1999-02-17 00:00:00 +00:00
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#include "doomtype.h"
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#include "doomstat.h"
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#include "c_cvars.h"
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#include "p_mobj.h"
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#include "p_effect.h"
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#include "p_local.h"
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#include "g_level.h"
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#include "v_video.h"
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#include "m_random.h"
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#include "r_defs.h"
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#include "r_things.h"
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#include "s_sound.h"
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cvar_t *cl_rockettrails;
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#define FADEFROMTTL(a) (255/(a))
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static int grey1, grey2, grey3, grey4, red, green, blue, yellow, black,
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red1, green1, blue1, yellow1, purple, purple1, white,
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rblue1, rblue2, rblue3, rblue4, orange, yorange, dred, grey5,
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maroon1, maroon2;
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static const struct ColorList {
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int *color, r, g, b;
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} Colors[] = {
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{&grey1, 85, 85, 85 },
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{&grey2, 171, 171, 171},
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{&grey3, 50, 50, 50 },
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{&grey4, 210, 210, 210},
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{&grey5, 128, 128, 128},
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{&red, 255, 0, 0 },
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{&green, 0, 200, 0 },
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{&blue, 0, 0, 255},
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{&yellow, 255, 255, 0 },
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{&black, 0, 0, 0 },
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{&red1, 255, 127, 127},
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{&green1, 127, 255, 127},
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{&blue1, 127, 127, 255},
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{&yellow1, 255, 255, 180},
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{&purple, 120, 0, 160},
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{&purple1, 200, 30, 255},
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{&white, 255, 255, 255},
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{&rblue1, 81, 81, 255},
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{&rblue2, 0, 0, 227},
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{&rblue3, 0, 0, 130},
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{&rblue4, 0, 0, 80 },
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{&orange, 255, 120, 0 },
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{&yorange, 255, 170, 0 },
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{&dred, 80, 0, 0 },
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{&maroon1, 154, 49, 49 },
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{&maroon2, 125, 24, 24 },
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{NULL}
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};
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void P_InitEffects (void)
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{
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const struct ColorList *color = Colors;
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unsigned int *palette = DefaultPalette->basecolors;
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int numcolors = DefaultPalette->numcolors;
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while (color->color) {
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*(color->color) = BestColor (palette, color->r, color->g, color->b, numcolors);
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color++;
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}
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}
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void P_ThinkParticles (void)
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{
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int i;
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particle_t *particle, *prev;
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i = ActiveParticles;
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prev = NULL;
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while (i != -1) {
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byte oldtrans;
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particle = Particles + i;
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i = particle->next;
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oldtrans = particle->trans;
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particle->trans -= particle->fade;
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if (oldtrans < particle->trans || --particle->ttl == 0) {
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memset (particle, 0, sizeof(particle_t));
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if (prev)
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prev->next = i;
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else
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ActiveParticles = i;
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particle->next = InactiveParticles;
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InactiveParticles = particle - Particles;
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continue;
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}
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particle->x += particle->velx;
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particle->y += particle->vely;
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particle->z += particle->velz;
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particle->velx += particle->accx;
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particle->vely += particle->accy;
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particle->velz += particle->accz;
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prev = particle;
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}
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}
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//
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// P_RunEffects
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//
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// Run effects on all mobjs in world
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//
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void P_RunEffects (void)
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{
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int pnum = (players[consoleplayer].camera->subsector->sector - sectors) * numsectors;
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thinker_t *currentthinker = &thinkercap;
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while ((currentthinker=currentthinker->next)!=&thinkercap)
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if (currentthinker->function.acp1 == (actionf_p1) P_MobjThinker)
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{
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mobj_t *mobj = (mobj_t *)currentthinker;
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if (mobj->effects) {
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// Only run the effect if the mobj is potentially visible
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int rnum = pnum + (mobj->subsector->sector - sectors);
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if (rejectempty || !(rejectmatrix[rnum>>3] & (1 << (rnum & 7))))
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P_RunEffect (mobj, mobj->effects);
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}
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}
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}
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//
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// AddParticle
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//
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// Creates a particle with "jitter"
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//
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particle_t *JitterParticle (int ttl)
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{
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particle_t *particle = NewParticle ();
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if (particle) {
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fixed_t *val = &particle->velx;
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int i;
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// Set initial velocities
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for (i = 3; i; i--, val++)
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*val = (FRACUNIT/4096) * (M_Random () - 128);
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// Set initial accelerations
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for (i = 3; i; i--, val++)
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*val = (FRACUNIT/16384) * (M_Random () - 128);
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particle->trans = 255; // fully opaque
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particle->ttl = ttl;
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particle->fade = FADEFROMTTL(ttl);
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}
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return particle;
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}
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static void MakeFountain (mobj_t *actor, int color1, int color2)
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{
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particle_t *particle;
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if (!(level.time & 1))
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return;
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particle = JitterParticle (51);
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if (particle) {
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angle_t an = M_Random()<<(24-ANGLETOFINESHIFT);
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fixed_t out = FixedMul (actor->radius, M_Random()<<8);
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particle->x = actor->x + FixedMul (out, finecosine[an]);
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particle->y = actor->y + FixedMul (out, finesine[an]);
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particle->z = actor->z + actor->height + FRACUNIT;
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if (out < actor->radius/8)
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particle->velz += FRACUNIT*10/3;
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else
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particle->velz += FRACUNIT*3;
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particle->accz -= FRACUNIT/11;
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if (M_Random() < 30) {
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particle->size = 4;
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particle->color = color2;
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} else {
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particle->size = 6;
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particle->color = color1;
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}
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}
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}
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void P_RunEffect (mobj_t *actor, int effects)
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{
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angle_t moveangle = R_PointToAngle2(0,0,actor->momx,actor->momy);
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particle_t *particle;
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if ((effects & FX_ROCKET) && cl_rockettrails->value) {
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// Rocket trail
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fixed_t backx = actor->x - FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2);
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fixed_t backy = actor->y - FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2);
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fixed_t backz = actor->z - (actor->height>>3) * (actor->momz>>16) + (2*actor->height)/3;
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angle_t an = (moveangle + ANG90) >> ANGLETOFINESHIFT;
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int i, speed;
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particle = JitterParticle (3 + (M_Random() & 31));
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if (particle) {
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fixed_t pathdist = M_Random()<<8;
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particle->x = backx - FixedMul(actor->momx, pathdist);
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particle->y = backy - FixedMul(actor->momy, pathdist);
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particle->z = backz - FixedMul(actor->momz, pathdist);
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speed = (M_Random () - 128) * (FRACUNIT/200);
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particle->velx += FixedMul (speed, finecosine[an]);
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particle->vely += FixedMul (speed, finesine[an]);
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particle->velz -= FRACUNIT/36;
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particle->accz -= FRACUNIT/20;
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particle->color = yellow;
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particle->size = 2;
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}
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for (i = 6; i; i--) {
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particle_t *particle = JitterParticle (3 + (M_Random() & 31));
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if (particle) {
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fixed_t pathdist = M_Random()<<8;
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particle->x = backx - FixedMul(actor->momx, pathdist);
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particle->y = backy - FixedMul(actor->momy, pathdist);
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particle->z = backz - FixedMul(actor->momz, pathdist) + (M_Random() << 10);
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speed = (M_Random () - 128) * (FRACUNIT/200);
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particle->velx += FixedMul (speed, finecosine[an]);
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particle->vely += FixedMul (speed, finesine[an]);
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particle->velz += FRACUNIT/80;
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particle->accz += FRACUNIT/40;
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if (M_Random () & 7)
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particle->color = grey2;
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else
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particle->color = grey1;
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particle->size = 3;
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} else
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break;
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}
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}
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if ((effects & FX_GRENADE) && (cl_rockettrails->value)) {
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// Grenade trail
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P_DrawSplash2 (6,
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actor->x - FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2),
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actor->y - FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2),
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actor->z - (actor->height>>3) * (actor->momz>>16) + (2*actor->height)/3,
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moveangle + ANG180, 2, 2);
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}
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if (effects & FX_FOUNTAINMASK) {
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// Particle fountain
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static const int *fountainColors[16] =
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{ &black, &black,
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&red, &red1,
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&green, &green1,
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&blue, &blue1,
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&yellow, &yellow1,
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&purple, &purple1,
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&black, &grey3,
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&grey4, &white
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};
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int color = (effects & FX_FOUNTAINMASK) >> 15;
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MakeFountain (actor, *fountainColors[color], *fountainColors[color+1]);
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}
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}
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void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int kind)
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{
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int color1, color2;
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switch (kind) {
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case 1: // Spark
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color1 = orange;
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color2 = yorange;
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break;
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default:
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return;
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}
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for (; count; count--) {
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particle_t *p = JitterParticle (10);
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angle_t an;
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if (!p)
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break;
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p->size = 2;
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p->color = M_Random() & 0x80 ? color1 : color2;
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p->velz -= M_Random () * 512;
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p->accz -= FRACUNIT/8;
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p->accx += (M_Random () - 128) * 8;
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p->accy += (M_Random () - 128) * 8;
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p->z = z - M_Random () * 1024;
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an = (angle + (M_Random() << 21)) >> ANGLETOFINESHIFT;
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p->x = x + (M_Random () & 15)*finecosine[an];
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p->y = y + (M_Random () & 15)*finesine[an];
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}
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}
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void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int updown, int kind)
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{
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int color1, color2, zvel, zspread, zadd;
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switch (kind) {
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case 0: // Blood
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color1 = red;
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color2 = dred;
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break;
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case 1: // Gunshot
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color1 = grey3;
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color2 = grey5;
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break;
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case 2: // Smoke
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color1 = grey3;
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color2 = grey1;
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break;
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default:
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return;
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}
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zvel = -128;
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zspread = updown ? -6000 : 6000;
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zadd = (updown == 2) ? -128 : 0;
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for (; count; count--) {
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particle_t *p = NewParticle ();
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angle_t an;
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if (!p)
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break;
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p->ttl = 12;
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p->fade = FADEFROMTTL(12);
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p->trans = 255;
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p->size = 4;
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p->color = M_Random() & 0x80 ? color1 : color2;
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p->velz = M_Random () * zvel;
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p->accz = -FRACUNIT/22;
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if (kind) {
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an = (angle + ((M_Random() - 128) << 23)) >> ANGLETOFINESHIFT;
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p->velx = (M_Random () * finecosine[an]) >> 11;
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p->vely = (M_Random () * finesine[an]) >> 11;
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p->accx = p->velx >> 4;
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p->accy = p->vely >> 4;
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}
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p->z = z + (M_Random () + zadd) * zspread;
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1999-02-21 00:00:00 +00:00
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an = (angle + ((M_Random() - 128) << 22)) >> ANGLETOFINESHIFT;
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1999-02-17 00:00:00 +00:00
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p->x = x + (M_Random () & 31)*finecosine[an];
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p->y = y + (M_Random () & 31)*finesine[an];
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}
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}
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void P_DrawRailTrail (vec3_t start, vec3_t end)
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{
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float length;
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int steps, i;
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float deg;
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vec3_t step, dir, pos, extend;
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VectorSubtract (end, start, dir);
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length = VectorLength (dir);
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steps = (int)(length*0.3333f);
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if (length) {
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1999-02-21 00:00:00 +00:00
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// The railgun's sound is a special case. It gets played from the
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// point on the slug's trail that is closest to the hearing player.
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1999-02-17 00:00:00 +00:00
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mobj_t *mo = players[consoleplayer].camera;
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vec3_t point;
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1999-02-21 00:00:00 +00:00
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float r;
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float dirz;
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1999-02-17 00:00:00 +00:00
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length = 1 / length;
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1999-02-21 00:00:00 +00:00
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if (abs(mo->x - FLOAT2FIXED(start[0])) < 20 * FRACUNIT
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&& (mo->y - FLOAT2FIXED(start[1])) < 20 * FRACUNIT)
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{ // This player (probably) fired the railgun
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1999-02-17 00:00:00 +00:00
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S_Sound (mo, CHAN_WEAPON, "weapons/railgf", 1, ATTN_NORM);
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}
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else
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{
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// Only consider sound in 2D (for now, anyway)
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1999-02-21 00:00:00 +00:00
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r = ((start[1] - FIXED2FLOAT(mo->y)) * (-dir[1]) -
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(start[0] - FIXED2FLOAT(mo->x)) * (dir[0])) * length * length;
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1999-02-17 00:00:00 +00:00
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1999-02-21 00:00:00 +00:00
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dirz = dir[2];
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dir[2] = 0;
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VectorMA (start, r, dir, point);
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dir[2] = dirz;
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1999-02-17 00:00:00 +00:00
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S_PositionedSound (FLOAT2FIXED(point[0]), FLOAT2FIXED(point[1]),
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CHAN_WEAPON, "weapons/railgf", 1, ATTN_NORM);
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}
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} else {
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// line is 0 length, so nothing to do
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return;
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}
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VectorScale2 (dir, length);
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PerpendicularVector (extend, dir);
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VectorScale2 (extend, 3);
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VectorScale (dir, 3, step);
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VectorCopy (start, pos);
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deg = 270;
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for (i = steps; i; i--) {
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particle_t *p = NewParticle ();
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vec3_t tempvec;
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if (!p)
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return;
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p->trans = 255;
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p->ttl = 35;
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p->fade = FADEFROMTTL(35);
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p->size = 3;
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RotatePointAroundVector (tempvec, dir, extend, deg);
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p->velx = FLOAT2FIXED(tempvec[0])>>4;
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p->vely = FLOAT2FIXED(tempvec[1])>>4;
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p->velz = FLOAT2FIXED(tempvec[2])>>4;
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VectorAdd (tempvec, pos, tempvec);
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deg += 14;
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if (deg >= 360)
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deg -= 360;
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p->x = FLOAT2FIXED(tempvec[0]);
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p->y = FLOAT2FIXED(tempvec[1]);
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p->z = FLOAT2FIXED(tempvec[2]);
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VectorAdd (pos, step, pos);
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{
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int rand = M_Random();
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if (rand < 155)
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p->color = rblue2;
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else if (rand < 188)
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p->color = rblue1;
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else if (rand < 222)
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p->color = rblue3;
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else
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p->color = rblue4;
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}
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}
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VectorCopy (start, pos);
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for (i = steps; i; i--) {
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particle_t *p = JitterParticle (33);
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if (!p)
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return;
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p->size = 2;
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p->x = FLOAT2FIXED(pos[0]);
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p->y = FLOAT2FIXED(pos[1]);
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p->z = FLOAT2FIXED(pos[2]);
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p->accz -= FRACUNIT/4096;
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VectorAdd (pos, step, pos);
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{
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int rand = M_Random();
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if (rand < 85)
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p->color = grey4;
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else if (rand < 170)
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p->color = grey2;
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else
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p->color = grey1;
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}
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|
p->color = white;
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}
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|
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}
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|
|
void P_DisconnectEffect (mobj_t *actor)
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|
|
{
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|
|
int i;
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|
|
for (i = 64; i; i--) {
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|
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particle_t *p = JitterParticle (40);
|
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|
|
if (!p)
|
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|
|
break;
|
|
|
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|
|
p->x = actor->x + ((M_Random()-128)<<9) * (actor->radius>>FRACBITS);
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p->y = actor->y + ((M_Random()-128)<<9) * (actor->radius>>FRACBITS);
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p->z = actor->z + (M_Random()<<8) * (actor->height>>FRACBITS);
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|
p->accz -= FRACUNIT/4096;
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|
|
p->color = M_Random() < 128 ? maroon1 : maroon2;
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|
|
|
p->size = 4;
|
|
|
|
}
|
|
|
|
}
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