qzdoom/src/p_effect.cpp

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/*
** 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 "i_system.h"
#include "c_cvars.h"
#include "actor.h"
#include "m_argv.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 "s_sound.h"
#include "templates.h"
#include "gi.h"
#include "v_palette.h"
#include "colormatcher.h"
CVAR (Int, cl_rockettrails, 1, CVAR_ARCHIVE);
CVAR (Bool, r_rail_smartspiral, 0, CVAR_ARCHIVE);
CVAR (Int, r_rail_spiralsparsity, 1, CVAR_ARCHIVE);
CVAR (Int, r_rail_trailsparsity, 1, CVAR_ARCHIVE);
CVAR (Bool, r_particles, true, 0);
FRandom pr_railtrail("RailTrail");
#define FADEFROMTTL(a) (255/(a))
// [RH] particle globals
WORD NumParticles;
WORD ActiveParticles;
WORD InactiveParticles;
particle_t *Particles;
TArray<WORD> ParticlesInSubsec;
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, blood1, blood2;
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, 0, 0, 0 }
};
inline particle_t *NewParticle (void)
{
particle_t *result = NULL;
if (InactiveParticles != NO_PARTICLE)
{
result = Particles + InactiveParticles;
InactiveParticles = result->tnext;
result->tnext = ActiveParticles;
ActiveParticles = WORD(result - Particles);
}
return result;
}
//
// [RH] Particle functions
//
void P_InitParticles ();
void P_DeinitParticles ();
// [BC] Allow the maximum number of particles to be specified by a cvar (so people
// with lots of nice hardware can have lots of particles!).
CUSTOM_CVAR( Int, r_maxparticles, 4000, CVAR_ARCHIVE )
{
if ( self == 0 )
self = 4000;
else if ( self < 100 )
self = 100;
if ( gamestate != GS_STARTUP )
{
P_DeinitParticles( );
P_InitParticles( );
}
}
void P_InitParticles ()
{
const char *i;
if ((i = Args->CheckValue ("-numparticles")))
NumParticles = atoi (i);
// [BC] Use r_maxparticles now.
else
NumParticles = r_maxparticles;
// This should be good, but eh...
NumParticles = clamp<WORD>(NumParticles, 100, 65535);
P_DeinitParticles();
Particles = new particle_t[NumParticles];
P_ClearParticles ();
atterm (P_DeinitParticles);
}
void P_DeinitParticles()
{
if (Particles != NULL)
{
delete[] Particles;
Particles = NULL;
}
}
void P_ClearParticles ()
{
int i;
memset (Particles, 0, NumParticles * sizeof(particle_t));
ActiveParticles = NO_PARTICLE;
InactiveParticles = 0;
for (i = 0; i < NumParticles-1; i++)
Particles[i].tnext = i + 1;
Particles[i].tnext = NO_PARTICLE;
}
// Group particles by subsectors. Because particles are always
// in motion, there is little benefit to caching this information
// from one frame to the next.
void P_FindParticleSubsectors ()
{
if (ParticlesInSubsec.Size() < (size_t)numsubsectors)
{
ParticlesInSubsec.Reserve (numsubsectors - ParticlesInSubsec.Size());
}
clearbufshort (&ParticlesInSubsec[0], numsubsectors, NO_PARTICLE);
if (!r_particles)
{
return;
}
for (WORD i = ActiveParticles; i != NO_PARTICLE; i = Particles[i].tnext)
{
subsector_t *ssec = R_PointInSubsector (Particles[i].x, Particles[i].y);
int ssnum = int(ssec-subsectors);
Particles[i].subsector = ssec;
Particles[i].snext = ParticlesInSubsec[ssnum];
ParticlesInSubsec[ssnum] = i;
}
}
static TMap<int, int> ColorSaver;
static uint32 ParticleColor(int rgb)
{
int *val;
int stuff;
val = ColorSaver.CheckKey(rgb);
if (val != NULL)
{
return *val;
}
stuff = rgb | (ColorMatcher.Pick(RPART(rgb), GPART(rgb), BPART(rgb)) << 24);
ColorSaver[rgb] = stuff;
return stuff;
}
static uint32 ParticleColor(int r, int g, int b)
{
return ParticleColor(MAKERGB(r, g, b));
}
void P_InitEffects ()
{
const struct ColorList *color = Colors;
P_InitParticles();
while (color->color)
{
*(color->color) = ParticleColor(color->r, color->g, color->b);
color++;
}
int kind = gameinfo.defaultbloodparticlecolor;
blood1 = ParticleColor(kind);
blood2 = ParticleColor(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3);
}
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);
}
}
}
//
// JitterParticle
//
// Creates a particle with "jitter"
//
particle_t *JitterParticle (int ttl)
{
return JitterParticle (ttl, 1.0);
}
// [XA] Added "drift speed" multiplier setting for enhanced railgun stuffs.
particle_t *JitterParticle (int ttl, float drift)
{
particle_t *particle = NewParticle ();
if (particle) {
fixed_t *val = &particle->velx;
int i;
// Set initial velocities
for (i = 3; i; i--, val++)
*val = (int)((FRACUNIT/4096) * (M_Random () - 128) * drift);
// Set initial accelerations
for (i = 3; i; i--, val++)
*val = (int)((FRACUNIT/16384) * (M_Random () - 128) * drift);
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;
// 512 is the limit below which R_PointToAngle2 does no longer returns usable values.
if (abs(actor->velx) > 512 || abs(actor->vely) > 512)
{
moveangle = R_PointToAngle2(0,0,actor->velx,actor->vely);
}
else
{
moveangle = actor->angle;
}
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->velz>>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->velx, pathdist);
particle->y = backy - FixedMul(actor->vely, pathdist);
particle->z = backz - FixedMul(actor->velz, 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->velx, pathdist);
particle->y = backy - FixedMul(actor->vely, pathdist);
particle->z = backz - FixedMul(actor->velz, 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->velz>>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 = blood1;
color2 = blood2;
break;
case 1: // Gunshot
color1 = grey3;
color2 = grey5;
break;
case 2: // Smoke
color1 = grey3;
color2 = grey1;
break;
default: // colorized blood
color1 = ParticleColor(kind);
color2 = ParticleColor(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3);
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, int flags, const PClass *spawnclass, angle_t angle, int duration, float sparsity, float drift, int SpiralOffset)
{
double length, lengthsquared;
int steps, i;
FAngle deg;
FVector3 step, dir, pos, extend;
bool fullbright;
dir = end - start;
lengthsquared = dir | dir;
length = sqrt(lengthsquared);
steps = xs_FloorToInt(length / 3);
fullbright = !!(flags & RAF_FULLBRIGHT);
if (steps)
{
if (!(flags & RAF_SILENT))
{
FSoundID 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 = "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_Sound (mo, CHAN_WEAPON, sound, 1, ATTN_NORM);
}
else
{
// Only consider sound in 2D (for now, anyway)
// [BB] You have to divide by lengthsquared here, not multiply with it.
r = ((start.Y - FIXED2FLOAT(mo->y)) * (-dir.Y) - (start.X - FIXED2FLOAT(mo->x)) * (dir.X)) / lengthsquared;
r = clamp<double>(r, 0., 1.);
dirz = dir.Z;
dir.Z = 0;
point = start + r * dir;
dir.Z = dirz;
S_Sound (FLOAT2FIXED(point.X), FLOAT2FIXED(point.Y), viewz,
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 && (!r_rail_smartspiral || color2 == -1) && r_rail_spiralsparsity > 0 && (spawnclass == NULL))
{
FVector3 spiral_step = step * r_rail_spiralsparsity * sparsity;
int spiral_steps = (int)(steps * r_rail_spiralsparsity / sparsity);
color1 = color1 == 0 ? -1 : ParticleColor(color1);
pos = start;
deg = FAngle(SpiralOffset);
for (i = spiral_steps; i; i--)
{
particle_t *p = NewParticle ();
FVector3 tempvec;
if (!p)
return;
int spiralduration = (duration == 0) ? 35 : duration;
p->trans = 255;
p->ttl = duration;
p->fade = FADEFROMTTL(spiralduration);
p->size = 3;
p->bright = fullbright;
tempvec = FMatrix3x3(dir, deg) * extend;
p->velx = FLOAT2FIXED(tempvec.X * drift)>>4;
p->vely = FLOAT2FIXED(tempvec.Y * drift)>>4;
p->velz = FLOAT2FIXED(tempvec.Z * drift)>>4;
tempvec += pos;
p->x = FLOAT2FIXED(tempvec.X);
p->y = FLOAT2FIXED(tempvec.Y);
p->z = FLOAT2FIXED(tempvec.Z);
pos += spiral_step;
deg += FAngle(r_rail_spiralsparsity * 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 && r_rail_trailsparsity > 0 && spawnclass == NULL)
{
FVector3 trail_step = step * r_rail_trailsparsity * sparsity;
int trail_steps = xs_FloorToInt(steps * r_rail_trailsparsity / sparsity);
color2 = color2 == 0 ? -1 : ParticleColor(color2);
FVector3 diff(0, 0, 0);
pos = start;
for (i = trail_steps; i; i--)
{
// [XA] inner trail uses a different default duration (33).
int innerduration = (duration == 0) ? 33 : duration;
particle_t *p = JitterParticle (innerduration, drift);
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 += trail_step;
p->bright = fullbright;
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;
}
}
}
// create actors
if (spawnclass != NULL)
{
if (sparsity < 1)
sparsity = 32;
FVector3 trail_step = (step / 3) * sparsity;
int trail_steps = (int)((steps * 3) / sparsity);
FVector3 diff(0, 0, 0);
pos = start;
for (i = trail_steps; i; i--)
{
if (maxdiff > 0)
{
int rnd = pr_railtrail();
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;
AActor *thing = Spawn (spawnclass, FLOAT2FIXED(postmp.X), FLOAT2FIXED(postmp.Y), FLOAT2FIXED(postmp.Z), ALLOW_REPLACE);
if (thing)
thing->angle = angle;
pos += trail_step;
}
}
}
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;
}
}