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https://git.code.sf.net/p/quake/quakeforge
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fbc1bd9f6e
This is the first step towards component-based entities. There's still some transform-related stuff in the struct that needs to be moved, but it's all entirely client related (rather than renderer) and will probably go into a "client" component. Also, the current components are directly included structs rather than references as I didn't want to deal with the object management at this stage. As part of the process (because transforms use simd) this also starts the process of moving QF to using simd for vectors and matrices. There's now a mess of simd and sisd code mixed together, but it works surprisingly well together.
630 lines
14 KiB
C
630 lines
14 KiB
C
/*
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cl_tent.c
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client side temporary entities
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Copyright (C) 1996-1997 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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <math.h>
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#include <stdlib.h>
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#include "QF/entity.h"
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#include "QF/model.h"
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#include "QF/msg.h"
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#include "QF/sound.h"
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#include "QF/sys.h"
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#include "QF/plugin/vid_render.h"
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#include "compat.h"
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#include "nq/include/client.h"
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typedef struct tent_s {
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struct tent_s *next;
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entity_t ent;
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} tent_t;
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#define TEMP_BATCH 64
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static tent_t *temp_entities = 0;
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typedef struct {
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int entity;
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struct model_s *model;
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float endtime;
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vec3_t start, end;
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tent_t *tents;
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int seed;
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} beam_t;
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#define BEAM_SEED_INTERVAL 72
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#define BEAM_SEED_PRIME 3191
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typedef struct {
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float start;
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tent_t *tent;
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} explosion_t;
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typedef struct tent_obj_s {
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struct tent_obj_s *next;
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union {
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beam_t beam;
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explosion_t ex;
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} to;
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} tent_obj_t;
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static tent_obj_t *tent_objects;
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static tent_obj_t *cl_beams;
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static tent_obj_t *cl_explosions;
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static sfx_t *cl_sfx_wizhit;
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static sfx_t *cl_sfx_knighthit;
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static sfx_t *cl_sfx_tink1;
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static sfx_t *cl_sfx_ric1;
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static sfx_t *cl_sfx_ric2;
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static sfx_t *cl_sfx_ric3;
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static sfx_t *cl_sfx_r_exp3;
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static model_t *cl_mod_beam;
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static model_t *cl_mod_bolt;
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static model_t *cl_mod_bolt2;
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static model_t *cl_mod_bolt3;
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static model_t *cl_spr_explod;
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static void
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CL_TEnts_Precache (int phase)
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{
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if (!phase)
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return;
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cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav");
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cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav");
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cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav");
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cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav");
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cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav");
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cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav");
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cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav");
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cl_mod_bolt = Mod_ForName ("progs/bolt.mdl", true);
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cl_mod_bolt2 = Mod_ForName ("progs/bolt2.mdl", true);
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cl_mod_bolt3 = Mod_ForName ("progs/bolt3.mdl", true);
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cl_spr_explod = Mod_ForName ("progs/s_explod.spr", true);
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cl_mod_beam = Mod_ForName ("progs/beam.mdl", false);
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if (!cl_mod_beam)
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cl_mod_beam = cl_mod_bolt;
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}
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void
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CL_TEnts_Init (void)
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{
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QFS_GamedirCallback (CL_TEnts_Precache);
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CL_TEnts_Precache (1);
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}
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void
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CL_Init_Entity (entity_t *ent)
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{
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if (ent->transform) {
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Transform_Delete (ent->transform);
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}
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memset (ent, 0, sizeof (*ent));
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ent->transform = Transform_New (0);
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ent->renderer.skin = 0;
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QuatSet (1.0, 1.0, 1.0, 1.0, ent->renderer.colormod);
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ent->scale = 1.0;
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ent->animation.pose1 = ent->animation.pose2 = -1;
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}
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static tent_t *
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new_temp_entity (void)
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{
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tent_t *tent;
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if (!temp_entities) {
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int i;
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temp_entities = malloc (TEMP_BATCH * sizeof (tent_t));
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for (i = 0; i < TEMP_BATCH - 1; i++) {
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temp_entities[i].next = &temp_entities[i + 1];
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temp_entities[i].ent.transform = 0;
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}
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temp_entities[i].next = 0;
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temp_entities[i].ent.transform = 0;
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}
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tent = temp_entities;
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temp_entities = tent->next;
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tent->next = 0;
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CL_Init_Entity (&tent->ent);
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return tent;
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}
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static void
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free_temp_entities (tent_t *tents)
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{
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tent_t **t = &tents;
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while (*t)
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t = &(*t)->next;
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*t = temp_entities;
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temp_entities = tents;
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}
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static tent_obj_t *
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new_tent_object (void)
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{
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tent_obj_t *tobj;
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if (!tent_objects) {
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int i;
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tent_objects = malloc (TEMP_BATCH * sizeof (tent_obj_t));
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for (i = 0; i < TEMP_BATCH - 1; i++)
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tent_objects[i].next = &tent_objects[i + 1];
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tent_objects[i].next = 0;
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}
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tobj = tent_objects;
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tent_objects = tobj->next;
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tobj->next = 0;
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return tobj;
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}
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static void
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free_tent_objects (tent_obj_t *tobjs)
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{
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tent_obj_t **t = &tobjs;
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while (*t)
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t = &(*t)->next;
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*t = tent_objects;
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tent_objects = tobjs;
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}
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void
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CL_ClearTEnts (void)
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{
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tent_t *t;
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tent_obj_t *to;
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for (to = cl_beams; to; to = to->next) {
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for (t = to->to.beam.tents; t; t = t->next)
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t->ent.visibility.efrag = 0;
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free_temp_entities (to->to.beam.tents);
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}
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free_tent_objects (cl_beams);
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cl_beams = 0;
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for (to = cl_explosions; to; to = to->next) {
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for (t = to->to.ex.tent; t; t = t->next)
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t->ent.visibility.efrag = 0;
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free_temp_entities (to->to.ex.tent);
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}
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free_tent_objects (cl_explosions);
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cl_explosions = 0;
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}
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static inline void
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beam_clear (beam_t *b)
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{
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if (b->tents) {
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tent_t *t;
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for (t = b->tents; t; t = t->next) {
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r_funcs->R_RemoveEfrags (&t->ent);
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t->ent.visibility.efrag = 0;
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}
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free_temp_entities (b->tents);
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b->tents = 0;
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}
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}
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static inline void
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beam_setup (beam_t *b, qboolean transform)
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{
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tent_t *tent;
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float forward, pitch, yaw, d;
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int ent_count;
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vec3_t dist, org, ang;
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unsigned seed;
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// calculate pitch and yaw
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VectorSubtract (b->end, b->start, dist);
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if (dist[1] == 0 && dist[0] == 0) {
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yaw = 0;
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if (dist[2] > 0)
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pitch = 90;
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else
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pitch = 270;
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} else {
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yaw = (int) (atan2 (dist[1], dist[0]) * 180 / M_PI);
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if (yaw < 0)
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yaw += 360;
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forward = sqrt (dist[0] * dist[0] + dist[1] * dist[1]);
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pitch = (int) (atan2 (dist[2], forward) * 180 / M_PI);
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if (pitch < 0)
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pitch += 360;
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}
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// add new entities for the lightning
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VectorCopy (b->start, org);
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d = VectorNormalize (dist);
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VectorScale (dist, 30, dist);
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ent_count = ceil (d / 30);
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d = 0;
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seed = b->seed + ((int) (cl.time * BEAM_SEED_INTERVAL) %
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BEAM_SEED_INTERVAL);
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ang[ROLL] = 0;
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while (ent_count--) {
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tent = new_temp_entity ();
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tent->next = b->tents;
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b->tents = tent;
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VectorMultAdd (org, d, dist, tent->ent.origin);
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d += 1.0;
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tent->ent.renderer.model = b->model;
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ang[PITCH] = pitch;
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ang[YAW] = yaw;
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if (transform) {
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seed = seed * BEAM_SEED_PRIME;
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ang[ROLL] = seed % 360;
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CL_TransformEntity (&tent->ent, ang, true);
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}
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VectorCopy (ang, tent->ent.angles);
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r_funcs->R_AddEfrags (&cl.worldmodel->brush, &tent->ent);
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}
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}
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static void
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CL_ParseBeam (model_t *m)
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{
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tent_obj_t *to;
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beam_t *b;
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int ent;
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vec3_t start, end;
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ent = MSG_ReadShort (net_message);
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MSG_ReadCoordV (net_message, start);
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MSG_ReadCoordV (net_message, end);
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to = 0;
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if (ent) {
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for (to = cl_beams; to; to = to->next)
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if (to->to.beam.entity == ent)
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break;
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}
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if (!to) {
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to = new_tent_object ();
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to->next = cl_beams;
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cl_beams = to;
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to->to.beam.tents = 0;
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to->to.beam.entity = ent;
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}
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b = &to->to.beam;
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beam_clear (b);
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b->model = m;
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b->endtime = cl.time + 0.2;
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b->seed = rand ();
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VectorCopy (end, b->end);
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if (b->entity != cl.viewentity) {
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// this will be done in CL_UpdateBeams
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VectorCopy (start, b->start);
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beam_setup (b, true);
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}
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}
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void
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CL_ParseTEnt (void)
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{
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byte type;
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dlight_t *dl;
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tent_obj_t *to;
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explosion_t *ex;
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int colorStart, colorLength;
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quat_t col;
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vec3_t pos;
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sfx_t *spike_sound[] = {
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cl_sfx_ric3, cl_sfx_ric3, cl_sfx_ric2, cl_sfx_ric1,
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};
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type = MSG_ReadByte (net_message);
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switch (type) {
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case TE_WIZSPIKE: // spike hitting wall
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MSG_ReadCoordV (net_message, pos);
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r_funcs->particles->R_WizSpikeEffect (pos);
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S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
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break;
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case TE_KNIGHTSPIKE: // spike hitting wall
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MSG_ReadCoordV (net_message, pos);
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r_funcs->particles->R_KnightSpikeEffect (pos);
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S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
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break;
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case TE_SPIKE: // spike hitting wall
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MSG_ReadCoordV (net_message, pos);
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r_funcs->particles->R_SpikeEffect (pos);
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{
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int i;
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sfx_t *sound;
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i = (rand () % 20) - 16;
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if (i >= 0)
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sound = spike_sound[i];
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else
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sound = cl_sfx_tink1;
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S_StartSound (-1, 0, sound, pos, 1, 1);
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}
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break;
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case TE_SUPERSPIKE: // super spike hitting wall
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MSG_ReadCoordV (net_message, pos);
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r_funcs->particles->R_SuperSpikeEffect (pos);
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{
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int i;
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sfx_t *sound;
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i = (rand () % 20) - 16;
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if (i >= 0)
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sound = spike_sound[i];
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else
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sound = cl_sfx_tink1;
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S_StartSound (-1, 0, sound, pos, 1, 1);
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}
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break;
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case TE_EXPLOSION: // rocket explosion
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// particles
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MSG_ReadCoordV (net_message, pos);
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r_funcs->particles->R_ParticleExplosion (pos);
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// light
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dl = r_funcs->R_AllocDlight (0);
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if (dl) {
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VectorCopy (pos, dl->origin);
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dl->radius = 350;
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dl->die = cl.time + 0.5;
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dl->decay = 300;
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QuatSet (1.0, 0.5, 0.25, 0.7, dl->color);
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}
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// sound
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S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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// sprite
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to = new_tent_object ();
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to->next = cl_explosions;
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cl_explosions = to;
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ex = &to->to.ex;
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ex->tent = new_temp_entity ();
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VectorCopy (pos, ex->tent->ent.origin);
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ex->start = cl.time;
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//FIXME need better model management
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if (!cl_spr_explod->cache.data)
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cl_spr_explod = Mod_ForName ("progs/s_explod.spr", true);
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ex->tent->ent.renderer.model = cl_spr_explod;
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CL_TransformEntity (&ex->tent->ent, ex->tent->ent.angles, true);
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break;
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case TE_TAREXPLOSION: // tarbaby explosion
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MSG_ReadCoordV (net_message, pos);
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r_funcs->particles->R_BlobExplosion (pos);
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S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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break;
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case TE_LIGHTNING1: // lightning bolts
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CL_ParseBeam (cl_mod_bolt);
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break;
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case TE_LIGHTNING2: // lightning bolts
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CL_ParseBeam (cl_mod_bolt2);
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break;
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case TE_LIGHTNING3: // lightning bolts
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CL_ParseBeam (cl_mod_bolt3);
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break;
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case TE_LIGHTNING4NEH: // Nehahra lightning
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CL_ParseBeam (Mod_ForName (MSG_ReadString (net_message), true));
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break;
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// PGM 01/21/97
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case TE_BEAM: // grappling hook beam
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CL_ParseBeam (cl_mod_beam);
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break;
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// PGM 01/21/97
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case TE_LAVASPLASH:
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MSG_ReadCoordV (net_message, pos);
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r_funcs->particles->R_LavaSplash (pos);
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break;
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case TE_TELEPORT:
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MSG_ReadCoordV (net_message, pos);
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r_funcs->particles->R_TeleportSplash (pos);
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break;
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case TE_EXPLOSION2: // color mapped explosion
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MSG_ReadCoordV (net_message, pos);
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colorStart = MSG_ReadByte (net_message);
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colorLength = MSG_ReadByte (net_message);
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S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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r_funcs->particles->R_ParticleExplosion2 (pos, colorStart,
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colorLength);
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dl = r_funcs->R_AllocDlight (0);
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if (!dl)
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break;
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VectorCopy (pos, dl->origin);
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dl->radius = 350;
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dl->die = cl.time + 0.5;
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dl->decay = 300;
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colorStart = (colorStart + (rand () % colorLength)) * 3;
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VectorScale (&r_data->vid->palette[colorStart], 1.0 / 255.0,
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dl->color);
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dl->color[3] = 0.7;
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break;
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case TE_EXPLOSION3: // Nehahra colored light explosion
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MSG_ReadCoordV (net_message, pos);
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MSG_ReadCoordV (net_message, col); // OUCH!
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col[3] = 0.7;
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r_funcs->particles->R_ParticleExplosion (pos);
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S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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dl = r_funcs->R_AllocDlight (0);
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if (dl) {
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VectorCopy (pos, dl->origin);
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dl->radius = 350;
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dl->die = cl.time + 0.5;
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|
dl->decay = 300;
|
|
QuatCopy (col, dl->color);
|
|
}
|
|
break;
|
|
|
|
case TE_GUNSHOT: // bullet hitting wall
|
|
MSG_ReadCoordV (net_message, pos);
|
|
r_funcs->particles->R_GunshotEffect (pos, 20);
|
|
break;
|
|
|
|
default:
|
|
Sys_Error ("CL_ParseTEnt: bad type %d", type);
|
|
}
|
|
}
|
|
|
|
static void
|
|
CL_UpdateBeams (void)
|
|
{
|
|
tent_obj_t **to;
|
|
beam_t *b;
|
|
unsigned seed;
|
|
tent_t *t;
|
|
|
|
// update lightning
|
|
for (to = &cl_beams; *to; ) {
|
|
b = &(*to)->to.beam;
|
|
if (!b->endtime)
|
|
continue;
|
|
if (!b->model || b->endtime < cl.time) {
|
|
tent_obj_t *_to;
|
|
b->endtime = 0;
|
|
beam_clear (b);
|
|
_to = *to;
|
|
*to = _to->next;
|
|
_to->next = tent_objects;
|
|
tent_objects = _to;
|
|
continue;
|
|
}
|
|
to = &(*to)->next;
|
|
|
|
// if coming from the player, update the start position
|
|
if (b->entity == cl.viewentity) {
|
|
beam_clear (b);
|
|
VectorCopy (cl_entities[cl.viewentity].origin, b->start);
|
|
beam_setup (b, false);
|
|
}
|
|
|
|
seed = b->seed + ((int) (cl.time * BEAM_SEED_INTERVAL) %
|
|
BEAM_SEED_INTERVAL);
|
|
|
|
// add new entities for the lightning
|
|
for (t = b->tents; t; t = t->next) {
|
|
seed = seed * BEAM_SEED_PRIME;
|
|
t->ent.angles[ROLL] = seed % 360;
|
|
CL_TransformEntity (&t->ent, t->ent.angles, true);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
CL_UpdateExplosions (void)
|
|
{
|
|
int f;
|
|
tent_obj_t **to;
|
|
explosion_t *ex;
|
|
entity_t *ent;
|
|
|
|
for (to = &cl_explosions; *to; ) {
|
|
ex = &(*to)->to.ex;
|
|
ent = &ex->tent->ent;
|
|
f = 10 * (cl.time - ex->start);
|
|
if (f >= ent->renderer.model->numframes) {
|
|
tent_obj_t *_to;
|
|
r_funcs->R_RemoveEfrags (ent);
|
|
ent->visibility.efrag = 0;
|
|
free_temp_entities (ex->tent);
|
|
_to = *to;
|
|
*to = _to->next;
|
|
_to->next = tent_objects;
|
|
tent_objects = _to;
|
|
continue;
|
|
}
|
|
to = &(*to)->next;
|
|
|
|
ent->animation.frame = f;
|
|
if (!ent->visibility.efrag)
|
|
r_funcs->R_AddEfrags (&cl.worldmodel->brush, ent);
|
|
}
|
|
}
|
|
|
|
void
|
|
CL_UpdateTEnts (void)
|
|
{
|
|
CL_UpdateBeams ();
|
|
CL_UpdateExplosions ();
|
|
}
|
|
|
|
/*
|
|
CL_ParseParticleEffect
|
|
|
|
Parse an effect out of the server message
|
|
*/
|
|
void
|
|
CL_ParseParticleEffect (void)
|
|
{
|
|
int i, count, color;
|
|
vec3_t org, dir;
|
|
|
|
MSG_ReadCoordV (net_message, org);
|
|
for (i = 0; i < 3; i++)
|
|
dir[i] = ((signed char) MSG_ReadByte (net_message)) * (15.0 / 16.0);
|
|
count = MSG_ReadByte (net_message);
|
|
color = MSG_ReadByte (net_message);
|
|
|
|
if (count == 255)
|
|
r_funcs->particles->R_ParticleExplosion (org);
|
|
else
|
|
r_funcs->particles->R_RunParticleEffect (org, dir, color, count);
|
|
}
|