Ejemplo n.º 1
0
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[rand() & 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;
	}
}
Ejemplo n.º 2
0
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)
//Knightmare- Lazarus footsteps
			//S_StartSound (NULL, ent->number, CHAN_BODY, clMedia.sfx_footsteps[rand()&3], 1, ATTN_NORM, 0);
			CL_FootSteps (ent, false);
		break;
	case EV_LOUDSTEP:
		if (cl_footsteps->value)
			CL_FootSteps (ent, true);
		break;
//end Knightmare
	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;
//Knightmare- more Lazarus sounds
	case EV_SLOSH:
		S_StartSound (NULL, ent->number, CHAN_BODY, clMedia.sfx_slosh[rand()&3], 0.5, ATTN_NORM, 0);
		break;
	case EV_WADE:
		S_StartSound (NULL, ent->number, CHAN_BODY, clMedia.sfx_wade[rand()&3], 0.5, ATTN_NORM, 0);
		break;
	case EV_WADE_MUD:
		S_StartSound (NULL, ent->number, CHAN_BODY, clMedia.sfx_mud_wade[rand()&1], 0.5, ATTN_NORM, 0);
		break;
	case EV_CLIMB_LADDER:
		S_StartSound (NULL, ent->number, CHAN_BODY, clMedia.sfx_ladder[rand()&3], 0.5, ATTN_NORM, 0);
		break;
//end Knightmare
	}
}
Ejemplo n.º 3
0
// an entity has just been parsed that has an event value
static void entity_event(int number)
{
    centity_t *cent = &cl_entities[number];

    // EF_TELEPORTER acts like an event, but is not cleared each frame
    if ((cent->current.effects & EF_TELEPORTER) && CL_FRAMESYNC) {
        CL_TeleporterParticles(cent->current.origin);
    }

#if USE_FPS
    if (cent->event_frame != cl.frame.number)
        return;
#endif

    switch (cent->current.event) {
    case EV_ITEM_RESPAWN:
        S_StartSound(NULL, number, CHAN_WEAPON, S_RegisterSound("items/respawn1.wav"), 1, ATTN_IDLE, 0);
        CL_ItemRespawnParticles(cent->current.origin);
        break;
    case EV_PLAYER_TELEPORT:
        S_StartSound(NULL, number, CHAN_WEAPON, S_RegisterSound("misc/tele1.wav"), 1, ATTN_IDLE, 0);
        CL_TeleportParticles(cent->current.origin);
        break;
    case EV_FOOTSTEP:
        if (cl_footsteps->integer)
            S_StartSound(NULL, number, CHAN_BODY, cl_sfx_footsteps[rand() & 3], 1, ATTN_NORM, 0);
        break;
    case EV_FALLSHORT:
        S_StartSound(NULL, number, CHAN_AUTO, S_RegisterSound("player/land1.wav"), 1, ATTN_NORM, 0);
        break;
    case EV_FALL:
        S_StartSound(NULL, number, CHAN_AUTO, S_RegisterSound("*fall2.wav"), 1, ATTN_NORM, 0);
        break;
    case EV_FALLFAR:
        S_StartSound(NULL, number, CHAN_AUTO, S_RegisterSound("*fall1.wav"), 1, ATTN_NORM, 0);
        break;
    }
}
Ejemplo n.º 4
0
void CL_ParseTEnt (void)
{
	int32_t		type;
	vec3_t	pos, pos2, dir;
	explosion_t	*ex;
	int32_t		cnt;
	int32_t		color;
	int32_t		r, i;
	int32_t		ent;
	int32_t		magnitude;

	type = MSG_ReadByte (&net_message);

	switch (type)
	{
	case TE_BLOOD:			// bullet hitting flesh
		MSG_ReadPos (&net_message, pos);
		MSG_ReadDir (&net_message, dir);
	// Psychospaz's enhanced particle code
		CL_BloodHit (pos, dir);
		break;

	case TE_GUNSHOT:			// bullet hitting wall
	case TE_SPARKS:
	case TE_BULLET_SPARKS:
		MSG_ReadPos (&net_message, pos);
		MSG_ReadDir (&net_message, dir);
	// Psychospaz's enhanced particle code
		if (type == TE_BULLET_SPARKS)
			VectorScale(dir, 2, dir);
		{
			vec3_t color = { 255, 125, 10 };
			CL_ParticleEffectSparks (pos, dir, color, (type == TE_GUNSHOT)? 5 : 10);
		}

		if (type != TE_SPARKS)
		{
			CL_GunSmokeEffect (pos, dir);
			if (type == TE_GUNSHOT || type == TE_BULLET_SPARKS)
				CL_ParticleBulletDecal(pos, dir, 2.5);
			// impact sound
			cnt = rand()&15;
			if (cnt == 1)
				S_StartSound (pos, 0, 0, clMedia.sfx_ric[0], 1, ATTN_NORM, 0);
			else if (cnt == 2)
				S_StartSound (pos, 0, 0, clMedia.sfx_ric[1], 1, ATTN_NORM, 0);
			else if (cnt == 3)
				S_StartSound (pos, 0, 0, clMedia.sfx_ric[2], 1, ATTN_NORM, 0);
		}
		break;
				
	case TE_SHOTGUN:			// bullet hitting wall
		MSG_ReadPos (&net_message, pos);
		MSG_ReadDir (&net_message, dir);
	// Psychospaz's enhanced particle code
		CL_GunSmokeEffect (pos, dir);
		CL_ParticleBulletDecal(pos, dir, 2.8);
		{
			vec3_t color = { 200, 100, 10 };
			CL_ParticleEffectSparks (pos, dir, color, 8);
		}
		break;

	case TE_SCREEN_SPARKS:
	case TE_SHIELD_SPARKS:
		MSG_ReadPos (&net_message, pos);
		MSG_ReadDir (&net_message, dir);
		if (type == TE_SCREEN_SPARKS)
			CL_ParticleEffect (pos, dir, 0xd0, 40);
		else
			CL_ParticleEffect (pos, dir, 0xb0, 40);
		//FIXME : replace or remove this sound
		S_StartSound (pos, 0, 0, clMedia.sfx_lashit, 1, ATTN_NORM, 0);
		break;

	case TE_SPLASH:			// bullet hitting water
		cnt = MSG_ReadByte (&net_message);
		cnt = min(cnt, 40); // cap at 40
		MSG_ReadPos (&net_message, pos);
		MSG_ReadDir (&net_message, dir);
		r = MSG_ReadByte (&net_message);
		if (r > 6)
			color = 0x00;
		else
			color = splash_color[r];
		// Psychospaz's enhanced particle code
		if (r == SPLASH_SPARKS)
		{
			CL_ParticleEffectSplashSpark (pos, dir, color, cnt);
			r = rand() & 3;
			if (r == 0)
				S_StartSound (pos, 0, 0, clMedia.sfx_spark[0], 1, ATTN_STATIC, 0);
			else if (r == 1)
				S_StartSound (pos, 0, 0, clMedia.sfx_spark[1], 1, ATTN_STATIC, 0);
			else
				S_StartSound (pos, 0, 0, clMedia.sfx_spark[2], 1, ATTN_STATIC, 0);
		} else {
			CL_ParticleEffectSplash (pos, dir, color, cnt);
		}
		break;

	case TE_LASER_SPARKS:
		cnt = MSG_ReadByte (&net_message);
		MSG_ReadPos (&net_message, pos);
		MSG_ReadDir (&net_message, dir);
		color = MSG_ReadByte (&net_message);
		CL_ParticleEffect2 (pos, dir, color, cnt);
		break;

	case TE_RAILTRAIL:			// railgun effect
		MSG_ReadPos (&net_message, pos);
		MSG_ReadPos (&net_message, pos2);
		CL_RailTrail (pos, pos2, false);
		S_StartSound (pos2, 0, 0, clMedia.sfx_railg, 1, ATTN_NORM, 0);
		break;
	// 12/23/2001 - red railgun trail
	case TE_RAILTRAIL2:			// red railgun effect
		MSG_ReadPos (&net_message, pos);
		MSG_ReadPos (&net_message, pos2);
		CL_RailTrail (pos, pos2, true);
		S_StartSound (pos2, 0, 0, clMedia.sfx_railg, 1, ATTN_NORM, 0);
		break;

	case TE_EXPLOSION2:
	case TE_GRENADE_EXPLOSION:
	case TE_GRENADE_EXPLOSION_WATER:
		MSG_ReadPos (&net_message, pos);
		ex = CL_AllocExplosion ();
		VectorCopy (pos, ex->ent.origin);
		ex->type = ex_poly;
		ex->ent.flags = RF_FULLBRIGHT|RF_NOSHADOW; // noshadow flag
		ex->start = cl.frame.servertime - 100;
		ex->light = 350;
		ex->lightcolor[0] = 1.0;
		ex->lightcolor[1] = 0.5;
		ex->lightcolor[2] = 0.5;
		ex->ent.model = clMedia.mod_explo;
		ex->frames = 19;
		ex->baseframe = 30;
		ex->ent.angles[1] = rand() % 360;
		CL_Explosion_Sparks (pos, 16, 128);
		if (type != TE_EXPLOSION2)
			CL_Explosion_Decal (pos, 50, particle_burnmark);
		if (type == TE_GRENADE_EXPLOSION_WATER)
			S_StartSound (pos, 0, 0, clMedia.sfx_watrexp, 1, ATTN_NORM, 0);
		else
			S_StartSound (pos, 0, 0, clMedia.sfx_grenexp, 1, ATTN_NORM, 0);
		break;

		// RAFAEL
	case TE_PLASMA_EXPLOSION:
		MSG_ReadPos (&net_message, pos);
		ex = CL_AllocExplosion ();
		VectorCopy (pos, ex->ent.origin);
		ex->type = ex_poly;
		ex->ent.flags = RF_FULLBRIGHT|RF_NOSHADOW; // noshadow flag
		ex->start = cl.frame.servertime - 100;
		ex->light = 350;
		ex->lightcolor[0] = 1.0; 
		ex->lightcolor[1] = 0.5;
		ex->lightcolor[2] = 0.5;
		ex->ent.angles[1] = rand() % 360;
		ex->ent.model = clMedia.mod_explo;
		if (frand() < 0.5)
			ex->baseframe = 15;
		ex->frames = 15;
		CL_Explosion_Sparks (pos, 16, 128);
		CL_Explosion_Decal (pos, 50, particle_burnmark);
		if (cl_plasma_explo_sound->value)
			S_StartSound (pos, 0, 0, clMedia.sfx_plasexp, 1, ATTN_NORM, 0);
		else
			S_StartSound (pos, 0, 0, clMedia.sfx_rockexp, 1, ATTN_NORM, 0);
		break;

	case TE_EXPLOSION1_BIG:						// PMM
		MSG_ReadPos (&net_message, pos);
		ex = CL_AllocExplosion ();
		VectorCopy (pos, ex->ent.origin);
		ex->type = ex_poly;
		ex->ent.flags = RF_FULLBRIGHT|RF_NOSHADOW; // noshadow flag
		ex->start = cl.frame.servertime - 100;
		ex->light = 350;
		ex->lightcolor[0] = 1.0;
		ex->lightcolor[1] = 0.5;
		ex->lightcolor[2] = 0.5;
		ex->ent.angles[1] = rand() % 360;
		ex->ent.model = clMedia.mod_explo_big;
		if (frand() < 0.5)
			ex->baseframe = 15;
		ex->frames = 15;
		CL_Explosion_Sparks (pos, 48, 128);
		S_StartSound (pos, 0, 0, clMedia.sfx_rockexp, 1, ATTN_NORM, 0);
		break;

	case TE_EXPLOSION1_NP:						// PMM
		MSG_ReadPos (&net_message, pos);
		ex = CL_AllocExplosion ();
		VectorCopy (pos, ex->ent.origin);
		ex->type = ex_poly;
		ex->ent.flags = RF_FULLBRIGHT|RF_NOSHADOW; // noshadow flag
		ex->start = cl.frame.servertime - 100;
		ex->light = 350;
		ex->lightcolor[0] = 1.0;
		ex->lightcolor[1] = 0.5;
		ex->lightcolor[2] = 0.5;
		ex->ent.angles[1] = rand() % 360;
		ex->ent.model = clMedia.mod_explo;
		if (frand() < 0.5)
			ex->baseframe = 15;
		ex->frames = 15;
		CL_Explosion_Sparks (pos, 10, 128);
		S_StartSound (pos, 0, 0, clMedia.sfx_grenexp, 1, ATTN_NORM, 0);
		break;

	case TE_EXPLOSION1:
	case TE_PLAIN_EXPLOSION:
	case TE_ROCKET_EXPLOSION:
	case TE_ROCKET_EXPLOSION_WATER:
		MSG_ReadPos (&net_message, pos);
		ex = CL_AllocExplosion ();
		VectorCopy (pos, ex->ent.origin);
		ex->type = ex_poly;
		ex->ent.flags = RF_FULLBRIGHT|RF_NOSHADOW; // noshadow flag
		ex->start = cl.frame.servertime - 100;
		ex->light = 350;
		ex->lightcolor[0] = 1.0;
		ex->lightcolor[1] = 0.5;
		ex->lightcolor[2] = 0.5;
		ex->ent.angles[1] = rand() % 360;
		ex->ent.model = clMedia.mod_explo;
		if (frand() < 0.5)
			ex->baseframe = 15;
		ex->frames = 15;
		CL_Explosion_Sparks (pos, 16, 128);
		if (type == TE_ROCKET_EXPLOSION || type == TE_ROCKET_EXPLOSION_WATER)
			CL_Explosion_Decal (pos, 50, particle_burnmark);
		if (type == TE_ROCKET_EXPLOSION_WATER)
			S_StartSound (pos, 0, 0, clMedia.sfx_watrexp, 1, ATTN_NORM, 0);
		else
			S_StartSound (pos, 0, 0, clMedia.sfx_rockexp, 1, ATTN_NORM, 0);
		break;

	case TE_BFG_EXPLOSION:
		MSG_ReadPos (&net_message, pos);
		ex = CL_AllocExplosion ();
		VectorCopy (pos, ex->ent.origin);
		ex->type = ex_poly;
		ex->ent.flags |= RF_FULLBRIGHT;
		ex->start = cl.frame.servertime - 100;
		ex->light = 350;
		ex->lightcolor[0] = 0.0;
		ex->lightcolor[1] = 1.0;
		ex->lightcolor[2] = 0.0;
		ex->ent.model = clMedia.mod_bfg_explo;
		ex->ent.flags |= RF_TRANSLUCENT | RF_TRANS_ADDITIVE;
		ex->ent.alpha = 0.30;
		ex->frames = 4;
		break;

	case TE_BFG_BIGEXPLOSION:
		MSG_ReadPos (&net_message, pos);
		CL_BFGExplosionParticles (pos);
		CL_Explosion_Decal (pos, 75, particle_bfgmark);
		break;

	case TE_BFG_LASER:
		CL_ParseLaser (0xd0d1d2d3);
		break;

	case TE_BUBBLETRAIL:
		MSG_ReadPos (&net_message, pos);
		MSG_ReadPos (&net_message, pos2);
		CL_BubbleTrail (pos, pos2);
		break;

	case TE_PARASITE_ATTACK:
	case TE_MEDIC_CABLE_ATTACK:
		ent = CL_ParseBeam (clMedia.mod_parasite_segment);
		break;

	case TE_BOSSTPORT:			// boss teleporting to station
		MSG_ReadPos (&net_message, pos);
		CL_BigTeleportParticles (pos);
		S_StartSound (pos, 0, 0, S_RegisterSound ("misc/bigtele.wav"), 1, ATTN_NONE, 0);
		break;

	case TE_GRAPPLE_CABLE:
		ent = CL_ParseBeam2 (clMedia.mod_grapple_cable);
		break;

	// RAFAEL
	case TE_WELDING_SPARKS:
		cnt = MSG_ReadByte (&net_message);
		MSG_ReadPos (&net_message, pos);
		MSG_ReadDir (&net_message, dir);
		color = MSG_ReadByte (&net_message);
	// Psychospaz's enhanced particle code
		{
			vec3_t sparkcolor = {color8red(color), color8green(color), color8blue(color)};
			CL_ParticleEffectSparks (pos, dir, sparkcolor, 40);
		}
		ex = CL_AllocExplosion ();
		VectorCopy (pos, ex->ent.origin);
		ex->type = ex_flash;
		// note to self
		// we need a better no draw flag
		ex->ent.flags |= RF_BEAM;
		ex->start = cl.frame.servertime - 0.1;
		ex->light = 100 + (rand()%75);
		ex->lightcolor[0] = 1.0;
		ex->lightcolor[1] = 1.0;
		ex->lightcolor[2] = 0.3;
		ex->ent.model = clMedia.mod_flash;
		ex->frames = 2;
		break;

	case TE_GREENBLOOD:
		MSG_ReadPos (&net_message, pos);
		MSG_ReadDir (&net_message, dir);
	// Psychospaz's enhanced particle code
		CL_GreenBloodHit (pos, dir);
		break;

	// RAFAEL
	case TE_TUNNEL_SPARKS:
		cnt = MSG_ReadByte (&net_message);
		MSG_ReadPos (&net_message, pos);
		MSG_ReadDir (&net_message, dir);
		color = MSG_ReadByte (&net_message);
		CL_ParticleEffect3 (pos, dir, color, cnt);
		break;

//=============
//PGM
	// PMM -following code integrated for flechette (different color)
	case TE_BLASTER:			// blaster hitting wall
	case TE_BLASTER2:			// green blaster hitting wall
	case TE_BLUEHYPERBLASTER:	// blue blaster hitting wall
	case TE_REDBLASTER:			// red blaster hitting wall
	case TE_FLECHETTE:			// flechette hitting wall
		MSG_ReadPos (&net_message, pos);
		MSG_ReadDir (&net_message, dir);
		ex = CL_AllocExplosion ();
		VectorCopy (pos, ex->ent.origin);
		ex->ent.angles[0] = acos(dir[2])/M_PI*180;
		if (dir[0]) // PMM - fixed to correct for pitch of 0
			ex->ent.angles[1] = atan2(dir[1], dir[0])/M_PI*180;
		else if (dir[1] > 0)
			ex->ent.angles[1] = 90;
		else if (dir[1] < 0)
			ex->ent.angles[1] = 270;
		else
			ex->ent.angles[1] = 0;

		ex->type = ex_misc;
		ex->ent.flags |= RF_FULLBRIGHT|RF_TRANSLUCENT|RF_NOSHADOW; // no shadow on these

		if (type == TE_BLASTER2)
			ex->ent.skinnum = 1;
		else if (type == TE_REDBLASTER)
			ex->ent.skinnum = 3;
		else if (type == TE_FLECHETTE || type == TE_BLUEHYPERBLASTER)
			ex->ent.skinnum = 2;
		else // TE_BLASTER
			ex->ent.skinnum = 0;

		ex->start = cl.frame.servertime - 100;
		ex->light = 150;

		if (type == TE_BLASTER2) {
			ex->lightcolor[0] = 0.15;
			ex->lightcolor[1] = 1;
			ex->lightcolor[2] = 0.15;
		}
		else if (type == TE_BLUEHYPERBLASTER) {
			ex->lightcolor[0] = 0.19;
			ex->lightcolor[1] = 0.41;
			ex->lightcolor[2] = 0.75;
		}
		else if (type == TE_REDBLASTER) {
			ex->lightcolor[0] = 0.75;
			ex->lightcolor[1] = 0.41;
			ex->lightcolor[2] = 0.19;
		}
		else if (type == TE_FLECHETTE) {
			ex->lightcolor[0] = 0.39;
			ex->lightcolor[1] = 0.61;
			ex->lightcolor[2] = 0.75;
		}
		else { // TE_BLASTER	
			ex->lightcolor[0] = 1;
			ex->lightcolor[1] = 1;
			ex->lightcolor[2] = 0;
		}

		ex->ent.model = clMedia.mod_explode;
		ex->frames = 4;
		
		// Psychospaz's enhanced particle code	
		{
			int32_t		red, green, blue, numparts;
			float	partsize = 4;
			numparts = (32 / max(cl_particle_scale->value/2, 1));
			if (type == TE_BLASTER2) {
				CL_BlasterParticles (pos, dir, numparts, partsize, 50, 235, 50, -10, 0, -10);
				red=50; green=235; blue=50; }
			else if (type == TE_BLUEHYPERBLASTER) {
				CL_BlasterParticles (pos, dir, numparts, partsize, 50, 50, 235, -10, 0, -10);
				red=50; green=50; blue=235; }
			else if (type == TE_REDBLASTER) {
				CL_BlasterParticles (pos, dir, numparts, partsize, 235, 50, 50, 0, -90, -30);
				red=235; green=50; blue=50; }
			else if (type == TE_FLECHETTE) {
 				CL_BlasterParticles (pos, dir, numparts, partsize, 100, 100, 195, -10, 0, -10);
				red=100; green=100; blue=195; }
			else { // TE_BLASTER
				CL_BlasterParticles (pos, dir, numparts, partsize, 255, 150, 50, 0, -90, -30); // was 40
				red=255; green=150; blue=50; }
			CL_ParticleBlasterDecal(pos, dir, 10, red, green, blue);
		}
		S_StartSound (pos,  0, 0, clMedia.sfx_lashit, 1, ATTN_NORM, 0);
		break;

	// shockwave impact effect
	case TE_SHOCKSPLASH:
		MSG_ReadPos (&net_message, pos);
		MSG_ReadDir (&net_message, dir);
		// Spawn 5 rings
		for (i = 0; i < 5; i++)
		{
			ex = CL_AllocExplosion ();
			VectorMA (pos, 16.0*(i+1), dir, ex->ent.origin);
			vectoangles2(dir, ex->ent.angles);
			//VectorCopy (dir, ex->ent.angles);
			ex->type = ex_poly2;
			ex->ent.flags |= RF_FULLBRIGHT|RF_TRANSLUCENT|RF_NOSHADOW;
			ex->start = cl.frame.servertime - 100;

			ex->light = 75;
			ex->lightcolor[0] = 0.39;
			ex->lightcolor[1] = 0.61;
			ex->lightcolor[2] = 0.75;

			ex->ent.model = clMedia.mod_shocksplash;
			ex->ent.alpha = 0.70;
			ex->baseframe = 4-i;
			ex->frames = 4+i;
		}
		S_StartSound (pos,  0, 0, clMedia.sfx_shockhit, 1, ATTN_NONE, 0);
		break;

	case TE_LIGHTNING:
		// Psychospaz's enhanced particle code
		ent = CL_ParseLightning ();
		S_StartSound (NULL, ent, CHAN_WEAPON, clMedia.sfx_lightning, 1, ATTN_NORM, 0);
		break;

	case TE_DEBUGTRAIL:
		MSG_ReadPos (&net_message, pos);
		MSG_ReadPos (&net_message, pos2);
		CL_DebugTrail (pos, pos2);
		break;

	case TE_FLASHLIGHT:
		MSG_ReadPos(&net_message, pos);
		ent = MSG_ReadShort(&net_message);
		CL_Flashlight(ent, pos);
		break;

	case TE_FORCEWALL:
		MSG_ReadPos(&net_message, pos);
		MSG_ReadPos(&net_message, pos2);
		color = MSG_ReadByte (&net_message);
		CL_ForceWall(pos, pos2, color);
		break;

	case TE_HEATBEAM:
		ent = CL_ParsePlayerBeam (clMedia.mod_heatbeam);
		break;

	case TE_MONSTER_HEATBEAM:
		ent = CL_ParsePlayerBeam (clMedia.mod_monster_heatbeam);
		break;

	case TE_HEATBEAM_SPARKS:
		cnt = 50;
		MSG_ReadPos (&net_message, pos);
		MSG_ReadDir (&net_message, dir);
		r = 8;
		magnitude = 60;
		CL_ParticleSteamEffect (pos, dir, 240, 240, 240, -20, -20, -20, cnt, magnitude);
		S_StartSound (pos,  0, 0, clMedia.sfx_lashit, 1, ATTN_NORM, 0);
		break;
	
	case TE_HEATBEAM_STEAM:
		cnt = 20;
		MSG_ReadPos (&net_message, pos);
		MSG_ReadDir (&net_message, dir);
		magnitude = 60;
		CL_ParticleSteamEffect (pos, dir, 255, 150, 50, 0, -90, -30, cnt, magnitude);
		CL_ParticlePlasmaBeamDecal (pos, dir, 10); // added burnmark
		S_StartSound (pos,  0, 0, clMedia.sfx_lashit, 1, ATTN_NORM, 0);
		break;

	case TE_STEAM:
		CL_ParseSteam();
		break;

	case TE_BUBBLETRAIL2:
		cnt = 3; // was 8
		MSG_ReadPos (&net_message, pos);
		MSG_ReadPos (&net_message, pos2);
		CL_BubbleTrail2 (pos, pos2, cnt);
		S_StartSound (pos,  0, 0, clMedia.sfx_lashit, 1, ATTN_NORM, 0);
		break;

	case TE_MOREBLOOD:
		MSG_ReadPos (&net_message, pos);
		MSG_ReadDir (&net_message, dir);
	// Psychospaz's enhanced particle code
		CL_BloodHit (pos, dir);
		CL_BloodHit (pos, dir);
		break;

	case TE_CHAINFIST_SMOKE:
		dir[0]=0; dir[1]=0; dir[2]=1;
		MSG_ReadPos(&net_message, pos);
	// Psychospaz's enhanced particle code
		CL_ParticleSmokeEffect (pos, dir, 8);
		break;

	case TE_ELECTRIC_SPARKS:
		MSG_ReadPos (&net_message, pos);
		MSG_ReadDir (&net_message, dir);
	// new blue electric sparks
		CL_ElectricParticles (pos, dir, 40);
		//FIXME : replace or remove this sound
		S_StartSound (pos, 0, 0, clMedia.sfx_lashit, 1, ATTN_NORM, 0);
		break;

	case TE_TRACKER_EXPLOSION:
		MSG_ReadPos (&net_message, pos);
		CL_ColorFlash (pos, 0, 150, -1, -1, -1);
	//	CL_ColorExplosionParticles (pos, 0, 1);
		CL_Tracker_Explode (pos);
		CL_Explosion_Decal (pos, 14, particle_trackermark);
		S_StartSound (pos, 0, 0, clMedia.sfx_disrexp, 1, ATTN_NORM, 0);
		break;

	case TE_TELEPORT_EFFECT:
	case TE_DBALL_GOAL:
		MSG_ReadPos (&net_message, pos);
		CL_TeleportParticles (pos);
		break;

	case TE_WIDOWBEAMOUT:
		CL_ParseWidow ();
		break;

	case TE_NUKEBLAST:
		CL_ParseNuke ();
		break;

	case TE_WIDOWSPLASH:
		MSG_ReadPos (&net_message, pos);
		CL_WidowSplash (pos);
		break;
//PGM
//==============

	default:
		Com_Error (ERR_DROP, "CL_ParseTEnt: bad type");
	}
}