|
}
|
||
|
else if (old->trailcount > 800)
|
||
|
{
|
||
|
orgscale = 2;
|
||
|
velscale = 10;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
orgscale = 1;
|
||
|
velscale = 5;
|
||
|
}
|
||
|
|
||
|
while (len > 0)
|
||
|
{
|
||
|
len -= dec;
|
||
|
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
|
||
|
// drop less particles as it flies
|
||
|
if ((rand()&1023) < old->trailcount)
|
||
|
{
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
if (flags & EF_GIB)
|
||
|
{
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0 / (1+frand()*0.4);
|
||
|
p->color = 0xe8 + (rand()&7);
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + crand()*orgscale;
|
||
|
p->vel[j] = crand()*velscale;
|
||
|
p->accel[j] = 0;
|
||
|
}
|
||
|
p->vel[2] -= PARTICLE_GRAVITY;
|
||
|
}
|
||
|
else if (flags & EF_GREENGIB)
|
||
|
{
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0 / (1+frand()*0.4);
|
||
|
p->color = 0xdb + (rand()&7);
|
||
|
for (j=0; j< 3; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + crand()*orgscale;
|
||
|
p->vel[j] = crand()*velscale;
|
||
|
p->accel[j] = 0;
|
||
|
}
|
||
|
p->vel[2] -= PARTICLE_GRAVITY;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0 / (1+frand()*0.2);
|
||
|
p->color = 4 + (rand()&7);
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + crand()*orgscale;
|
||
|
p->vel[j] = crand()*velscale;
|
||
|
}
|
||
|
p->accel[2] = 20;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
old->trailcount -= 5;
|
||
|
if (old->trailcount < 100)
|
||
|
old->trailcount = 100;
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)
|
||
|
{
|
||
|
float d;
|
||
|
|
||
|
// this rotate and negat guarantees a vector
|
||
|
// not colinear with the original
|
||
|
right[1] = -forward[0];
|
||
|
right[2] = forward[1];
|
||
|
right[0] = forward[2];
|
||
|
|
||
|
d = DotProduct (right, forward);
|
||
|
VectorMA (right, -d, forward, right);
|
||
|
VectorNormalize (right);
|
||
|
CrossProduct (right, forward, up);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_RocketTrail
|
||
|
|
||
|
===============
|
||
|
*/
|
||
|
void CL_RocketTrail (vec3_t start, vec3_t end, centity_t *old)
|
||
|
{
|
||
|
vec3_t move;
|
||
|
vec3_t vec;
|
||
|
float len;
|
||
|
int j;
|
||
|
cparticle_t *p;
|
||
|
float dec;
|
||
|
|
||
|
// smoke
|
||
|
CL_DiminishingTrail (start, end, old, EF_ROCKET);
|
||
|
|
||
|
// fire
|
||
|
VectorCopy (start, move);
|
||
|
VectorSubtract (end, start, vec);
|
||
|
len = VectorNormalize (vec);
|
||
|
|
||
|
dec = 1;
|
||
|
VectorScale (vec, dec, vec);
|
||
|
|
||
|
while (len > 0)
|
||
|
{
|
||
|
len -= dec;
|
||
|
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
|
||
|
if ( (rand()&7) == 0)
|
||
|
{
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
VectorClear (p->accel);
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0 / (1+frand()*0.2);
|
||
|
p->color = 0xdc + (rand()&3);
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + crand()*5;
|
||
|
p->vel[j] = crand()*20;
|
||
|
}
|
||
|
p->accel[2] = -PARTICLE_GRAVITY;
|
||
|
}
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_RailTrail
|
||
|
|
||
|
===============
|
||
|
*/
|
||
|
void CL_RailTrail (vec3_t start, vec3_t end)
|
||
|
{
|
||
|
vec3_t move;
|
||
|
vec3_t vec;
|
||
|
float len;
|
||
|
int j;
|
||
|
cparticle_t *p;
|
||
|
float dec;
|
||
|
vec3_t right, up;
|
||
|
int i;
|
||
|
float d, c, s;
|
||
|
vec3_t dir;
|
||
|
byte clr = 0x74;
|
||
|
|
||
|
VectorCopy (start, move);
|
||
|
VectorSubtract (end, start, vec);
|
||
|
len = VectorNormalize (vec);
|
||
|
|
||
|
MakeNormalVectors (vec, right, up);
|
||
|
|
||
|
for (i=0 ; i<len ; i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
d = i * 0.1;
|
||
|
c = cos(d);
|
||
|
s = sin(d);
|
||
|
|
||
|
VectorScale (right, c, dir);
|
||
|
VectorMA (dir, s, up, dir);
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0 / (1+frand()*0.2);
|
||
|
p->color = clr + (rand()&7);
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + dir[j]*3;
|
||
|
p->vel[j] = dir[j]*6;
|
||
|
}
|
||
|
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
|
||
|
dec = 0.75;
|
||
|
VectorScale (vec, dec, vec);
|
||
|
VectorCopy (start, move);
|
||
|
|
||
|
while (len > 0)
|
||
|
{
|
||
|
len -= dec;
|
||
|
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0 / (0.6+frand()*0.2);
|
||
|
p->color = 0x0 + rand()&15;
|
||
|
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + crand()*3;
|
||
|
p->vel[j] = crand()*3;
|
||
|
p->accel[j] = 0;
|
||
|
}
|
||
|
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// RAFAEL
|
||
|
/*
|
||
|
===============
|
||
|
CL_IonripperTrail
|
||
|
===============
|
||
|
*/
|
||
|
void CL_IonripperTrail (vec3_t start, vec3_t ent)
|
||
|
{
|
||
|
vec3_t move;
|
||
|
vec3_t vec;
|
||
|
float len;
|
||
|
int j;
|
||
|
cparticle_t *p;
|
||
|
int dec;
|
||
|
int left = 0;
|
||
|
|
||
|
VectorCopy (start, move);
|
||
|
VectorSubtract (ent, start, vec);
|
||
|
len = VectorNormalize (vec);
|
||
|
|
||
|
dec = 5;
|
||
|
VectorScale (vec, 5, vec);
|
||
|
|
||
|
while (len > 0)
|
||
|
{
|
||
|
len -= dec;
|
||
|
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->time = cl.time;
|
||
|
p->alpha = 0.5;
|
||
|
p->alphavel = -1.0 / (0.3 + frand() * 0.2);
|
||
|
p->color = 0xe4 + (rand()&3);
|
||
|
|
||
|
for (j=0; j<3; j++)
|
||
|
{
|
||
|
p->org[j] = move[j];
|
||
|
p->accel[j] = 0;
|
||
|
}
|
||
|
if (left)
|
||
|
{
|
||
|
left = 0;
|
||
|
p->vel[0] = 10;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
left = 1;
|
||
|
p->vel[0] = -10;
|
||
|
}
|
||
|
|
||
|
p->vel[1] = 0;
|
||
|
p->vel[2] = 0;
|
||
|
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_BubbleTrail
|
||
|
|
||
|
===============
|
||
|
*/
|
||
|
void CL_BubbleTrail (vec3_t start, vec3_t end)
|
||
|
{
|
||
|
vec3_t move;
|
||
|
vec3_t vec;
|
||
|
float len;
|
||
|
int i, j;
|
||
|
cparticle_t *p;
|
||
|
float dec;
|
||
|
|
||
|
VectorCopy (start, move);
|
||
|
VectorSubtract (end, start, vec);
|
||
|
len = VectorNormalize (vec);
|
||
|
|
||
|
dec = 32;
|
||
|
VectorScale (vec, dec, vec);
|
||
|
|
||
|
for (i=0 ; i<len ; i+=dec)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
VectorClear (p->accel);
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0 / (1+frand()*0.2);
|
||
|
p->color = 4 + (rand()&7);
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + crand()*2;
|
||
|
p->vel[j] = crand()*5;
|
||
|
}
|
||
|
p->vel[2] += 6;
|
||
|
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_FlyParticles
|
||
|
===============
|
||
|
*/
|
||
|
|
||
|
#define BEAMLENGTH 16
|
||
|
void CL_FlyParticles (vec3_t origin, int count)
|
||
|
{
|
||
|
int i;
|
||
|
cparticle_t *p;
|
||
|
float angle;
|
||
|
float sr, sp, sy, cr, cp, cy;
|
||
|
vec3_t forward;
|
||
|
float dist = 64;
|
||
|
float ltime;
|
||
|
|
||
|
|
||
|
if (count > NUMVERTEXNORMALS)
|
||
|
count = NUMVERTEXNORMALS;
|
||
|
|
||
|
if (!avelocities[0][0])
|
||
|
{
|
||
|
for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
|
||
|
avelocities[0][i] = (rand()&255) * 0.01;
|
||
|
}
|
||
|
|
||
|
|
||
|
ltime = (float)cl.time / 1000.0;
|
||
|
for (i=0 ; i<count ; i+=2)
|
||
|
{
|
||
|
angle = ltime * avelocities[i][0];
|
||
|
sy = sin(angle);
|
||
|
cy = cos(angle);
|
||
|
angle = ltime * avelocities[i][1];
|
||
|
sp = sin(angle);
|
||
|
cp = cos(angle);
|
||
|
angle = ltime * avelocities[i][2];
|
||
|
sr = sin(angle);
|
||
|
cr = cos(angle);
|
||
|
|
||
|
forward[0] = cp*cy;
|
||
|
forward[1] = cp*sy;
|
||
|
forward[2] = -sp;
|
||
|
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
dist = sin(ltime + i)*64;
|
||
|
p->org[0] = origin[0] + bytedirs[i][0]*dist + forward[0]*BEAMLENGTH;
|
||
|
p->org[1] = origin[1] + bytedirs[i][1]*dist + forward[1]*BEAMLENGTH;
|
||
|
p->org[2] = origin[2] + bytedirs[i][2]*dist + forward[2]*BEAMLENGTH;
|
||
|
|
||
|
VectorClear (p->vel);
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->color = 0;
|
||
|
p->colorvel = 0;
|
||
|
|
||
|
p->alpha = 1;
|
||
|
p->alphavel = -100;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void CL_FlyEffect (centity_t *ent, vec3_t origin)
|
||
|
{
|
||
|
int n;
|
||
|
int count;
|
||
|
int starttime;
|
||
|
|
||
|
if (ent->fly_stoptime < cl.time)
|
||
|
{
|
||
|
starttime = cl.time;
|
||
|
ent->fly_stoptime = cl.time + 60000;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
starttime = ent->fly_stoptime - 60000;
|
||
|
}
|
||
|
|
||
|
n = cl.time - starttime;
|
||
|
if (n < 20000)
|
||
|
count = n * 162 / 20000.0;
|
||
|
else
|
||
|
{
|
||
|
n = ent->fly_stoptime - cl.time;
|
||
|
if (n < 20000)
|
||
|
count = n * 162 / 20000.0;
|
||
|
else
|
||
|
count = 162;
|
||
|
}
|
||
|
|
||
|
CL_FlyParticles (origin, count);
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_BfgParticles
|
||
|
===============
|
||
|
*/
|
||
|
|
||
|
#define BEAMLENGTH 16
|
||
|
void CL_BfgParticles (entity_t *ent)
|
||
|
{
|
||
|
int i;
|
||
|
cparticle_t *p;
|
||
|
float angle;
|
||
|
float sr, sp, sy, cr, cp, cy;
|
||
|
vec3_t forward;
|
||
|
float dist = 64;
|
||
|
vec3_t v;
|
||
|
float ltime;
|
||
|
|
||
|
if (!avelocities[0][0])
|
||
|
{
|
||
|
for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
|
||
|
avelocities[0][i] = (rand()&255) * 0.01;
|
||
|
}
|
||
|
|
||
|
|
||
|
ltime = (float)cl.time / 1000.0;
|
||
|
for (i=0 ; i<NUMVERTEXNORMALS ; i++)
|
||
|
{
|
||
|
angle = ltime * avelocities[i][0];
|
||
|
sy = sin(angle);
|
||
|
cy = cos(angle);
|
||
|
angle = ltime * avelocities[i][1];
|
||
|
sp = sin(angle);
|
||
|
cp = cos(angle);
|
||
|
angle = ltime * avelocities[i][2];
|
||
|
sr = sin(angle);
|
||
|
cr = cos(angle);
|
||
|
|
||
|
forward[0] = cp*cy;
|
||
|
forward[1] = cp*sy;
|
||
|
forward[2] = -sp;
|
||
|
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
dist = sin(ltime + i)*64;
|
||
|
p->org[0] = ent->origin[0] + bytedirs[i][0]*dist + forward[0]*BEAMLENGTH;
|
||
|
p->org[1] = ent->origin[1] + bytedirs[i][1]*dist + forward[1]*BEAMLENGTH;
|
||
|
p->org[2] = ent->origin[2] + bytedirs[i][2]*dist + forward[2]*BEAMLENGTH;
|
||
|
|
||
|
VectorClear (p->vel);
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
VectorSubtract (p->org, ent->origin, v);
|
||
|
dist = VectorLength(v) / 90.0;
|
||
|
p->color = floor (0xd0 + dist * 7);
|
||
|
p->colorvel = 0;
|
||
|
|
||
|
p->alpha = 1.0 - dist;
|
||
|
p->alphavel = -100;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_TrapParticles
|
||
|
===============
|
||
|
*/
|
||
|
// RAFAEL
|
||
|
void CL_TrapParticles (entity_t *ent)
|
||
|
{
|
||
|
vec3_t move;
|
||
|
vec3_t vec;
|
||
|
vec3_t start, end;
|
||
|
float len;
|
||
|
int j;
|
||
|
cparticle_t *p;
|
||
|
int dec;
|
||
|
|
||
|
ent->origin[2]-=14;
|
||
|
VectorCopy (ent->origin, start);
|
||
|
VectorCopy (ent->origin, end);
|
||
|
end[2]+=64;
|
||
|
|
||
|
VectorCopy (start, move);
|
||
|
VectorSubtract (end, start, vec);
|
||
|
len = VectorNormalize (vec);
|
||
|
|
||
|
dec = 5;
|
||
|
VectorScale (vec, 5, vec);
|
||
|
|
||
|
// FIXME: this is a really silly way to have a loop
|
||
|
while (len > 0)
|
||
|
{
|
||
|
len -= dec;
|
||
|
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
VectorClear (p->accel);
|
||
|
|
||
|
p->time = cl.time;
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0 / (0.3+frand()*0.2);
|
||
|
p->color = 0xe0;
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = move[j] + crand();
|
||
|
p->vel[j] = crand()*15;
|
||
|
p->accel[j] = 0;
|
||
|
}
|
||
|
p->accel[2] = PARTICLE_GRAVITY;
|
||
|
|
||
|
VectorAdd (move, vec, move);
|
||
|
}
|
||
|
|
||
|
{
|
||
|
|
||
|
|
||
|
int i, j, k;
|
||
|
cparticle_t *p;
|
||
|
float vel;
|
||
|
vec3_t dir;
|
||
|
vec3_t org;
|
||
|
|
||
|
|
||
|
ent->origin[2]+=14;
|
||
|
VectorCopy (ent->origin, org);
|
||
|
|
||
|
|
||
|
for (i=-2 ; i<=2 ; i+=4)
|
||
|
for (j=-2 ; j<=2 ; j+=4)
|
||
|
for (k=-2 ; k<=4 ; k+=4)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
p->color = 0xe0 + (rand()&3);
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0 / (0.3 + (rand()&7) * 0.02);
|
||
|
|
||
|
p->org[0] = org[0] + i + ((rand()&23) * crand());
|
||
|
p->org[1] = org[1] + j + ((rand()&23) * crand());
|
||
|
p->org[2] = org[2] + k + ((rand()&23) * crand());
|
||
|
|
||
|
dir[0] = j * 8;
|
||
|
dir[1] = i * 8;
|
||
|
dir[2] = k * 8;
|
||
|
|
||
|
VectorNormalize (dir);
|
||
|
vel = 50 + rand()&63;
|
||
|
VectorScale (dir, vel, p->vel);
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->accel[2] = -PARTICLE_GRAVITY;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_BFGExplosionParticles
|
||
|
===============
|
||
|
*/
|
||
|
//FIXME combined with CL_ExplosionParticles
|
||
|
void CL_BFGExplosionParticles (vec3_t org)
|
||
|
{
|
||
|
int i, j;
|
||
|
cparticle_t *p;
|
||
|
|
||
|
for (i=0 ; i<256 ; i++)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
p->color = 0xd0 + (rand()&7);
|
||
|
|
||
|
for (j=0 ; j<3 ; j++)
|
||
|
{
|
||
|
p->org[j] = org[j] + ((rand()%32)-16);
|
||
|
p->vel[j] = (rand()%384)-192;
|
||
|
}
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->accel[2] = -PARTICLE_GRAVITY;
|
||
|
p->alpha = 1.0;
|
||
|
|
||
|
p->alphavel = -0.8 / (0.5 + frand()*0.3);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_TeleportParticles
|
||
|
|
||
|
===============
|
||
|
*/
|
||
|
void CL_TeleportParticles (vec3_t org)
|
||
|
{
|
||
|
int i, j, k;
|
||
|
cparticle_t *p;
|
||
|
float vel;
|
||
|
vec3_t dir;
|
||
|
|
||
|
for (i=-16 ; i<=16 ; i+=4)
|
||
|
for (j=-16 ; j<=16 ; j+=4)
|
||
|
for (k=-16 ; k<=32 ; k+=4)
|
||
|
{
|
||
|
if (!free_particles)
|
||
|
return;
|
||
|
p = free_particles;
|
||
|
free_particles = p->next;
|
||
|
p->next = active_particles;
|
||
|
active_particles = p;
|
||
|
|
||
|
p->time = cl.time;
|
||
|
p->color = 7 + (rand()&7);
|
||
|
|
||
|
p->alpha = 1.0;
|
||
|
p->alphavel = -1.0 / (0.3 + (rand()&7) * 0.02);
|
||
|
|
||
|
p->org[0] = org[0] + i + (rand()&3);
|
||
|
p->org[1] = org[1] + j + (rand()&3);
|
||
|
p->org[2] = org[2] + k + (rand()&3);
|
||
|
|
||
|
dir[0] = j*8;
|
||
|
dir[1] = i*8;
|
||
|
dir[2] = k*8;
|
||
|
|
||
|
VectorNormalize (dir);
|
||
|
vel = 50 + (rand()&63);
|
||
|
VectorScale (dir, vel, p->vel);
|
||
|
|
||
|
p->accel[0] = p->accel[1] = 0;
|
||
|
p->accel[2] = -PARTICLE_GRAVITY;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
===============
|
||
|
CL_AddParticles
|
||
|
===============
|
||
|
*/
|
||
|
void CL_AddParticles (void)
|
||
|
{
|
||
|
cparticle_t *p, *next;
|
||
|
float alpha;
|
||
|
float time, time2;
|
||
|
vec3_t org;
|
||
|
int color;
|
||
|
cparticle_t *active, *tail;
|
||
|
|
||
|
active = NULL;
|
||
|
tail = NULL;
|
||
|
|
||
|
for (p=active_particles ; p ; p=next)
|
||
|
{
|
||
|
next = p->next;
|
||
|
|
||
|
// PMM - added INSTANT_PARTICLE handling for heat beam
|
||
|
if (p->alphavel != INSTANT_PARTICLE)
|
||
|
{
|
||
|
time = (cl.time - p->time)*0.001;
|
||
|
alpha = p->alpha + time*p->alphavel;
|
||
|
if (alpha <= 0)
|
||
|
{ // faded out
|
||
|
p->next = free_particles;
|
||
|
free_particles = p;
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
alpha = p->alpha;
|
||
|
}
|
||
|
|
||
|
p->next = NULL;
|
||
|
if (!tail)
|
||
|
active = tail = p;
|
||
|
else
|
||
|
{
|
||
|
tail->next = p;
|
||
|
tail = p;
|
||
|
}
|
||
|
|
||
|
if (alpha > 1.0)
|
||
|
alpha = 1;
|
||
|
color = p->color;
|
||
|
|
||
|
time2 = time*time;
|
||
|
|
||
|
org[0] = p->org[0] + p->vel[0]*time + p->accel[0]*time2;
|
||
|
org[1] = p->org[1] + p->vel[1]*time + p->accel[1]*time2;
|
||
|
org[2] = p->org[2] + p->vel[2]*time + p->accel[2]*time2;
|
||
|
|
||
|
V_AddParticle (org, color, alpha);
|
||
|
// PMM
|
||
|
if (p->alphavel == INSTANT_PARTICLE)
|
||
|
{
|
||
|
p->alphavel = 0.0;
|
||
|
p->alpha = 0.0;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
active_particles = active;
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
CL_EntityEvent
|
||
|
|
||
|
An entity has just been parsed that has an event value
|
||
|
|
||
|
the female events are there for backwards compatability
|
||
|
==============
|
||
|
*/
|
||
|
extern struct sfx_s *cl_sfx_footsteps[4];
|
||
|
|
||
|
void CL_EntityEvent (entity_state_t *ent)
|
||
|
{
|
||
|
switch (ent->event)
|
||
|
{
|
||
|
case EV_ITEM_RESPAWN:
|
||
|
S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("items/respawn1.wav"), 1, ATTN_IDLE, 0);
|
||
|
CL_ItemRespawnParticles (ent->origin);
|
||
|
break;
|
||
|
case EV_PLAYER_TELEPORT:
|
||
|
S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("misc/tele1.wav"), 1, ATTN_IDLE, 0);
|
||
|
CL_TeleportParticles (ent->origin);
|
||
|
break;
|
||
|
case EV_FOOTSTEP:
|
||
|
if (cl_footsteps->value)
|
||
|
S_StartSound (NULL, ent->number, CHAN_BODY, cl_sfx_footsteps[rand()&3], 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
case EV_FALLSHORT:
|
||
|
S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("player/land1.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
case EV_FALL:
|
||
|
S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall2.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
case EV_FALLFAR:
|
||
|
S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall1.wav"), 1, ATTN_NORM, 0);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
==============
|
||
|
CL_ClearEffects
|
||
|
|
||
|
==============
|
||
|
*/
|
||
|
void CL_ClearEffects (void)
|
||
|
{
|
||
|
CL_ClearParticles ();
|
||
|
CL_ClearDlights ();
|
||
|
CL_ClearLightStyles ();
|
||
|
}
|