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; } }
/* =============== 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; } }
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 ); }
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; }
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; }
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; }
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 ); }
//============= //============= 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; }
/* ====== 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; }
/* =============== 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]; }
/* ====== 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; }
/* =============== 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); } }
/* ====== 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); }
/* ============== 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; } }
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 } }
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; }
/* ================= CL_ParseTEnt ================= */ void CL_ParseTEnt (void) { int type; vec3_t pos; #ifdef QUAKE2 vec3_t endpos; #endif dlight_t *dl; int rnd; int colorStart, colorLength; type = MSG_ReadByte (); switch (type) { case TE_WIZSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (r_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); R_RunParticleEffect (pos, vec3_origin, 20, 30); S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1); break; case TE_KNIGHTSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (r_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); R_RunParticleEffect (pos, vec3_origin, 226, 20); S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1); break; case TE_SPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (r_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); //R00k--start if (r_decal_bullets.value) { R_SpawnDecalStatic(pos, decal_mark, 8); } //R00k--end #ifdef GLTEST Test_Spawn (pos); #else R_RunParticleEffect (pos, vec3_origin, 0, 10); #endif if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_SUPERSPIKE: // super spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (r_part_spikes.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); R_RunParticleEffect (pos, vec3_origin, 0, 20); //R00k--start if (r_decal_bullets.value) { R_SpawnDecalStatic(pos, decal_mark, 10); } //R00k--end if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_GUNSHOT: // bullet hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_SurfacePoint(); if (r_part_gunshots.value == 2 && !cl_q3gunshot_mod) cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true); if(!Q_strncmp(texturehit,"sky",3) ) //Don't draw decals or sparks on the skybox break; //R00k--start if (r_decal_bullets.value) { R_SpawnDecalStatic(pos, decal_mark, 8); } //R00k--end if(!Q_strncmp(texturehit,"metal",5) ) { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_mric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_mric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_mric3, pos, 1, 1); } else if(!Q_strncmp(texturehit,"wood",4) ) { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_wric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_wric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_wric3, pos, 1, 1); } else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } R_RunParticleEffect (pos, vec3_origin, 0, 20); break; case TE_EXPLOSION: // rocket explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_ParticleExplosion (pos); if (r_decal_explosions.value) { R_SpawnDecalStatic(pos, decal_burn, 100); } dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_TAREXPLOSION: // tarbaby explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_BlobExplosion (pos); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_LIGHTNING1: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true)); break; case TE_LIGHTNING2: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true)); break; case TE_LIGHTNING3: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true)); break; // PGM 01/21/97 case TE_BEAM: // grappling hook beam CL_ParseBeam (Mod_ForName("progs/beam.mdl", true)); break; // PGM 01/21/97 case TE_LAVASPLASH: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_LavaSplash (pos); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 150; dl->die = cl.time + 0.75; dl->decay = 200; break; case TE_TELEPORT: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); if (r_part_telesplash.value == 2 && !cl_q3teleport_mod) cl_q3teleport_mod = Mod_ForName ("progs/telep.md3", true); R_TeleportSplash (pos); break; case TE_EXPLOSION2: // color mapped explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); colorStart = MSG_ReadByte (); colorLength = MSG_ReadByte (); R_ParticleExplosion2 (pos, colorStart, colorLength); if (r_decal_explosions.value) { R_SpawnDecalStatic(pos, decal_burn, 100); } dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; #ifdef QUAKE2 case TE_IMPLOSION: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1); break; case TE_RAILTRAIL: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); endpos[0] = MSG_ReadCoord (); endpos[1] = MSG_ReadCoord (); endpos[2] = MSG_ReadCoord (); S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1); S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1); R_RocketTrail (pos, endpos, 0+128); R_ParticleExplosion (endpos); dl = CL_AllocDlight (-1); VectorCopy (endpos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5; dl->decay = 300; break; #endif default: Sys_Error ("CL_ParseTEnt: bad type"); } }
/* ================= CL_ParseTEnt ================= */ void CL_ParseTEnt (void) { int type; vec3_t pos; #ifdef QUAKE2 vec3_t endpos; #endif dlight_t *dl; int rnd; int colorStart, colorLength; type = MSG_ReadByte (); switch (type) { case TE_WIZSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 20, 30); S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1); break; case TE_KNIGHTSPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 226, 20); S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1); break; case TE_SPIKE: // spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); #ifdef GLTEST Test_Spawn (pos); #else R_RunParticleEffect (pos, vec3_origin, 0, 10); #endif if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_SUPERSPIKE: // super spike hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 0, 20); if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else { rnd = rand() & 3; if (rnd == 1) S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1); else if (rnd == 2) S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1); else S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; case TE_GUNSHOT: // bullet hitting wall pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_RunParticleEffect (pos, vec3_origin, 0, 20); break; case TE_EXPLOSION: // rocket explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_ParticleExplosion (pos); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5f; dl->decay = 300; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_TAREXPLOSION: // tarbaby explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_BlobExplosion (pos); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; case TE_LIGHTNING1: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt.mdl", TRUE)); break; case TE_LIGHTNING2: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", TRUE)); break; case TE_LIGHTNING3: // lightning bolts CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", TRUE)); break; // PGM 01/21/97 case TE_BEAM: // grappling hook beam CL_ParseBeam (Mod_ForName("progs/beam.mdl", TRUE)); break; // PGM 01/21/97 case TE_LAVASPLASH: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_LavaSplash (pos); break; case TE_TELEPORT: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); R_TeleportSplash (pos); break; case TE_EXPLOSION2: // color mapped explosion pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); colorStart = MSG_ReadByte (); colorLength = MSG_ReadByte (); R_ParticleExplosion2 (pos, colorStart, colorLength); dl = CL_AllocDlight (0); VectorCopy (pos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5f; dl->decay = 300; S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; #ifdef QUAKE2 case TE_IMPLOSION: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1); break; case TE_RAILTRAIL: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); endpos[0] = MSG_ReadCoord (); endpos[1] = MSG_ReadCoord (); endpos[2] = MSG_ReadCoord (); S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1); S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1); R_RocketTrail (pos, endpos, 0+128); R_ParticleExplosion (endpos); dl = CL_AllocDlight (-1); VectorCopy (endpos, dl->origin); dl->radius = 350; dl->die = cl.time + 0.5f; dl->decay = 300; break; #endif default: Sys_Error ("CL_ParseTEnt: bad type"); } }
/* =============== CL_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); } }
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 = ¢->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); }
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++; } } }
/* =============== 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); } }
/* ================= 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"); } }
/* ============== 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"); } }
/* ============== 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 --- } }
/* ============== 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 // ====================== } }
/* =============== 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++; } } }
/* ================= 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"); } }
/* ============== 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 --- } }