Exemple #1
0
/*
===================
CG_AddLocalEntities

===================
*/
void CG_AddLocalEntities( void ) {
	localEntity_t	*le, *next;

	// walk the list backwards, so any new local entities generated
	// (trails, marks, etc) will be present this frame
	le = cg_activeLocalEntities.prev;
	for ( ; le != &cg_activeLocalEntities ; le = next ) {
		// grab next now, so if the local entity is freed we
		// still have it
		next = le->prev;

		if ( cg.time >= le->endTime ) {
			CG_FreeLocalEntity( le );
			continue;
		}
		switch ( le->leType ) {
		default:
			CG_Error( "Bad leType: %i", le->leType );
			break;

		case LE_MARK:
			break;

		case LE_SPRITE_EXPLOSION:
			CG_AddSpriteExplosion( le );
			break;

		case LE_EXPLOSION:
			CG_AddExplosion( le );
			break;

		case LE_FADE_SCALE_MODEL:
			CG_AddFadeScaleModel( le );
			break;

		case LE_FRAGMENT:			// gibs and brass
			CG_AddFragment( le );
			break;

		case LE_PUFF:
			CG_AddPuff( le );
			break;

		case LE_MOVE_SCALE_FADE:		// water bubbles
			CG_AddMoveScaleFade( le );
			break;

		case LE_FADE_RGB:				// teleporters, railtrails
			CG_AddFadeRGB( le );
			break;

		case LE_FALL_SCALE_FADE: // gib blood trails
			CG_AddFallScaleFade( le );
			break;

		case LE_SCALE_FADE:		// rocket trails
			CG_AddScaleFade( le );
			break;

		case LE_SCOREPLUM:
			CG_AddScorePlum( le );
			break;

		case LE_OLINE:
			CG_AddOLine( le );
			break;

		case LE_SHOWREFENTITY:
			CG_AddRefEntity( le );
			break;

		case LE_LINE:					// oriented lines for FX
			CG_AddLine( le );
			break;
		}
	}
}
Exemple #2
0
/*
===================
CG_AddLocalEntities

===================
*/
void CG_AddLocalEntities( void ) 
{
	localEntity_t	*le, *next;

	// walk the list backwards, so any new local entities generated
	// (trails, marks, etc) will be present this frame
	le = cg_activeLocalEntities.prev;
	for ( ; le != &cg_activeLocalEntities ; le = next ) {
		// grab next now, so if the local entity is freed we
		// still have it
		next = le->prev;

		if ( cg.time >= le->endTime ) {
			CG_FreeLocalEntity( le );
			continue;
		}
		switch ( le->leType ) {
		default:
			CG_Error( "Bad leType: %i", le->leType );
			break;

		case LE_MARK:
			break;

		case LE_FADE_MODEL:
			CG_AddFadeModel( le );
			break;

		case LE_FADE_SCALE_MODEL:
			CG_AddFadeScaleModel( le );
			break;

		case LE_FRAGMENT:
			CG_AddFragment( le );
			break;

		case LE_PUFF:
			CG_AddPuff( le );
			break;

		case LE_FADE_RGB:		// teleporters, railtrails
			CG_AddFadeRGB( le );
			break;

		case LE_LIGHT:
			CG_AddLocalLight( le );
			break;

		case LE_LINE:					// oriented lines for FX
			CG_AddLine( le );
			break;

		// Use for debug only
		case LE_QUAD:
			CG_AddQuad( le );
			break;

		case LE_SPRITE:
			CG_AddSprite( le );
		}
	}
}