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cl_newfx.c neu durchformatiert und die Kommentare geprüft
This commit is contained in:
parent
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1 changed files with 189 additions and 272 deletions
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@ -1,23 +1,22 @@
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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_newfx.c -- MORE entity effects parsing and management
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program is free software; you can redistribute it and/or modify it under
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* the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with
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* this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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*/
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#include "header/client.h"
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@ -28,31 +27,26 @@ extern cvar_t *vid_ref;
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extern void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up);
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/*
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======
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vectoangles2 - this is duplicated in the game DLL, but I need it here.
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======
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*/
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void vectoangles2 (vec3_t value1, vec3_t angles)
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{
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void vectoangles2 (vec3_t value1, vec3_t angles) {
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float forward;
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float yaw, pitch;
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if (value1[1] == 0 && value1[0] == 0)
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{
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if (value1[1] == 0 && value1[0] == 0) {
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yaw = 0;
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if (value1[2] > 0)
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pitch = 90;
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else
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pitch = 270;
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}
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else
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{
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// PMM - fixed to correct for pitch of 0
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} else {
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if (value1[0])
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yaw = ((float)atan2(value1[1], value1[0]) * 180 / M_PI);
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else if (value1[1] > 0)
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yaw = 90;
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else
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yaw = 270;
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@ -61,6 +55,7 @@ void vectoangles2 (vec3_t value1, vec3_t angles)
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forward = (float)sqrt (value1[0]*value1[0] + value1[1]*value1[1]);
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pitch = ((float)atan2(value1[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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@ -70,10 +65,7 @@ void vectoangles2 (vec3_t value1, vec3_t angles)
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angles[ROLL] = 0;
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}
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//=============
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//=============
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void CL_Flashlight (int ent, vec3_t pos)
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{
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void CL_Flashlight (int ent, vec3_t pos) {
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cdlight_t *dl;
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dl = CL_AllocDlight (ent);
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@ -86,17 +78,10 @@ void CL_Flashlight (int ent, vec3_t pos)
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dl->color[2] = 1;
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}
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/*
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======
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CL_ColorFlash - flash of light
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======
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*/
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void CL_ColorFlash (vec3_t pos, int ent, float intensity, float r, float g, float b)
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{
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void CL_ColorFlash (vec3_t pos, int ent, float intensity, float r, float g, float b) {
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cdlight_t *dl;
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if((vidref_val == VIDREF_SOFT) && ((r < 0) || (g<0) || (b<0)))
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{
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if((vidref_val == VIDREF_SOFT) && ((r < 0) || (g<0) || (b<0))) {
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intensity = -intensity;
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r = -r;
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g = -g;
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@ -113,13 +98,7 @@ void CL_ColorFlash (vec3_t pos, int ent, float intensity, float r, float g, floa
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dl->color[2] = b;
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}
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/*
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======
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CL_DebugTrail
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======
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*/
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void CL_DebugTrail (vec3_t start, vec3_t end)
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{
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void CL_DebugTrail (vec3_t start, vec3_t end) {
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vec3_t move;
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vec3_t vec;
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float len;
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@ -137,11 +116,12 @@ void CL_DebugTrail (vec3_t start, vec3_t end)
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VectorScale (vec, dec, vec);
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VectorCopy (start, move);
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while (len > 0)
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{
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while (len > 0) {
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len -= dec;
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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@ -159,13 +139,7 @@ void CL_DebugTrail (vec3_t start, vec3_t end)
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}
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/*
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===============
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CL_SmokeTrail
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===============
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*/
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void CL_SmokeTrail (vec3_t start, vec3_t end, int colorStart, int colorRun, int spacing)
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{
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void CL_SmokeTrail (vec3_t start, vec3_t end, int colorStart, int colorRun, int spacing) {
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vec3_t move;
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vec3_t vec;
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float len, time;
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time = (float)cl.time;
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// FIXME: this is a really silly way to have a loop
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while (len > 0)
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{
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while (len > 0) {
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len -= spacing;
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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p->alpha = 1.0;
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p->alphavel = -1.0f / (1+frand()*0.5f);
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p->color = colorStart + (float)(rand() % colorRun);
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for (j=0 ; j<3 ; j++)
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{
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for (j=0 ; j<3 ; j++) {
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p->org[j] = move[j] + crand()*3;
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p->accel[j] = 0;
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}
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p->vel[2] = 20 + crand()*5;
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VectorAdd (move, vec, move);
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}
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}
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void CL_ForceWall (vec3_t start, vec3_t end, int color8)
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{
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void CL_ForceWall (vec3_t start, vec3_t end, int color8) {
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vec3_t move;
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vec3_t vec;
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int j;
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@ -226,16 +199,13 @@ void CL_ForceWall (vec3_t start, vec3_t end, int color8)
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time = (float)cl.time;
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// FIXME: this is a really silly way to have a loop
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while (len > 0)
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{
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while (len > 0) {
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len -= 4;
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if (!free_particles)
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return;
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if (frand() > 0.3)
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{
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if (frand() > 0.3) {
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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p->alpha = 1.0;
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p->alphavel = -1.0f / (3.0+frand()*0.5f);
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p->color = color8;
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for (j=0 ; j<3 ; j++)
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{
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for (j=0 ; j<3 ; j++) {
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p->org[j] = move[j] + crand()*3;
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p->accel[j] = 0;
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}
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p->vel[0] = 0;
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p->vel[1] = 0;
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p->vel[2] = -40 - (crand()*10);
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}
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}
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/*
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===============
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CL_GenericParticleEffect
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===============
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*/
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void CL_GenericParticleEffect (vec3_t org, vec3_t dir, int color, int count, int numcolors, int dirspread, float alphavel)
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{
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void CL_GenericParticleEffect (vec3_t org, vec3_t dir, int color, int count, int numcolors, int dirspread, float alphavel) {
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int i, j;
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cparticle_t *p;
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float d;
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float time;
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time = (float)cl.time;
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for (i=0 ; i<count ; i++)
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{
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for (i=0 ; i<count ; i++) {
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->time = time;
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if (numcolors > 1)
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p->color = color + (rand() & numcolors);
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else
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p->color = color;
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d = (float)(rand() & dirspread);
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for (j=0 ; j<3 ; j++)
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{
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for (j=0 ; j<3 ; j++) {
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p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
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p->vel[j] = crand()*20;
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}
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}
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/*
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===============
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CL_BubbleTrail2 (lets you control the # of bubbles by setting the distance between the spawns)
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===============
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*/
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void CL_BubbleTrail2 (vec3_t start, vec3_t end, int dist)
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{
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* CL_BubbleTrail2 (lets you control the # of bubbles by setting the distance between the spawns)
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*/
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void CL_BubbleTrail2 (vec3_t start, vec3_t end, int dist) {
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vec3_t move;
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vec3_t vec;
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float len, time;
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VectorScale (vec, dist, vec);
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for (i=0 ; i<len ; i+=dist)
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{
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for (i=0 ; i<len ; i+=dist) {
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if (!free_particles)
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return;
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p->alpha = 1.0;
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p->alphavel = -1.0f / (1+frand()*0.1f);
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p->color = 4 + (rand()&7);
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for (j=0 ; j<3 ; j++)
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{
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for (j=0 ; j<3 ; j++) {
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p->org[j] = move[j] + crand()*2;
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p->vel[j] = crand()*10;
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}
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p->org[2] -= 4;
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p->vel[2] += 20;
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VectorAdd (move, vec, move);
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}
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}
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void CL_Heatbeam (vec3_t start, vec3_t forward)
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{
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void CL_Heatbeam (vec3_t start, vec3_t forward) {
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vec3_t move;
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vec3_t vec;
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float len;
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VectorSubtract (end, start, vec);
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len = VectorNormalize (vec);
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// FIXME - pmm - these might end up using old values?
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VectorCopy (cl.v_right, right);
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VectorCopy (cl.v_up, up);
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if (vidref_val == VIDREF_GL)
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{ // GL mode
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if (vidref_val == VIDREF_GL) {
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VectorMA (move, -0.5, right, move);
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VectorMA (move, -0.5, up, move);
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}
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// otherwise assume SOFT
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time = (float)cl.time;
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@ -397,13 +358,12 @@ void CL_Heatbeam (vec3_t start, vec3_t forward)
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VectorScale (vec, step, vec);
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rstep = M_PI/10.0f;
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for (i=start_pt ; i<len ; i+=step)
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{
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if (i>step*5) // don't bother after the 5th ring
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for (i=start_pt ; i<len ; i+=step) {
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if (i>step*5) /* don't bother after the 5th ring */
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break;
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for (rot = 0; rot < M_PI*2; rot += rstep)
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{
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for (rot = 0; rot < M_PI*2; rot += rstep) {
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if (!free_particles)
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return;
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@ -419,14 +379,12 @@ void CL_Heatbeam (vec3_t start, vec3_t forward)
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c = (float)cos(rot)*variance;
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s = (float)sin(rot)*variance;
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// trim it so it looks like it's starting at the origin
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if (i < 10)
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{
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/* trim it so it looks like it's starting at the origin */
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if (i < 10) {
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VectorScale (right, c*(i/10.0f), dir);
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VectorMA (dir, s*(i/10.0f), up, dir);
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}
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else
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{
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} else {
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VectorScale (right, c, dir);
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VectorMA (dir, s, up, dir);
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}
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@ -434,25 +392,21 @@ void CL_Heatbeam (vec3_t start, vec3_t forward)
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p->alpha = 0.5;
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p->alphavel = -1000.0;
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p->color = 223 - (rand()&7);
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for (j=0 ; j<3 ; j++)
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{
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for (j=0 ; j<3 ; j++) {
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p->org[j] = move[j] + dir[j]*3;
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p->vel[j] = 0;
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}
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}
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VectorAdd (move, vec, move);
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}
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}
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/*
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===============
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CL_ParticleSteamEffect
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Puffs with velocity along direction, with some randomness thrown in
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===============
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*/
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void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude)
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{
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*Puffs with velocity along direction, with some randomness thrown in
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*/
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void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int magnitude) {
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int i, j;
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cparticle_t *p;
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float d, time;
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|
@ -461,10 +415,10 @@ void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int m
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time = (float)cl.time;
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MakeNormalVectors (dir, r, u);
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for (i=0 ; i<count ; i++)
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{
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for (i=0 ; i<count ; i++) {
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if (!free_particles)
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return;
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p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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@ -472,10 +426,11 @@ void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int m
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p->time = time;
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p->color = color + (rand()&7);
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for (j=0 ; j<3 ; j++)
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{
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for (j=0 ; j<3 ; j++) {
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p->org[j] = org[j] + magnitude*0.1f*crand();
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}
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VectorScale (dir, magnitude, p->vel);
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d = crand()*magnitude/3;
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VectorMA (p->vel, d, r, p->vel);
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|
@ -490,8 +445,7 @@ void CL_ParticleSteamEffect (vec3_t org, vec3_t dir, int color, int count, int m
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}
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}
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void CL_ParticleSteamEffect2 (cl_sustain_t *self)
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{
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void CL_ParticleSteamEffect2 (cl_sustain_t *self) {
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int i, j;
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cparticle_t *p;
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float d;
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|
@ -501,10 +455,10 @@ void CL_ParticleSteamEffect2 (cl_sustain_t *self)
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VectorCopy (self->dir, dir);
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MakeNormalVectors (dir, r, u);
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|
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for (i=0 ; i<self->count ; i++)
|
||||
{
|
||||
for (i=0 ; i<self->count ; i++) {
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||||
if (!free_particles)
|
||||
return;
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||||
|
||||
p = free_particles;
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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;
|
||||
|
@ -561,13 +510,12 @@ 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;
|
||||
|
@ -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;
|
||||
|
@ -601,10 +549,10 @@ 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;
|
||||
|
@ -625,8 +573,7 @@ void CL_Tracker_Shell(vec3_t origin)
|
|||
}
|
||||
}
|
||||
|
||||
void CL_MonsterPlasma_Shell(vec3_t origin)
|
||||
{
|
||||
void CL_MonsterPlasma_Shell(vec3_t origin) {
|
||||
vec3_t dir;
|
||||
int i;
|
||||
cparticle_t *p;
|
||||
|
@ -634,10 +581,10 @@ 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;
|
||||
|
@ -658,8 +605,7 @@ void CL_MonsterPlasma_Shell(vec3_t origin)
|
|||
}
|
||||
}
|
||||
|
||||
void CL_Widowbeamout (cl_sustain_t *self)
|
||||
{
|
||||
void CL_Widowbeamout (cl_sustain_t *self) {
|
||||
vec3_t dir;
|
||||
int i;
|
||||
cparticle_t *p;
|
||||
|
@ -670,10 +616,10 @@ 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;
|
||||
|
@ -694,8 +640,7 @@ void CL_Widowbeamout (cl_sustain_t *self)
|
|||
}
|
||||
}
|
||||
|
||||
void CL_Nukeblast (cl_sustain_t *self)
|
||||
{
|
||||
void CL_Nukeblast (cl_sustain_t *self) {
|
||||
vec3_t dir;
|
||||
int i;
|
||||
cparticle_t *p;
|
||||
|
@ -706,10 +651,10 @@ 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;
|
||||
|
@ -730,8 +675,7 @@ void CL_Nukeblast (cl_sustain_t *self)
|
|||
}
|
||||
}
|
||||
|
||||
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;
|
||||
|
@ -775,10 +718,10 @@ 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;
|
||||
|
@ -802,14 +745,7 @@ void CL_Tracker_Explode(vec3_t origin)
|
|||
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
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;
|
||||
|
@ -827,12 +763,12 @@ 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;
|
||||
|
@ -844,8 +780,8 @@ void CL_TagTrail (vec3_t start, vec3_t end, int color)
|
|||
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);
|
||||
|
@ -940,14 +868,9 @@ 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;
|
||||
|
@ -957,10 +880,11 @@ void CL_BlasterParticles2 (vec3_t org, vec3_t dir, unsigned int color)
|
|||
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;
|
||||
|
@ -1009,13 +928,12 @@ 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;
|
||||
|
@ -1026,8 +944,8 @@ void CL_BlasterTrail2 (vec3_t start, vec3_t end)
|
|||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue