mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-16 01:02:03 +00:00
cb1bd7739e
line. - Fixed: P_SpawnPuff assumed that all melee attacks have the same range (MELEERANGE) and didn't set the puff to its melee state if the range was different. Even worse, it checked a global variable for this so the behavior was undefined when P_SpawnPuff was called from anywhere else but P_LineAttack. To reduce the amount of parameters I combined this information with the hitthing and temporary parameters into one flags parameter. Also changed P_LineAttack so that it gets passed an additional parameter that specifies whether the attack is a melee attack or not and set this to true in all calls that are to be considered melee attacks. I couldn't use the damage type because A_CustomPunch and A_CustomMeleeAttack allow passing any damage type they want. - Added a sprite option as an alternative of particles for FX_ROCKET and FX_GRENADE. SVN r879 (trunk)
631 lines
16 KiB
C++
631 lines
16 KiB
C++
/*
|
|
** p_effect.cpp
|
|
** Particle effects
|
|
**
|
|
**---------------------------------------------------------------------------
|
|
** Copyright 1998-2006 Randy Heit
|
|
** All rights reserved.
|
|
**
|
|
** Redistribution and use in source and binary forms, with or without
|
|
** modification, are permitted provided that the following conditions
|
|
** are met:
|
|
**
|
|
** 1. Redistributions of source code must retain the above copyright
|
|
** notice, this list of conditions and the following disclaimer.
|
|
** 2. Redistributions in binary form must reproduce the above copyright
|
|
** notice, this list of conditions and the following disclaimer in the
|
|
** documentation and/or other materials provided with the distribution.
|
|
** 3. The name of the author may not be used to endorse or promote products
|
|
** derived from this software without specific prior written permission.
|
|
**
|
|
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
|
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
|
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
|
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
|
|
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
**---------------------------------------------------------------------------
|
|
**
|
|
** If particles used real sprites instead of blocks, they could be much
|
|
** more useful.
|
|
*/
|
|
|
|
#include "doomtype.h"
|
|
#include "doomstat.h"
|
|
#include "c_cvars.h"
|
|
#include "actor.h"
|
|
#include "p_effect.h"
|
|
#include "p_local.h"
|
|
#include "g_level.h"
|
|
#include "v_video.h"
|
|
#include "m_random.h"
|
|
#include "r_defs.h"
|
|
#include "r_things.h"
|
|
#include "s_sound.h"
|
|
#include "templates.h"
|
|
|
|
CVAR (Int, cl_rockettrails, 1, CVAR_ARCHIVE);
|
|
|
|
#define FADEFROMTTL(a) (255/(a))
|
|
|
|
static int grey1, grey2, grey3, grey4, red, green, blue, yellow, black,
|
|
red1, green1, blue1, yellow1, purple, purple1, white,
|
|
rblue1, rblue2, rblue3, rblue4, orange, yorange, dred, grey5,
|
|
maroon1, maroon2;
|
|
|
|
static const struct ColorList {
|
|
int *color;
|
|
BYTE r, g, b;
|
|
} Colors[] = {
|
|
{&grey1, 85, 85, 85 },
|
|
{&grey2, 171, 171, 171},
|
|
{&grey3, 50, 50, 50 },
|
|
{&grey4, 210, 210, 210},
|
|
{&grey5, 128, 128, 128},
|
|
{&red, 255, 0, 0 },
|
|
{&green, 0, 200, 0 },
|
|
{&blue, 0, 0, 255},
|
|
{&yellow, 255, 255, 0 },
|
|
{&black, 0, 0, 0 },
|
|
{&red1, 255, 127, 127},
|
|
{&green1, 127, 255, 127},
|
|
{&blue1, 127, 127, 255},
|
|
{&yellow1, 255, 255, 180},
|
|
{&purple, 120, 0, 160},
|
|
{&purple1, 200, 30, 255},
|
|
{&white, 255, 255, 255},
|
|
{&rblue1, 81, 81, 255},
|
|
{&rblue2, 0, 0, 227},
|
|
{&rblue3, 0, 0, 130},
|
|
{&rblue4, 0, 0, 80 },
|
|
{&orange, 255, 120, 0 },
|
|
{&yorange, 255, 170, 0 },
|
|
{&dred, 80, 0, 0 },
|
|
{&maroon1, 154, 49, 49 },
|
|
{&maroon2, 125, 24, 24 },
|
|
{NULL}
|
|
};
|
|
|
|
void P_InitEffects ()
|
|
{
|
|
const struct ColorList *color = Colors;
|
|
|
|
while (color->color)
|
|
{
|
|
*(color->color) = ColorMatcher.Pick (color->r, color->g, color->b);
|
|
color++;
|
|
}
|
|
}
|
|
|
|
void P_ThinkParticles ()
|
|
{
|
|
int i;
|
|
particle_t *particle, *prev;
|
|
|
|
i = ActiveParticles;
|
|
prev = NULL;
|
|
while (i != NO_PARTICLE)
|
|
{
|
|
BYTE oldtrans;
|
|
|
|
particle = Particles + i;
|
|
i = particle->tnext;
|
|
oldtrans = particle->trans;
|
|
particle->trans -= particle->fade;
|
|
if (oldtrans < particle->trans || --particle->ttl == 0)
|
|
{ // The particle has expired, so free it
|
|
memset (particle, 0, sizeof(particle_t));
|
|
if (prev)
|
|
prev->tnext = i;
|
|
else
|
|
ActiveParticles = i;
|
|
particle->tnext = InactiveParticles;
|
|
InactiveParticles = (int)(particle - Particles);
|
|
continue;
|
|
}
|
|
particle->x += particle->velx;
|
|
particle->y += particle->vely;
|
|
particle->z += particle->velz;
|
|
particle->velx += particle->accx;
|
|
particle->vely += particle->accy;
|
|
particle->velz += particle->accz;
|
|
prev = particle;
|
|
}
|
|
}
|
|
|
|
//
|
|
// P_RunEffects
|
|
//
|
|
// Run effects on all actors in the world
|
|
//
|
|
void P_RunEffects ()
|
|
{
|
|
if (players[consoleplayer].camera == NULL) return;
|
|
|
|
int pnum = int(players[consoleplayer].camera->Sector - sectors) * numsectors;
|
|
|
|
AActor *actor;
|
|
TThinkerIterator<AActor> iterator;
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
if (actor->effects)
|
|
{
|
|
// Only run the effect if the actor is potentially visible
|
|
int rnum = pnum + int(actor->Sector - sectors);
|
|
if (rejectmatrix == NULL || !(rejectmatrix[rnum>>3] & (1 << (rnum & 7))))
|
|
P_RunEffect (actor, actor->effects);
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// AddParticle
|
|
//
|
|
// Creates a particle with "jitter"
|
|
//
|
|
particle_t *JitterParticle (int ttl)
|
|
{
|
|
particle_t *particle = NewParticle ();
|
|
|
|
if (particle) {
|
|
fixed_t *val = &particle->velx;
|
|
int i;
|
|
|
|
// Set initial velocities
|
|
for (i = 3; i; i--, val++)
|
|
*val = (FRACUNIT/4096) * (M_Random () - 128);
|
|
// Set initial accelerations
|
|
for (i = 3; i; i--, val++)
|
|
*val = (FRACUNIT/16384) * (M_Random () - 128);
|
|
|
|
particle->trans = 255; // fully opaque
|
|
particle->ttl = ttl;
|
|
particle->fade = FADEFROMTTL(ttl);
|
|
}
|
|
return particle;
|
|
}
|
|
|
|
static void MakeFountain (AActor *actor, int color1, int color2)
|
|
{
|
|
particle_t *particle;
|
|
|
|
if (!(level.time & 1))
|
|
return;
|
|
|
|
particle = JitterParticle (51);
|
|
|
|
if (particle)
|
|
{
|
|
angle_t an = M_Random()<<(24-ANGLETOFINESHIFT);
|
|
fixed_t out = FixedMul (actor->radius, M_Random()<<8);
|
|
|
|
particle->x = actor->x + FixedMul (out, finecosine[an]);
|
|
particle->y = actor->y + FixedMul (out, finesine[an]);
|
|
particle->z = actor->z + actor->height + FRACUNIT;
|
|
if (out < actor->radius/8)
|
|
particle->velz += FRACUNIT*10/3;
|
|
else
|
|
particle->velz += FRACUNIT*3;
|
|
particle->accz -= FRACUNIT/11;
|
|
if (M_Random() < 30) {
|
|
particle->size = 4;
|
|
particle->color = color2;
|
|
} else {
|
|
particle->size = 6;
|
|
particle->color = color1;
|
|
}
|
|
}
|
|
}
|
|
|
|
void P_RunEffect (AActor *actor, int effects)
|
|
{
|
|
angle_t moveangle = R_PointToAngle2(0,0,actor->momx,actor->momy);
|
|
particle_t *particle;
|
|
int i;
|
|
|
|
if ((effects & FX_ROCKET) && (cl_rockettrails & 1))
|
|
{
|
|
// Rocket trail
|
|
|
|
fixed_t backx = actor->x - FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2);
|
|
fixed_t backy = actor->y - FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2);
|
|
fixed_t backz = actor->z - (actor->height>>3) * (actor->momz>>16) + (2*actor->height)/3;
|
|
|
|
angle_t an = (moveangle + ANG90) >> ANGLETOFINESHIFT;
|
|
int speed;
|
|
|
|
particle = JitterParticle (3 + (M_Random() & 31));
|
|
if (particle) {
|
|
fixed_t pathdist = M_Random()<<8;
|
|
particle->x = backx - FixedMul(actor->momx, pathdist);
|
|
particle->y = backy - FixedMul(actor->momy, pathdist);
|
|
particle->z = backz - FixedMul(actor->momz, pathdist);
|
|
speed = (M_Random () - 128) * (FRACUNIT/200);
|
|
particle->velx += FixedMul (speed, finecosine[an]);
|
|
particle->vely += FixedMul (speed, finesine[an]);
|
|
particle->velz -= FRACUNIT/36;
|
|
particle->accz -= FRACUNIT/20;
|
|
particle->color = yellow;
|
|
particle->size = 2;
|
|
}
|
|
for (i = 6; i; i--) {
|
|
particle_t *particle = JitterParticle (3 + (M_Random() & 31));
|
|
if (particle) {
|
|
fixed_t pathdist = M_Random()<<8;
|
|
particle->x = backx - FixedMul(actor->momx, pathdist);
|
|
particle->y = backy - FixedMul(actor->momy, pathdist);
|
|
particle->z = backz - FixedMul(actor->momz, pathdist) + (M_Random() << 10);
|
|
speed = (M_Random () - 128) * (FRACUNIT/200);
|
|
particle->velx += FixedMul (speed, finecosine[an]);
|
|
particle->vely += FixedMul (speed, finesine[an]);
|
|
particle->velz += FRACUNIT/80;
|
|
particle->accz += FRACUNIT/40;
|
|
if (M_Random () & 7)
|
|
particle->color = grey2;
|
|
else
|
|
particle->color = grey1;
|
|
particle->size = 3;
|
|
} else
|
|
break;
|
|
}
|
|
}
|
|
if ((effects & FX_GRENADE) && (cl_rockettrails & 1))
|
|
{
|
|
// Grenade trail
|
|
|
|
P_DrawSplash2 (6,
|
|
actor->x - FixedMul (finecosine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2),
|
|
actor->y - FixedMul (finesine[(moveangle)>>ANGLETOFINESHIFT], actor->radius*2),
|
|
actor->z - (actor->height>>3) * (actor->momz>>16) + (2*actor->height)/3,
|
|
moveangle + ANG180, 2, 2);
|
|
}
|
|
if (effects & FX_FOUNTAINMASK)
|
|
{
|
|
// Particle fountain
|
|
|
|
static const int *fountainColors[16] =
|
|
{ &black, &black,
|
|
&red, &red1,
|
|
&green, &green1,
|
|
&blue, &blue1,
|
|
&yellow, &yellow1,
|
|
&purple, &purple1,
|
|
&black, &grey3,
|
|
&grey4, &white
|
|
};
|
|
int color = (effects & FX_FOUNTAINMASK) >> 15;
|
|
MakeFountain (actor, *fountainColors[color], *fountainColors[color+1]);
|
|
}
|
|
if (effects & FX_RESPAWNINVUL)
|
|
{
|
|
// Respawn protection
|
|
|
|
static const int *protectColors[2] = { &yellow1, &white };
|
|
|
|
for (i = 3; i > 0; i--)
|
|
{
|
|
particle = JitterParticle (16);
|
|
if (particle != NULL)
|
|
{
|
|
angle_t ang = M_Random () << (32-ANGLETOFINESHIFT-8);
|
|
particle->x = actor->x + FixedMul (actor->radius, finecosine[ang]);
|
|
particle->y = actor->y + FixedMul (actor->radius, finesine[ang]);
|
|
particle->color = *protectColors[M_Random() & 1];
|
|
particle->z = actor->z;
|
|
particle->velz = FRACUNIT;
|
|
particle->accz = M_Random () << 7;
|
|
particle->size = 1;
|
|
if (M_Random () < 128)
|
|
{ // make particle fall from top of actor
|
|
particle->z += actor->height;
|
|
particle->velz = -particle->velz;
|
|
particle->accz = -particle->accz;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void P_DrawSplash (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int kind)
|
|
{
|
|
int color1, color2;
|
|
|
|
switch (kind)
|
|
{
|
|
case 1: // Spark
|
|
color1 = orange;
|
|
color2 = yorange;
|
|
break;
|
|
default:
|
|
return;
|
|
}
|
|
|
|
for (; count; count--)
|
|
{
|
|
particle_t *p = JitterParticle (10);
|
|
angle_t an;
|
|
|
|
if (!p)
|
|
break;
|
|
|
|
p->size = 2;
|
|
p->color = M_Random() & 0x80 ? color1 : color2;
|
|
p->velz -= M_Random () * 512;
|
|
p->accz -= FRACUNIT/8;
|
|
p->accx += (M_Random () - 128) * 8;
|
|
p->accy += (M_Random () - 128) * 8;
|
|
p->z = z - M_Random () * 1024;
|
|
an = (angle + (M_Random() << 21)) >> ANGLETOFINESHIFT;
|
|
p->x = x + (M_Random () & 15)*finecosine[an];
|
|
p->y = y + (M_Random () & 15)*finesine[an];
|
|
}
|
|
}
|
|
|
|
void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, int updown, int kind)
|
|
{
|
|
int color1, color2, zvel, zspread, zadd;
|
|
|
|
switch (kind)
|
|
{
|
|
case 0: // Blood
|
|
color1 = red;
|
|
color2 = dred;
|
|
break;
|
|
case 1: // Gunshot
|
|
color1 = grey3;
|
|
color2 = grey5;
|
|
break;
|
|
case 2: // Smoke
|
|
color1 = grey3;
|
|
color2 = grey1;
|
|
break;
|
|
default: // colorized blood
|
|
color1 = ColorMatcher.Pick(RPART(kind), GPART(kind), BPART(kind));
|
|
color2 = ColorMatcher.Pick(RPART(kind)>>1, GPART(kind)>>1, BPART(kind)>>1);
|
|
break;
|
|
}
|
|
|
|
zvel = -128;
|
|
zspread = updown ? -6000 : 6000;
|
|
zadd = (updown == 2) ? -128 : 0;
|
|
|
|
for (; count; count--)
|
|
{
|
|
particle_t *p = NewParticle ();
|
|
angle_t an;
|
|
|
|
if (!p)
|
|
break;
|
|
|
|
p->ttl = 12;
|
|
p->fade = FADEFROMTTL(12);
|
|
p->trans = 255;
|
|
p->size = 4;
|
|
p->color = M_Random() & 0x80 ? color1 : color2;
|
|
p->velz = M_Random () * zvel;
|
|
p->accz = -FRACUNIT/22;
|
|
if (kind) {
|
|
an = (angle + ((M_Random() - 128) << 23)) >> ANGLETOFINESHIFT;
|
|
p->velx = (M_Random () * finecosine[an]) >> 11;
|
|
p->vely = (M_Random () * finesine[an]) >> 11;
|
|
p->accx = p->velx >> 4;
|
|
p->accy = p->vely >> 4;
|
|
}
|
|
p->z = z + (M_Random () + zadd - 128) * zspread;
|
|
an = (angle + ((M_Random() - 128) << 22)) >> ANGLETOFINESHIFT;
|
|
p->x = x + ((M_Random () & 31)-15)*finecosine[an];
|
|
p->y = y + ((M_Random () & 31)-15)*finesine[an];
|
|
}
|
|
}
|
|
|
|
void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end, int color1, int color2, float maxdiff, bool silent)
|
|
{
|
|
double length, lengthsquared;
|
|
int steps, i;
|
|
FAngle deg;
|
|
FVector3 step, dir, pos, extend;
|
|
|
|
dir = end - start;
|
|
lengthsquared = dir | dir;
|
|
length = sqrt(lengthsquared);
|
|
steps = int(length / 3);
|
|
|
|
if (steps)
|
|
{
|
|
if (!silent)
|
|
{
|
|
int sound;
|
|
|
|
// Allow other sounds than 'weapons/railgf'!
|
|
if (!source->player) sound = source->AttackSound;
|
|
else if (source->player->ReadyWeapon) sound = source->player->ReadyWeapon->AttackSound;
|
|
else sound = 0;
|
|
if (!sound) sound=S_FindSound("weapons/railgf");
|
|
|
|
// The railgun's sound is special. It gets played from the
|
|
// point on the slug's trail that is closest to the hearing player.
|
|
AActor *mo = players[consoleplayer].camera;
|
|
FVector3 point;
|
|
double r;
|
|
float dirz;
|
|
|
|
if (abs(mo->x - FLOAT2FIXED(start.X)) < 20 * FRACUNIT
|
|
&& (mo->y - FLOAT2FIXED(start.Y)) < 20 * FRACUNIT)
|
|
{ // This player (probably) fired the railgun
|
|
S_SoundID (mo, CHAN_WEAPON, sound, 1, ATTN_NORM);
|
|
}
|
|
else
|
|
{
|
|
// Only consider sound in 2D (for now, anyway)
|
|
// [BB] You have to devide by lengthsquared here, not multiply with it.
|
|
r = ((start.Y - FIXED2FLOAT(mo->y)) * (-dir.Y) -
|
|
(start.X - FIXED2FLOAT(mo->x)) * (dir.X)) / lengthsquared;
|
|
|
|
dirz = dir.Z;
|
|
dir.Z = 0;
|
|
point = start + r * dir;
|
|
dir.Z = dirz;
|
|
|
|
S_SoundID (FLOAT2FIXED(point.X), FLOAT2FIXED(point.Y), mo->z,
|
|
CHAN_WEAPON, sound, 1, ATTN_NORM);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// line is 0 length, so nothing to do
|
|
return;
|
|
}
|
|
|
|
dir /= length;
|
|
|
|
//Calculate PerpendicularVector (extend, dir):
|
|
double minelem = 1;
|
|
int epos;
|
|
for (epos = 0, i = 0; i < 3; ++i)
|
|
{
|
|
if (fabs(dir[i]) < minelem)
|
|
{
|
|
epos = i;
|
|
minelem = fabs(dir[i]);
|
|
}
|
|
}
|
|
FVector3 tempvec(0,0,0);
|
|
tempvec[epos] = 1;
|
|
extend = tempvec - (dir | tempvec) * dir;
|
|
//
|
|
|
|
extend *= 3;
|
|
step = dir * 3;
|
|
|
|
// Create the outer spiral.
|
|
if (color1 != -1)
|
|
{
|
|
color1 = color1 == 0 ? -1 : ColorMatcher.Pick(RPART(color1), GPART(color1), BPART(color1));
|
|
pos = start;
|
|
deg = FAngle(270);
|
|
for (i = steps; i; i--)
|
|
{
|
|
particle_t *p = NewParticle ();
|
|
FVector3 tempvec;
|
|
|
|
if (!p)
|
|
return;
|
|
|
|
p->trans = 255;
|
|
p->ttl = 35;
|
|
p->fade = FADEFROMTTL(35);
|
|
p->size = 3;
|
|
|
|
tempvec = FMatrix3x3(dir, deg) * extend;
|
|
p->velx = FLOAT2FIXED(tempvec.X)>>4;
|
|
p->vely = FLOAT2FIXED(tempvec.Y)>>4;
|
|
p->velz = FLOAT2FIXED(tempvec.Z)>>4;
|
|
tempvec += pos;
|
|
p->x = FLOAT2FIXED(tempvec.X);
|
|
p->y = FLOAT2FIXED(tempvec.Y);
|
|
p->z = FLOAT2FIXED(tempvec.Z);
|
|
pos += step;
|
|
deg += FAngle(14);
|
|
|
|
if (color1 == -1)
|
|
{
|
|
int rand = M_Random();
|
|
|
|
if (rand < 155)
|
|
p->color = rblue2;
|
|
else if (rand < 188)
|
|
p->color = rblue1;
|
|
else if (rand < 222)
|
|
p->color = rblue3;
|
|
else
|
|
p->color = rblue4;
|
|
}
|
|
else
|
|
{
|
|
p->color = color1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Create the inner trail.
|
|
if (color2 != -1)
|
|
{
|
|
color2 = color2 == 0 ? -1 : ColorMatcher.Pick(RPART(color2), GPART(color2), BPART(color2));
|
|
FVector3 diff(0, 0, 0);
|
|
|
|
pos = start;
|
|
for (i = steps; i; i--)
|
|
{
|
|
particle_t *p = JitterParticle (33);
|
|
|
|
if (!p)
|
|
return;
|
|
|
|
if (maxdiff > 0)
|
|
{
|
|
int rnd = M_Random ();
|
|
if (rnd & 1)
|
|
diff.X = clamp<float> (diff.X + ((rnd & 8) ? 1 : -1), -maxdiff, maxdiff);
|
|
if (rnd & 2)
|
|
diff.Y = clamp<float> (diff.Y + ((rnd & 16) ? 1 : -1), -maxdiff, maxdiff);
|
|
if (rnd & 4)
|
|
diff.Z = clamp<float> (diff.Z + ((rnd & 32) ? 1 : -1), -maxdiff, maxdiff);
|
|
}
|
|
|
|
FVector3 postmp = pos + diff;
|
|
|
|
p->size = 2;
|
|
p->x = FLOAT2FIXED(postmp.X);
|
|
p->y = FLOAT2FIXED(postmp.Y);
|
|
p->z = FLOAT2FIXED(postmp.Z);
|
|
if (color1 != -1)
|
|
p->accz -= FRACUNIT/4096;
|
|
pos += step;
|
|
|
|
if (color2 == -1)
|
|
{
|
|
int rand = M_Random();
|
|
|
|
if (rand < 85)
|
|
p->color = grey4;
|
|
else if (rand < 170)
|
|
p->color = grey2;
|
|
else
|
|
p->color = grey1;
|
|
}
|
|
else
|
|
{
|
|
p->color = color2;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void P_DisconnectEffect (AActor *actor)
|
|
{
|
|
int i;
|
|
|
|
if (actor == NULL)
|
|
return;
|
|
|
|
for (i = 64; i; i--)
|
|
{
|
|
particle_t *p = JitterParticle (TICRATE*2);
|
|
|
|
if (!p)
|
|
break;
|
|
|
|
p->x = actor->x + ((M_Random()-128)<<9) * (actor->radius>>FRACBITS);
|
|
p->y = actor->y + ((M_Random()-128)<<9) * (actor->radius>>FRACBITS);
|
|
p->z = actor->z + (M_Random()<<8) * (actor->height>>FRACBITS);
|
|
p->accz -= FRACUNIT/4096;
|
|
p->color = M_Random() < 128 ? maroon1 : maroon2;
|
|
p->size = 4;
|
|
}
|
|
}
|