void CL_ParseTEnt (void) { int type; vec3_t pos; vec3_t pos2; vec3_t vel; vec3_t dir; vec3_t mins; vec3_t maxs; vec3_t vel1; vec3_t vel2; int count; int thecol; int speed; vec3_t endpos; int amount; dlight_t *dl; int rnd; int colorStart, colorLength; type = MSG_ReadByte (); switch (type) { case TE_WIZSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 20, 30); S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1); break; case TE_KNIGHTSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 226, 20); S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1); break; case TE_SPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (particleset == 7){ //R_FlareTest (pos, 1, 255, 0, 0); R_FlareTest (pos, 1, rand()&255, rand()&255, rand()&255, 0, NULL); // tseting random colored flares with nails } else R_RunParticleEffect (pos, vec3_origin, 0, 10); if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_SUPERSPIKE: // super spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 0, 20); if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; // TomazQuake code case TE_SNOW: pos[0] = MSG_ReadCoord (); // mins pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); pos2[0] = MSG_ReadCoord (); // maxs pos2[1] = MSG_ReadCoord (); pos2[2] = MSG_ReadCoord (); amount = MSG_ReadShort (); R_Snow(pos, pos2, amount); break; case TE_RAIN: pos[0] = MSG_ReadCoord (); // mins pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); pos2[0] = MSG_ReadCoord (); // maxs pos2[1] = MSG_ReadCoord (); pos2[2] = MSG_ReadCoord (); amount = MSG_ReadShort (); R_Rain(pos, pos2, amount); break; // TomazQuake code case TE_GUNSHOT: // bullet hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (particleset == 2){ R_Smoke (pos, vec3_origin, 0, 20); R_Decal (pos, 4, 6, 0, 0); } else R_RunParticleEffect (pos, vec3_origin, 0, 20); break; case TE_EXPLOSION: // rocket explosion pos[0] = MSG_ReadCoord(); pos[1] = MSG_ReadCoord(); pos[2] = MSG_ReadCoord(); if (particleset == 2){ // R_Smoke (pos, vec3_origin, 0, 20); R_ParticleExplosionSpritey (pos, 13, 6, 2); R_Decal (pos, 13, 6, 2, 0); } else R_ParticleExplosion (pos); dl = CL_AllocDlight (0); if (r_coloreddyns->value){ dl->color[0] = 4.0f; dl->color[1] = 2.0f; dl->color[2] = 0.5f; // TODO: get avg color from model } VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; // 2000-05-02 NVS SVC_TE te_explosion by Maddes start // 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes start if ((nvs_current_csvc->value >= 0.50) && (cls.signon > 1)) { dl->flashcolor[0] = dl->color[0] = MSG_ReadCoord(); dl->flashcolor[1] = dl->color[1] = MSG_ReadCoord(); dl->flashcolor[2] = dl->color[2] = MSG_ReadCoord(); dl->flashcolor[3] = MSG_ReadCoord(); } // 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes end // 2000-05-02 NVS SVC_TE te_explosion by Maddes end S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_TAREXPLOSION: // tarbaby explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_BlobExplosion (pos); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_LIGHTNING1: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true)); break; case TE_LIGHTNING2: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true)); break; case TE_LIGHTNING3: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true)); break; // PGM 01/21/97 case TE_BEAM: // grappling hook beam CL_ParseBeam (Mod_ForName("progs/beam.mdl", true)); break; // PGM 01/21/97 case TE_LAVASPLASH: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_LavaSplash (pos); break; case TE_TELEPORT: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_TeleportSplash (pos); break; case TE_EXPLOSION2: // color mapped explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); colorStart = MSG_ReadByte (); colorLength = MSG_ReadByte (); R_ParticleExplosion2 (pos, colorStart, colorLength); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; // case TE_IMPLOSION: // pos[0] = MSG_ReadCoord (); // pos[1] = MSG_ReadCoord (); // pos[2] = MSG_ReadCoord (); // S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); // break; case TE_RAILTRAIL: // Straight out of Quake2! pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); endpos[0] = MSG_ReadCoord (); endpos[1] = MSG_ReadCoord (); endpos[2] = MSG_ReadCoord (); vel[0] = MSG_ReadCoord (); vel[1] = MSG_ReadCoord (); vel[2] = MSG_ReadCoord (); R_RailTrail (pos, endpos); // R_RocketTrail (pos, endpos, 7); break; case TE_BLOOD: pos[0] = MSG_ReadCoord(); pos[1] = MSG_ReadCoord(); pos[2] = MSG_ReadCoord(); vel[0] = (float)MSG_ReadChar(); vel[1] = (float)MSG_ReadChar(); vel[2] = (float)MSG_ReadChar(); count = MSG_ReadByte(); R_Blood(count, pos, pos, vel, vel); break; case TE_BLOODSHOWER: mins[0] = MSG_ReadCoord(); mins[1] = MSG_ReadCoord(); mins[2] = MSG_ReadCoord(); maxs[0] = MSG_ReadCoord(); maxs[1] = MSG_ReadCoord(); maxs[2] = MSG_ReadCoord(); speed = MSG_ReadCoord(); count = MSG_ReadShort(); vel1[0] = -speed; vel1[1] = -speed; vel1[2] = -speed; vel2[0] = speed; vel2[1] = speed; vel2[2] = speed; R_Blood(count, mins, maxs, vel1, vel2); break; case TE_PLASMABURN: // plasma burn pos[0] = MSG_ReadCoord(); pos[1] = MSG_ReadCoord(); pos[2] = MSG_ReadCoord(); // all thius is, is just a quick white flash dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 250; dl->die = cl.time + 0.2; dl->decay = 1500; break; case TE_TEI_SMOKE: // makes some puff of smoke // the direction doesn't do much in DP // but we do it anyway pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); vel[0] = MSG_ReadCoord (); vel[1] = MSG_ReadCoord (); vel[2] = MSG_ReadCoord (); count = MSG_ReadByte(); R_Smoke (pos, vel, 0, count * 4); break; case TE_TEI_BIGEXPLOSION: // rocket explosion pos[0] = MSG_ReadCoord(); pos[1] = MSG_ReadCoord(); pos[2] = MSG_ReadCoord(); R_ParticleExplosion (pos); // in dp, this is just a explosion with a //much much much much bigger dynamic light. Why? don't ask. dl = CL_AllocDlight (0); if (r_coloreddyns->value){ dl->color[0] = 0.6f; dl->color[1] = 0.5f; dl->color[2] = 0.1f; // TODO: get avg color from model } VectorCopy (pos, dl->origin); dl->radius = 850; dl->die = cl.time + 1; dl->decay = 800; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; // Darkplaces QUAD DAMAGE TE's case TE_GUNSHOTQUAD: // bullet hitting wall... one that does 4x damage pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 0, 20); dl = CL_AllocDlight (0); if (r_coloreddyns->value){ dl->color[0] = 0.1f;dl->color[1] = 0.1f;dl->color[2] = 1.0f;} VectorCopy (pos, dl->origin); dl->radius = 200; dl->die = cl.time + 0.2; dl->decay = 1500; break; case TE_SPIKEQUAD: // spike hitting wall WITH A BLUE FLASH of QUAD DAMAGE POWER! pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 0, 10); dl = CL_AllocDlight (0); if (r_coloreddyns->value){ dl->color[0] = 0.1f;dl->color[1] = 0.1f;dl->color[2] = 1.0f;} VectorCopy (pos, dl->origin); dl->radius = 200; dl->die = cl.time + 0.2; dl->decay = 1500; if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_SUPERSPIKEQUAD: // THE INFAMOUSLY REDUNDANT SPIKE FUNCTION GETS FLASH TOO pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 0, 20); dl = CL_AllocDlight (0); if (r_coloreddyns->value){ dl->color[0] = 0.1f;dl->color[1] = 0.1f;dl->color[2] = 1.0f;} VectorCopy (pos, dl->origin); dl->radius = 200; dl->die = cl.time + 0.2; dl->decay = 1500; if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_EXPLOSIONQUAD: // one explosion no one wants to be part of pos[0] = MSG_ReadCoord(); pos[1] = MSG_ReadCoord(); pos[2] = MSG_ReadCoord(); R_ParticleExplosion (pos); dl = CL_AllocDlight (0); if (r_coloreddyns->value){ dl->color[0] = 0.1f; dl->color[1] = 0.1f; dl->color[2] = 1.0f; } VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; // --------------------------------------------------------- // Weird Teitei effects implemented by Leilei // --------------------------------------------------------- case TE_TEI_G3: // This was used for the Nex weapon in // super old (2002) Nexuiz alphas pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); endpos[0] = MSG_ReadCoord (); endpos[1] = MSG_ReadCoord (); endpos[2] = MSG_ReadCoord (); vel[0] = MSG_ReadCoord () * 0.25; // NONSTANDARD NOTE - this is "Angles" in the spec vel[1] = MSG_ReadCoord () * 0.25;; // but in DP the angles aren't actually used vel[2] = MSG_ReadCoord () * 0.25;; // for *ANYTHING* so we'll use them for color instead! // LH, can you 'color' the angles too? // vel[0] is inner colorindex // vel[1] is outer colorindex // vel[2] might tell it how to blend // thecol = FindColorNoFB((int)vel[0],(int)vel[1],(int)vel[2]); if (vel[0] > 63) vel[0] = 63; if (vel[1] > 63) vel[1] = 63; if (vel[2] > 63) vel[2] = 63; if (vel[0] < 0) vel[0] = 0; if (vel[1] < 0) vel[1] = 0; if (vel[2] < 0) vel[2] = 0; //thecol = BestColor((int)vel[0],(int)vel[1],(int)vel[2]); thecol = palmap2[(int)vel[0]][(int)vel[1]][(int)vel[2]]; R_BeamBeam (pos, endpos, thecol, 1); break; case TE_TEI_PLASMAHIT: // Nexuiz electro explosion! pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); vel[0] = MSG_ReadCoord (); // in dp, angle/dir isn't really used vel[1] = MSG_ReadCoord (); vel[2] = MSG_ReadCoord (); // tei is messy :( count = MSG_ReadByte(); R_PlasmaExplosion (pos, 40, 7, count); dl = CL_AllocDlight (0); if (r_coloreddyns->value){ dl->color[0] = 0.2f; dl->color[1] = 0.2f; dl->color[2] = 1.0f; } VectorCopy (pos, dl->origin); dl->radius = 250; dl->die = cl.time + 0.3; dl->decay = 800; break; default: // 2001-12-16 Various crashes changed to host errors by Maddes start // Sys_Error ("CL_ParseTEnt: bad type"); Host_Error ("CL_ParseTEnt: bad type %i", type); break; // 2001-12-16 Various crashes changed to host errors by Maddes end } }
/* ================= CL_ParseTEnt ================= */ void CL_ParseTEnt (void) { int type; vec3_t pos; #ifdef QUAKE2 vec3_t endpos; #endif dlight_t *dl; int rnd; int colorStart, colorLength; type = MSG_ReadByte (); switch (type) { case TE_WIZSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 20, 30); S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1); break; case TE_KNIGHTSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 226, 20); S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1); break; case TE_SPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); #ifdef GLTEST Test_Spawn (pos); #else R_RunParticleEffect (pos, vec3_origin, 0, 10); #endif if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_SUPERSPIKE: // super spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 0, 20); if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_GUNSHOT: // bullet hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 0, 20); break; case TE_EXPLOSION: // rocket explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_ParticleExplosion (pos); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5f; dl->decay = 300; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_TAREXPLOSION: // tarbaby explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_BlobExplosion (pos); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_LIGHTNING1: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt.mdl", TRUE)); break; case TE_LIGHTNING2: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", TRUE)); break; case TE_LIGHTNING3: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", TRUE)); break; // PGM 01/21/97 case TE_BEAM: // grappling hook beam CL_ParseBeam (Mod_ForName("progs/beam.mdl", TRUE)); break; // PGM 01/21/97 case TE_LAVASPLASH: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_LavaSplash (pos); break; case TE_TELEPORT: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_TeleportSplash (pos); break; case TE_EXPLOSION2: // color mapped explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); colorStart = MSG_ReadByte (); colorLength = MSG_ReadByte (); R_ParticleExplosion2 (pos, colorStart, colorLength); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5f; dl->decay = 300; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; #ifdef QUAKE2 case TE_IMPLOSION: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1); break; case TE_RAILTRAIL: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); endpos[0] = MSG_ReadCoord (); endpos[1] = MSG_ReadCoord (); endpos[2] = MSG_ReadCoord (); S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1); S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1); R_RocketTrail (pos, endpos, 0+128); R_ParticleExplosion (endpos); dl = CL_AllocDlight (-1); VectorCopy (endpos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5f; dl->decay = 300; break; #endif default: Sys_Error ("CL_ParseTEnt: bad type"); } }
/* ================= CL_ParseTEnt ================= */ void CL_ParseTEnt (void) { int type; vec3_t pos; #ifdef QUAKE2 vec3_t endpos; #endif dlight_t *dl; int rnd; int colorStart, colorLength; type = MSG_ReadByte (); switch (type) { case TE_WIZSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (r_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); R_RunParticleEffect (pos, vec3_origin, 20, 30); S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1); break; case TE_KNIGHTSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (r_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); R_RunParticleEffect (pos, vec3_origin, 226, 20); S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1); break; case TE_SPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (r_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); //R00k--start if (r_decal_bullets.value) { R_SpawnDecalStatic(pos, decal_mark, 8); } //R00k--end #ifdef GLTEST Test_Spawn (pos); #else R_RunParticleEffect (pos, vec3_origin, 0, 10); #endif if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_SUPERSPIKE: // super spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (r_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); R_RunParticleEffect (pos, vec3_origin, 0, 20); //R00k--start if (r_decal_bullets.value) { R_SpawnDecalStatic(pos, decal_mark, 10); } //R00k--end if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_GUNSHOT: // bullet hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_SurfacePoint(); if (r_part_gunshots.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); if(!Q_strncmp(texturehit,"sky",3) ) //Don't draw decals or sparks on the skybox break; //R00k--start if (r_decal_bullets.value) { R_SpawnDecalStatic(pos, decal_mark, 8); } //R00k--end if(!Q_strncmp(texturehit,"metal",5) ) { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_mric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_mric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_mric3, pos, 1, 1); } else if(!Q_strncmp(texturehit,"wood",4) ) { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_wric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_wric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_wric3, pos, 1, 1); } else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } R_RunParticleEffect (pos, vec3_origin, 0, 20); break; case TE_EXPLOSION: // rocket explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_ParticleExplosion (pos); if (r_decal_explosions.value) { R_SpawnDecalStatic(pos, decal_burn, 100); } dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_TAREXPLOSION: // tarbaby explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_BlobExplosion (pos); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_LIGHTNING1: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true)); break; case TE_LIGHTNING2: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true)); break; case TE_LIGHTNING3: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true)); break; // PGM 01/21/97 case TE_BEAM: // grappling hook beam CL_ParseBeam (Mod_ForName("progs/beam.mdl", true)); break; // PGM 01/21/97 case TE_LAVASPLASH: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_LavaSplash (pos); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 150; dl->die = cl.time + 0.75; dl->decay = 200; break; case TE_TELEPORT: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (r_part_telesplash.value == 2 && !cl_q3teleport_mod) cl_q3teleport_mod = Mod_ForName ("progs/telep.md3", true); R_TeleportSplash (pos); break; case TE_EXPLOSION2: // color mapped explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); colorStart = MSG_ReadByte (); colorLength = MSG_ReadByte (); R_ParticleExplosion2 (pos, colorStart, colorLength); if (r_decal_explosions.value) { R_SpawnDecalStatic(pos, decal_burn, 100); } dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; #ifdef QUAKE2 case TE_IMPLOSION: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1); break; case TE_RAILTRAIL: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); endpos[0] = MSG_ReadCoord (); endpos[1] = MSG_ReadCoord (); endpos[2] = MSG_ReadCoord (); S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1); S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1); R_RocketTrail (pos, endpos, 0+128); R_ParticleExplosion (endpos); dl = CL_AllocDlight (-1); VectorCopy (endpos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; break; #endif default: Sys_Error ("CL_ParseTEnt: bad type"); } }
/* ================= CL_ParseTEnt ================= */ void CL_ParseTEnt (void) { int type; vec3_t pos; dlight_t *dl; int rnd; int colorStart, colorLength; type = MSG_ReadByte (); switch (type) { case TE_WIZSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 20, 30); #ifdef SUPPORTS_SOFTWARE_FTESTAIN R_AddStain(pos, -20, 11); //qbism ftestain #endif S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1); break; case TE_KNIGHTSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 226, 20); #ifdef SUPPORTS_SOFTWARE_FTESTAIN R_AddStain(pos, -20, 15); //qbism ftestain #endif S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1); break; case TE_SPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 0, 10); #ifdef SUPPORTS_SOFTWARE_FTESTAIN R_AddStain(pos, -30, 10); //qbism ftestain #endif if ( rand() % 5 ) { S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); } else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_SUPERSPIKE: // super spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 0, 20); #ifdef SUPPORTS_SOFTWARE_FTESTAIN R_AddStain(pos, -30, 10); //qbism ftestain #endif if ( rand() % 5 ) { S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); } else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_GUNSHOT: // bullet hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); #ifdef SUPPORTS_KUROK if (!kurok) #endif { R_RunParticleEffect (pos, vec3_origin, 0, 20); #ifdef SUPPORTS_SOFTWARE_FTESTAIN R_AddStain(pos, -40, 12); //qbism ftestain #endif } break; case TE_EXPLOSION: // rocket explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_ParticleExplosion (pos); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; #ifdef SUPPORTS_KUROK if(kurok) { dl->color[0] = MSG_ReadCoord (); dl->color[1] = MSG_ReadCoord (); dl->color[2] = MSG_ReadCoord (); } #endif #ifdef SUPPORTS_SOFTWARE_FTESTAIN R_AddStain(pos, -30, 45); //qbism ftestain #endif S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_TAREXPLOSION: // tarbaby explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_BlobExplosion (pos); #ifdef SUPPORTS_KUROK if(kurok) { dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 150; dl->die = cl.time + 0.75; dl->decay = 200; dl->color[0] = MSG_ReadCoord (); dl->color[1] = MSG_ReadCoord (); dl->color[2] = MSG_ReadCoord (); } #endif #ifdef SUPPORTS_SOFTWARE_FTESTAIN R_AddStain(pos, -20, 60); //qbism ftestain #endif S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_LIGHTNING1: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true)); break; case TE_LIGHTNING2: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true)); break; case TE_LIGHTNING3: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true)); break; // PGM 01/21/97 case TE_BEAM: // grappling hook beam CL_ParseBeam (Mod_ForName("progs/beam.mdl", true)); break; // PGM 01/21/97 case TE_LAVASPLASH: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_LavaSplash (pos); break; case TE_TELEPORT: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_TeleportSplash (pos); break; case TE_EXPLOSION2: // color mapped explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); colorStart = MSG_ReadByte (); colorLength = MSG_ReadByte (); R_ParticleExplosion2 (pos, colorStart, colorLength); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; #ifdef SUPPORTS_SOFTWARE_FTESTAIN R_AddStain(pos, -30, 50); //qbism ftestain #endif S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; default: Sys_Error ("CL_ParseTEnt: bad type"); } }