Esempio n. 1
0
void
R_AddFire ( vec3_t start, vec3_t end, entity_t *ent )
{
	float		len;
	fire_t		*f;
	dlight_t	*dl;
	vec3_t		vec;
	int			key;

	if (!gl_fires->value)
		return;

	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);
	key = ent-cl_entities+1;

	if (len)
	{
		f = R_AllocFire (key);
		VectorCopy (end, f->origin);
		VectorCopy (start, f->owner);
		f->size = 20;
		f->die = cl.time + 0.5;
		f->decay = -1;
		f->color=r_firecolor_flame;

		dl = CL_AllocDlight (key);
		VectorCopy (end, dl->origin);
		dl->radius = 200;
		dl->die = cl.time + 0.5;
		dl->color=r_firecolor_light;
	}
}
Esempio n. 2
0
/*
===============
CL_NewDlight
===============
*/
void CL_NewDlight (int key, float x, float y, float z, float radius, float time,
				   int type)
{
	dlight_t	*dl;

	dl = CL_AllocDlight (key);
	dl->origin[0] = x;
	dl->origin[1] = y;
	dl->origin[2] = z;
	dl->radius = radius;
	dl->die = cl.time + time;
	if (type == 0) {
		dl->color[0] = 0.2;
		dl->color[1] = 0.1;
		dl->color[2] = 0.05;
		dl->color[3] = 0.7;
	} else if (type == 1) {
		dl->color[0] = 0.05;
		dl->color[1] = 0.05;
		dl->color[2] = 0.3;
		dl->color[3] = 0.7;
	} else if (type == 2) {
		dl->color[0] = 0.5;
		dl->color[1] = 0.05;
		dl->color[2] = 0.05;
		dl->color[3] = 0.7;
	} else if (type == 3) {
		dl->color[0]=0.5;
		dl->color[1] = 0.05;
		dl->color[2] = 0.4;
		dl->color[3] = 0.7;
	}
}
Esempio n. 3
0
void CLQ2_MuzzleFlash2Light( int key, vec3_t origin, float radius, int delay, vec3_t colour ) {
	cdlight_t* dl = CL_AllocDlight( key );
	VectorCopy( origin,  dl->origin );
	dl->minlight = 32;
	dl->radius = radius;
	dl->die = cl.serverTime + delay;
	VectorCopy( colour, dl->color );
}
Esempio n. 4
0
void CLQ2_Flashlight( int key, vec3_t origin ) {
	cdlight_t* dl = CL_AllocDlight( key );
	VectorCopy( origin,  dl->origin );
	dl->radius = 400;
	dl->minlight = 250;
	dl->die = cl.serverTime + 100;
	dl->color[ 0 ] = 1;
	dl->color[ 1 ] = 1;
	dl->color[ 2 ] = 1;
}
Esempio n. 5
0
void CL_NewDlight (int key, float x, float y, float z, float radius, float time) {
	cdlight_t	*dl;

	dl = CL_AllocDlight (key);
	dl->origin[0] = x;
	dl->origin[1] = y;
	dl->origin[2] = z;
	dl->radius = radius;
	dl->die = cl.time + time;
}
Esempio n. 6
0
void CLQ2_ColorFlash( int key, vec3_t origin, int intensity, float r, float g, float b ) {
	cdlight_t* dl = CL_AllocDlight( key );
	VectorCopy( origin,  dl->origin );
	dl->radius = intensity;
	dl->minlight = 250;
	dl->die = cl.serverTime + 100;
	dl->color[ 0 ] = r;
	dl->color[ 1 ] = g;
	dl->color[ 2 ] = b;
}
Esempio n. 7
0
void CLQ2_MuzzleFlashLight( int key, vec3_t origin, vec3_t angles, float radius, int delay, vec3_t colour ) {
	cdlight_t* dl = CL_AllocDlight( key );
	VectorCopy( origin,  dl->origin );
	vec3_t fv, rv;
	AngleVectors( angles, fv, rv, NULL );
	VectorMA( dl->origin, 18, fv, dl->origin );
	VectorMA( dl->origin, 16, rv, dl->origin );
	dl->radius = radius;
	dl->minlight = 32;
	dl->die = cl.serverTime + delay;
	VectorCopy( colour, dl->color );
}
Esempio n. 8
0
//=============
//=============
void CL_Flashlight (int ent, const vec3_t pos)
{
	cdlight_t	*dl;

	dl = CL_AllocDlight (ent);
	VectorCopy (pos,  dl->origin);
	dl->radius = 400;
	//dl->minlight = 250;
	dl->die = cl.time + 100;
	//dl->decay = 0;
	dl->color[0] = dl->color[1] = dl->color[2] = 1;
}
Esempio n. 9
0
/*
======
CL_ColorFlash - flash of light
======
*/
void CL_ColorFlash (vec3_t pos, int ent, int intensity, float r, float g, float b)
{
    cdlight_t   *dl;

    dl = CL_AllocDlight (ent);
    VectorCopy (pos,  dl->origin);
    dl->radius = intensity;
    //dl->minlight = 250;
    dl->die = cl.time + 100;
    dl->color[0] = r;
    dl->color[1] = g;
    dl->color[2] = b;
}
Esempio n. 10
0
/*
===============
CL_NewDlight
===============
*/
static void
CL_NewDlight(int key, float x, float y, float z, float radius, float time,
	     int color)
{
    dlight_t *dl;

    dl = CL_AllocDlight(key);
    dl->origin[0] = x;
    dl->origin[1] = y;
    dl->origin[2] = z;
    dl->radius = radius;
    dl->die = cl.time + time;
    dl->color = dl_colors[color];
}
Esempio n. 11
0
/*
======
CL_ColorFlash - flash of light
======
*/
void CL_ColorFlash (vec3_t pos, int ent, int intensity, float r, float g, float b)
{
	cdlight_t	*dl;

	if((vidref_val == VIDREF_SOFT) && ((r < 0) || (g<0) || (b<0)))
	{
		intensity = -intensity;
		r = -r;
		g = -g;
		b = -b;
	}

	dl = CL_AllocDlight (ent);
	VectorCopy (pos,  dl->origin);
	dl->radius = intensity;
	dl->minlight = 250;
	dl->die = cl.time + 100;
	dl->color[0] = r;
	dl->color[1] = g;
	dl->color[2] = b;
}
Esempio n. 12
0
/*
===============
CL_ItemRespawnParticles

===============
*/
void CL_ItemRespawnParticles (const vec3_t org)
{
	int			i;
	cparticle_t	*p;
	cdlight_t *dl;

	dl = CL_AllocDlight(0);
	VectorCopy(org, dl->origin);
	dl->radius = 84;
	dl->die = cl.time + 150;
	VectorSet(dl->color, 0.2, 0.9, 0.3);

	for (i = 0; i < 32; i++)
	{
		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;

		p->time = cl.time;

		p->color = 0xd4 + (rand()&3);	// green

		p->org[0] = org[0] + crand()*8;
		p->org[1] = org[1] + crand()*8;
		p->org[2] = org[2] + crand()*8;
		p->vel[0] = crand()*8;
		p->vel[1] = crand()*8;
		p->vel[2] = crand()*8;

		p->accel[0] = p->accel[1] = 0;
		p->accel[2] = -PARTICLE_GRAVITY*0.2;
		p->alpha = 1.0f;

		p->alphavel = -1.0f / (1.0f + frand()*0.3f);
	}
}
Esempio n. 13
0
/*
======
CL_ColorFlash - flash of light
======
*/
void CL_ColorFlash (const vec3_t pos, int ent, int intensity, float r, float g, float b)
{
	cdlight_t	*dl;

#ifndef GL_QUAKE
	if((r < 0) || (g<0) || (b<0))
	{
		intensity = -intensity;
		r = -r;
		g = -g;
		b = -b;
	}
#endif

	dl = CL_AllocDlight (ent);
	VectorCopy (pos,  dl->origin);
	dl->radius = intensity;
	//dl->minlight = 250;
	dl->die = cl.time + 100;
	//dl->decay = 0;
	VectorSet(dl->color, r, g, b);
}
Esempio n. 14
0
/*
==============
CL_ParseMuzzleFlash
==============
*/
void CL_ParseMuzzleFlash (void)
{
	vec3_t		fv, rv;
	cdlight_t	*dl;
	int			i, weapon;
	centity_t	*pl;
	int			silenced;
	float		volume;
	char		soundname[64];

	i = MSG_ReadShort (&net_message);

	if (i < 1 || i >= MAX_EDICTS)
		Com_Error (ERR_DROP, "CL_ParseMuzzleFlash: bad entity");

	weapon = MSG_ReadByte (&net_message);
	silenced = weapon & MZ_SILENCED;
	weapon &= ~MZ_SILENCED;

	pl = &cl_entities[i];

	dl = CL_AllocDlight (i);
	VectorCopy (pl->current.origin, dl->origin);
	AngleVectors (pl->current.angles, fv, rv, NULL);
	VectorMA (dl->origin, 18, fv, dl->origin);
	VectorMA (dl->origin, 16, rv, dl->origin);

	if (silenced)
		dl->radius = 100 + (rand () & 31);
	else
		dl->radius = 200 + (rand () & 31);

	dl->minlight = 32;
	dl->die = cl.time; // + 0.1;

	if (silenced)
		volume = 0.2;
	else
		volume = 1;

	switch (weapon)
	{
	case MZ_BLASTER:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound ("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_HYPERBLASTER:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound ("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_MACHINEGUN:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		Com_sprintf (soundname, sizeof (soundname), "weapons/machgf%ib.wav", (rand () % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound (soundname), volume, ATTN_NORM, 0);
		break;
	case MZ_SHOTGUN:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound ("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
		S_StartSound (NULL, i, CHAN_AUTO,  S_RegisterSound ("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1);
		break;
	case MZ_SSHOTGUN:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound ("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_CHAINGUN1:
		dl->radius = 200 + (rand () & 31);
		dl->color[0] = 1; dl->color[1] = 0.25; dl->color[2] = 0;
		Com_sprintf (soundname, sizeof (soundname), "weapons/machgf%ib.wav", (rand () % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound (soundname), volume, ATTN_NORM, 0);
		break;
	case MZ_CHAINGUN2:
		dl->radius = 225 + (rand () & 31);
		dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0;
		dl->die = cl.time + 0.1;	// long delay
		Com_sprintf (soundname, sizeof (soundname), "weapons/machgf%ib.wav", (rand () % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound (soundname), volume, ATTN_NORM, 0);
		Com_sprintf (soundname, sizeof (soundname), "weapons/machgf%ib.wav", (rand () % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound (soundname), volume, ATTN_NORM, 0.05);
		break;
	case MZ_CHAINGUN3:
		dl->radius = 250 + (rand () & 31);
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		dl->die = cl.time + 0.1;	// long delay
		Com_sprintf (soundname, sizeof (soundname), "weapons/machgf%ib.wav", (rand () % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound (soundname), volume, ATTN_NORM, 0);
		Com_sprintf (soundname, sizeof (soundname), "weapons/machgf%ib.wav", (rand () % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound (soundname), volume, ATTN_NORM, 0.033);
		Com_sprintf (soundname, sizeof (soundname), "weapons/machgf%ib.wav", (rand () % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound (soundname), volume, ATTN_NORM, 0.066);
		break;
	case MZ_RAILGUN:
		dl->color[0] = 0.5; dl->color[1] = 0.5; dl->color[2] = 1.0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound ("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_ROCKET:
		dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0.2;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound ("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
		S_StartSound (NULL, i, CHAN_AUTO,  S_RegisterSound ("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1);
		break;
	case MZ_GRENADE:
		dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound ("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
		S_StartSound (NULL, i, CHAN_AUTO,  S_RegisterSound ("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1);
		break;
	case MZ_BFG:
		dl->color[0] = 0; dl->color[1] = 1; dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound ("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
		break;

	case MZ_LOGIN:
		dl->color[0] = 0; dl->color[1] = 1; dl->color[2] = 0;
		dl->die = cl.time + 1.0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound ("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
		CL_LogoutEffect (pl->current.origin, weapon);
		break;
	case MZ_LOGOUT:
		dl->color[0] = 1; dl->color[1] = 0; dl->color[2] = 0;
		dl->die = cl.time + 1.0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound ("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
		CL_LogoutEffect (pl->current.origin, weapon);
		break;
	case MZ_RESPAWN:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		dl->die = cl.time + 1.0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound ("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
		CL_LogoutEffect (pl->current.origin, weapon);
		break;
	}
}
Esempio n. 15
0
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
	}
}
Esempio n. 16
0
qboolean CL_AddVisibleEntity( cl_entity_t *ent, int entityType )
{
	if( !ent || !ent->model )
		return false;

	if( entityType == ET_TEMPENTITY )
	{
		// copy actual origin and angles back to let StudioModelRenderer
		// get actual value directly from curstate
		VectorCopy( ent->origin, ent->curstate.origin );
		VectorCopy( ent->angles, ent->curstate.angles );
	}

	if( CL_IsInMenu( ) && ( !cl.background || ent->player ))
	{
		// menu entities ignores client filter
		if( !R_AddEntity( ent, entityType ))
			return false;
	}
	else
	{
		// check for adding this entity
		if( !clgame.dllFuncs.pfnAddEntity( entityType, ent, ent->model->name ))
			return false;

		// don't add himself on firstperson
		if( RP_LOCALCLIENT( ent ) && !cl.thirdperson && cls.key_dest != key_menu && cl.refdef.viewentity == ( cl.playernum + 1 ))
		{
			if( gl_allow_mirrors->integer && world.has_mirrors )
			{
				if( !R_AddEntity( ent, entityType ))
					return false;
			}
			// otherwise just pass to player effects like flashlight, particles etc
		}
		else if( entityType == ET_BEAM )
		{
			CL_AddCustomBeam( ent );
			return true;
		}
		else if( !R_AddEntity( ent, entityType ))
		{
			return false;
		}
	}

	// set actual entity type
	ent->curstate.entityType = entityType;

	// apply effects
	if( ent->curstate.effects & EF_BRIGHTFIELD )
		CL_EntityParticles( ent );

	// add in muzzleflash effect
	if( ent->curstate.effects & EF_MUZZLEFLASH )
	{
		dlight_t	*dl;

		if( ent == &clgame.viewent )
			ent->curstate.effects &= ~EF_MUZZLEFLASH;

		dl = CL_AllocElight( 0 );

		VectorCopy( ent->attachment[0], dl->origin );
		dl->die = cl.time + 0.05f;
		dl->color.r = 255;
		dl->color.g = 180;
		dl->color.b = 64;
		dl->radius = 100;
	}

	// add light effect
	if( ent->curstate.effects & EF_LIGHT )
	{
		dlight_t	*dl = CL_AllocDlight( ent->curstate.number );
		VectorCopy( ent->origin, dl->origin );
		dl->die = cl.time;	// die at next frame
		dl->color.r = 100;
		dl->color.g = 100;
		dl->color.b = 100;
		dl->radius = 200;
		CL_RocketFlare( ent->origin );
	}

	// add dimlight
	if( ent->curstate.effects & EF_DIMLIGHT )
	{
		if( entityType == ET_PLAYER )
		{
			CL_UpdateFlashlight( ent );
		}
		else
		{
			dlight_t	*dl = CL_AllocDlight( ent->curstate.number );
			VectorCopy( ent->origin, dl->origin );
			dl->die = cl.time;	// die at next frame
			dl->color.r = 255;
			dl->color.g = 255;
			dl->color.b = 255;
			dl->radius = Com_RandomLong( 200, 230 );
		}
	}	

	if( ent->curstate.effects & EF_BRIGHTLIGHT )
	{			
		dlight_t	*dl = CL_AllocDlight( 0 );
		VectorSet( dl->origin, ent->origin[0], ent->origin[1], ent->origin[2] + 16.0f );
		dl->die = cl.time + 0.001f; // die at next frame
		dl->color.r = 255;
		dl->color.g = 255;
		dl->color.b = 255;

		if( entityType == ET_PLAYER )
			dl->radius = 430;
		else dl->radius = Com_RandomLong( 400, 430 );
	}

	if( ent->model->type == mod_studio )
	{
		if( ent->model->flags & STUDIO_ROTATE )
			ent->angles[1] = anglemod( 100.0f * cl.time );

		if( ent->model->flags & STUDIO_GIB )
			CL_RocketTrail( ent->prevstate.origin, ent->curstate.origin, 2 );
		else if( ent->model->flags & STUDIO_ZOMGIB )
			CL_RocketTrail( ent->prevstate.origin, ent->curstate.origin, 4 );
		else if( ent->model->flags & STUDIO_TRACER )
			CL_RocketTrail( ent->prevstate.origin, ent->curstate.origin, 3 );
		else if( ent->model->flags & STUDIO_TRACER2 )
			CL_RocketTrail( ent->prevstate.origin, ent->curstate.origin, 5 );
		else if( ent->model->flags & STUDIO_ROCKET )
		{
			dlight_t	*dl = CL_AllocDlight( ent->curstate.number );
			VectorCopy( ent->origin, dl->origin );
			dl->color.r = 255;
			dl->color.g = 255;
			dl->color.b = 255;

			// HACKHACK: get radius from head entity
			if( ent->curstate.rendermode != kRenderNormal )
				dl->radius = max( 0, ent->curstate.renderamt - 55 );
			else dl->radius = 200;
			dl->die = cl.time + 0.01f;

			CL_RocketTrail( ent->prevstate.origin, ent->curstate.origin, 0 );
		}
		else if( ent->model->flags & STUDIO_GRENADE )
			CL_RocketTrail( ent->prevstate.origin, ent->curstate.origin, 1 );
		else if( ent->model->flags & STUDIO_TRACER3 )
			CL_RocketTrail( ent->prevstate.origin, ent->curstate.origin, 6 );
	}

	return true;
}
Esempio n. 17
0
/*
=================
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");
	}
}
Esempio n. 18
0
/*
=================
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");
	}
}
Esempio n. 19
0
/*
===============
CL_RailTrail

===============
*/
void CL_RailTrail (const vec3_t start, const vec3_t end)
{
	vec3_t		move, vec, right, up, dir;
	float		len, dec, c, s;
	cparticle_t	*p;
	int			i;
	byte		clr = 0x74;
	cdlight_t *dl;

	VectorCopy (start, move);
	VectorSubtract (end, start, vec);
	len = VectorNormalize (vec);

	// add a light at the dest
	dl = CL_AllocDlight(0);
	VectorCopy(end, dl->origin);
	dl->radius = 100;
	dl->die = cl.time + 200;
	VectorSet(dl->color, 0.3, 0.5, 1.0);

	MakeNormalVectors (vec, right, up);

	for (i=0 ; i<len ; i++)
	{

		if(i % 3 == 0){
			VectorAdd(move, vec, move);
			continue;
		}

		if (!free_particles)
			return;

		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;
		
		p->time = cl.time;
		VectorClear (p->accel);

		Q_sincos(i * 0.1f, &s, &c);

		VectorScale (right, c, dir);
		VectorMA (dir, s, up, dir);

		p->alpha = 1.0f;
		p->alphavel = -1.0f / (1.0f+frand()*0.2f);
		p->color = clr + (rand()&7);

		p->org[0] = move[0] + dir[0]*3;
		p->org[1] = move[1] + dir[1]*3;
		p->org[2] = move[2] + dir[2]*3;
		p->vel[0] = dir[0]*6;
		p->vel[1] = dir[1]*6;
		p->vel[2] = dir[2]*6;

		VectorAdd (move, vec, move);
	}

	dec = 2.0f;
	VectorScale (vec, dec, vec);
	VectorCopy (start, move);

	while (len > 0)
	{
		len -= dec;

		if (!free_particles)
			return;
		p = free_particles;
		free_particles = p->next;
		p->next = active_particles;
		active_particles = p;

		p->time = cl.time;
		VectorClear (p->accel);

		p->alpha = 1.0f;
		p->alphavel = -1.0f / (0.6f+frand()*0.2f);
		p->color = 0x0 + (rand()&15);

		p->org[0] = move[0] + crand()*3;
		p->org[1] = move[1] + crand()*3;
		p->org[2] = move[2] + crand()*3;
		p->vel[0] = crand()*3;
		p->vel[1] = crand()*3;
		p->vel[2] = crand()*3;

		VectorAdd (move, vec, move);
	}
}
Esempio n. 20
0
void NQD_LinkEntities (void)
{
	entity_t			ent;
	centity_t			*cent;
	entity_state_t		*state;
	float				f;
	struct model_s		*model;
	int					modelflags;
	vec3_t				cur_origin;
	vec3_t				old_origin;
	float				autorotate;
	int					i;
	int					num;

	f = NQD_LerpPoint ();

	NQD_LerpPlayerinfo (f);

	autorotate = anglemod (100*cl.time);

	memset (&ent, 0, sizeof(ent));

	for (num = 1; num < nq_num_entities; num++)
	{
		cent = &cl_entities[num];
		state = &cent->current;

		if (cent->lastframe != cl_entframecount)
			continue;		// not present in this frame

		MSG_UnpackOrigin (state->s_origin, cur_origin);

		if (state->effects & EF_BRIGHTFIELD)
			CL_EntityParticles (cur_origin);

		// spawn light flashes, even ones coming from invisible objects
		if (state->effects & EF_MUZZLEFLASH) {
			vec3_t		angles, forward;
			cdlight_t	*dl;

			dl = CL_AllocDlight (-num);
			MSG_UnpackAngles (state->s_angles, angles);
			AngleVectors (angles, forward, NULL, NULL);
			VectorMA (cur_origin, 18, forward, dl->origin);
			dl->origin[2] += 16;
			dl->radius = 200 + (rand()&31);
			dl->minlight = 32;
			dl->die = cl.time + 0.1;
			dl->type = lt_muzzleflash;
		}
		if (state->effects & EF_BRIGHTLIGHT) {
			if (state->modelindex != cl_playerindex || r_powerupglow.value) {
				vec3_t	tmp;
				VectorCopy (cur_origin, tmp);
				tmp[2] += 16;
				V_AddDlight (state->number, tmp, 400 + (rand()&31), 0, lt_default);
			}
		}
		if (state->effects & EF_DIMLIGHT)
			if (state->modelindex != cl_playerindex || r_powerupglow.value)
				V_AddDlight (state->number, cur_origin, 200 + (rand()&31), 0, lt_default);

		// if set to invisible, skip
		if (!state->modelindex)
			continue;

		cent->current = *state;

		ent.model = model = cl.model_precache[state->modelindex];
		if (!model)
			Host_Error ("CL_LinkPacketEntities: bad modelindex");

		if (cl_r2g.value && cl_grenadeindex != -1)
			if (state->modelindex == cl_rocketindex)
				ent.model = cl.model_precache[cl_grenadeindex];

		modelflags = R_ModelFlags (model);

		// rotate binary objects locally
		if (modelflags & MF_ROTATE)
		{
			ent.angles[0] = 0;
			ent.angles[1] = autorotate;
			ent.angles[2] = 0;
		}
		else
		{
			vec3_t	old, cur;

			MSG_UnpackAngles (cent->current.s_angles, old);
			MSG_UnpackAngles (cent->previous.s_angles, cur);
			LerpAngles (old, cur, f, ent.angles);
		}

if (num == nq_viewentity) {
extern float nq_speed;
float f;
nq_speed = 0;
	for (i = 0; i < 3; i++) {
		f = (cent->current.s_origin[i] - cent->previous.s_origin[i]) * 0.125;
		nq_speed += f * f;
	}
if (nq_speed) nq_speed = sqrt(nq_speed);
nq_speed /= nq_mtime[0] - nq_mtime[1];

}

		// calculate origin
		for (i = 0; i < 3; i++)
		{
			if (abs(cent->current.s_origin[i] - cent->previous.s_origin[i]) > 128 * 8) {
				// teleport or something, don't lerp
				VectorCopy (cur_origin, ent.origin);
				if (num == nq_viewentity)
					nq_player_teleported = true;
				break;
			}
			ent.origin[i] = cent->previous.s_origin[i] * 0.125 + 
				f * (cur_origin[i] - cent->previous.s_origin[i] * 0.125);
		}

		if (num == nq_viewentity) {
			VectorCopy (ent.origin, cent->trail_origin);	// FIXME?
			continue;			// player entity
		}

		if (cl_deadbodyfilter.value && state->modelindex == cl_playerindex
			&& ( (i=state->frame)==49 || i==60 || i==69 || i==84 || i==93 || i==102) )
			continue;

		if (cl_gibfilter.value && cl.modelinfos[state->modelindex] == mi_gib)
			continue;

		// set colormap
		if (state->colormap && state->colormap <= MAX_CLIENTS
			&& state->modelindex == cl_playerindex
		)
			ent.colormap = state->colormap;
		else
			ent.colormap = 0;

		// set skin
		ent.skinnum = state->skinnum;
		
		// set frame
		ent.frame = state->frame;

		// add automatic particle trails
		if ((modelflags & ~MF_ROTATE))
		{
			if (false /*cl_entframecount == 1 || cent->lastframe != cl_entframecount-1*/)
			{	// not in last message
				VectorCopy (ent.origin, old_origin);
			}
			else
			{
				VectorCopy (cent->trail_origin, old_origin);

				for (i=0 ; i<3 ; i++)
					if ( abs(old_origin[i] - ent.origin[i]) > 128)
					{	// no trail if too far
						VectorCopy (ent.origin, old_origin);
						break;
					}
			}

			if (modelflags & MF_ROCKET)
			{
				if (r_rockettrail.value) {
					if (r_rockettrail.value == 2)
						CL_GrenadeTrail (old_origin, ent.origin, cent->trail_origin);
					else
						CL_RocketTrail (old_origin, ent.origin, cent->trail_origin);
				} else
					VectorCopy (ent.origin, cent->trail_origin);

				if (r_rocketlight.value)
					CL_NewDlight (state->number, ent.origin, 200, 0.1, lt_rocket);
			}
			else if (modelflags & MF_GRENADE && r_grenadetrail.value)
				CL_GrenadeTrail (old_origin, ent.origin, cent->trail_origin);
			else if (modelflags & MF_GIB)
				CL_BloodTrail (old_origin, ent.origin, cent->trail_origin);
			else if (modelflags & MF_ZOMGIB)
				CL_SlightBloodTrail (old_origin, ent.origin, cent->trail_origin);
			else if (modelflags & MF_TRACER)
				CL_TracerTrail (old_origin, ent.origin, cent->trail_origin, 52);
			else if (modelflags & MF_TRACER2)
				CL_TracerTrail (old_origin, ent.origin, cent->trail_origin, 230);
			else if (modelflags & MF_TRACER3)
				CL_VoorTrail (old_origin, ent.origin, cent->trail_origin);
		}

		cent->lastframe = cl_entframecount;
		V_AddEntity (&ent);
	}

	if (nq_viewentity == 0)
		Host_Error ("viewentity == 0");
	VectorCopy (cl_entities[nq_viewentity].trail_origin, cl.simorg);
}
Esempio n. 21
0
void CL_RelinkEntities(void) {
	entity_t *ent;
	int i, j;
	float frac, f, d;
	vec3_t delta;
	float bobjrotate;
	vec3_t oldorg;
	dlight_t *dl;

	// determine partial update time
	frac = CL_LerpPoint();

	cl_numvisedicts = 0;

	// interpolate player info
	for (i = 0; i < 3; i++)
		cl.velocity[i] = cl.mvelocity[1][i] +
			frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);

	if (cls.demoplayback) {
		// interpolate the angles
		for (j = 0; j < 3; j++) {
			d = cl.mviewangles[0][j] - cl.mviewangles[1][j];
			if (d > 180)
				d -= 360;
			else if (d < -180)
				d += 360;
			cl.viewangles[j] = cl.mviewangles[1][j] + frac*d;
		}
	}

	bobjrotate = anglemod(100 * cl.time);

	// start on the entity after the world
	for (i = 1, ent = cl_entities + 1; i < cl.num_entities; i++, ent++) {
		if (!ent->model) { // empty slot
			if (ent->forcelink)
				R_RemoveEfrags(ent); // just became empty
			continue;
		}

		// if the object wasn't included in the last packet, remove it
		if (ent->msgtime != cl.mtime[0]) {
			ent->model = NULL;
			//qmb :interpolation
			// [email protected]: model transform interpolation
			ent->frame_start_time = 0;
			ent->translate_start_time = 0;
			ent->rotate_start_time = 0;
			//qmb :end
			continue;
		}

		VectorCopy(ent->origin, oldorg);

		if (ent->forcelink) { // the entity was not updated in the last message
			// so move to the final spot
			VectorCopy(ent->msg_origins[0], ent->origin);
			VectorCopy(ent->msg_angles[0], ent->angles);
		} else { // if the delta is large, assume a teleport and don't lerp
			f = frac;
			for (j = 0; j < 3; j++) {
				delta[j] = ent->msg_origins[0][j] - ent->msg_origins[1][j];
				if (delta[j] > 100 || delta[j] < -100)
					f = 1; // assume a teleportation, not a motion
				if (f >= 1) {
					ent->frame_start_time = 0;
					ent->translate_start_time = 0;
					ent->rotate_start_time = 0;
				}
			}

			// interpolate the origin and angles
			for (j = 0; j < 3; j++) {
				ent->origin[j] = ent->msg_origins[1][j] + f * delta[j];

				d = ent->msg_angles[0][j] - ent->msg_angles[1][j];
				if (d > 180)
					d -= 360;
				else if (d < -180)
					d += 360;
				ent->angles[j] = ent->msg_angles[1][j] + f*d;
			}
		}

		// rotate binary objects locally
		if (ent->model->flags & EF_ROTATE) {
			ent->angles[1] = bobjrotate;
			// MUFF - makes them bob as well as rotate ;)
			ent->origin[2] += ((sin(bobjrotate / 90 * M_PI) * 5) + 5);
		}

		if (ent->effects & EF_BRIGHTFIELD)
			R_EntityParticles(ent);

		if (ent->effects & EF_MUZZLEFLASH) {
			vec3_t fv, rv, uv;

			dl = CL_AllocDlight(i);
			VectorCopy(ent->origin, dl->origin);
			dl->origin[2] += 16;
			AngleVectors(ent->angles, fv, rv, uv);

			VectorMA(dl->origin, 18, fv, dl->origin);
			dl->radius = 200 + (rand()&31);
			dl->minlight = 32;
			dl->die = cl.time + 0.1;
			dl->colour[0] = 0.6f;
			dl->colour[1] = 0.4f;
			dl->colour[2] = 0.2f; //qmb :coloured lighting
		}
		if (ent->effects & EF_BRIGHTLIGHT) {
			dl = CL_AllocDlight(i);
			VectorCopy(ent->origin, dl->origin);
			dl->origin[2] += 16;
			dl->radius = 400 + (rand()&31);
			dl->die = cl.time + 0.001;
		}
		if (ent->effects & EF_DIMLIGHT) {
			dl = CL_AllocDlight(i);
			VectorCopy(ent->origin, dl->origin);
			dl->radius = 200 + (rand()&31);
			dl->die = cl.time + 0.001;
		}

		if (ent->model->flags & EF_GIB)
			R_RocketTrail(oldorg, ent->origin, 2);
		else if (ent->model->flags & EF_ZOMGIB)
			R_RocketTrail(oldorg, ent->origin, 4);
		else if (ent->model->flags & EF_TRACER)
			R_RocketTrail(oldorg, ent->origin, 3);
		else if (ent->model->flags & EF_TRACER2)
			R_RocketTrail(oldorg, ent->origin, 5);
		else if (ent->model->flags & EF_ROCKET) {
			R_RocketTrail(oldorg, ent->origin, 0);
			dl = CL_AllocDlight(i);
			VectorCopy(ent->origin, dl->origin);
			dl->radius = 200;
			dl->die = cl.time + 0.01;
			dl->colour[0] = 0.6f;
			dl->colour[1] = 0.4f;
			dl->colour[2] = 0.4f; //qmb :coloured lighting
		} else if (ent->model->flags & EF_GRENADE)
			R_RocketTrail(oldorg, ent->origin, 1);
		else if (ent->model->flags & EF_TRACER3)
			R_RocketTrail(oldorg, ent->origin, 6);

		ent->forcelink = false;

		if (i == cl.viewentity)
			continue;

		if (cl_numvisedicts < MAX_VISEDICTS) {
			cl_visedicts[cl_numvisedicts] = ent;
			cl_numvisedicts++;
		}
	}

}
Esempio n. 22
0
/*
===============
CL_LinkPacketEntities

===============
*/
void CL_LinkPacketEntities (void)
{
	entity_t			*ent;
	packet_entities_t	*pack;
	entity_state_t		*s1, *s2;
	float				f;
	model_t				*model;
	vec3_t				old_origin;
	float				autorotate;
	int					i;
	int					pnum;
	dlight_t			*dl;

	pack = &cl.frames[cls.netchan.incoming_sequence&UPDATE_MASK].packet_entities;

	autorotate = anglemod(100*cl.time);

	f = 0;		// FIXME: no interpolation right now

	for (pnum=0 ; pnum<pack->num_entities ; pnum++)
	{
		s1 = &pack->entities[pnum];
		s2 = s1;	// FIXME: no interpolation right now

		// spawn light flashes, even ones coming from invisible objects
		if ((s1->effects & (EF_BLUE | EF_RED)) == (EF_BLUE | EF_RED))
			CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 3);
		else if (s1->effects & EF_BLUE)
			CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 1);
		else if (s1->effects & EF_RED)
			CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 2);
		else if (s1->effects & EF_BRIGHTLIGHT)
			CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2] + 16, 400 + (rand()&31), 0.1, 0);
		else if (s1->effects & EF_DIMLIGHT)
			CL_NewDlight (s1->number, s1->origin[0], s1->origin[1], s1->origin[2], 200 + (rand()&31), 0.1, 0);

		// if set to invisible, skip
		if (!s1->modelindex)
			continue;

		// create a new entity
		if (cl_numvisedicts == MAX_VISEDICTS)
			break;		// object list is full

		ent = &cl_visedicts[cl_numvisedicts];
		cl_numvisedicts++;

		ent->keynum = s1->number;
		ent->model = model = cl.model_precache[s1->modelindex];
	
		// set colormap
		if (s1->colormap && (s1->colormap < MAX_CLIENTS) 
			&& !strcmp(ent->model->name,"progs/player.mdl") )
		{
			ent->colormap = cl.players[s1->colormap-1].translations;
			ent->scoreboard = &cl.players[s1->colormap-1];
		}
		else
		{
			ent->colormap = vid.colormap;
			ent->scoreboard = NULL;
		}

		// set skin
		ent->skinnum = s1->skinnum;
		
		// set frame
		ent->frame = s1->frame;

		// rotate binary objects locally
		if (model->flags & EF_ROTATE)
		{
			ent->angles[0] = 0;
			ent->angles[1] = autorotate;
			ent->angles[2] = 0;
		}
		else
		{
			float	a1, a2;

			for (i=0 ; i<3 ; i++)
			{
				a1 = s1->angles[i];
				a2 = s2->angles[i];
				if (a1 - a2 > 180)
					a1 -= 360;
				if (a1 - a2 < -180)
					a1 += 360;
				ent->angles[i] = a2 + f * (a1 - a2);
			}
		}

		// calculate origin
		for (i=0 ; i<3 ; i++)
			ent->origin[i] = s2->origin[i] + 
			f * (s1->origin[i] - s2->origin[i]);

		// add automatic particle trails
		if (!model->flags)
			continue;

		// scan the old entity display list for a matching
		for (i=0 ; i<cl_oldnumvisedicts ; i++)
		{
			if (cl_oldvisedicts[i].keynum == ent->keynum)
			{
				VectorCopy (cl_oldvisedicts[i].origin, old_origin);
				break;
			}
		}
		if (i == cl_oldnumvisedicts)
			continue;		// not in last message

		for (i=0 ; i<3 ; i++)
			if ( abs(old_origin[i] - ent->origin[i]) > 128)
			{	// no trail if too far
				VectorCopy (ent->origin, old_origin);
				break;
			}
		if (model->flags & EF_ROCKET)
		{
			R_RocketTrail (old_origin, ent->origin, 0);
			dl = CL_AllocDlight (s1->number);
			VectorCopy (ent->origin, dl->origin);
			dl->radius = 200;
			dl->die = cl.time + 0.1;
		}
		else if (model->flags & EF_GRENADE)
			R_RocketTrail (old_origin, ent->origin, 1);
		else if (model->flags & EF_GIB)
			R_RocketTrail (old_origin, ent->origin, 2);
		else if (model->flags & EF_ZOMGIB)
			R_RocketTrail (old_origin, ent->origin, 4);
		else if (model->flags & EF_TRACER)
			R_RocketTrail (old_origin, ent->origin, 3);
		else if (model->flags & EF_TRACER2)
			R_RocketTrail (old_origin, ent->origin, 5);
		else if (model->flags & EF_TRACER3)
			R_RocketTrail (old_origin, ent->origin, 6);
	}
}
Esempio n. 23
0
/*
=================
CL_ParseTEnt
=================
*/
void CL_ParseTEnt(void)
{
    int type;
    vec3_t pos;
    dlight_t *dl;
    int rnd;

    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();
	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;

    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();
	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;

    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;

    default:
	Sys_Error("CL_ParseTEnt: bad type");
    }
}
Esempio n. 24
0
/*
==============
CL_ParseMuzzleFlash
==============
*/
void CL_ParseMuzzleFlash (sizebuf_t *msg)
{
	vec3_t		fv, rv;
	cdlight_t	*dl;
	int			i, weapon, silenced;
	centity_t	*pl;
	float		volume;
	char		soundname[64];

	i = MSG_ReadShort (msg);
	if (i < 1 || i >= MAX_EDICTS)
		Com_Error (ERR_DROP, "CL_ParseMuzzleFlash: bad entity");

	weapon = MSG_ReadByte (msg);
	silenced = weapon & MZ_SILENCED;
	weapon &= ~MZ_SILENCED;

	pl = &cl_entities[i];

	dl = CL_AllocDlight (i);
	VectorCopy (pl->current.origin,  dl->origin);
	AngleVectors (pl->current.angles, fv, rv, NULL);
	VectorMA (dl->origin, 18, fv, dl->origin);
	VectorMA (dl->origin, 16, rv, dl->origin);
	if (silenced)
		dl->radius = 100 + (rand()&31);
	else
		dl->radius = 200 + (rand()&31);
	//dl->minlight = 32;
	dl->die = cl.time + 250;
	VectorClear(dl->color);
	//dl->decay = 0;

	if (silenced)
		volume = 0.2f;
	else
		volume = 1;

	switch (weapon)
	{
	case MZ_BLASTER:
		VectorSet(dl->color, 1, 0.5, 0);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_BLUEHYPERBLASTER:
		VectorSet(dl->color, 0, 0, 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_HYPERBLASTER:
		VectorSet(dl->color, 1, 0.5, 0);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_MACHINEGUN:
		VectorSet(dl->color, 1, 0.5, 0);
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
		break;
	case MZ_SHOTGUN:
		VectorSet(dl->color, 1, 0.5, 0);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
		S_StartSound (NULL, i, CHAN_AUTO,   S_RegisterSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1f);
		break;
	case MZ_SSHOTGUN:
		VectorSet(dl->color, 1, 0.5, 0);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_CHAINGUN1:
		dl->radius = 200 + (rand()&31);
		VectorSet(dl->color, 1, 0.5, 0);
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
		break;
	case MZ_CHAINGUN2:
		dl->radius = 225 + (rand()&31);
		VectorSet(dl->color, 1, 0.5, 0);
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.05f);
		break;
	case MZ_CHAINGUN3:
		dl->radius = 250 + (rand()&31);
		VectorSet(dl->color, 1, 0.5, 0);
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.033f);
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.066f);
		break;
	case MZ_RAILGUN:
		VectorSet(dl->color, 0.3f, 0.5f, 1.0f);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_ROCKET:
		VectorSet(dl->color, 1, 0.5f, 0.2f);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
		S_StartSound (NULL, i, CHAN_AUTO,   S_RegisterSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1f);
		break;
	case MZ_GRENADE:
		VectorSet(dl->color, 0.7, 0.5f, 0.3);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
		S_StartSound (NULL, i, CHAN_AUTO,   S_RegisterSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1f);
		break;
	case MZ_BFG:
		//VectorSet(dl->color, 0, 1, 0);
		dl->radius = 0;  // muzzleflash happens long before effect shows up
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
		break;

	case MZ_LOGIN:
		VectorSet(dl->color, 0, 1, 0);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
		CL_LogoutEffect (pl->current.origin, weapon);
		break;
	case MZ_LOGOUT:
		VectorSet(dl->color, 1, 0, 0);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
		CL_LogoutEffect (pl->current.origin, weapon);
		break;
	case MZ_RESPAWN:
		VectorSet(dl->color, 1, 1, 0);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
		CL_LogoutEffect (pl->current.origin, weapon);
		break;
	// RAFAEL
	case MZ_PHALANX:
		VectorSet(dl->color, 1, 0.5f, 0.5f);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0);
		break;
	// RAFAEL
	case MZ_IONRIPPER:
		VectorSet(dl->color, 1, 0.5f, 0.5f);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0);
		break;

// ======================
// PGM
	case MZ_ETF_RIFLE:
		VectorSet(dl->color, 0.9f, 0.7f, 0);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/nail1.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_SHOTGUN2:
		VectorSet(dl->color, 1, 1, 0);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_HEATBEAM:
		VectorSet(dl->color, 1, 1, 0);
//		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_BLASTER2:
		VectorSet(dl->color, 0, 1, 0);
		// FIXME - different sound for blaster2 ??
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_TRACKER:
		// negative flashes handled the same in gl/soft until CL_AddDLights
		VectorSet(dl->color, -1, -1, -1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), volume, ATTN_NORM, 0);
		break;		
	case MZ_NUKE1:
		VectorSet(dl->color, 1, 0, 0);
		break;
	case MZ_NUKE2:
		VectorSet(dl->color, 1, 1, 0);
		break;
	case MZ_NUKE4:
		VectorSet(dl->color, 0, 0, 1);
		break;
	case MZ_NUKE8:
		VectorSet(dl->color, 0, 1, 1);
		break;
// PGM
// ======================
	}
}
/*
=================
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");
	}
}
Esempio n. 26
0
/*
==============
CL_ParseMuzzleFlash2
==============
*/
void CL_ParseMuzzleFlash2 (sizebuf_t *msg) 
{
	int			ent, flash_number;
	cdlight_t	*dl;
	vec3_t		origin, forward, right;
	char		soundname[64];

	ent = MSG_ReadShort (msg);
	if (ent < 1 || ent >= MAX_EDICTS)
		Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: bad entity");

	flash_number = MSG_ReadByte (msg);
	if( flash_number == -1 ) {
		Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: read past end of message");
	}

	// locate the origin
	AngleVectors (cl_entities[ent].current.angles, forward, right, NULL);
	origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number][0] + right[0] * monster_flash_offset[flash_number][1];
	origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number][0] + right[1] * monster_flash_offset[flash_number][1];
	origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number][0] + right[2] * monster_flash_offset[flash_number][1] + monster_flash_offset[flash_number][2];

	dl = CL_AllocDlight (ent);
	VectorCopy (origin,  dl->origin);
	VectorClear(dl->color);
	dl->radius = 200 + (rand()&31);
	//dl->minlight = 32;
	dl->die = cl.time + 250;	// + 0.1;
	//dl->decay = 0;

	switch (flash_number)
	{
	case MZ2_INFANTRY_MACHINEGUN_1:
	case MZ2_INFANTRY_MACHINEGUN_2:
	case MZ2_INFANTRY_MACHINEGUN_3:
	case MZ2_INFANTRY_MACHINEGUN_4:
	case MZ2_INFANTRY_MACHINEGUN_5:
	case MZ2_INFANTRY_MACHINEGUN_6:
	case MZ2_INFANTRY_MACHINEGUN_7:
	case MZ2_INFANTRY_MACHINEGUN_8:
	case MZ2_INFANTRY_MACHINEGUN_9:
	case MZ2_INFANTRY_MACHINEGUN_10:
	case MZ2_INFANTRY_MACHINEGUN_11:
	case MZ2_INFANTRY_MACHINEGUN_12:
	case MZ2_INFANTRY_MACHINEGUN_13:
		VectorSet(dl->color, 1, 1, 0);
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash(origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_SOLDIER_MACHINEGUN_1:
	case MZ2_SOLDIER_MACHINEGUN_2:
	case MZ2_SOLDIER_MACHINEGUN_3:
	case MZ2_SOLDIER_MACHINEGUN_4:
	case MZ2_SOLDIER_MACHINEGUN_5:
	case MZ2_SOLDIER_MACHINEGUN_6:
	case MZ2_SOLDIER_MACHINEGUN_7:
	case MZ2_SOLDIER_MACHINEGUN_8:
		VectorSet(dl->color, 1, 1, 0);
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash(origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_GUNNER_MACHINEGUN_1:
	case MZ2_GUNNER_MACHINEGUN_2:
	case MZ2_GUNNER_MACHINEGUN_3:
	case MZ2_GUNNER_MACHINEGUN_4:
	case MZ2_GUNNER_MACHINEGUN_5:
	case MZ2_GUNNER_MACHINEGUN_6:
	case MZ2_GUNNER_MACHINEGUN_7:
	case MZ2_GUNNER_MACHINEGUN_8:
		VectorSet(dl->color, 1, 1, 0);
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash(origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_ACTOR_MACHINEGUN_1:
	case MZ2_SUPERTANK_MACHINEGUN_1:
	case MZ2_SUPERTANK_MACHINEGUN_2:
	case MZ2_SUPERTANK_MACHINEGUN_3:
	case MZ2_SUPERTANK_MACHINEGUN_4:
	case MZ2_SUPERTANK_MACHINEGUN_5:
	case MZ2_SUPERTANK_MACHINEGUN_6:
	case MZ2_TURRET_MACHINEGUN:			// PGM
		VectorSet(dl->color, 1, 1, 0);
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash(origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_BOSS2_MACHINEGUN_L1:
	case MZ2_BOSS2_MACHINEGUN_L2:
	case MZ2_BOSS2_MACHINEGUN_L3:
	case MZ2_BOSS2_MACHINEGUN_L4:
	case MZ2_BOSS2_MACHINEGUN_L5:
	case MZ2_CARRIER_MACHINEGUN_L1:		// PMM
	case MZ2_CARRIER_MACHINEGUN_L2:		// PMM
		VectorSet(dl->color, 1, 1, 0);
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash(origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0);
		break;

	case MZ2_SOLDIER_BLASTER_1:
	case MZ2_SOLDIER_BLASTER_2:
	case MZ2_SOLDIER_BLASTER_3:
	case MZ2_SOLDIER_BLASTER_4:
	case MZ2_SOLDIER_BLASTER_5:
	case MZ2_SOLDIER_BLASTER_6:
	case MZ2_SOLDIER_BLASTER_7:
	case MZ2_SOLDIER_BLASTER_8:
	case MZ2_TURRET_BLASTER:			// PGM
		VectorSet(dl->color, 1, 1, 0);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_FLYER_BLASTER_1:
	case MZ2_FLYER_BLASTER_2:
		VectorSet(dl->color, 1, 1, 0);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_MEDIC_BLASTER_1:
		VectorSet(dl->color, 1, 1, 0);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("medic/medatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_HOVER_BLASTER_1:
		VectorSet(dl->color, 1, 1, 0);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_FLOAT_BLASTER_1:
		VectorSet(dl->color, 1, 1, 0);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_SOLDIER_SHOTGUN_1:
	case MZ2_SOLDIER_SHOTGUN_2:
	case MZ2_SOLDIER_SHOTGUN_3:
	case MZ2_SOLDIER_SHOTGUN_4:
	case MZ2_SOLDIER_SHOTGUN_5:
	case MZ2_SOLDIER_SHOTGUN_6:
	case MZ2_SOLDIER_SHOTGUN_7:
	case MZ2_SOLDIER_SHOTGUN_8:
		VectorSet(dl->color, 1, 1, 0);
		CL_SmokeAndFlash(origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_TANK_BLASTER_1:
	case MZ2_TANK_BLASTER_2:
	case MZ2_TANK_BLASTER_3:
		VectorSet(dl->color, 1, 1, 0);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_TANK_MACHINEGUN_1:
	case MZ2_TANK_MACHINEGUN_2:
	case MZ2_TANK_MACHINEGUN_3:
	case MZ2_TANK_MACHINEGUN_4:
	case MZ2_TANK_MACHINEGUN_5:
	case MZ2_TANK_MACHINEGUN_6:
	case MZ2_TANK_MACHINEGUN_7:
	case MZ2_TANK_MACHINEGUN_8:
	case MZ2_TANK_MACHINEGUN_9:
	case MZ2_TANK_MACHINEGUN_10:
	case MZ2_TANK_MACHINEGUN_11:
	case MZ2_TANK_MACHINEGUN_12:
	case MZ2_TANK_MACHINEGUN_13:
	case MZ2_TANK_MACHINEGUN_14:
	case MZ2_TANK_MACHINEGUN_15:
	case MZ2_TANK_MACHINEGUN_16:
	case MZ2_TANK_MACHINEGUN_17:
	case MZ2_TANK_MACHINEGUN_18:
	case MZ2_TANK_MACHINEGUN_19:
		VectorSet(dl->color, 1, 1, 0);
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash(origin);
		Com_sprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav", 'a' + rand() % 5);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound(soundname), 1, ATTN_NORM, 0);
		break;

	case MZ2_CHICK_ROCKET_1:
	case MZ2_TURRET_ROCKET:			// PGM
		VectorSet(dl->color, 1, 0.5f, 0.2f);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_TANK_ROCKET_1:
	case MZ2_TANK_ROCKET_2:
	case MZ2_TANK_ROCKET_3:
		VectorSet(dl->color, 1, 0.5f, 0.2f);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_SUPERTANK_ROCKET_1:
	case MZ2_SUPERTANK_ROCKET_2:
	case MZ2_SUPERTANK_ROCKET_3:
	case MZ2_BOSS2_ROCKET_1:
	case MZ2_BOSS2_ROCKET_2:
	case MZ2_BOSS2_ROCKET_3:
	case MZ2_BOSS2_ROCKET_4:
	case MZ2_CARRIER_ROCKET_1:
//	case MZ2_CARRIER_ROCKET_2:
//	case MZ2_CARRIER_ROCKET_3:
//	case MZ2_CARRIER_ROCKET_4:
		VectorSet(dl->color, 1, 0.5f, 0.2f);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/rocket.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_GUNNER_GRENADE_1:
	case MZ2_GUNNER_GRENADE_2:
	case MZ2_GUNNER_GRENADE_3:
	case MZ2_GUNNER_GRENADE_4:
		VectorSet(dl->color, 1, 0.5f, 0);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_GLADIATOR_RAILGUN_1:
	// PMM
	case MZ2_CARRIER_RAILGUN:
	case MZ2_WIDOW_RAIL:
	// pmm
		VectorSet(dl->color, 0.5f, 0.5f, 1.0f);
		break;

// --- Xian's shit starts ---
	case MZ2_MAKRON_BFG:
		VectorSet(dl->color, 0.5f, 1, 0.5f);
		//S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_MAKRON_BLASTER_1:
	case MZ2_MAKRON_BLASTER_2:
	case MZ2_MAKRON_BLASTER_3:
	case MZ2_MAKRON_BLASTER_4:
	case MZ2_MAKRON_BLASTER_5:
	case MZ2_MAKRON_BLASTER_6:
	case MZ2_MAKRON_BLASTER_7:
	case MZ2_MAKRON_BLASTER_8:
	case MZ2_MAKRON_BLASTER_9:
	case MZ2_MAKRON_BLASTER_10:
	case MZ2_MAKRON_BLASTER_11:
	case MZ2_MAKRON_BLASTER_12:
	case MZ2_MAKRON_BLASTER_13:
	case MZ2_MAKRON_BLASTER_14:
	case MZ2_MAKRON_BLASTER_15:
	case MZ2_MAKRON_BLASTER_16:
	case MZ2_MAKRON_BLASTER_17:
		VectorSet(dl->color, 1, 1, 0);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/blaster.wav"), 1, ATTN_NORM, 0);
		break;
	
	case MZ2_JORG_MACHINEGUN_L1:
	case MZ2_JORG_MACHINEGUN_L2:
	case MZ2_JORG_MACHINEGUN_L3:
	case MZ2_JORG_MACHINEGUN_L4:
	case MZ2_JORG_MACHINEGUN_L5:
	case MZ2_JORG_MACHINEGUN_L6:
		VectorSet(dl->color, 1, 1, 0);
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash(origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("boss3/xfire.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_JORG_MACHINEGUN_R1:
	case MZ2_JORG_MACHINEGUN_R2:
	case MZ2_JORG_MACHINEGUN_R3:
	case MZ2_JORG_MACHINEGUN_R4:
	case MZ2_JORG_MACHINEGUN_R5:
	case MZ2_JORG_MACHINEGUN_R6:
		VectorSet(dl->color, 1, 1, 0);
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash(origin);
		break;

	case MZ2_JORG_BFG_1:
		VectorSet(dl->color, 0.5f, 1, 0.5f);
		break;

	case MZ2_BOSS2_MACHINEGUN_R1:
	case MZ2_BOSS2_MACHINEGUN_R2:
	case MZ2_BOSS2_MACHINEGUN_R3:
	case MZ2_BOSS2_MACHINEGUN_R4:
	case MZ2_BOSS2_MACHINEGUN_R5:
	case MZ2_CARRIER_MACHINEGUN_R1:			// PMM
	case MZ2_CARRIER_MACHINEGUN_R2:			// PMM
		VectorSet(dl->color, 1, 1, 0);
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash(origin);
		break;

// ======
// ROGUE
	case MZ2_STALKER_BLASTER:
	case MZ2_DAEDALUS_BLASTER:
	case MZ2_MEDIC_BLASTER_2:
	case MZ2_WIDOW_BLASTER:
	case MZ2_WIDOW_BLASTER_SWEEP1:
	case MZ2_WIDOW_BLASTER_SWEEP2:
	case MZ2_WIDOW_BLASTER_SWEEP3:
	case MZ2_WIDOW_BLASTER_SWEEP4:
	case MZ2_WIDOW_BLASTER_SWEEP5:
	case MZ2_WIDOW_BLASTER_SWEEP6:
	case MZ2_WIDOW_BLASTER_SWEEP7:
	case MZ2_WIDOW_BLASTER_SWEEP8:
	case MZ2_WIDOW_BLASTER_SWEEP9:
	case MZ2_WIDOW_BLASTER_100:
	case MZ2_WIDOW_BLASTER_90:
	case MZ2_WIDOW_BLASTER_80:
	case MZ2_WIDOW_BLASTER_70:
	case MZ2_WIDOW_BLASTER_60:
	case MZ2_WIDOW_BLASTER_50:
	case MZ2_WIDOW_BLASTER_40:
	case MZ2_WIDOW_BLASTER_30:
	case MZ2_WIDOW_BLASTER_20:
	case MZ2_WIDOW_BLASTER_10:
	case MZ2_WIDOW_BLASTER_0:
	case MZ2_WIDOW_BLASTER_10L:
	case MZ2_WIDOW_BLASTER_20L:
	case MZ2_WIDOW_BLASTER_30L:
	case MZ2_WIDOW_BLASTER_40L:
	case MZ2_WIDOW_BLASTER_50L:
	case MZ2_WIDOW_BLASTER_60L:
	case MZ2_WIDOW_BLASTER_70L:
	case MZ2_WIDOW_RUN_1:
	case MZ2_WIDOW_RUN_2:
	case MZ2_WIDOW_RUN_3:
	case MZ2_WIDOW_RUN_4:
	case MZ2_WIDOW_RUN_5:
	case MZ2_WIDOW_RUN_6:
	case MZ2_WIDOW_RUN_7:
	case MZ2_WIDOW_RUN_8:
		VectorSet(dl->color, 0, 1, 0);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_WIDOW_DISRUPTOR:
		VectorSet(dl->color, -1, -1, -1);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_WIDOW_PLASMABEAM:
	case MZ2_WIDOW2_BEAMER_1:
	case MZ2_WIDOW2_BEAMER_2:
	case MZ2_WIDOW2_BEAMER_3:
	case MZ2_WIDOW2_BEAMER_4:
	case MZ2_WIDOW2_BEAMER_5:
	case MZ2_WIDOW2_BEAM_SWEEP_1:
	case MZ2_WIDOW2_BEAM_SWEEP_2:
	case MZ2_WIDOW2_BEAM_SWEEP_3:
	case MZ2_WIDOW2_BEAM_SWEEP_4:
	case MZ2_WIDOW2_BEAM_SWEEP_5:
	case MZ2_WIDOW2_BEAM_SWEEP_6:
	case MZ2_WIDOW2_BEAM_SWEEP_7:
	case MZ2_WIDOW2_BEAM_SWEEP_8:
	case MZ2_WIDOW2_BEAM_SWEEP_9:
	case MZ2_WIDOW2_BEAM_SWEEP_10:
	case MZ2_WIDOW2_BEAM_SWEEP_11:
		dl->radius = 300 + (rand()&100);
		VectorSet(dl->color, 1, 1, 0);
		dl->die = cl.time + 200;
		break;
// ROGUE
// ======

// --- Xian's shit ends ---

	}
}
Esempio n. 27
0
/*
==============
CL_ParseMuzzleFlash
==============
*/
void CL_ParseMuzzleFlash (void)
{
	vec3_t		fv, rv;
	cdlight_t	*dl;
	int			i, weapon;
	centity_t	*pl;
	int			silenced;
	float		volume;
	char		soundname[64];

	i = MSG_ReadShort (&net_message);
	if (i < 1 || i >= MAX_EDICTS)
		Com_Error (ERR_DROP, "CL_ParseMuzzleFlash: bad entity");

	weapon = MSG_ReadByte (&net_message);
	silenced = weapon & MZ_SILENCED;
	weapon &= ~MZ_SILENCED;

	pl = &cl_entities[i];

	dl = CL_AllocDlight (i);
	VectorCopy (pl->current.origin,  dl->origin);
	AngleVectors (pl->current.angles, fv, rv, NULL);
	VectorMA (dl->origin, 18, fv, dl->origin);
	VectorMA (dl->origin, 16, rv, dl->origin);
	if (silenced)
		dl->radius = 100 + (rand()&31);
	else
		dl->radius = 200 + (rand()&31);
	dl->minlight = 32;
	dl->die = cl.time; // + 0.1;

	if (silenced)
		volume = 0.2;
	else
		volume = 1;

	switch (weapon)
	{
	case MZ_BLASTER:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_BLUEHYPERBLASTER:
		dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_HYPERBLASTER:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_MACHINEGUN:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
		break;
	case MZ_SHOTGUN:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
		S_StartSound (NULL, i, CHAN_AUTO,   S_RegisterSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1);
		break;
	case MZ_SSHOTGUN:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_CHAINGUN1:
		dl->radius = 200 + (rand()&31);
		dl->color[0] = 1;dl->color[1] = 0.25;dl->color[2] = 0;
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
		break;
	case MZ_CHAINGUN2:
		dl->radius = 225 + (rand()&31);
		dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
		dl->die = cl.time  + 0.1;	// long delay
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.05);
		break;
	case MZ_CHAINGUN3:
		dl->radius = 250 + (rand()&31);
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		dl->die = cl.time  + 0.1;	// long delay
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.033);
		Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.066);
		break;
	case MZ_RAILGUN:
		dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_ROCKET:
		dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
		S_StartSound (NULL, i, CHAN_AUTO,   S_RegisterSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1);
		break;
	case MZ_GRENADE:
		dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
		S_StartSound (NULL, i, CHAN_AUTO,   S_RegisterSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1);
		break;
	case MZ_BFG:
		dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
		break;

	case MZ_LOGIN:
		dl->color[0] = 0;dl->color[1] = 1; dl->color[2] = 0;
		dl->die = cl.time + 1.0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
		CL_LogoutEffect (pl->current.origin, weapon);
		break;
	case MZ_LOGOUT:
		dl->color[0] = 1;dl->color[1] = 0; dl->color[2] = 0;
		dl->die = cl.time + 1.0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
		CL_LogoutEffect (pl->current.origin, weapon);
		break;
	case MZ_RESPAWN:
		dl->color[0] = 1;dl->color[1] = 1; dl->color[2] = 0;
		dl->die = cl.time + 1.0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
		CL_LogoutEffect (pl->current.origin, weapon);
		break;
	// RAFAEL
	case MZ_PHALANX:
		dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0);
		break;
	// RAFAEL
	case MZ_IONRIPPER:
		dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0);
		break;

// ======================
// PGM
	case MZ_ETF_RIFLE:
		dl->color[0] = 0.9;dl->color[1] = 0.7;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/nail1.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_SHOTGUN2:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_HEATBEAM:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		dl->die = cl.time + 100;
//		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_BLASTER2:
		dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
		// FIXME - different sound for blaster2 ??
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_TRACKER:
		// negative flashes handled the same in gl/soft until CL_AddDLights
		dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1;
		S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), volume, ATTN_NORM, 0);
		break;
	case MZ_NUKE1:
		dl->color[0] = 1;dl->color[1] = 0;dl->color[2] = 0;
		dl->die = cl.time + 100;
		break;
	case MZ_NUKE2:
		dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
		dl->die = cl.time + 100;
		break;
	case MZ_NUKE4:
		dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
		dl->die = cl.time + 100;
		break;
	case MZ_NUKE8:
		dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 1;
		dl->die = cl.time + 100;
		break;
// PGM
// ======================
	}
}
Esempio n. 28
0
/*
===============
CL_RelinkEntities
===============
*/
void
CL_RelinkEntities(void)
{
    entity_t *ent;
    int i, j;
    float frac, f, d;
    vec3_t delta;
    float bobjrotate;
    vec3_t oldorg;
    dlight_t *dl;

// determine partial update time
    frac = CL_LerpPoint();

    cl_numvisedicts = 0;

//
// interpolate player info
//
    for (i = 0; i < 3; i++)
	cl.velocity[i] = cl.mvelocity[1][i] +
	    frac * (cl.mvelocity[0][i] - cl.mvelocity[1][i]);

    if (cls.demoplayback) {
	// interpolate the angles
	for (j = 0; j < 3; j++) {
	    d = cl.mviewangles[0][j] - cl.mviewangles[1][j];
	    if (d > 180)
		d -= 360;
	    else if (d < -180)
		d += 360;
	    cl.viewangles[j] = cl.mviewangles[1][j] + frac * d;
	}
    }

    bobjrotate = anglemod(100 * cl.time);

// start on the entity after the world
    for (i = 1, ent = cl_entities + 1; i < cl.num_entities; i++, ent++) {
	if (!ent->model) {	// empty slot
	    if (ent->forcelink)
		R_RemoveEfrags(ent);	// just became empty
	    continue;
	}
// if the object wasn't included in the last packet, remove it
	if (ent->msgtime != cl.mtime[0]) {
	    ent->model = NULL;
	    continue;
	}

	VectorCopy(ent->origin, oldorg);

	if (ent->forcelink) {	// the entity was not updated in the last message
	    // so move to the final spot
	    VectorCopy(ent->msg_origins[0], ent->origin);
	    VectorCopy(ent->msg_angles[0], ent->angles);
	} else {		// if the delta is large, assume a teleport and don't lerp
	    f = frac;
	    for (j = 0; j < 3; j++) {
		delta[j] = ent->msg_origins[0][j] - ent->msg_origins[1][j];
		if (delta[j] > 100 || delta[j] < -100)
		    f = 1;	// assume a teleportation, not a motion
	    }

	    // interpolate the origin and angles
	    for (j = 0; j < 3; j++) {
		ent->origin[j] = ent->msg_origins[1][j] + f * delta[j];

		d = ent->msg_angles[0][j] - ent->msg_angles[1][j];
		if (d > 180)
		    d -= 360;
		else if (d < -180)
		    d += 360;
		ent->angles[j] = ent->msg_angles[1][j] + f * d;
	    }

	}

// rotate binary objects locally
	if (ent->model->flags & EF_ROTATE)
	    ent->angles[1] = bobjrotate;

	/*
	 * FIXME - Some of these entity effects may be mutually exclusive?
	 * work out which bits can be done better (e.g. I've already done the
	 * RED|BLUE bit a little better...)
	 */
	if (ent->effects & EF_BRIGHTFIELD)
	    R_EntityParticles(ent);
	if (ent->effects & EF_MUZZLEFLASH) {
	    vec3_t fv, rv, uv;

	    dl = CL_AllocDlight(i);
	    VectorCopy(ent->origin, dl->origin);
	    dl->origin[2] += 16;
	    AngleVectors(ent->angles, fv, rv, uv);

	    VectorMA(dl->origin, 18, fv, dl->origin);
	    dl->radius = 200 + (rand() & 31);
	    dl->minlight = 32;
	    dl->die = cl.time + 0.1;
	    dl->color = dl_colors[DLIGHT_FLASH];
	}
	if (ent->effects & EF_BRIGHTLIGHT) {
	    dl = CL_AllocDlight(i);
	    VectorCopy(ent->origin, dl->origin);
	    dl->origin[2] += 16;
	    dl->radius = 400 + (rand() & 31);
	    dl->die = cl.time + 0.001;
	    dl->color = dl_colors[DLIGHT_FLASH];
	}
	if (ent->effects & EF_DIMLIGHT) {
	    dl = CL_AllocDlight(i);
	    VectorCopy(ent->origin, dl->origin);
	    dl->radius = 200 + (rand() & 31);
	    dl->die = cl.time + 0.001;
	    dl->color = dl_colors[DLIGHT_FLASH];
	}
	if ((ent->effects & (EF_RED | EF_BLUE)) == (EF_RED | EF_BLUE)) {
	    dl = CL_AllocDlight(i);
	    VectorCopy(ent->origin, dl->origin);
	    dl->radius = 200 + (rand() & 31);
	    dl->die = cl.time + 0.001;
	    dl->color = dl_colors[DLIGHT_PURPLE];
	} else if (ent->effects & EF_BLUE) {
	    dl = CL_AllocDlight(i);
	    VectorCopy(ent->origin, dl->origin);
	    dl->radius = 200 + (rand() & 31);
	    dl->die = cl.time + 0.001;
	    dl->color = dl_colors[DLIGHT_BLUE];
	} else if (ent->effects & EF_RED) {
	    dl = CL_AllocDlight(i);
	    VectorCopy(ent->origin, dl->origin);
	    dl->radius = 200 + (rand() & 31);
	    dl->die = cl.time + 0.001;
	    dl->color = dl_colors[DLIGHT_RED];
	}

	if (ent->model->flags & EF_GIB)
	    R_RocketTrail(oldorg, ent->origin, 2);
	else if (ent->model->flags & EF_ZOMGIB)
	    R_RocketTrail(oldorg, ent->origin, 4);
	else if (ent->model->flags & EF_TRACER)
	    R_RocketTrail(oldorg, ent->origin, 3);
	else if (ent->model->flags & EF_TRACER2)
	    R_RocketTrail(oldorg, ent->origin, 5);
	else if (ent->model->flags & EF_ROCKET) {
	    R_RocketTrail(oldorg, ent->origin, 0);
	    dl = CL_AllocDlight(i);
	    VectorCopy(ent->origin, dl->origin);
	    dl->radius = 200;
	    dl->die = cl.time + 0.01;
	} else if (ent->model->flags & EF_GRENADE)
	    R_RocketTrail(oldorg, ent->origin, 1);
	else if (ent->model->flags & EF_TRACER3)
	    R_RocketTrail(oldorg, ent->origin, 6);

	ent->forcelink = false;

	if (i == cl.viewentity && !chase_active.value)
	    continue;

	if (cl_numvisedicts < MAX_VISEDICTS) {
	    cl_visedicts[cl_numvisedicts] = ent;
	    cl_numvisedicts++;
	}
    }

}
Esempio n. 29
0
/*
=================
CL_ParseTEnt
=================
*/
void CL_ParseTEnt (void)
{
    int		type;
    vec3_t	pos;
    cdlight_t	*dl;
    int		rnd;
    explosion_t	*ex;
    int		cnt;

    type = MSG_ReadByte ();
    switch (type)
    {
    case TE_WIZSPIKE:			// spike hitting wall
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        CL_RunParticleEffect (pos, vec3_origin, 20, 30);
        S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, ATTN_NORM);

        {
            dl = CL_AllocDlight (0);
            VectorCopy (pos, dl->origin);
            dl->radius = 250;
            dl->die = cl.time + 0.5;
            dl->decay = 300;

            R_ColorWizLight (dl);
        }
        break;

    case TE_KNIGHTSPIKE:			// spike hitting wall
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        CL_RunParticleEffect (pos, vec3_origin, 226, 20);
        S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, ATTN_NORM);

        {
            dl = CL_AllocDlight (0);
            VectorCopy (pos, dl->origin);
            dl->radius = 250;
            dl->die = cl.time + 0.5;
            dl->decay = 300;

            R_ColorDLight (dl, 408, 242, 117);
        }
        break;

    case TE_SPIKE:			// spike hitting wall
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        CL_RunParticleEffect (pos, vec3_origin, 0, 10);

        if ( rand() % 5 )
            S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, ATTN_NORM);
        else
        {
            rnd = rand() & 3;
            if (rnd == 1)
                S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, ATTN_NORM);
            else if (rnd == 2)
                S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, ATTN_NORM);
            else
                S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, ATTN_NORM);
        }
        break;

    case TE_SUPERSPIKE:			// super spike hitting wall
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        CL_RunParticleEffect (pos, vec3_origin, 0, 20);

        if ( rand() % 5 )
            S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, ATTN_NORM);
        else
        {
            rnd = rand() & 3;
            if (rnd == 1)
                S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, ATTN_NORM);
            else if (rnd == 2)
                S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, ATTN_NORM);
            else
                S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, ATTN_NORM);
        }
        break;

    case TE_EXPLOSION:			// rocket explosion particles
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();

        if (cl_explosion.value == 6)
            CL_TeleportSplash (pos);
        else if (cl_explosion.value == 7)
            CL_RunParticleEffect (pos, vec3_origin, 73, 20*32);
        else if (cl_explosion.value == 8)
            CL_RunParticleEffect (pos, vec3_origin, 225, 50);
        else if (cl_explosion.value != 1 && cl_explosion.value != 3)
            CL_ParticleExplosion (pos);

        dl = CL_AllocDlight (0);
        VectorCopy (pos, dl->origin);
        dl->radius = 350;
        dl->die = cl.time + 0.5;
        dl->decay = 300;

        R_ColorDLight (dl, 408, 242, 117);

        // sound
        S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, ATTN_NORM);

        // sprite
        if (cl_explosion.value != 6 && cl_explosion.value != 7 && cl_explosion.value != 8)
        {
            if (!cl_explo_mod)
                cl_explo_mod = Mod_ForName ("progs/s_explod.spr", true);
            ex = CL_AllocExplosion ();
            VectorCopy (pos, ex->origin);
            ex->start = cl.time;
            ex->model = cl_explo_mod;
        }
        break;

    case TE_TAREXPLOSION:			// tarbaby explosion
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        CL_BlobExplosion (pos);

        {
            dl = CL_AllocDlight (0);
            VectorCopy (pos, dl->origin);
            dl->radius = 350;
            dl->die = cl.time + 0.5;
            dl->decay = 300;

            R_ColorDLight (dl, 399, 141, 228);
        }

        S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, ATTN_NORM);
        break;

    case TE_LIGHTNING1:			// lightning bolts
        CL_ParseBeam (1);
        break;

    case TE_LIGHTNING2:			// lightning bolts
        CL_ParseBeam (2);
        break;

    case TE_LIGHTNING3:			// lightning bolts
        CL_ParseBeam (3);
        break;

    case TE_LAVASPLASH:
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        CL_LavaSplash (pos);
        break;

    case TE_TELEPORT:
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        CL_TeleportSplash (pos);
        break;

    case TE_GUNSHOT:			// bullet hitting wall
        if (cls.nqprotocol)
            cnt = 1;
        else
            cnt = MSG_ReadByte ();
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        CL_RunParticleEffect (pos, vec3_origin, 0, 20*cnt);
        break;

    case TE_BLOOD:				// bullets hitting body
        if (cls.nqprotocol) {
            // NQ_TE_EXPLOSION2
            int colorStart, colorLength;
            pos[0] = MSG_ReadCoord ();
            pos[1] = MSG_ReadCoord ();
            pos[2] = MSG_ReadCoord ();
            colorStart = MSG_ReadByte ();
            colorLength = MSG_ReadByte ();
            CL_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, ATTN_NORM);
            break;
        }
        cnt = MSG_ReadByte ();
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        CL_RunParticleEffect (pos, vec3_origin, 73, 20*cnt);
        break;

    case TE_LIGHTNINGBLOOD:		// lightning hitting body
        if (cls.nqprotocol) {
            // NQ_TE_BEAM - grappling hook beam
            CL_ParseBeam (4);
            break;
        }
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        CL_RunParticleEffect (pos, vec3_origin, 225, 50);
        break;

    default:
        Host_Error ("CL_ParseTEnt: bad type");
    }
}
Esempio n. 30
0
/*
==============
CL_ParseMuzzleFlash2
==============
*/
void CL_ParseMuzzleFlash2 (void)
{
	int			ent;
	vec3_t		origin;
	int			flash_number;
	cdlight_t	*dl;
	vec3_t		forward, right;
	char		soundname[64];

	ent = MSG_ReadShort (&net_message);

	if (ent < 1 || ent >= MAX_EDICTS)
		Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: bad entity");

	flash_number = MSG_ReadByte (&net_message);

	// locate the origin
	AngleVectors (cl_entities[ent].current.angles, forward, right, NULL);
	origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number][0] + right[0] * monster_flash_offset[flash_number][1];
	origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number][0] + right[1] * monster_flash_offset[flash_number][1];
	origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number][0] + right[2] * monster_flash_offset[flash_number][1] + monster_flash_offset[flash_number][2];

	dl = CL_AllocDlight (ent);
	VectorCopy (origin, dl->origin);
	dl->radius = 200 + (rand () & 31);
	dl->minlight = 32;
	dl->die = cl.time;	// + 0.1;

	switch (flash_number)
	{
	case MZ2_INFANTRY_MACHINEGUN_1:
	case MZ2_INFANTRY_MACHINEGUN_2:
	case MZ2_INFANTRY_MACHINEGUN_3:
	case MZ2_INFANTRY_MACHINEGUN_4:
	case MZ2_INFANTRY_MACHINEGUN_5:
	case MZ2_INFANTRY_MACHINEGUN_6:
	case MZ2_INFANTRY_MACHINEGUN_7:
	case MZ2_INFANTRY_MACHINEGUN_8:
	case MZ2_INFANTRY_MACHINEGUN_9:
	case MZ2_INFANTRY_MACHINEGUN_10:
	case MZ2_INFANTRY_MACHINEGUN_11:
	case MZ2_INFANTRY_MACHINEGUN_12:
	case MZ2_INFANTRY_MACHINEGUN_13:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash (origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_SOLDIER_MACHINEGUN_1:
	case MZ2_SOLDIER_MACHINEGUN_2:
	case MZ2_SOLDIER_MACHINEGUN_3:
	case MZ2_SOLDIER_MACHINEGUN_4:
	case MZ2_SOLDIER_MACHINEGUN_5:
	case MZ2_SOLDIER_MACHINEGUN_6:
	case MZ2_SOLDIER_MACHINEGUN_7:
	case MZ2_SOLDIER_MACHINEGUN_8:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash (origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("soldier/solatck3.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_GUNNER_MACHINEGUN_1:
	case MZ2_GUNNER_MACHINEGUN_2:
	case MZ2_GUNNER_MACHINEGUN_3:
	case MZ2_GUNNER_MACHINEGUN_4:
	case MZ2_GUNNER_MACHINEGUN_5:
	case MZ2_GUNNER_MACHINEGUN_6:
	case MZ2_GUNNER_MACHINEGUN_7:
	case MZ2_GUNNER_MACHINEGUN_8:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash (origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("gunner/gunatck2.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_ACTOR_MACHINEGUN_1:
	case MZ2_SUPERTANK_MACHINEGUN_1:
	case MZ2_SUPERTANK_MACHINEGUN_2:
	case MZ2_SUPERTANK_MACHINEGUN_3:
	case MZ2_SUPERTANK_MACHINEGUN_4:
	case MZ2_SUPERTANK_MACHINEGUN_5:
	case MZ2_SUPERTANK_MACHINEGUN_6:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;

		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash (origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_BOSS2_MACHINEGUN_L1:
	case MZ2_BOSS2_MACHINEGUN_L2:
	case MZ2_BOSS2_MACHINEGUN_L3:
	case MZ2_BOSS2_MACHINEGUN_L4:
	case MZ2_BOSS2_MACHINEGUN_L5:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;

		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash (origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("infantry/infatck1.wav"), 1, ATTN_NONE, 0);
		break;

	case MZ2_SOLDIER_BLASTER_1:
	case MZ2_SOLDIER_BLASTER_2:
	case MZ2_SOLDIER_BLASTER_3:
	case MZ2_SOLDIER_BLASTER_4:
	case MZ2_SOLDIER_BLASTER_5:
	case MZ2_SOLDIER_BLASTER_6:
	case MZ2_SOLDIER_BLASTER_7:
	case MZ2_SOLDIER_BLASTER_8:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("soldier/solatck2.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_FLYER_BLASTER_1:
	case MZ2_FLYER_BLASTER_2:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("flyer/flyatck3.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_MEDIC_BLASTER_1:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("medic/medatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_HOVER_BLASTER_1:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("hover/hovatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_FLOAT_BLASTER_1:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("floater/fltatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_SOLDIER_SHOTGUN_1:
	case MZ2_SOLDIER_SHOTGUN_2:
	case MZ2_SOLDIER_SHOTGUN_3:
	case MZ2_SOLDIER_SHOTGUN_4:
	case MZ2_SOLDIER_SHOTGUN_5:
	case MZ2_SOLDIER_SHOTGUN_6:
	case MZ2_SOLDIER_SHOTGUN_7:
	case MZ2_SOLDIER_SHOTGUN_8:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		CL_SmokeAndFlash (origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("soldier/solatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_TANK_BLASTER_1:
	case MZ2_TANK_BLASTER_2:
	case MZ2_TANK_BLASTER_3:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_TANK_MACHINEGUN_1:
	case MZ2_TANK_MACHINEGUN_2:
	case MZ2_TANK_MACHINEGUN_3:
	case MZ2_TANK_MACHINEGUN_4:
	case MZ2_TANK_MACHINEGUN_5:
	case MZ2_TANK_MACHINEGUN_6:
	case MZ2_TANK_MACHINEGUN_7:
	case MZ2_TANK_MACHINEGUN_8:
	case MZ2_TANK_MACHINEGUN_9:
	case MZ2_TANK_MACHINEGUN_10:
	case MZ2_TANK_MACHINEGUN_11:
	case MZ2_TANK_MACHINEGUN_12:
	case MZ2_TANK_MACHINEGUN_13:
	case MZ2_TANK_MACHINEGUN_14:
	case MZ2_TANK_MACHINEGUN_15:
	case MZ2_TANK_MACHINEGUN_16:
	case MZ2_TANK_MACHINEGUN_17:
	case MZ2_TANK_MACHINEGUN_18:
	case MZ2_TANK_MACHINEGUN_19:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash (origin);
		Com_sprintf (soundname, sizeof (soundname), "tank/tnkatk2%c.wav", 'a' + rand () % 5);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound (soundname), 1, ATTN_NORM, 0);
		break;

	case MZ2_CHICK_ROCKET_1:
		dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0.2;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("chick/chkatck2.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_TANK_ROCKET_1:
	case MZ2_TANK_ROCKET_2:
	case MZ2_TANK_ROCKET_3:
		dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0.2;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("tank/tnkatck1.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_SUPERTANK_ROCKET_1:
	case MZ2_SUPERTANK_ROCKET_2:
	case MZ2_SUPERTANK_ROCKET_3:
	case MZ2_BOSS2_ROCKET_1:
	case MZ2_BOSS2_ROCKET_2:
	case MZ2_BOSS2_ROCKET_3:
	case MZ2_BOSS2_ROCKET_4:
		dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0.2;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("tank/rocket.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_GUNNER_GRENADE_1:
	case MZ2_GUNNER_GRENADE_2:
	case MZ2_GUNNER_GRENADE_3:
	case MZ2_GUNNER_GRENADE_4:
		dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("gunner/gunatck3.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_GLADIATOR_RAILGUN_1:
		dl->color[0] = 0.5; dl->color[1] = 0.5; dl->color[2] = 1.0;
		break;

		// --- Xian's shit starts ---
	case MZ2_MAKRON_BFG:
		dl->color[0] = 0.5; dl->color[1] = 1; dl->color[2] = 0.5;
		//S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_MAKRON_BLASTER_1:
	case MZ2_MAKRON_BLASTER_2:
	case MZ2_MAKRON_BLASTER_3:
	case MZ2_MAKRON_BLASTER_4:
	case MZ2_MAKRON_BLASTER_5:
	case MZ2_MAKRON_BLASTER_6:
	case MZ2_MAKRON_BLASTER_7:
	case MZ2_MAKRON_BLASTER_8:
	case MZ2_MAKRON_BLASTER_9:
	case MZ2_MAKRON_BLASTER_10:
	case MZ2_MAKRON_BLASTER_11:
	case MZ2_MAKRON_BLASTER_12:
	case MZ2_MAKRON_BLASTER_13:
	case MZ2_MAKRON_BLASTER_14:
	case MZ2_MAKRON_BLASTER_15:
	case MZ2_MAKRON_BLASTER_16:
	case MZ2_MAKRON_BLASTER_17:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("makron/blaster.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_JORG_MACHINEGUN_L1:
	case MZ2_JORG_MACHINEGUN_L2:
	case MZ2_JORG_MACHINEGUN_L3:
	case MZ2_JORG_MACHINEGUN_L4:
	case MZ2_JORG_MACHINEGUN_L5:
	case MZ2_JORG_MACHINEGUN_L6:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash (origin);
		S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("boss3/xfire.wav"), 1, ATTN_NORM, 0);
		break;

	case MZ2_JORG_MACHINEGUN_R1:
	case MZ2_JORG_MACHINEGUN_R2:
	case MZ2_JORG_MACHINEGUN_R3:
	case MZ2_JORG_MACHINEGUN_R4:
	case MZ2_JORG_MACHINEGUN_R5:
	case MZ2_JORG_MACHINEGUN_R6:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;
		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash (origin);
		break;

	case MZ2_JORG_BFG_1:
		dl->color[0] = 0.5; dl->color[1] = 1; dl->color[2] = 0.5;
		break;

	case MZ2_BOSS2_MACHINEGUN_R1:
	case MZ2_BOSS2_MACHINEGUN_R2:
	case MZ2_BOSS2_MACHINEGUN_R3:
	case MZ2_BOSS2_MACHINEGUN_R4:
	case MZ2_BOSS2_MACHINEGUN_R5:
		dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0;

		CL_ParticleEffect (origin, vec3_origin, 0, 40);
		CL_SmokeAndFlash (origin);
		break;

	// --- Xian's shit ends ---

	}
}