mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 15:22:04 +00:00
Factor out model based particle effects.
Moving them into a separate function both cleans up entity linking and makes things easier for csqc when it comes.
This commit is contained in:
parent
8612696816
commit
608c30942c
2 changed files with 79 additions and 61 deletions
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@ -207,6 +207,40 @@ CL_TransformEntity (entity_t *ent, const vec3_t angles, qboolean force)
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ent->transform[15] = 1;
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}
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static void
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CL_ModelEffects (entity_t *ent, int num, int glow_color)
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{
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dlight_t *dl;
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model_t *model = ent->model;
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if (model->flags & EF_ROCKET) {
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dl = r_funcs->R_AllocDlight (num);
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if (dl) {
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VectorCopy (ent->origin, dl->origin);
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dl->radius = 200.0;
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dl->die = cl.time + 0.1;
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//FIXME VectorCopy (r_firecolor->vec, dl->color);
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VectorSet (0.9, 0.7, 0.0, dl->color);
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dl->color[3] = 0.7;
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}
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r_funcs->particles->R_RocketTrail (ent);
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} else if (model->flags & EF_GRENADE)
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r_funcs->particles->R_GrenadeTrail (ent);
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else if (model->flags & EF_GIB)
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r_funcs->particles->R_BloodTrail (ent);
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else if (model->flags & EF_ZOMGIB)
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r_funcs->particles->R_SlightBloodTrail (ent);
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else if (model->flags & EF_TRACER)
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r_funcs->particles->R_WizTrail (ent);
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else if (model->flags & EF_TRACER2)
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r_funcs->particles->R_FlameTrail (ent);
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else if (model->flags & EF_TRACER3)
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r_funcs->particles->R_VoorTrail (ent);
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else if (model->flags & EF_GLOWTRAIL)
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if (r_funcs->particles->R_GlowTrail)
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r_funcs->particles->R_GlowTrail (ent, glow_color);
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}
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void
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CL_RelinkEntities (void)
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{
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@ -341,32 +375,7 @@ CL_RelinkEntities (void)
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if (VectorDistance_fast (state->msg_origins[1], ent->origin)
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> (256 * 256))
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VectorCopy (ent->origin, state->msg_origins[1]);
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if (ent->model->flags & EF_ROCKET) {
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dl = r_funcs->R_AllocDlight (i);
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if (dl) {
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VectorCopy (ent->origin, dl->origin);
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dl->radius = 200;
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dl->die = cl.time + 0.1;
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//FIXME VectorCopy (r_firecolor->vec, dl->color);
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VectorSet (0.9, 0.7, 0.0, dl->color);
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dl->color[3] = 0.7;
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}
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r_funcs->particles->R_RocketTrail (ent);
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} else if (ent->model->flags & EF_GRENADE)
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r_funcs->particles->R_GrenadeTrail (ent);
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else if (ent->model->flags & EF_GIB)
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r_funcs->particles->R_BloodTrail (ent);
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else if (ent->model->flags & EF_ZOMGIB)
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r_funcs->particles->R_SlightBloodTrail (ent);
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else if (ent->model->flags & EF_TRACER)
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r_funcs->particles->R_WizTrail (ent);
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else if (ent->model->flags & EF_TRACER2)
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r_funcs->particles->R_FlameTrail (ent);
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else if (ent->model->flags & EF_TRACER3)
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r_funcs->particles->R_VoorTrail (ent);
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else if (ent->model->flags & EF_GLOWTRAIL)
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if (r_funcs->particles->R_GlowTrail)
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r_funcs->particles->R_GlowTrail (ent, state->glow_color);
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CL_ModelEffects (ent, i, state->glow_color);
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state->forcelink = false;
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}
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@ -195,18 +195,51 @@ CL_TransformEntity (entity_t *ent, const vec3_t angles, qboolean force)
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ent->transform[15] = 1;
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}
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static void
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CL_ModelEffects (entity_t *ent, int num, int glow_color)
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{
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dlight_t *dl;
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model_t *model = ent->model;
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if (model->flags & EF_ROCKET) {
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dl = r_funcs->R_AllocDlight (num);
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if (dl) {
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VectorCopy (ent->origin, dl->origin);
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dl->radius = 200.0;
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dl->die = cl.time + 0.1;
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//FIXME VectorCopy (r_firecolor->vec, dl->color);
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VectorSet (0.9, 0.7, 0.0, dl->color);
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dl->color[3] = 0.7;
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}
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r_funcs->particles->R_RocketTrail (ent);
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} else if (model->flags & EF_GRENADE)
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r_funcs->particles->R_GrenadeTrail (ent);
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else if (model->flags & EF_GIB)
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r_funcs->particles->R_BloodTrail (ent);
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else if (model->flags & EF_ZOMGIB)
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r_funcs->particles->R_SlightBloodTrail (ent);
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else if (model->flags & EF_TRACER)
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r_funcs->particles->R_WizTrail (ent);
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else if (model->flags & EF_TRACER2)
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r_funcs->particles->R_FlameTrail (ent);
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else if (model->flags & EF_TRACER3)
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r_funcs->particles->R_VoorTrail (ent);
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else if (model->flags & EF_GLOWTRAIL)
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if (r_funcs->particles->R_GlowTrail)
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r_funcs->particles->R_GlowTrail (ent, glow_color);
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}
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static void
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CL_LinkPacketEntities (void)
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{
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int pnum;
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dlight_t *dl;
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entity_t *ent;
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entity_state_t *s1;
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model_t *model;
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packet_entities_t *pack;
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pack = &cl.frames[cls.netchan.incoming_sequence &
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UPDATE_MASK].packet_entities;
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cl.link_sequence = cls.netchan.incoming_sequence;
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pack = &cl.frames[cl.link_sequence & UPDATE_MASK].packet_entities;
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for (pnum = 0; pnum < pack->num_entities; pnum++) {
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s1 = &pack->entities[pnum];
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@ -278,12 +311,13 @@ CL_LinkPacketEntities (void)
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if (!ent->efrag)
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r_funcs->R_AddEfrags (ent);
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if (model->flags & EF_ROTATE) { // rotate binary objects locally
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vec3_t ang;
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ang[PITCH] = 0;
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ang[YAW] = anglemod (100 * cl.time);
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ang[ROLL] = 0;
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CL_TransformEntity (ent, ang, false);
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// rotate binary objects locally
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if (model->flags & EF_ROTATE) {
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vec3_t angles;
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angles[PITCH] = 0;
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angles[YAW] = anglemod (100 * cl.time);
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angles[ROLL] = 0;
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CL_TransformEntity (ent, angles, false);
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} else {
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CL_TransformEntity (ent, s1->angles, false);
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}
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@ -292,32 +326,7 @@ CL_LinkPacketEntities (void)
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if (!model->flags)
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continue;
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if (model->flags & EF_ROCKET) {
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dl = r_funcs->R_AllocDlight (-s1->number);
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if (dl) {
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VectorCopy (ent->origin, dl->origin);
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dl->radius = 200.0;
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dl->die = cl.time + 0.1;
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//FIXME VectorCopy (r_firecolor->vec, dl->color);
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VectorSet (0.9, 0.7, 0.0, dl->color);
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dl->color[3] = 0.7;
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}
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r_funcs->particles->R_RocketTrail (ent);
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} else if (model->flags & EF_GRENADE)
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r_funcs->particles->R_GrenadeTrail (ent);
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else if (model->flags & EF_GIB)
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r_funcs->particles->R_BloodTrail (ent);
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else if (model->flags & EF_ZOMGIB)
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r_funcs->particles->R_SlightBloodTrail (ent);
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else if (model->flags & EF_TRACER)
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r_funcs->particles->R_WizTrail (ent);
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else if (model->flags & EF_TRACER2)
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r_funcs->particles->R_FlameTrail (ent);
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else if (model->flags & EF_TRACER3)
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r_funcs->particles->R_VoorTrail (ent);
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else if (model->flags & EF_GLOWTRAIL)
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if (r_funcs->particles->R_GlowTrail)
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r_funcs->particles->R_GlowTrail (ent, s1->glow_color);
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CL_ModelEffects (ent, -s1->number, s1->glow_color);
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}
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}
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