yquake2remaster/src/client/cl_effects.c
Yamagi Burmeister a0a34e0a35 When an invalid muzzle flash offset is send, just return.
The original client crashed (or survived by pure luck) when muzzle
flash offsets >210 were send. Our fix was to bail out, but that broke
some buggy mods... So just return and print an optional debug message.

This fixes issue #153.
2016-10-23 18:36:43 +02:00

2995 lines
57 KiB
C

/*
* 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.
*
* =======================================================================
*
* This file implements all specialized client side effects. E.g.
* weapon effects, enemy effects, flash, etc.
*
* =======================================================================
*/
#include "header/client.h"
void CL_LogoutEffect(vec3_t org, int type);
void CL_ItemRespawnParticles(vec3_t org);
void CL_ClearLightStyles(void);
void CL_ClearDlights(void);
void CL_ClearParticles(void);
static vec3_t avelocities[NUMVERTEXNORMALS];
extern struct model_s *cl_mod_smoke;
extern struct model_s *cl_mod_flash;
extern cparticle_t *active_particles, *free_particles;
void
CL_AddMuzzleFlash(void)
{
vec3_t fv, rv;
cdlight_t *dl;
int i, weapon;
centity_t *pl;
int silenced;
float volume;
char soundname[64];
i = MSG_ReadShort(&net_message);
if ((i < 1) || (i >= MAX_EDICTS))
{
Com_Error(ERR_DROP, "CL_AddMuzzleFlash: bad entity");
}
weapon = MSG_ReadByte(&net_message);
silenced = weapon & MZ_SILENCED;
weapon &= ~MZ_SILENCED;
pl = &cl_entities[i];
dl = CL_AllocDlight(i);
VectorCopy(pl->current.origin, dl->origin);
AngleVectors(pl->current.angles, fv, rv, NULL);
VectorMA(dl->origin, 18, fv, dl->origin);
VectorMA(dl->origin, 16, rv, dl->origin);
if (silenced)
{
dl->radius = 100.0f + (randk() & 31);
}
else
{
dl->radius = 200.0f + (randk() & 31);
}
dl->minlight = 32;
dl->die = cl.time;
if (silenced)
{
volume = 0.2f;
}
else
{
volume = 1;
}
switch (weapon)
{
case MZ_BLASTER:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_BLUEHYPERBLASTER:
dl->color[0] = 0;
dl->color[1] = 0;
dl->color[2] = 1;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_HYPERBLASTER:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_MACHINEGUN:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%lub.wav",
(randk() % 5) + 1);
S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound(
soundname), volume, ATTN_NORM, 0);
break;
case MZ_SHOTGUN:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
S_StartSound(NULL, i, CHAN_AUTO,
S_RegisterSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1f);
break;
case MZ_SSHOTGUN:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
break;
case MZ_CHAINGUN1:
dl->radius = 200.0f + (randk() & 31);
dl->color[0] = 1;
dl->color[1] = 0.25;
dl->color[2] = 0;
Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%lub.wav",
(randk() % 5) + 1);
S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound(
soundname), volume, ATTN_NORM, 0);
break;
case MZ_CHAINGUN2:
dl->radius = 225.0f + (randk() & 31);
dl->color[0] = 1;
dl->color[1] = 0.5;
dl->color[2] = 0;
dl->die = cl.time + 0.1; /* long delay */
Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%lub.wav",
(randk() % 5) + 1);
S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound(
soundname), volume, ATTN_NORM, 0);
Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%lub.wav",
(randk() % 5) + 1);
S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound(
soundname), volume, ATTN_NORM, 0.05);
break;
case MZ_CHAINGUN3:
dl->radius = 250.0f + (randk() & 31);
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
dl->die = cl.time + 0.1; /* long delay */
Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%lub.wav",
(randk() % 5) + 1);
S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound(
soundname), volume, ATTN_NORM, 0);
Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%lub.wav",
(randk() % 5) + 1);
S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound(
soundname), volume, ATTN_NORM, 0.033f);
Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%lub.wav",
(randk() % 5) + 1);
S_StartSound(NULL, i, CHAN_WEAPON, S_RegisterSound(
soundname), volume, ATTN_NORM, 0.066f);
break;
case MZ_RAILGUN:
dl->color[0] = 0.5;
dl->color[1] = 0.5;
dl->color[2] = 1.0;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_ROCKET:
dl->color[0] = 1;
dl->color[1] = 0.5;
dl->color[2] = 0.2;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
S_StartSound(NULL, i, CHAN_AUTO,
S_RegisterSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1f);
break;
case MZ_GRENADE:
dl->color[0] = 1;
dl->color[1] = 0.5;
dl->color[2] = 0;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
S_StartSound(NULL, i, CHAN_AUTO,
S_RegisterSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1f);
break;
case MZ_BFG:
dl->color[0] = 0;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
break;
case MZ_LOGIN:
dl->color[0] = 0;
dl->color[1] = 1;
dl->color[2] = 0;
dl->die = cl.time + 1;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
CL_LogoutEffect(pl->current.origin, weapon);
break;
case MZ_LOGOUT:
dl->color[0] = 1;
dl->color[1] = 0;
dl->color[2] = 0;
dl->die = cl.time + 1;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
CL_LogoutEffect(pl->current.origin, weapon);
break;
case MZ_RESPAWN:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
dl->die = cl.time + 1.0;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
CL_LogoutEffect(pl->current.origin, weapon);
break;
case MZ_PHALANX:
dl->color[0] = 1;
dl->color[1] = 0.5;
dl->color[2] = 0.5;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0);
break;
case MZ_IONRIPPER:
dl->color[0] = 1;
dl->color[1] = 0.5;
dl->color[2] = 0.5;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0);
break;
case MZ_ETF_RIFLE:
dl->color[0] = 0.9f;
dl->color[1] = 0.7f;
dl->color[2] = 0;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/nail1.wav"), volume, ATTN_NORM, 0);
break;
case MZ_SHOTGUN2:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0);
break;
case MZ_HEATBEAM:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
dl->die = cl.time + 100;
break;
case MZ_BLASTER2:
dl->color[0] = 0;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_TRACKER:
/* negative flashes handled the same in gl/soft until CL_AddDLights */
dl->color[0] = -1;
dl->color[1] = -1;
dl->color[2] = -1;
S_StartSound(NULL, i, CHAN_WEAPON,
S_RegisterSound("weapons/disint2.wav"), volume, ATTN_NORM, 0);
break;
case MZ_NUKE1:
dl->color[0] = 1;
dl->color[1] = 0;
dl->color[2] = 0;
dl->die = cl.time + 100;
break;
case MZ_NUKE2:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
dl->die = cl.time + 100;
break;
case MZ_NUKE4:
dl->color[0] = 0;
dl->color[1] = 0;
dl->color[2] = 1;
dl->die = cl.time + 100;
break;
case MZ_NUKE8:
dl->color[0] = 0;
dl->color[1] = 1;
dl->color[2] = 1;
dl->die = cl.time + 100;
break;
}
}
void
CL_AddMuzzleFlash2(void)
{
int ent;
vec3_t origin;
unsigned flash_number;
cdlight_t *dl;
vec3_t forward, right;
char soundname[64];
ent = MSG_ReadShort(&net_message);
if ((ent < 1) || (ent >= MAX_EDICTS))
{
Com_Error(ERR_DROP, "CL_AddMuzzleFlash2: bad entity");
}
flash_number = MSG_ReadByte(&net_message);
if (flash_number > 210)
{
Com_DPrintf("CL_AddMuzzleFlash2: bad offset");
return;
}
/* locate the origin */
AngleVectors(cl_entities[ent].current.angles, forward, right, NULL);
origin[0] = cl_entities[ent].current.origin[0] + forward[0] *
monster_flash_offset[flash_number][0] + right[0] *
monster_flash_offset[flash_number][1];
origin[1] = cl_entities[ent].current.origin[1] + forward[1] *
monster_flash_offset[flash_number][0] + right[1] *
monster_flash_offset[flash_number][1];
origin[2] = cl_entities[ent].current.origin[2] + forward[2] *
monster_flash_offset[flash_number][0] + right[2] *
monster_flash_offset[flash_number][1] +
monster_flash_offset[flash_number][2];
dl = CL_AllocDlight(ent);
VectorCopy(origin, dl->origin);
dl->radius = 200.0f + (randk() & 31);
dl->minlight = 32;
dl->die = cl.time;
switch (flash_number)
{
case MZ2_INFANTRY_MACHINEGUN_1:
case MZ2_INFANTRY_MACHINEGUN_2:
case MZ2_INFANTRY_MACHINEGUN_3:
case MZ2_INFANTRY_MACHINEGUN_4:
case MZ2_INFANTRY_MACHINEGUN_5:
case MZ2_INFANTRY_MACHINEGUN_6:
case MZ2_INFANTRY_MACHINEGUN_7:
case MZ2_INFANTRY_MACHINEGUN_8:
case MZ2_INFANTRY_MACHINEGUN_9:
case MZ2_INFANTRY_MACHINEGUN_10:
case MZ2_INFANTRY_MACHINEGUN_11:
case MZ2_INFANTRY_MACHINEGUN_12:
case MZ2_INFANTRY_MACHINEGUN_13:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_SOLDIER_MACHINEGUN_1:
case MZ2_SOLDIER_MACHINEGUN_2:
case MZ2_SOLDIER_MACHINEGUN_3:
case MZ2_SOLDIER_MACHINEGUN_4:
case MZ2_SOLDIER_MACHINEGUN_5:
case MZ2_SOLDIER_MACHINEGUN_6:
case MZ2_SOLDIER_MACHINEGUN_7:
case MZ2_SOLDIER_MACHINEGUN_8:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_GUNNER_MACHINEGUN_1:
case MZ2_GUNNER_MACHINEGUN_2:
case MZ2_GUNNER_MACHINEGUN_3:
case MZ2_GUNNER_MACHINEGUN_4:
case MZ2_GUNNER_MACHINEGUN_5:
case MZ2_GUNNER_MACHINEGUN_6:
case MZ2_GUNNER_MACHINEGUN_7:
case MZ2_GUNNER_MACHINEGUN_8:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_ACTOR_MACHINEGUN_1:
case MZ2_SUPERTANK_MACHINEGUN_1:
case MZ2_SUPERTANK_MACHINEGUN_2:
case MZ2_SUPERTANK_MACHINEGUN_3:
case MZ2_SUPERTANK_MACHINEGUN_4:
case MZ2_SUPERTANK_MACHINEGUN_5:
case MZ2_SUPERTANK_MACHINEGUN_6:
case MZ2_TURRET_MACHINEGUN:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_BOSS2_MACHINEGUN_L1:
case MZ2_BOSS2_MACHINEGUN_L2:
case MZ2_BOSS2_MACHINEGUN_L3:
case MZ2_BOSS2_MACHINEGUN_L4:
case MZ2_BOSS2_MACHINEGUN_L5:
case MZ2_CARRIER_MACHINEGUN_L1:
case MZ2_CARRIER_MACHINEGUN_L2:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0);
break;
case MZ2_SOLDIER_BLASTER_1:
case MZ2_SOLDIER_BLASTER_2:
case MZ2_SOLDIER_BLASTER_3:
case MZ2_SOLDIER_BLASTER_4:
case MZ2_SOLDIER_BLASTER_5:
case MZ2_SOLDIER_BLASTER_6:
case MZ2_SOLDIER_BLASTER_7:
case MZ2_SOLDIER_BLASTER_8:
case MZ2_TURRET_BLASTER:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_FLYER_BLASTER_1:
case MZ2_FLYER_BLASTER_2:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_MEDIC_BLASTER_1:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("medic/medatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_HOVER_BLASTER_1:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_FLOAT_BLASTER_1:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_SOLDIER_SHOTGUN_1:
case MZ2_SOLDIER_SHOTGUN_2:
case MZ2_SOLDIER_SHOTGUN_3:
case MZ2_SOLDIER_SHOTGUN_4:
case MZ2_SOLDIER_SHOTGUN_5:
case MZ2_SOLDIER_SHOTGUN_6:
case MZ2_SOLDIER_SHOTGUN_7:
case MZ2_SOLDIER_SHOTGUN_8:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_SmokeAndFlash(origin);
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_TANK_BLASTER_1:
case MZ2_TANK_BLASTER_2:
case MZ2_TANK_BLASTER_3:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_TANK_MACHINEGUN_1:
case MZ2_TANK_MACHINEGUN_2:
case MZ2_TANK_MACHINEGUN_3:
case MZ2_TANK_MACHINEGUN_4:
case MZ2_TANK_MACHINEGUN_5:
case MZ2_TANK_MACHINEGUN_6:
case MZ2_TANK_MACHINEGUN_7:
case MZ2_TANK_MACHINEGUN_8:
case MZ2_TANK_MACHINEGUN_9:
case MZ2_TANK_MACHINEGUN_10:
case MZ2_TANK_MACHINEGUN_11:
case MZ2_TANK_MACHINEGUN_12:
case MZ2_TANK_MACHINEGUN_13:
case MZ2_TANK_MACHINEGUN_14:
case MZ2_TANK_MACHINEGUN_15:
case MZ2_TANK_MACHINEGUN_16:
case MZ2_TANK_MACHINEGUN_17:
case MZ2_TANK_MACHINEGUN_18:
case MZ2_TANK_MACHINEGUN_19:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Com_sprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav",
'a' + (char)(randk() % 5));
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound(soundname), 1, ATTN_NORM, 0);
break;
case MZ2_CHICK_ROCKET_1:
case MZ2_TURRET_ROCKET:
dl->color[0] = 1;
dl->color[1] = 0.5f;
dl->color[2] = 0.2f;
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_TANK_ROCKET_1:
case MZ2_TANK_ROCKET_2:
case MZ2_TANK_ROCKET_3:
dl->color[0] = 1;
dl->color[1] = 0.5f;
dl->color[2] = 0.2f;
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_SUPERTANK_ROCKET_1:
case MZ2_SUPERTANK_ROCKET_2:
case MZ2_SUPERTANK_ROCKET_3:
case MZ2_BOSS2_ROCKET_1:
case MZ2_BOSS2_ROCKET_2:
case MZ2_BOSS2_ROCKET_3:
case MZ2_BOSS2_ROCKET_4:
case MZ2_CARRIER_ROCKET_1:
dl->color[0] = 1;
dl->color[1] = 0.5f;
dl->color[2] = 0.2f;
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("tank/rocket.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_GUNNER_GRENADE_1:
case MZ2_GUNNER_GRENADE_2:
case MZ2_GUNNER_GRENADE_3:
case MZ2_GUNNER_GRENADE_4:
dl->color[0] = 1;
dl->color[1] = 0.5;
dl->color[2] = 0;
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_GLADIATOR_RAILGUN_1:
case MZ2_CARRIER_RAILGUN:
case MZ2_WIDOW_RAIL:
dl->color[0] = 0.5;
dl->color[1] = 0.5;
dl->color[2] = 1.0;
break;
case MZ2_MAKRON_BFG:
dl->color[0] = 0.5;
dl->color[1] = 1;
dl->color[2] = 0.5;
break;
case MZ2_MAKRON_BLASTER_1:
case MZ2_MAKRON_BLASTER_2:
case MZ2_MAKRON_BLASTER_3:
case MZ2_MAKRON_BLASTER_4:
case MZ2_MAKRON_BLASTER_5:
case MZ2_MAKRON_BLASTER_6:
case MZ2_MAKRON_BLASTER_7:
case MZ2_MAKRON_BLASTER_8:
case MZ2_MAKRON_BLASTER_9:
case MZ2_MAKRON_BLASTER_10:
case MZ2_MAKRON_BLASTER_11:
case MZ2_MAKRON_BLASTER_12:
case MZ2_MAKRON_BLASTER_13:
case MZ2_MAKRON_BLASTER_14:
case MZ2_MAKRON_BLASTER_15:
case MZ2_MAKRON_BLASTER_16:
case MZ2_MAKRON_BLASTER_17:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("makron/blaster.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_JORG_MACHINEGUN_L1:
case MZ2_JORG_MACHINEGUN_L2:
case MZ2_JORG_MACHINEGUN_L3:
case MZ2_JORG_MACHINEGUN_L4:
case MZ2_JORG_MACHINEGUN_L5:
case MZ2_JORG_MACHINEGUN_L6:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("boss3/xfire.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_JORG_MACHINEGUN_R1:
case MZ2_JORG_MACHINEGUN_R2:
case MZ2_JORG_MACHINEGUN_R3:
case MZ2_JORG_MACHINEGUN_R4:
case MZ2_JORG_MACHINEGUN_R5:
case MZ2_JORG_MACHINEGUN_R6:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
break;
case MZ2_JORG_BFG_1:
dl->color[0] = 0.5;
dl->color[1] = 1;
dl->color[2] = 0.5;
break;
case MZ2_BOSS2_MACHINEGUN_R1:
case MZ2_BOSS2_MACHINEGUN_R2:
case MZ2_BOSS2_MACHINEGUN_R3:
case MZ2_BOSS2_MACHINEGUN_R4:
case MZ2_BOSS2_MACHINEGUN_R5:
case MZ2_CARRIER_MACHINEGUN_R1:
case MZ2_CARRIER_MACHINEGUN_R2:
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
break;
case MZ2_STALKER_BLASTER:
case MZ2_DAEDALUS_BLASTER:
case MZ2_MEDIC_BLASTER_2:
case MZ2_WIDOW_BLASTER:
case MZ2_WIDOW_BLASTER_SWEEP1:
case MZ2_WIDOW_BLASTER_SWEEP2:
case MZ2_WIDOW_BLASTER_SWEEP3:
case MZ2_WIDOW_BLASTER_SWEEP4:
case MZ2_WIDOW_BLASTER_SWEEP5:
case MZ2_WIDOW_BLASTER_SWEEP6:
case MZ2_WIDOW_BLASTER_SWEEP7:
case MZ2_WIDOW_BLASTER_SWEEP8:
case MZ2_WIDOW_BLASTER_SWEEP9:
case MZ2_WIDOW_BLASTER_100:
case MZ2_WIDOW_BLASTER_90:
case MZ2_WIDOW_BLASTER_80:
case MZ2_WIDOW_BLASTER_70:
case MZ2_WIDOW_BLASTER_60:
case MZ2_WIDOW_BLASTER_50:
case MZ2_WIDOW_BLASTER_40:
case MZ2_WIDOW_BLASTER_30:
case MZ2_WIDOW_BLASTER_20:
case MZ2_WIDOW_BLASTER_10:
case MZ2_WIDOW_BLASTER_0:
case MZ2_WIDOW_BLASTER_10L:
case MZ2_WIDOW_BLASTER_20L:
case MZ2_WIDOW_BLASTER_30L:
case MZ2_WIDOW_BLASTER_40L:
case MZ2_WIDOW_BLASTER_50L:
case MZ2_WIDOW_BLASTER_60L:
case MZ2_WIDOW_BLASTER_70L:
case MZ2_WIDOW_RUN_1:
case MZ2_WIDOW_RUN_2:
case MZ2_WIDOW_RUN_3:
case MZ2_WIDOW_RUN_4:
case MZ2_WIDOW_RUN_5:
case MZ2_WIDOW_RUN_6:
case MZ2_WIDOW_RUN_7:
case MZ2_WIDOW_RUN_8:
dl->color[0] = 0;
dl->color[1] = 1;
dl->color[2] = 0;
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_WIDOW_DISRUPTOR:
dl->color[0] = -1;
dl->color[1] = -1;
dl->color[2] = -1;
S_StartSound(NULL, ent, CHAN_WEAPON,
S_RegisterSound("weapons/disint2.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_WIDOW_PLASMABEAM:
case MZ2_WIDOW2_BEAMER_1:
case MZ2_WIDOW2_BEAMER_2:
case MZ2_WIDOW2_BEAMER_3:
case MZ2_WIDOW2_BEAMER_4:
case MZ2_WIDOW2_BEAMER_5:
case MZ2_WIDOW2_BEAM_SWEEP_1:
case MZ2_WIDOW2_BEAM_SWEEP_2:
case MZ2_WIDOW2_BEAM_SWEEP_3:
case MZ2_WIDOW2_BEAM_SWEEP_4:
case MZ2_WIDOW2_BEAM_SWEEP_5:
case MZ2_WIDOW2_BEAM_SWEEP_6:
case MZ2_WIDOW2_BEAM_SWEEP_7:
case MZ2_WIDOW2_BEAM_SWEEP_8:
case MZ2_WIDOW2_BEAM_SWEEP_9:
case MZ2_WIDOW2_BEAM_SWEEP_10:
case MZ2_WIDOW2_BEAM_SWEEP_11:
dl->radius = 300.0f + (randk() & 100);
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 0;
dl->die = cl.time + 200;
break;
}
}
void
CL_TeleporterParticles(entity_state_t *ent)
{
int i, j;
cparticle_t *p;
float time;
time = (float)cl.time;
for (i = 0; i < 8; i++)
{
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = 0xdb;
for (j = 0; j < 2; j++)
{
p->org[j] = ent->origin[j] - 16 + (randk() & 31);
p->vel[j] = crandk() * 14;
}
p->org[2] = ent->origin[2] - 8 + (randk() & 7);
p->vel[2] = 80 + (randk() & 7);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -0.5;
}
}
void
CL_LogoutEffect(vec3_t org, int type)
{
int i, j;
cparticle_t *p;
float time;
time = (float)cl.time;
for (i = 0; i < 500; i++)
{
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
if (type == MZ_LOGIN)
{
p->color = 0xd0 + (randk() & 7);
}
else if (type == MZ_LOGOUT)
{
p->color = 0x40 + (randk() & 7);
}
else
{
p->color = 0xe0 + (randk() & 7);
}
p->org[0] = org[0] - 16 + frandk() * 32;
p->org[1] = org[1] - 16 + frandk() * 32;
p->org[2] = org[2] - 24 + frandk() * 56;
for (j = 0; j < 3; j++)
{
p->vel[j] = crandk() * 20;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0 / (1.0 + frandk() * 0.3);
}
}
void
CL_ItemRespawnParticles(vec3_t org)
{
int i, j;
cparticle_t *p;
float time;
time = (float)cl.time;
for (i = 0; i < 64; i++)
{
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = 0xd4 + (randk() & 3);
p->org[0] = org[0] + crandk() * 8;
p->org[1] = org[1] + crandk() * 8;
p->org[2] = org[2] + crandk() * 8;
for (j = 0; j < 3; j++)
{
p->vel[j] = crandk() * 8;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY * 0.2;
p->alpha = 1.0;
p->alphavel = -1.0f / (1.0f + frandk() * 0.3f);
}
}
void
CL_ExplosionParticles(vec3_t org)
{
int i, j;
cparticle_t *p;
float time;
time = (float)cl.time;
for (i = 0; i < 256; i++)
{
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = 0xe0 + (randk() & 7);
for (j = 0; j < 3; j++)
{
p->org[j] = org[j] + ((randk() % 32) - 16);
p->vel[j] = (randk() % 384) - 192;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -0.8f / (0.5f + frandk() * 0.3f);
}
}
void
CL_BigTeleportParticles(vec3_t org)
{
int i;
cparticle_t *p;
float time;
time = (float)cl.time;
float angle, dist;
static int colortable[4] = {2 * 8, 13 * 8, 21 * 8, 18 * 8};
for (i = 0; i < 4096; i++)
{
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = colortable[randk() & 3];
angle = M_PI * 2 * (randk() & 1023) / 1023.0f;
dist = (float)(randk() & 31);
p->org[0] = org[0] + (float)cos(angle) * dist;
p->vel[0] = (float)cos(angle) * (70 + (randk() & 63));
p->accel[0] = -(float)cos(angle) * 100;
p->org[1] = org[1] + (float)sin(angle) * dist;
p->vel[1] = (float)sin(angle) * (70 + (randk() & 63));
p->accel[1] = -(float)sin(angle) * 100;
p->org[2] = org[2] + 8 + (randk() % 90);
p->vel[2] = -100 + (randk() & 31);
p->accel[2] = PARTICLE_GRAVITY * 4;
p->alpha = 1.0;
p->alphavel = -0.3f / (0.5f + frandk() * 0.3f);
}
}
/*
* Wall impact puffs
*/
void
CL_BlasterParticles(vec3_t org, vec3_t dir)
{
int i, j;
cparticle_t *p;
float d;
int count;
float time;
time = (float)cl.time;
count = 40;
for (i = 0; i < count; i++)
{
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = 0xe0 + (randk() & 7);
d = randk() & 15;
for (j = 0; j < 3; j++)
{
p->org[j] = org[j] + ((randk() & 7) - 4) + d * dir[j];
p->vel[j] = dir[j] * 30 + crandk() * 40;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.5f + frandk() * 0.3f);
}
}
void
CL_BlasterTrail(vec3_t start, vec3_t end)
{
vec3_t move;
vec3_t vec;
int len;
int j;
cparticle_t *p;
int dec;
float time;
time = (float)cl.time;
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = (int)VectorNormalize(vec);
dec = 5;
VectorScale(vec, 5, vec);
while (len > 0)
{
len -= dec;
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear(p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.3f + frandk() * 0.2f);
p->color = 0xe0;
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + crandk();
p->vel[j] = crandk() * 5;
p->accel[j] = 0;
}
VectorAdd(move, vec, move);
}
}
void
CL_QuadTrail(vec3_t start, vec3_t end)
{
vec3_t move;
vec3_t vec;
int len;
int j;
cparticle_t *p;
int dec;
float time;
time = (float)cl.time;
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = (int)VectorNormalize(vec);
dec = 5;
VectorScale(vec, 5, vec);
while (len > 0)
{
len -= dec;
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear(p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.8f + frandk() * 0.2f);
p->color = 115;
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + crandk() * 16;
p->vel[j] = crandk() * 5;
p->accel[j] = 0;
}
VectorAdd(move, vec, move);
}
}
void
CL_FlagTrail(vec3_t start, vec3_t end, int color)
{
vec3_t move;
vec3_t vec;
int len;
int j;
cparticle_t *p;
int dec;
float time;
time = (float)cl.time;
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = (int)VectorNormalize(vec);
dec = 5;
VectorScale(vec, 5, vec);
while (len > 0)
{
len -= dec;
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear(p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.8f + frandk() * 0.2f);
p->color = color;
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + crandk() * 16;
p->vel[j] = crandk() * 5;
p->accel[j] = 0;
}
VectorAdd(move, vec, move);
}
}
void
CL_DiminishingTrail(vec3_t start, vec3_t end, centity_t *old, int flags)
{
vec3_t move;
vec3_t vec;
int len;
int j;
cparticle_t *p;
float dec;
float orgscale;
float velscale;
float time;
time = (float)cl.time;
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = VectorNormalize(vec);
dec = 0.5;
VectorScale(vec, dec, vec);
if (old->trailcount > 900)
{
orgscale = 4;
velscale = 15;
}
else if (old->trailcount > 800)
{
orgscale = 2;
velscale = 10;
}
else
{
orgscale = 1;
velscale = 5;
}
while (len > 0)
{
len -= dec;
if (!free_particles)
{
return;
}
/* drop less particles as it flies */
if ((randk() & 1023) < old->trailcount)
{
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear(p->accel);
p->time = time;
if (flags & EF_GIB)
{
p->alpha = 1.0;
p->alphavel = -1.0f / (1 + frandk() * 0.4f);
p->color = 0xe8 + (randk() & 7);
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + crandk() * orgscale;
p->vel[j] = crandk() * velscale;
p->accel[j] = 0;
}
p->vel[2] -= PARTICLE_GRAVITY;
}
else if (flags & EF_GREENGIB)
{
p->alpha = 1.0;
p->alphavel = -1.0f / (1 + frandk() * 0.4f);
p->color = 0xdb + (randk() & 7);
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + crandk() * orgscale;
p->vel[j] = crandk() * velscale;
p->accel[j] = 0;
}
p->vel[2] -= PARTICLE_GRAVITY;
}
else
{
p->alpha = 1.0;
p->alphavel = -1.0f / (1 + frandk() * 0.2f);
p->color = 4 + (randk() & 7);
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + crandk() * orgscale;
p->vel[j] = crandk() * velscale;
}
p->accel[2] = 20;
}
}
old->trailcount -= 5;
if (old->trailcount < 100)
{
old->trailcount = 100;
}
VectorAdd(move, vec, move);
}
}
void
MakeNormalVectors(vec3_t forward, vec3_t right, vec3_t up)
{
float d;
/* this rotate and negate guarantees a
vector not colinear with the original */
right[1] = -forward[0];
right[2] = forward[1];
right[0] = forward[2];
d = DotProduct(right, forward);
VectorMA(right, -d, forward, right);
VectorNormalize(right);
CrossProduct(right, forward, up);
}
void
CL_RocketTrail(vec3_t start, vec3_t end, centity_t *old)
{
vec3_t move;
vec3_t vec;
int len;
int j;
cparticle_t *p;
int dec;
float time;
time = (float)cl.time;
/* smoke */
CL_DiminishingTrail(start, end, old, EF_ROCKET);
/* fire */
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = (int)VectorNormalize(vec);
dec = 1;
VectorScale(vec, dec, vec);
while (len > 0)
{
len -= dec;
if (!free_particles)
{
return;
}
if ((randk() & 7) == 0)
{
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 + frandk() * 0.2f);
p->color = 0xdc + (randk() & 3);
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + crandk() * 5;
p->vel[j] = crandk() * 20;
}
p->accel[2] = -PARTICLE_GRAVITY;
}
VectorAdd(move, vec, move);
}
}
void
CL_RailTrail(vec3_t start, vec3_t end)
{
vec3_t move;
vec3_t vec;
int len;
int j;
cparticle_t *p;
float dec;
vec3_t right, up;
int i;
float d, c, s;
vec3_t dir;
byte clr = 0x74;
float time;
time = (float)cl.time;
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = VectorNormalize(vec);
MakeNormalVectors(vec, right, up);
for (i = 0; i < len; i++)
{
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
VectorClear(p->accel);
d = i * 0.1f;
c = (float)cos(d);
s = (float)sin(d);
VectorScale(right, c, dir);
VectorMA(dir, s, up, dir);
p->alpha = 1.0;
p->alphavel = -1.0f / (1 + frandk() * 0.2f);
p->color = clr + (randk() & 7);
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + dir[j] * 3;
p->vel[j] = dir[j] * 6;
}
VectorAdd(move, vec, move);
}
dec = 0.75;
VectorScale(vec, dec, vec);
VectorCopy(start, move);
while (len > 0)
{
len -= dec;
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
VectorClear(p->accel);
p->alpha = 1.0;
p->alphavel = -1.0f / (0.6f + frandk() * 0.2f);
p->color = 0x0 + (randk() & 15);
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + crandk() * 3;
p->vel[j] = crandk() * 3;
p->accel[j] = 0;
}
VectorAdd(move, vec, move);
}
}
void
CL_IonripperTrail(vec3_t start, vec3_t ent)
{
vec3_t move;
vec3_t vec;
int len;
int j;
cparticle_t *p;
int dec;
int left = 0;
float time;
time = (float)cl.time;
VectorCopy(start, move);
VectorSubtract(ent, start, vec);
len = (int)VectorNormalize(vec);
dec = 5;
VectorScale(vec, 5, vec);
while (len > 0)
{
len -= dec;
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear(p->accel);
p->time = time;
p->alpha = 0.5;
p->alphavel = -1.0f / (0.3f + frandk() * 0.2f);
p->color = 0xe4 + (randk() & 3);
for (j = 0; j < 3; j++)
{
p->org[j] = move[j];
p->accel[j] = 0;
}
if (left)
{
left = 0;
p->vel[0] = 10;
}
else
{
left = 1;
p->vel[0] = -10;
}
p->vel[1] = 0;
p->vel[2] = 0;
VectorAdd(move, vec, move);
}
}
void
CL_BubbleTrail(vec3_t start, vec3_t end)
{
vec3_t move;
vec3_t vec;
int len;
int i, j;
cparticle_t *p;
float dec;
float time;
time = (float)cl.time;
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = VectorNormalize(vec);
dec = 32;
VectorScale(vec, dec, vec);
for (i = 0; i < len; i += 32)
{
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 + frandk() * 0.2f);
p->color = 4 + (randk() & 7);
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + crandk() * 2;
p->vel[j] = crandk() * 5;
}
p->vel[2] += 6;
VectorAdd(move, vec, move);
}
}
void
CL_FlyParticles(vec3_t origin, int count)
{
int i;
cparticle_t *p;
float angle;
float sp, sy, cp, cy;
vec3_t forward;
float dist = 64;
float ltime;
float time;
time = (float)cl.time;
if (count > NUMVERTEXNORMALS)
{
count = NUMVERTEXNORMALS;
}
if (!avelocities[0][0])
{
for (i = 0; i < NUMVERTEXNORMALS; i++)
{
avelocities[i][0] = (randk() & 255) * 0.01f;
avelocities[i][1] = (randk() & 255) * 0.01f;
avelocities[i][2] = (randk() & 255) * 0.01f;
}
}
ltime = time / 1000.0f;
for (i = 0; i < count; i += 2)
{
angle = ltime * avelocities[i][0];
sy = (float)sin(angle);
cy = (float)cos(angle);
angle = ltime * avelocities[i][1];
sp = (float)sin(angle);
cp = (float)cos(angle);
forward[0] = cp * cy;
forward[1] = cp * sy;
forward[2] = -sp;
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
dist = (float)sin(ltime + i) * 64;
p->org[0] = origin[0] + bytedirs[i][0] * dist + forward[0] * 16;
p->org[1] = origin[1] + bytedirs[i][1] * dist + forward[1] * 16;
p->org[2] = origin[2] + bytedirs[i][2] * dist + forward[2] * 16;
VectorClear(p->vel);
VectorClear(p->accel);
p->color = 0;
p->colorvel = 0;
p->alpha = 1;
p->alphavel = -100;
}
}
void
CL_FlyEffect(centity_t *ent, vec3_t origin)
{
int n;
int count;
int starttime;
if (ent->fly_stoptime < cl.time)
{
starttime = cl.time;
ent->fly_stoptime = cl.time + 60000;
}
else
{
starttime = ent->fly_stoptime - 60000;
}
n = cl.time - starttime;
if (n < 20000)
{
count = (int)n * 162 / 20000.0;
}
else
{
n = ent->fly_stoptime - cl.time;
if (n < 20000)
{
count = (int)n * 162 / 20000.0;
}
else
{
count = 162;
}
}
CL_FlyParticles(origin, count);
}
void
CL_BfgParticles(entity_t *ent)
{
int i;
cparticle_t *p;
float angle;
float sp, sy, cp, cy;
vec3_t forward;
float dist = 64;
vec3_t v;
float ltime;
float time;
time = (float)cl.time;
if (!avelocities[0][0])
{
for (i = 0; i < NUMVERTEXNORMALS; i++)
{
avelocities[i][0] = (randk() & 255) * 0.01f;
avelocities[i][1] = (randk() & 255) * 0.01f;
avelocities[i][2] = (randk() & 255) * 0.01f;
}
}
ltime = time / 1000.0;
for (i = 0; i < NUMVERTEXNORMALS; i++)
{
angle = ltime * avelocities[i][0];
sy = (float)sin(angle);
cy = (float)cos(angle);
angle = ltime * avelocities[i][1];
sp = (float)sin(angle);
cp = (float)cos(angle);
forward[0] = cp * cy;
forward[1] = cp * sy;
forward[2] = -sp;
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
dist = (float)sin(ltime + i) * 64;
p->org[0] = ent->origin[0] + bytedirs[i][0] * dist + forward[0] * 16;
p->org[1] = ent->origin[1] + bytedirs[i][1] * dist + forward[1] * 16;
p->org[2] = ent->origin[2] + bytedirs[i][2] * dist + forward[2] * 16;
VectorClear(p->vel);
VectorClear(p->accel);
VectorSubtract(p->org, ent->origin, v);
dist = VectorLength(v) / 90.0f;
p->color = (int)floor(0xd0 + dist * 7);
p->colorvel = 0;
p->alpha = 1.0f - dist;
p->alphavel = -100;
}
}
void
CL_TrapParticles(entity_t *ent)
{
vec3_t move;
vec3_t vec;
vec3_t start, end;
int len;
int j;
cparticle_t *p;
int dec;
float time;
time = (float)cl.time;
ent->origin[2] -= 14;
VectorCopy(ent->origin, start);
VectorCopy(ent->origin, end);
end[2] += 64;
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = (int)VectorNormalize(vec);
dec = 5;
VectorScale(vec, 5, vec);
while (len > 0)
{
len -= dec;
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear(p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.3f + frandk() * 0.2f);
p->color = 0xe0;
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + crandk();
p->vel[j] = crandk() * 15;
p->accel[j] = 0;
}
p->accel[2] = PARTICLE_GRAVITY;
VectorAdd(move, vec, move);
}
{
int i, j, k;
cparticle_t *p;
float vel;
vec3_t dir;
vec3_t org;
ent->origin[2] += 14;
VectorCopy(ent->origin, org);
for (i = -2; i <= 2; i += 4)
{
for (j = -2; j <= 2; j += 4)
{
for (k = -2; k <= 4; k += 4)
{
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = 0xe0 + (randk() & 3);
p->alpha = 1.0;
p->alphavel = -1.0f / (0.3f + (randk() & 7) * 0.02f);
p->org[0] = org[0] + i + ((randk() & 23) * crandk());
p->org[1] = org[1] + j + ((randk() & 23) * crandk());
p->org[2] = org[2] + k + ((randk() & 23) * crandk());
dir[0] = j * 8.0f;
dir[1] = i * 8.0f;
dir[2] = k * 8.0f;
VectorNormalize(dir);
vel = (float)(50 + (randk() & 63));
VectorScale(dir, vel, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
}
}
}
}
}
void
CL_BFGExplosionParticles(vec3_t org)
{
int i, j;
cparticle_t *p;
float time;
time = (float)cl.time;
for (i = 0; i < 256; i++)
{
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = 0xd0 + (randk() & 7);
for (j = 0; j < 3; j++)
{
p->org[j] = org[j] + ((randk() % 32) - 16);
p->vel[j] = (randk() % 384) - 192;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -0.8f / (0.5f + frandk() * 0.3f);
}
}
void
CL_TeleportParticles(vec3_t org)
{
int i, j, k;
cparticle_t *p;
float vel;
vec3_t dir;
float time;
time = (float)cl.time;
for (i = -16; i <= 16; i += 4)
{
for (j = -16; j <= 16; j += 4)
{
for (k = -16; k <= 32; k += 4)
{
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = 7 + (randk() & 7);
p->alpha = 1.0;
p->alphavel = -1.0f / (0.3f + (randk() & 7) * 0.02f);
p->org[0] = org[0] + i + (randk() & 3);
p->org[1] = org[1] + j + (randk() & 3);
p->org[2] = org[2] + k + (randk() & 3);
dir[0] = j * 8.0f;
dir[1] = i * 8.0f;
dir[2] = k * 8.0f;
VectorNormalize(dir);
vel = (float)(50 + (randk() & 63));
VectorScale(dir, vel, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
}
}
}
}
/*
* An entity has just been parsed that has an
* event value. the female events are there for
* backwards compatability
*/
extern struct sfx_s *cl_sfx_footsteps[4];
void
CL_EntityEvent(entity_state_t *ent)
{
switch (ent->event)
{
case EV_ITEM_RESPAWN:
S_StartSound(NULL, ent->number, CHAN_WEAPON,
S_RegisterSound("items/respawn1.wav"), 1, ATTN_IDLE, 0);
CL_ItemRespawnParticles(ent->origin);
break;
case EV_PLAYER_TELEPORT:
S_StartSound(NULL, ent->number, CHAN_WEAPON,
S_RegisterSound("misc/tele1.wav"), 1, ATTN_IDLE, 0);
CL_TeleportParticles(ent->origin);
break;
case EV_FOOTSTEP:
if (cl_footsteps->value)
{
S_StartSound(NULL, ent->number, CHAN_BODY,
cl_sfx_footsteps[randk() & 3], 1, ATTN_NORM, 0);
}
break;
case EV_FALLSHORT:
S_StartSound(NULL, ent->number, CHAN_AUTO,
S_RegisterSound("player/land1.wav"), 1, ATTN_NORM, 0);
break;
case EV_FALL:
S_StartSound(NULL, ent->number, CHAN_AUTO,
S_RegisterSound("*fall2.wav"), 1, ATTN_NORM, 0);
break;
case EV_FALLFAR:
S_StartSound(NULL, ent->number, CHAN_AUTO,
S_RegisterSound("*fall1.wav"), 1, ATTN_NORM, 0);
break;
}
}
void
CL_ClearEffects(void)
{
CL_ClearParticles();
CL_ClearDlights();
CL_ClearLightStyles();
}
void
CL_Flashlight(int ent, vec3_t pos)
{
cdlight_t *dl;
dl = CL_AllocDlight(ent);
VectorCopy(pos, dl->origin);
dl->radius = 400;
dl->minlight = 250;
dl->die = cl.time + 100;
dl->color[0] = 1;
dl->color[1] = 1;
dl->color[2] = 1;
}
void
CL_ColorFlash(vec3_t pos, int ent, float intensity, float r, float g, float b)
{
cdlight_t *dl;
dl = CL_AllocDlight(ent);
VectorCopy(pos, dl->origin);
dl->radius = intensity;
dl->minlight = 250;
dl->die = cl.time + 100;
dl->color[0] = r;
dl->color[1] = g;
dl->color[2] = b;
}
void
CL_DebugTrail(vec3_t start, vec3_t end)
{
vec3_t move;
vec3_t vec;
float len;
cparticle_t *p;
float dec;
vec3_t right, up;
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = VectorNormalize(vec);
MakeNormalVectors(vec, right, up);
dec = 3;
VectorScale(vec, dec, vec);
VectorCopy(start, move);
while (len > 0)
{
len -= dec;
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = (float)cl.time;
VectorClear(p->accel);
VectorClear(p->vel);
p->alpha = 1.0;
p->alphavel = -0.1f;
p->color = 0x74 + (randk() & 7);
VectorCopy(move, p->org);
VectorAdd(move, vec, move);
}
}
void
CL_SmokeTrail(vec3_t start, vec3_t end, int colorStart,
int colorRun, int spacing)
{
vec3_t move;
vec3_t vec;
float len, time;
int j;
cparticle_t *p;
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = VectorNormalize(vec);
VectorScale(vec, spacing, vec);
time = (float)cl.time;
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 + frandk() * 0.5f);
p->color = colorStart + (float)(randk() % colorRun);
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + crandk() * 3;
p->accel[j] = 0;
}
p->vel[2] = 20 + crandk() * 5;
VectorAdd(move, vec, move);
}
}
void
CL_ForceWall(vec3_t start, vec3_t end, int color8)
{
vec3_t move;
vec3_t vec;
int j;
cparticle_t *p;
float len, time;
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = VectorNormalize(vec);
VectorScale(vec, 4, vec);
time = (float)cl.time;
while (len > 0)
{
len -= 4;
if (!free_particles)
{
return;
}
if (frandk() > 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 + frandk() * 0.5f);
p->color = color8;
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + crandk() * 3;
p->accel[j] = 0;
}
p->vel[0] = 0;
p->vel[1] = 0;
p->vel[2] = -40 - (crandk() * 10);
}
VectorAdd(move, vec, move);
}
}
/*
* 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;
int i;
int j;
cparticle_t *p;
time = (float)cl.time;
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = VectorNormalize(vec);
VectorScale(vec, dist, vec);
for (i = 0; i < len; i += dist)
{
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 + frandk() * 0.1f);
p->color = 4 + (randk() & 7);
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + crandk() * 2;
p->vel[j] = crandk() * 10;
}
p->org[2] -= 4;
p->vel[2] += 20;
VectorAdd(move, vec, move);
}
}
void
CL_Heatbeam(vec3_t start, vec3_t forward)
{
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
vec3_t right, up;
float i;
float c, s;
vec3_t dir;
float ltime;
float step = 32.0, rstep;
float start_pt;
float rot;
float variance;
float time;
vec3_t end;
VectorMA(start, 4096, forward, end);
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = VectorNormalize(vec);
VectorCopy(cl.v_right, right);
VectorCopy(cl.v_up, up);
VectorMA(move, -0.5, right, move);
VectorMA(move, -0.5, up, move);
time = (float)cl.time;
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 */
{
break;
}
for (rot = 0; rot < M_PI * 2; rot += rstep)
{
if (!free_particles)
{
return;
}
p = free_particles;
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)
{
VectorScale(right, c * (i / 10.0f), dir);
VectorMA(dir, s * (i / 10.0f), up, dir);
}
else
{
VectorScale(right, c, dir);
VectorMA(dir, s, up, dir);
}
p->alpha = 0.5;
p->alphavel = -1000.0;
p->color = 223 - (randk() & 7);
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + dir[j] * 3;
p->vel[j] = 0;
}
}
VectorAdd(move, vec, move);
}
}
/*
*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;
vec3_t r, u;
time = (float)cl.time;
MakeNormalVectors(dir, r, u);
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;
p->color = color + (randk() & 7);
for (j = 0; j < 3; j++)
{
p->org[j] = org[j] + magnitude * 0.1f * crandk();
}
VectorScale(dir, magnitude, p->vel);
d = crandk() * magnitude / 3;
VectorMA(p->vel, d, r, p->vel);
d = crandk() * magnitude / 3;
VectorMA(p->vel, d, u, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY / 2;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.5f + frandk() * 0.3f);
}
}
void
CL_ParticleSteamEffect2(cl_sustain_t *self)
{
int i, j;
cparticle_t *p;
float d;
vec3_t r, u;
vec3_t dir;
VectorCopy(self->dir, dir);
MakeNormalVectors(dir, r, u);
for (i = 0; i < self->count; i++)
{
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = cl.time;
p->color = self->color + (randk() & 7);
for (j = 0; j < 3; j++)
{
p->org[j] = self->org[j] + self->magnitude * 0.1 * crandk();
}
VectorScale(dir, self->magnitude, p->vel);
d = crandk() * self->magnitude / 3;
VectorMA(p->vel, d, r, p->vel);
d = crandk() * self->magnitude / 3;
VectorMA(p->vel, d, u, p->vel);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY / 2;
p->alpha = 1.0;
p->alphavel = -1.0 / (0.5 + frandk() * 0.3);
}
self->nextthink += self->thinkinterval;
}
void
CL_TrackerTrail(vec3_t start, vec3_t end, int particleColor)
{
vec3_t move;
vec3_t vec;
vec3_t forward, right, up, angle_dir;
float len;
int j;
cparticle_t *p;
int dec;
float dist;
float time;
time = (float)cl.time;
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = VectorNormalize(vec);
VectorCopy(vec, forward);
AngleVectors2(forward, angle_dir);
AngleVectors(angle_dir, forward, right, up);
dec = 3;
VectorScale(vec, 3, vec);
while (len > 0)
{
len -= dec;
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear(p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -2.0;
p->color = particleColor;
dist = DotProduct(move, forward);
VectorMA(move, 8 * cos(dist), up, p->org);
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)
{
vec3_t dir;
int i;
cparticle_t *p;
float time;
time = (float)cl.time;
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;
p->alphavel = INSTANT_PARTICLE;
p->color = 0;
dir[0] = crandk();
dir[1] = crandk();
dir[2] = crandk();
VectorNormalize(dir);
VectorMA(origin, 40, dir, p->org);
}
}
void
CL_MonsterPlasma_Shell(vec3_t origin)
{
vec3_t dir;
int i;
cparticle_t *p;
float time;
time = (float)cl.time;
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;
p->alphavel = INSTANT_PARTICLE;
p->color = 0xe0;
dir[0] = crandk();
dir[1] = crandk();
dir[2] = crandk();
VectorNormalize(dir);
VectorMA(origin, 10, dir, p->org);
}
}
void
CL_Widowbeamout(cl_sustain_t *self)
{
vec3_t dir;
int i;
cparticle_t *p;
static int colortable[4] = {2 * 8, 13 * 8, 21 * 8, 18 * 8};
float ratio;
float time;
ratio = 1.0f - (((float)self->endtime - (float)cl.time) / 2100.0f);
time = (float)cl.time;
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;
p->alphavel = INSTANT_PARTICLE;
p->color = colortable[randk() & 3];
dir[0] = crandk();
dir[1] = crandk();
dir[2] = crandk();
VectorNormalize(dir);
VectorMA(self->org, (45.0 * ratio), dir, p->org);
}
}
void
CL_Nukeblast(cl_sustain_t *self)
{
vec3_t dir;
int i;
cparticle_t *p;
static int colortable[4] = {110, 112, 114, 116};
float ratio;
float time;
ratio = 1.0f - (((float)self->endtime - (float)cl.time) / 1000.0f);
time = (float)cl.time;
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;
p->alphavel = INSTANT_PARTICLE;
p->color = colortable[randk() & 3];
dir[0] = crandk();
dir[1] = crandk();
dir[2] = crandk();
VectorNormalize(dir);
VectorMA(self->org, (200.0 * ratio), dir, p->org);
}
}
void
CL_WidowSplash(vec3_t org)
{
static int colortable[4] = {2 * 8, 13 * 8, 21 * 8, 18 * 8};
int i;
cparticle_t *p;
vec3_t dir;
float time;
time = (float)cl.time;
for (i = 0; i < 256; i++)
{
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = colortable[randk() & 3];
dir[0] = crandk();
dir[1] = crandk();
dir[2] = crandk();
VectorNormalize(dir);
VectorMA(org, 45.0, dir, p->org);
VectorMA(vec3_origin, 40.0, dir, p->vel);
p->accel[0] = p->accel[1] = 0;
p->alpha = 1.0;
p->alphavel = -0.8f / (0.5f + frandk() * 0.3f);
}
}
void
CL_Tracker_Explode(vec3_t origin)
{
vec3_t dir, backdir;
int i;
cparticle_t *p;
float time;
time = (float)cl.time;
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;
p->alphavel = -1.0;
p->color = 0;
dir[0] = crandk();
dir[1] = crandk();
dir[2] = crandk();
VectorNormalize(dir);
VectorScale(dir, -1, backdir);
VectorMA(origin, 64, dir, p->org);
VectorScale(backdir, 64, p->vel);
}
}
void
CL_TagTrail(vec3_t start, vec3_t end, int color)
{
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
int dec;
float time;
time = (float)cl.time;
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = VectorNormalize(vec);
dec = 5;
VectorScale(vec, 5, vec);
while (len >= 0)
{
len -= dec;
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear(p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.8f + frandk() * 0.2f);
p->color = color;
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + crandk() * 16;
p->vel[j] = crandk() * 5;
p->accel[j] = 0;
}
VectorAdd(move, vec, move);
}
}
void
CL_ColorExplosionParticles(vec3_t org, int color, int run)
{
int i;
int j;
cparticle_t *p;
float time;
time = (float)cl.time;
for (i = 0; i < 128; i++)
{
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = color + (randk() % run);
for (j = 0; j < 3; j++)
{
p->org[j] = org[j] + ((randk() % 32) - 16);
p->vel[j] = (randk() % 256) - 128;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -0.4f / (0.6f + frandk() * 0.2f);
}
}
/*
* 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;
vec3_t r, u;
float time;
time = (float)cl.time;
MakeNormalVectors(dir, r, u);
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;
p->color = color + (randk() & 7);
for (j = 0; j < 3; j++)
{
p->org[j] = org[j] + magnitude * 0.1f * crandk();
}
VectorScale(dir, magnitude, p->vel);
d = crandk() * magnitude / 3;
VectorMA(p->vel, d, r, p->vel);
d = crandk() * magnitude / 3;
VectorMA(p->vel, d, u, p->vel);
p->accel[0] = p->accel[1] = p->accel[2] = 0;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.5f + frandk() * 0.3f);
}
}
/*
* 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++)
{
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->time = time;
p->color = color + (randk() & 7);
d = (float)(randk() & 15);
for (j = 0; j < 3; j++)
{
p->org[j] = org[j] + ((randk() & 7) - 4) + d * dir[j];
p->vel[j] = dir[j] * 30 + crandk() * 40;
}
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
p->alpha = 1.0;
p->alphavel = -1.0f / (0.5f + frandk() * 0.3f);
}
}
/*
* Green!
*/
void
CL_BlasterTrail2(vec3_t start, vec3_t end)
{
vec3_t move;
vec3_t vec;
float len;
int j;
cparticle_t *p;
int dec;
float time;
time = (float)cl.time;
VectorCopy(start, move);
VectorSubtract(end, start, vec);
len = VectorNormalize(vec);
dec = 5;
VectorScale(vec, 5, vec);
while (len > 0)
{
len -= dec;
if (!free_particles)
{
return;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorClear(p->accel);
p->time = time;
p->alpha = 1.0;
p->alphavel = -1.0f / (float)(0.3f + frandk() * 0.2f);
for (j = 0; j < 3; j++)
{
p->org[j] = move[j] + crandk();
p->vel[j] = crandk() * 5;
p->accel[j] = 0;
}
VectorAdd(move, vec, move);
}
}