cl_newfx.c neu durchformatiert und die Kommentare geprüft

This commit is contained in:
Yamagi Burmeister 2010-06-18 13:44:08 +00:00
parent e4fcb87983
commit 3b220229ec
1 changed files with 189 additions and 272 deletions

View File

@ -1,23 +1,22 @@
/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_newfx.c -- MORE entity effects parsing and management
* Copyright (C) 1997-2001 Id Software, Inc.
*
* This program is free software; you can redistribute it and/or modify it under
* the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or (at your option)
* any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE.
*
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with
* this program; if not, write to the Free Software Foundation, Inc., 59
* Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
*/
#include "header/client.h"
@ -28,31 +27,26 @@ extern cvar_t *vid_ref;
extern void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up);
/*
======
vectoangles2 - this is duplicated in the game DLL, but I need it here.
======
*/
void vectoangles2 (vec3_t value1, vec3_t angles)
{
void vectoangles2 (vec3_t value1, vec3_t angles) {
float forward;
float yaw, pitch;
if (value1[1] == 0 && value1[0] == 0)
{
if (value1[1] == 0 && value1[0] == 0) {
yaw = 0;
if (value1[2] > 0)
pitch = 90;
else
pitch = 270;
}
else
{
// PMM - fixed to correct for pitch of 0
} else {
if (value1[0])
yaw = ((float)atan2(value1[1], value1[0]) * 180 / M_PI);
else if (value1[1] > 0)
yaw = 90;
else
yaw = 270;
@ -61,6 +55,7 @@ void vectoangles2 (vec3_t value1, vec3_t angles)
forward = (float)sqrt (value1[0]*value1[0] + value1[1]*value1[1]);
pitch = ((float)atan2(value1[2], forward) * 180 / M_PI);
if (pitch < 0)
pitch += 360;
}
@ -70,10 +65,7 @@ void vectoangles2 (vec3_t value1, vec3_t angles)
angles[ROLL] = 0;
}
//=============
//=============
void CL_Flashlight (int ent, vec3_t pos)
{
void CL_Flashlight (int ent, vec3_t pos) {
cdlight_t *dl;
dl = CL_AllocDlight (ent);
@ -86,17 +78,10 @@ void CL_Flashlight (int ent, vec3_t pos)
dl->color[2] = 1;
}
/*
======
CL_ColorFlash - flash of light
======
*/
void CL_ColorFlash (vec3_t pos, int ent, float intensity, float r, float g, float b)
{
void CL_ColorFlash (vec3_t pos, int ent, float intensity, float r, float g, float b) {
cdlight_t *dl;
if((vidref_val == VIDREF_SOFT) && ((r < 0) || (g<0) || (b<0)))
{
if((vidref_val == VIDREF_SOFT) && ((r < 0) || (g<0) || (b<0))) {
intensity = -intensity;
r = -r;
g = -g;
@ -113,13 +98,7 @@ void CL_ColorFlash (vec3_t pos, int ent, float intensity, float r, float g, floa
dl->color[2] = b;
}
/*
======
CL_DebugTrail
======
*/
void CL_DebugTrail (vec3_t start, vec3_t end)
{
void CL_DebugTrail (vec3_t start, vec3_t end) {
vec3_t move;
vec3_t vec;
float len;
@ -137,11 +116,12 @@ void CL_DebugTrail (vec3_t start, vec3_t end)
VectorScale (vec, dec, vec);
VectorCopy (start, move);
while (len > 0)
{
while (len > 0) {
len -= dec;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
@ -159,13 +139,7 @@ void CL_DebugTrail (vec3_t start, vec3_t end)
}
/*
===============
CL_SmokeTrail
===============
*/
void CL_SmokeTrail (vec3_t start, vec3_t end, int colorStart, int colorRun, int spacing)
{
void CL_SmokeTrail (vec3_t start, vec3_t end, int colorStart, int colorRun, int spacing) {
vec3_t move;
vec3_t vec;
float len, time;
@ -180,37 +154,36 @@ void CL_SmokeTrail (vec3_t start, vec3_t end, int colorStart, int colorRun, int
time = (float)cl.time;
// FIXME: this is a really silly way to have a loop
while (len > 0)
{
while (len > 0) {
len -= spacing;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (1+frand()*0.5f);
p->color = colorStart + (float)(rand() % colorRun);
for (j=0 ; j<3 ; j++)
{
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*3;
p->accel[j] = 0;
}
p->vel[2] = 20 + crand()*5;
VectorAdd (move, vec, move);
}
}
void CL_ForceWall (vec3_t start, vec3_t end, int color8)
{
void CL_ForceWall (vec3_t start, vec3_t end, int color8) {
vec3_t move;
vec3_t vec;
int j;
@ -226,71 +199,66 @@ void CL_ForceWall (vec3_t start, vec3_t end, int color8)
time = (float)cl.time;
// FIXME: this is a really silly way to have a loop
while (len > 0)
{
while (len > 0) {
len -= 4;
if (!free_particles)
return;
if (frand() > 0.3)
{
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (3.0+frand()*0.5f);
p->color = color8;
for (j=0 ; j<3 ; j++)
{
p->org[j] = move[j] + crand()*3;
p->accel[j] = 0;
}
p->vel[0] = 0;
p->vel[1] = 0;
p->vel[2] = -40 - (crand()*10);
if (frand() > 0.3) {
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (3.0+frand()*0.5f);
p->color = color8;
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*3;
p->accel[j] = 0;
}
p->vel[0] = 0;
p->vel[1] = 0;
p->vel[2] = -40 - (crand()*10);
}
VectorAdd (move, vec, move);
}
}
/*
===============
CL_GenericParticleEffect
===============
*/
void CL_GenericParticleEffect (vec3_t org, vec3_t dir, int color, int count, int numcolors, int dirspread, float alphavel)
{
void CL_GenericParticleEffect (vec3_t org, vec3_t dir, int color, int count, int numcolors, int dirspread, float alphavel) {
int i, j;
cparticle_t *p;
float d;
float time;
time = (float)cl.time;
for (i=0 ; i<count ; i++)
{
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 = time;
if (numcolors > 1)
p->color = color + (rand() & numcolors);
p->color = color + (rand() & numcolors);
else
p->color = color;
p->color = color;
d = (float)(rand() & dirspread);
for (j=0 ; j<3 ; j++)
{
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
p->vel[j] = crand()*20;
}
@ -304,13 +272,9 @@ void CL_GenericParticleEffect (vec3_t org, vec3_t dir, int color, int count, int
}
/*
===============
CL_BubbleTrail2 (lets you control the # of bubbles by setting the distance between the spawns)
===============
*/
void CL_BubbleTrail2 (vec3_t start, vec3_t end, int dist)
{
* CL_BubbleTrail2 (lets you control the # of bubbles by setting the distance between the spawns)
*/
void CL_BubbleTrail2 (vec3_t start, vec3_t end, int dist) {
vec3_t move;
vec3_t vec;
float len, time;
@ -326,11 +290,10 @@ void CL_BubbleTrail2 (vec3_t start, vec3_t end, int dist)
VectorScale (vec, dist, vec);
for (i=0 ; i<len ; i+=dist)
{
for (i=0 ; i<len ; i+=dist) {
if (!free_particles)
return;
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
@ -342,19 +305,19 @@ void CL_BubbleTrail2 (vec3_t start, vec3_t end, int dist)
p->alpha = 1.0;
p->alphavel = -1.0f / (1+frand()*0.1f);
p->color = 4 + (rand()&7);
for (j=0 ; j<3 ; j++)
{
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*2;
p->vel[j] = crand()*10;
}
p->org[2] -= 4;
p->vel[2] += 20;
VectorAdd (move, vec, move);
}
}
void CL_Heatbeam (vec3_t start, vec3_t forward)
{
void CL_Heatbeam (vec3_t start, vec3_t forward) {
vec3_t move;
vec3_t vec;
float len;
@ -378,32 +341,29 @@ void CL_Heatbeam (vec3_t start, vec3_t forward)
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
// FIXME - pmm - these might end up using old values?
VectorCopy (cl.v_right, right);
VectorCopy (cl.v_up, up);
if (vidref_val == VIDREF_GL)
{ // GL mode
if (vidref_val == VIDREF_GL) {
VectorMA (move, -0.5, right, move);
VectorMA (move, -0.5, up, move);
}
// otherwise assume SOFT
time = (float)cl.time;
ltime = (float) cl.time/1000.0f;
ltime = (float) cl.time/1000.0f;
start_pt = (float)fmod(ltime*96.0f,step);
VectorMA (move, start_pt, vec, move);
VectorScale (vec, step, vec);
rstep = M_PI/10.0f;
for (i=start_pt ; i<len ; i+=step)
{
if (i>step*5) // don't bother after the 5th ring
for (i=start_pt ; i<len ; i+=step) {
if (i>step*5) /* don't bother after the 5th ring */
break;
for (rot = 0; rot < M_PI*2; rot += rstep)
{
for (rot = 0; rot < M_PI*2; rot += rstep) {
if (!free_particles)
return;
@ -412,47 +372,41 @@ void CL_Heatbeam (vec3_t start, vec3_t forward)
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
VectorClear (p->accel);
variance = 0.5;
c = (float)cos(rot)*variance;
s = (float)sin(rot)*variance;
// trim it so it looks like it's starting at the origin
if (i < 10)
{
/* trim it so it looks like it's starting at the origin */
if (i < 10) {
VectorScale (right, c*(i/10.0f), dir);
VectorMA (dir, s*(i/10.0f), up, dir);
}
else
{
} else {
VectorScale (right, c, dir);
VectorMA (dir, s, up, dir);
}
p->alpha = 0.5;
p->alphavel = -1000.0;
p->color = 223 - (rand()&7);
for (j=0 ; j<3 ; j++)
{
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + dir[j]*3;
p->vel[j] = 0;
}
}
VectorAdd (move, vec, move);
}
}
/*
===============
CL_ParticleSteamEffect
Puffs with velocity along direction, with some randomness thrown in
===============
*/
void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude)
{
*Puffs with velocity along direction, with some randomness thrown in
*/
void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude) {
int i, j;
cparticle_t *p;
float d, time;
@ -461,10 +415,10 @@ void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int m
time = (float)cl.time;
MakeNormalVectors (dir, r, u);
for (i=0 ; i<count ; i++)
{
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
@ -472,10 +426,11 @@ void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int m
p->time = time;
p->color = color + (rand()&7);
for (j=0 ; j<3 ; j++)
{
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + magnitude*0.1f*crand();
}
VectorScale (dir, magnitude, p->vel);
d = crand()*magnitude/3;
VectorMA (p->vel, d, r, p->vel);
@ -490,8 +445,7 @@ void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int m
}
}
void CL_ParticleSteamEffect2 (cl_sustain_t *self)
{
void CL_ParticleSteamEffect2 (cl_sustain_t *self) {
int i, j;
cparticle_t *p;
float d;
@ -501,10 +455,10 @@ void CL_ParticleSteamEffect2 (cl_sustain_t *self)
VectorCopy (self->dir, dir);
MakeNormalVectors (dir, r, u);
for (i=0 ; i<self->count ; i++)
{
for (i=0 ; i<self->count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
@ -513,10 +467,10 @@ void CL_ParticleSteamEffect2 (cl_sustain_t *self)
p->time = cl.time;
p->color = self->color + (rand()&7);
for (j=0 ; j<3 ; j++)
{
for (j=0 ; j<3 ; j++) {
p->org[j] = self->org[j] + self->magnitude*0.1*crand();
}
VectorScale (dir, self->magnitude, p->vel);
d = crand()*self->magnitude/3;
VectorMA (p->vel, d, r, p->vel);
@ -529,16 +483,11 @@ void CL_ParticleSteamEffect2 (cl_sustain_t *self)
p->alphavel = -1.0 / (0.5 + frand()*0.3);
}
self->nextthink += self->thinkinterval;
}
/*
===============
CL_TrackerTrail
===============
*/
void CL_TrackerTrail (vec3_t start, vec3_t end, int particleColor)
{
void CL_TrackerTrail (vec3_t start, vec3_t end, int particleColor) {
vec3_t move;
vec3_t vec;
vec3_t forward,right,up,angle_dir;
@ -561,19 +510,18 @@ void CL_TrackerTrail (vec3_t start, vec3_t end, int particleColor)
dec = 3;
VectorScale (vec, 3, vec);
// FIXME: this is a really silly way to have a loop
while (len > 0)
{
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 = time;
p->alpha = 1.0;
@ -581,19 +529,19 @@ void CL_TrackerTrail (vec3_t start, vec3_t end, int particleColor)
p->color = particleColor;
dist = DotProduct(move, forward);
VectorMA(move, 8 * cos(dist), up, p->org);
for (j=0 ; j<3 ; j++)
{
for (j=0 ; j<3 ; j++) {
p->vel[j] = 0;
p->accel[j] = 0;
}
p->vel[2] = 5;
VectorAdd (move, vec, move);
}
}
void CL_Tracker_Shell(vec3_t origin)
{
void CL_Tracker_Shell(vec3_t origin) {
vec3_t dir;
int i;
cparticle_t *p;
@ -601,16 +549,16 @@ void CL_Tracker_Shell(vec3_t origin)
time = (float)cl.time;
for(i=0;i<300;i++)
{
for(i=0; i<300; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
@ -620,13 +568,12 @@ void CL_Tracker_Shell(vec3_t origin)
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(origin, 40, dir, p->org);
}
}
void CL_MonsterPlasma_Shell(vec3_t origin)
{
void CL_MonsterPlasma_Shell(vec3_t origin) {
vec3_t dir;
int i;
cparticle_t *p;
@ -634,16 +581,16 @@ void CL_MonsterPlasma_Shell(vec3_t origin)
time = (float)cl.time;
for(i=0;i<40;i++)
{
for(i=0; i<40; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
@ -653,13 +600,12 @@ void CL_MonsterPlasma_Shell(vec3_t origin)
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(origin, 10, dir, p->org);
}
}
void CL_Widowbeamout (cl_sustain_t *self)
{
void CL_Widowbeamout (cl_sustain_t *self) {
vec3_t dir;
int i;
cparticle_t *p;
@ -670,16 +616,16 @@ void CL_Widowbeamout (cl_sustain_t *self)
ratio = 1.0f - (((float)self->endtime - (float)cl.time)/2100.0f);
time = (float)cl.time;
for(i=0;i<300;i++)
{
for(i=0; i<300; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
@ -689,13 +635,12 @@ void CL_Widowbeamout (cl_sustain_t *self)
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(self->org, (45.0 * ratio), dir, p->org);
}
}
void CL_Nukeblast (cl_sustain_t *self)
{
void CL_Nukeblast (cl_sustain_t *self) {
vec3_t dir;
int i;
cparticle_t *p;
@ -706,16 +651,16 @@ void CL_Nukeblast (cl_sustain_t *self)
ratio = 1.0f - (((float)self->endtime - (float)cl.time)/1000.0f);
time = (float)cl.time;
for(i=0;i<700;i++)
{
for(i=0; i<700; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
@ -725,13 +670,12 @@ void CL_Nukeblast (cl_sustain_t *self)
dir[1] = crand();
dir[2] = crand();
VectorNormalize(dir);
VectorMA(self->org, (200.0 * ratio), dir, p->org);
}
}
void CL_WidowSplash (vec3_t org)
{
void CL_WidowSplash (vec3_t org) {
static int colortable[4] = {2*8,13*8,21*8,18*8};
int i;
cparticle_t *p;
@ -740,10 +684,10 @@ void CL_WidowSplash (vec3_t org)
time = (float)cl.time;
for (i=0 ; i<256 ; i++)
{
for (i=0 ; i<256 ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
@ -766,8 +710,7 @@ void CL_WidowSplash (vec3_t org)
}
void CL_Tracker_Explode(vec3_t origin)
{
void CL_Tracker_Explode(vec3_t origin) {
vec3_t dir, backdir;
int i;
cparticle_t *p;
@ -775,16 +718,16 @@ void CL_Tracker_Explode(vec3_t origin)
time = (float)cl.time;
for(i=0;i<300;i++)
{
for(i=0; i<300; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear (p->accel);
p->time = time;
p->alpha = 1.0;
@ -795,21 +738,14 @@ void CL_Tracker_Explode(vec3_t origin)
dir[2] = crand();
VectorNormalize(dir);
VectorScale(dir, -1, backdir);
VectorMA(origin, 64, dir, p->org);
VectorScale(backdir, 64, p->vel);
}
}
/*
===============
CL_TagTrail
===============
*/
void CL_TagTrail (vec3_t start, vec3_t end, int color)
{
void CL_TagTrail (vec3_t start, vec3_t end, int color) {
vec3_t move;
vec3_t vec;
float len;
@ -827,25 +763,25 @@ void CL_TagTrail (vec3_t start, vec3_t end, int color)
dec = 5;
VectorScale (vec, 5, vec);
while (len >= 0)
{
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 = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.8f+frand()*0.2f);
p->color = color;
for (j=0 ; j<3 ; j++)
{
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand()*16;
p->vel[j] = crand()*5;
p->accel[j] = 0;
@ -855,13 +791,7 @@ void CL_TagTrail (vec3_t start, vec3_t end, int color)
}
}
/*
===============
CL_ColorExplosionParticles
===============
*/
void CL_ColorExplosionParticles (vec3_t org, int color, int run)
{
void CL_ColorExplosionParticles (vec3_t org, int color, int run) {
int i;
int j;
cparticle_t *p;
@ -869,10 +799,10 @@ void CL_ColorExplosionParticles (vec3_t org, int color, int run)
time = (float)cl.time;
for (i=0 ; i<128 ; i++)
{
for (i=0 ; i<128 ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
@ -880,8 +810,8 @@ void CL_ColorExplosionParticles (vec3_t org, int color, int run)
p->time = time;
p->color = color + (rand() % run);
for (j=0 ; j<3 ; j++)
{
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%256)-128;
}
@ -895,12 +825,9 @@ void CL_ColorExplosionParticles (vec3_t org, int color, int run)
}
/*
===============
CL_ParticleSmokeEffect - like the steam effect, but unaffected by gravity
===============
*/
void CL_ParticleSmokeEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude)
{
* Like the steam effect, but unaffected by gravity
*/
void CL_ParticleSmokeEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude) {
int i, j;
cparticle_t *p;
float d;
@ -911,10 +838,10 @@ void CL_ParticleSmokeEffect (vec3_t org, vec3_t dir, int color, int count, int m
MakeNormalVectors (dir, r, u);
for (i=0 ; i<count ; i++)
{
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
@ -922,10 +849,11 @@ void CL_ParticleSmokeEffect (vec3_t org, vec3_t dir, int color, int count, int m
p->time = time;
p->color = color + (rand()&7);
for (j=0 ; j<3 ; j++)
{
for (j=0 ; j<3 ; j++) {
p->org[j] = org[j] + magnitude*0.1f*crand();
}
VectorScale (dir, magnitude, p->vel);
d = crand()*magnitude/3;
VectorMA (p->vel, d, r, p->vel);
@ -940,27 +868,23 @@ void CL_ParticleSmokeEffect (vec3_t org, vec3_t dir, int color, int count, int m
}
/*
===============
CL_BlasterParticles2
Wall impact puffs (Green)
===============
*/
void CL_BlasterParticles2 (vec3_t org, vec3_t dir, unsigned int color)
{
* Wall impact puffs (Green)
*/
void CL_BlasterParticles2 (vec3_t org, vec3_t dir, unsigned int color) {
int i, j;
cparticle_t *p;
float d;
int count;
float time;
time = (float)cl.time;
count = 40;
for (i=0 ; i<count ; i++)
{
for (i=0 ; i<count ; i++) {
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
@ -969,8 +893,8 @@ void CL_BlasterParticles2 (vec3_t org, vec3_t dir, unsigned int color)
p->time = time;
p->color = color + (rand()&7);
d = (float)(rand()&15);
for (j=0 ; j<3 ; j++)
{
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;
}
@ -984,14 +908,9 @@ void CL_BlasterParticles2 (vec3_t org, vec3_t dir, unsigned int color)
}
/*
===============
CL_BlasterTrail2
Green!
===============
*/
void CL_BlasterTrail2 (vec3_t start, vec3_t end)
{
* Green!
*/
void CL_BlasterTrail2 (vec3_t start, vec3_t end) {
vec3_t move;
vec3_t vec;
float len;
@ -1009,25 +928,24 @@ void CL_BlasterTrail2 (vec3_t start, vec3_t end)
dec = 5;
VectorScale (vec, 5, vec);
// FIXME: this is a really silly way to have a loop
while (len > 0)
{
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 = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (float)(0.3f+frand()*0.2f);
for (j=0 ; j<3 ; j++)
{
for (j=0 ; j<3 ; j++) {
p->org[j] = move[j] + crand();
p->vel[j] = crand()*5;
p->accel[j] = 0;
@ -1036,4 +954,3 @@ void CL_BlasterTrail2 (vec3_t start, vec3_t end)
VectorAdd (move, vec, move);
}
}