Esempio n. 1
0
/*
=================
CL_ParseTEnt
=================
*/
void CL_ParseTEnt (void)
{
    int		type;
    vec3_t	pos;
    cdlight_t	*dl;
    int		rnd;
    explosion_t	*ex;
    int		cnt;

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

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

            R_ColorWizLight (dl);
        }
        break;

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

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

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

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

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

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

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

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

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

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

        R_ColorDLight (dl, 408, 242, 117);

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

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

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

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

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

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

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

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

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

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

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

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

    case TE_BLOOD:				// bullets hitting body
        if (cls.nqprotocol) {
            // NQ_TE_EXPLOSION2
            int colorStart, colorLength;
            pos[0] = MSG_ReadCoord ();
            pos[1] = MSG_ReadCoord ();
            pos[2] = MSG_ReadCoord ();
            colorStart = MSG_ReadByte ();
            colorLength = MSG_ReadByte ();
            CL_ParticleExplosion2 (pos, colorStart, colorLength);
            dl = CL_AllocDlight (0);
            VectorCopy (pos, dl->origin);
            dl->radius = 350;
            dl->die = cl.time + 0.5;
            dl->decay = 300;
            S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, ATTN_NORM);
            break;
        }
        cnt = MSG_ReadByte ();
        pos[0] = MSG_ReadCoord ();
        pos[1] = MSG_ReadCoord ();
        pos[2] = MSG_ReadCoord ();
        CL_RunParticleEffect (pos, vec3_origin, 73, 20*cnt);
        break;

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

    default:
        Host_Error ("CL_ParseTEnt: bad type");
    }
}
Esempio n. 2
0
/*
=================
CL_ParseTEnt
=================
*/
void CL_ParseTEnt (void)
{
	int		type;
	vec3_t	pos;
#ifdef QUAKE2
	vec3_t	endpos;
#endif
	dlight_t	*dl;
	int		rnd;
	int		colorStart, colorLength;

	type = MSG_ReadByte ();
	switch (type)
	{
	case TE_WIZSPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
        if (r_part_spikes.value == 2 && !cl_q3gunshot_mod)
			cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true);
		R_RunParticleEffect (pos, vec3_origin, 20, 30);
		S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
		break;
		
	case TE_KNIGHTSPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
        if (r_part_spikes.value == 2 && !cl_q3gunshot_mod)
			cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true);
		R_RunParticleEffect (pos, vec3_origin, 226, 20);
		S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
		break;
		
	case TE_SPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
        if (r_part_spikes.value == 2 && !cl_q3gunshot_mod)
			cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true);
		//R00k--start
		if (r_decal_bullets.value)
		{
			R_SpawnDecalStatic(pos, decal_mark, 8);
		}
		//R00k--end

#ifdef GLTEST
		Test_Spawn (pos);
#else
		R_RunParticleEffect (pos, vec3_origin, 0, 10);
#endif
		if ( rand() % 5 )
			S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
		else
		{
			rnd = rand() & 3;
			if (rnd == 1)
				S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
			else if (rnd == 2)
				S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
			else
				S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
		}
		break;
	case TE_SUPERSPIKE:			// super spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
        if (r_part_spikes.value == 2 && !cl_q3gunshot_mod)
			cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true);
		R_RunParticleEffect (pos, vec3_origin, 0, 20);

		//R00k--start
		if (r_decal_bullets.value)
		{
			R_SpawnDecalStatic(pos, decal_mark, 10);
		}
		//R00k--end

		if ( rand() % 5 )
			S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
		else
		{
			rnd = rand() & 3;
			if (rnd == 1)
				S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
			else if (rnd == 2)
				S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
			else
				S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
		}
		break;
		
	case TE_GUNSHOT:			// bullet hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_SurfacePoint();
        if (r_part_gunshots.value == 2 && !cl_q3gunshot_mod)
			cl_q3gunshot_mod = Mod_ForName ("progs/bullet.md3", true);
                if(!Q_strncmp(texturehit,"sky",3) )                             //Don't draw decals or sparks on the skybox
        break;
		//R00k--start
		if (r_decal_bullets.value)
		{
			R_SpawnDecalStatic(pos, decal_mark, 8);
	}
		//R00k--end
                if(!Q_strncmp(texturehit,"metal",5) )
                {
                        rnd = rand() & 3;
                        if (rnd == 1)
                                S_StartSound (-1, 0, cl_sfx_mric1, pos, 1, 1);
                        else if (rnd == 2)
                                S_StartSound (-1, 0, cl_sfx_mric2, pos, 1, 1);
                        else
                                S_StartSound (-1, 0, cl_sfx_mric3, pos, 1, 1);
                } 
            else if(!Q_strncmp(texturehit,"wood",4) )
                {
                        rnd = rand() & 3;  
                        if (rnd == 1)
                                S_StartSound (-1, 0, cl_sfx_wric1, pos, 1, 1);
                        else if (rnd == 2)
                                S_StartSound (-1, 0, cl_sfx_wric2, pos, 1, 1);
                        else
                                S_StartSound (-1, 0, cl_sfx_wric3, pos, 1, 1);
                }
                else
                {
                        rnd = rand() & 3;
                        if (rnd == 1)
                                S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
                        else if (rnd == 2)
                                S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
                        else
                                S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
                }
		R_RunParticleEffect (pos, vec3_origin, 0, 20);	
	break;	
	case TE_EXPLOSION:			// rocket explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_ParticleExplosion (pos);
        if (r_decal_explosions.value)
		{
			R_SpawnDecalStatic(pos, decal_burn, 100);
		}
		dl = CL_AllocDlight (0);
		VectorCopy (pos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5;
		dl->decay = 300;
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;
		
	case TE_TAREXPLOSION:			// tarbaby explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_BlobExplosion (pos);
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;

	case TE_LIGHTNING1:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true));
		break;
	
	case TE_LIGHTNING2:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true));
		break;
	
	case TE_LIGHTNING3:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true));
		break;
	
// PGM 01/21/97 
	case TE_BEAM:				// grappling hook beam
		CL_ParseBeam (Mod_ForName("progs/beam.mdl", true));
		break;
// PGM 01/21/97

	case TE_LAVASPLASH:	
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_LavaSplash (pos);
        dl = CL_AllocDlight (0);
		VectorCopy (pos, dl->origin);
		dl->radius = 150;
		dl->die = cl.time + 0.75;
		dl->decay = 200;
		break;
	
	case TE_TELEPORT:
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
        if (r_part_telesplash.value == 2 && !cl_q3teleport_mod)
			cl_q3teleport_mod = Mod_ForName ("progs/telep.md3", true);
		R_TeleportSplash (pos);
		break;
		
	case TE_EXPLOSION2:				// color mapped explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		colorStart = MSG_ReadByte ();
		colorLength = MSG_ReadByte ();
		R_ParticleExplosion2 (pos, colorStart, colorLength);

		if (r_decal_explosions.value)
		{
			R_SpawnDecalStatic(pos, decal_burn, 100);
		}

		dl = CL_AllocDlight (0);
		VectorCopy (pos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5;
		dl->decay = 300;
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;
		
#ifdef QUAKE2
	case TE_IMPLOSION:
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1);
		break;

	case TE_RAILTRAIL:
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		endpos[0] = MSG_ReadCoord ();
		endpos[1] = MSG_ReadCoord ();
		endpos[2] = MSG_ReadCoord ();
		S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1);
		S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1);
		R_RocketTrail (pos, endpos, 0+128);
		R_ParticleExplosion (endpos);
		dl = CL_AllocDlight (-1);
		VectorCopy (endpos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5;
		dl->decay = 300;
		break;
#endif

	default:
		Sys_Error ("CL_ParseTEnt: bad type");
	}
}
Esempio n. 3
0
void CL_ParseTEnt (void)
{
	int		type;
	vec3_t	pos;
	vec3_t	pos2;
	vec3_t	vel;
	vec3_t	dir;
	vec3_t	mins;
	vec3_t	maxs;
	vec3_t	vel1;
	vec3_t	vel2;
	int		count;
	int		thecol;
	int		speed;
	vec3_t	endpos;
	int		amount;
	dlight_t	*dl;
	int		rnd;
	int		colorStart, colorLength;

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

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

	case TE_SPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		if (particleset == 7){		
			//R_FlareTest (pos, 1, 255, 0, 0);
			R_FlareTest (pos, 1, rand()&255, rand()&255, rand()&255, 0, NULL);	// tseting random colored flares with nails
		}
			else
		R_RunParticleEffect (pos, vec3_origin, 0, 10);
		if ( rand() % 5 )
			S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
		else
		{
			rnd = rand() & 3;
			if (rnd == 1)
				S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
			else if (rnd == 2)
				S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
			else
				S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
		}
		break;
	case TE_SUPERSPIKE:			// super spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_RunParticleEffect (pos, vec3_origin, 0, 20);

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

// TomazQuake code
	case TE_SNOW:
		pos[0] = MSG_ReadCoord (); // mins
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		pos2[0] = MSG_ReadCoord (); // maxs
		pos2[1] = MSG_ReadCoord ();
		pos2[2] = MSG_ReadCoord ();
		amount	= MSG_ReadShort ();
		R_Snow(pos, pos2, amount);
		break;
		
	case TE_RAIN:
		pos[0]	= MSG_ReadCoord (); // mins
		pos[1]	= MSG_ReadCoord ();
		pos[2]	= MSG_ReadCoord ();
		pos2[0] = MSG_ReadCoord (); // maxs
		pos2[1] = MSG_ReadCoord ();
		pos2[2] = MSG_ReadCoord ();
		amount	= MSG_ReadShort ();
		R_Rain(pos, pos2, amount);
		break;			
// TomazQuake code

	case TE_GUNSHOT:			// bullet hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		if (particleset == 2){
			R_Smoke (pos, vec3_origin, 0, 20);
			R_Decal (pos, 4, 6, 0, 0);
		}
			else
		R_RunParticleEffect (pos, vec3_origin, 0, 20);
		break;

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

		if (particleset == 2){
	//		R_Smoke (pos, vec3_origin, 0, 20);
			R_ParticleExplosionSpritey (pos, 13, 6, 2);
			R_Decal (pos, 13, 6, 2, 0);
		}
		else
		R_ParticleExplosion (pos);
		dl = CL_AllocDlight (0);
			if (r_coloreddyns->value){
				dl->color[0] = 4.0f;
				dl->color[1] = 2.0f;
				dl->color[2] = 0.5f;	// TODO: get avg color from model
		
					}
		VectorCopy (pos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5;
		dl->decay = 300;
// 2000-05-02 NVS SVC_TE te_explosion by Maddes  start
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes  start
		if ((nvs_current_csvc->value >= 0.50) && (cls.signon > 1))
		{
			dl->flashcolor[0] = dl->color[0] = MSG_ReadCoord();
			dl->flashcolor[1] = dl->color[1] = MSG_ReadCoord();
			dl->flashcolor[2] = dl->color[2] = MSG_ReadCoord();
			dl->flashcolor[3] = MSG_ReadCoord();
		}
// 2001-09-11 Colored lightning by LordHavoc/Sarcazm/Maddes  end
// 2000-05-02 NVS SVC_TE te_explosion by Maddes  end
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);


		break;

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

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

	case TE_LIGHTNING1:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true));
		break;

	case TE_LIGHTNING2:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true));
		break;

	case TE_LIGHTNING3:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true));
		break;

// PGM 01/21/97
	case TE_BEAM:				// grappling hook beam
		CL_ParseBeam (Mod_ForName("progs/beam.mdl", true));
		break;
// PGM 01/21/97

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

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

	case TE_EXPLOSION2:				// color mapped explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		colorStart = MSG_ReadByte ();
		colorLength = MSG_ReadByte ();
		R_ParticleExplosion2 (pos, colorStart, colorLength);
		dl = CL_AllocDlight (0);
		VectorCopy (pos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5;
		dl->decay = 300;
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;

//	case TE_IMPLOSION:
//		pos[0] = MSG_ReadCoord ();
//		pos[1] = MSG_ReadCoord ();
//		pos[2] = MSG_ReadCoord ();
//		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
//		break;

	case TE_RAILTRAIL:				// Straight out of Quake2!
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		endpos[0] = MSG_ReadCoord ();
		endpos[1] = MSG_ReadCoord ();
		endpos[2] = MSG_ReadCoord ();
		vel[0] = MSG_ReadCoord ();
		vel[1] = MSG_ReadCoord ();
		vel[2] = MSG_ReadCoord ();
		R_RailTrail (pos, endpos);
//		R_RocketTrail (pos, endpos, 7);
		break;

	case TE_BLOOD:
		pos[0] = MSG_ReadCoord();
		pos[1] = MSG_ReadCoord();
		pos[2] = MSG_ReadCoord();
		vel[0] = (float)MSG_ReadChar();
		vel[1] = (float)MSG_ReadChar();
		vel[2] = (float)MSG_ReadChar();
		count = MSG_ReadByte();
		R_Blood(count, pos, pos, vel, vel);
		break;

	case TE_BLOODSHOWER:
		mins[0] = MSG_ReadCoord();
		mins[1] = MSG_ReadCoord();
		mins[2] = MSG_ReadCoord();
		maxs[0] = MSG_ReadCoord();
		maxs[1] = MSG_ReadCoord();
		maxs[2] = MSG_ReadCoord();
		speed = MSG_ReadCoord();
		count = MSG_ReadShort();
		vel1[0] = -speed;
		vel1[1] = -speed;
		vel1[2] = -speed;
		vel2[0] = speed;
		vel2[1] = speed;
		vel2[2] = speed;
		R_Blood(count, mins, maxs, vel1, vel2);
		break;

	case TE_PLASMABURN:			// plasma burn
		pos[0] = MSG_ReadCoord();
		pos[1] = MSG_ReadCoord();
		pos[2] = MSG_ReadCoord(); // all thius is, is just a quick white flash
		dl = CL_AllocDlight (0);
		VectorCopy (pos, dl->origin);
		dl->radius = 250;
		dl->die = cl.time + 0.2;
		dl->decay = 1500;
		break;

	case TE_TEI_SMOKE:			// makes some puff of smoke
							// the direction doesn't do much in DP
							// but we do it anyway
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		vel[0] = MSG_ReadCoord ();
		vel[1] = MSG_ReadCoord ();
		vel[2] = MSG_ReadCoord ();
		count = MSG_ReadByte();
		R_Smoke (pos, vel, 0, count * 4);
		break;

	case TE_TEI_BIGEXPLOSION:			// rocket explosion
		pos[0] = MSG_ReadCoord();
		pos[1] = MSG_ReadCoord();
		pos[2] = MSG_ReadCoord();
		R_ParticleExplosion (pos); // in dp, this is just a explosion with a 
			//much much much much bigger dynamic light. Why? don't ask.
		dl = CL_AllocDlight (0);
			if (r_coloreddyns->value){
				dl->color[0] = 0.6f;
				dl->color[1] = 0.5f;
				dl->color[2] = 0.1f;	// TODO: get avg color from model
		
					}
		VectorCopy (pos, dl->origin);
		dl->radius = 850;
		dl->die = cl.time + 1;
		dl->decay = 800;
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;


// Darkplaces QUAD DAMAGE TE's

	case TE_GUNSHOTQUAD:			// bullet hitting wall... one that does 4x damage
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_RunParticleEffect (pos, vec3_origin, 0, 20);
				dl = CL_AllocDlight (0);
		if (r_coloreddyns->value){
				dl->color[0] = 0.1f;dl->color[1] = 0.1f;dl->color[2] = 1.0f;}
		VectorCopy (pos, dl->origin);
		dl->radius = 200;
		dl->die = cl.time + 0.2;
		dl->decay = 1500;
		break;


	case TE_SPIKEQUAD:			// spike hitting wall WITH A BLUE FLASH of QUAD DAMAGE POWER!
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_RunParticleEffect (pos, vec3_origin, 0, 10);
		dl = CL_AllocDlight (0);
		if (r_coloreddyns->value){
				dl->color[0] = 0.1f;dl->color[1] = 0.1f;dl->color[2] = 1.0f;}
		VectorCopy (pos, dl->origin);
		dl->radius = 200;
		dl->die = cl.time + 0.2;
		dl->decay = 1500;
		if ( rand() % 5 )
			S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
		else
		{
			rnd = rand() & 3;
			if (rnd == 1)
				S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
			else if (rnd == 2)
				S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
			else
				S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
		}
		break;
	case TE_SUPERSPIKEQUAD:			// THE INFAMOUSLY REDUNDANT SPIKE FUNCTION GETS FLASH TOO
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_RunParticleEffect (pos, vec3_origin, 0, 20);
		dl = CL_AllocDlight (0);
		if (r_coloreddyns->value){
				dl->color[0] = 0.1f;dl->color[1] = 0.1f;dl->color[2] = 1.0f;}
		VectorCopy (pos, dl->origin);
		dl->radius = 200;
		dl->die = cl.time + 0.2;
		dl->decay = 1500;
		if ( rand() % 5 )
			S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
		else
		{
			rnd = rand() & 3;
			if (rnd == 1)
				S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
			else if (rnd == 2)
				S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
			else
				S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
		}
		break;

	case TE_EXPLOSIONQUAD:			// one explosion no one wants to be part of
		pos[0] = MSG_ReadCoord();
		pos[1] = MSG_ReadCoord();
		pos[2] = MSG_ReadCoord();
		R_ParticleExplosion (pos);
		dl = CL_AllocDlight (0);
			if (r_coloreddyns->value){
				dl->color[0] = 0.1f;
				dl->color[1] = 0.1f;
				dl->color[2] = 1.0f;
		
					}
		VectorCopy (pos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5;
		dl->decay = 300;
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;

// ---------------------------------------------------------
// Weird Teitei effects implemented by Leilei
// ---------------------------------------------------------
	case TE_TEI_G3:		// This was used for the Nex weapon in 
						// super old (2002) Nexuiz alphas
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		endpos[0] = MSG_ReadCoord ();
		endpos[1] = MSG_ReadCoord ();
		endpos[2] = MSG_ReadCoord ();
		vel[0] = MSG_ReadCoord () * 0.25;	// NONSTANDARD NOTE - this is "Angles" in the spec
		vel[1] = MSG_ReadCoord () * 0.25;;	// but in DP the angles aren't actually used
		vel[2] = MSG_ReadCoord () * 0.25;;	// for *ANYTHING* so we'll use them for color instead!
									// LH, can you 'color' the angles too?
									// vel[0] is inner colorindex
									// vel[1] is outer colorindex
									// vel[2] might tell it how to blend
	//	thecol = FindColorNoFB((int)vel[0],(int)vel[1],(int)vel[2]);
		
		if (vel[0] > 63) vel[0] = 63;
		if (vel[1] > 63) vel[1] = 63;
		if (vel[2] > 63) vel[2] = 63;
		if (vel[0] < 0) vel[0] = 0;
		if (vel[1] < 0) vel[1] = 0;
		if (vel[2] < 0) vel[2] = 0;
		//thecol = BestColor((int)vel[0],(int)vel[1],(int)vel[2]);
		thecol = palmap2[(int)vel[0]][(int)vel[1]][(int)vel[2]];
		R_BeamBeam (pos, endpos, thecol, 1);
		break;

	case TE_TEI_PLASMAHIT:				// Nexuiz electro explosion!
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		vel[0] = MSG_ReadCoord ();	// in dp, angle/dir isn't really used
		vel[1] = MSG_ReadCoord ();
		vel[2] = MSG_ReadCoord ();	// tei is messy :(
		count = MSG_ReadByte();
		R_PlasmaExplosion (pos, 40, 7, count);
		dl = CL_AllocDlight (0);
					if (r_coloreddyns->value){
				dl->color[0] = 0.2f;
				dl->color[1] = 0.2f;
				dl->color[2] = 1.0f;
		
					}
		VectorCopy (pos, dl->origin);
		dl->radius = 250;
		dl->die = cl.time + 0.3;
		dl->decay = 800;
		break;




	default:
// 2001-12-16 Various crashes changed to host errors by Maddes  start
//		Sys_Error ("CL_ParseTEnt: bad type");
		Host_Error ("CL_ParseTEnt: bad type %i", type);
		break;
// 2001-12-16 Various crashes changed to host errors by Maddes  end
	}
}
Esempio n. 4
0
/*
=================
CL_ParseTEnt
=================
*/
void CL_ParseTEnt (void)
{
	int		type;
	vec3_t	pos;
#ifdef QUAKE2
	vec3_t	endpos;
#endif
	dlight_t	*dl;
	int		rnd;
	int		colorStart, colorLength;

	type = MSG_ReadByte ();
	switch (type)
	{
	case TE_WIZSPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_RunParticleEffect (pos, vec3_origin, 20, 30);
		S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
		break;
		
	case TE_KNIGHTSPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_RunParticleEffect (pos, vec3_origin, 226, 20);
		S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
		break;
		
	case TE_SPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
#ifdef GLTEST
		Test_Spawn (pos);
#else
		R_RunParticleEffect (pos, vec3_origin, 0, 10);
#endif
		if ( rand() % 5 )
			S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
		else
		{
			rnd = rand() & 3;
			if (rnd == 1)
				S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
			else if (rnd == 2)
				S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
			else
				S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
		}
		break;
	case TE_SUPERSPIKE:			// super spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_RunParticleEffect (pos, vec3_origin, 0, 20);

		if ( rand() % 5 )
			S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
		else
		{
			rnd = rand() & 3;
			if (rnd == 1)
				S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
			else if (rnd == 2)
				S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
			else
				S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
		}
		break;
		
	case TE_GUNSHOT:			// bullet hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_RunParticleEffect (pos, vec3_origin, 0, 20);
		break;
		
	case TE_EXPLOSION:			// rocket explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_ParticleExplosion (pos);
		dl = CL_AllocDlight (0);
		VectorCopy (pos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5f;
		dl->decay = 300;
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;
		
	case TE_TAREXPLOSION:			// tarbaby explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_BlobExplosion (pos);

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

	case TE_LIGHTNING1:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt.mdl", TRUE));
		break;
	
	case TE_LIGHTNING2:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", TRUE));
		break;
	
	case TE_LIGHTNING3:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", TRUE));
		break;
	
// PGM 01/21/97 
	case TE_BEAM:				// grappling hook beam
		CL_ParseBeam (Mod_ForName("progs/beam.mdl", TRUE));
		break;
// PGM 01/21/97

	case TE_LAVASPLASH:	
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_LavaSplash (pos);
		break;
	
	case TE_TELEPORT:
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_TeleportSplash (pos);
		break;
		
	case TE_EXPLOSION2:				// color mapped explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		colorStart = MSG_ReadByte ();
		colorLength = MSG_ReadByte ();
		R_ParticleExplosion2 (pos, colorStart, colorLength);
		dl = CL_AllocDlight (0);
		VectorCopy (pos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5f;
		dl->decay = 300;
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;
		
#ifdef QUAKE2
	case TE_IMPLOSION:
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1);
		break;

	case TE_RAILTRAIL:
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		endpos[0] = MSG_ReadCoord ();
		endpos[1] = MSG_ReadCoord ();
		endpos[2] = MSG_ReadCoord ();
		S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1);
		S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1);
		R_RocketTrail (pos, endpos, 0+128);
		R_ParticleExplosion (endpos);
		dl = CL_AllocDlight (-1);
		VectorCopy (endpos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5f;
		dl->decay = 300;
		break;
#endif

	default:
		Sys_Error ("CL_ParseTEnt: bad type");
	}
}
Esempio n. 5
0
void CL_ParseTEnt (void)
{
	int32_t		type;
	vec3_t	pos, pos2, dir;
	explosion_t	*ex;
	int32_t		cnt;
	int32_t		color;
	int32_t		r, i;
	int32_t		ent;
	int32_t		magnitude;

	type = MSG_ReadByte (&net_message);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	case TE_BFG_LASER:
		CL_ParseLaser (0xd0d1d2d3);
		break;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	case TE_STEAM:
		CL_ParseSteam();
		break;

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

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

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

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

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

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

	case TE_WIDOWBEAMOUT:
		CL_ParseWidow ();
		break;

	case TE_NUKEBLAST:
		CL_ParseNuke ();
		break;

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

	default:
		Com_Error (ERR_DROP, "CL_ParseTEnt: bad type");
	}
}
Esempio n. 6
0
/*
=================
CL_ParseTEnt
=================
*/
void CL_ParseTEnt(void)
{
    int type;
    vec3_t pos;
    dlight_t *dl;
    int rnd;

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

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

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

	if (rand() % 5)
	    S_StartSound(-1, 0, cl_sfx_tink1, pos, 1, 1);
	else {
	    rnd = rand() & 3;
	    if (rnd == 1)
		S_StartSound(-1, 0, cl_sfx_ric1, pos, 1, 1);
	    else if (rnd == 2)
		S_StartSound(-1, 0, cl_sfx_ric2, pos, 1, 1);
	    else
		S_StartSound(-1, 0, cl_sfx_ric3, pos, 1, 1);
	}
	break;
    case TE_SUPERSPIKE:	// super spike hitting wall
	pos[0] = MSG_ReadCoord();
	pos[1] = MSG_ReadCoord();
	pos[2] = MSG_ReadCoord();
	R_RunParticleEffect(pos, vec3_origin, 0, 20);

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

    case TE_GUNSHOT:		// bullet hitting wall
	pos[0] = MSG_ReadCoord();
	pos[1] = MSG_ReadCoord();
	pos[2] = MSG_ReadCoord();
	R_RunParticleEffect(pos, vec3_origin, 0, 20);
	break;

    case TE_EXPLOSION:		// rocket explosion
	pos[0] = MSG_ReadCoord();
	pos[1] = MSG_ReadCoord();
	pos[2] = MSG_ReadCoord();
	R_ParticleExplosion(pos);
	dl = CL_AllocDlight();
	VectorCopy(pos, dl->origin);
	dl->radius = 350;
	dl->die = cl.time + 0.5;
	dl->decay = 300;
	S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
	break;

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

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

    case TE_LIGHTNING1:	// lightning bolts
	CL_ParseBeam(Mod_ForName("progs/bolt.mdl", true));
	break;

    case TE_LIGHTNING2:	// lightning bolts
	CL_ParseBeam(Mod_ForName("progs/bolt2.mdl", true));
	break;

    case TE_LIGHTNING3:	// lightning bolts
	CL_ParseBeam(Mod_ForName("progs/bolt3.mdl", true));
	break;

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

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

    default:
	Sys_Error("CL_ParseTEnt: bad type");
    }
}
Esempio n. 7
0
void
CL_ParseTEnt (void)
{
	byte        type;
	dlight_t   *dl;
	tent_obj_t *to;
	explosion_t *ex;
	int         colorStart, colorLength;
	int         cnt = -1;
	vec3_t      pos;
	sfx_t      *spike_sound[] = {
		cl_sfx_ric3, cl_sfx_ric3, cl_sfx_ric2, cl_sfx_ric1,
	};

	type = MSG_ReadByte (net_message);
	switch (type) {
		case TE_WIZSPIKE:				// spike hitting wall
			MSG_ReadCoordV (net_message, pos);
			r_funcs->particles->R_WizSpikeEffect (pos);
			S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
			break;

		case TE_KNIGHTSPIKE:			// spike hitting wall
			MSG_ReadCoordV (net_message, pos);
			r_funcs->particles->R_KnightSpikeEffect (pos);
			S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
			break;

		case TE_SPIKE:					// spike hitting wall
			MSG_ReadCoordV (net_message, pos);
			r_funcs->particles->R_SpikeEffect (pos);
			{
				int		i;
				sfx_t  *sound;

				i = (rand () % 20) - 16;
				if (i >= 0)
					sound = spike_sound[i];
				else
					sound = cl_sfx_tink1;
				S_StartSound (-1, 0, sound, pos, 1, 1);
			}
			break;

		case TE_SUPERSPIKE:				// super spike hitting wall
			MSG_ReadCoordV (net_message, pos);
			r_funcs->particles->R_SuperSpikeEffect (pos);
			{
				int		i;
				sfx_t  *sound;

				i = (rand () % 20) - 16;
				if (i >= 0)
					sound = spike_sound[i];
				else
					sound = cl_sfx_tink1;
				S_StartSound (-1, 0, sound, pos, 1, 1);
			}
			break;

		case TE_EXPLOSION:				// rocket explosion
			// particles
			MSG_ReadCoordV (net_message, pos);
			r_funcs->particles->R_ParticleExplosion (pos);

			// light
			dl = r_funcs->R_AllocDlight (0);
			if (dl) {
				VectorCopy (pos, dl->origin);
				dl->radius = 350;
				dl->die = cl.time + 0.5;
				dl->decay = 300;
				QuatSet (0.86, 0.31, 0.24, 0.7, dl->color);
			}

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

			// sprite
			to = new_tent_object ();
			to->next = cl_explosions;
			cl_explosions = to;
			ex = &to->to.ex;
			ex->tent = new_temp_entity ();

			VectorCopy (pos, ex->tent->ent.origin);
			ex->start = cl.time;
			//FIXME need better model management
			if (!cl_spr_explod->cache.data)
				cl_spr_explod = Mod_ForName ("progs/s_explod.spr", true);
			ex->tent->ent.model = cl_spr_explod;
			CL_TransformEntity (&ex->tent->ent, ex->tent->ent.angles, true);
			break;

		case TE_TAREXPLOSION:			// tarbaby explosion
			MSG_ReadCoordV (net_message, pos);
			r_funcs->particles->R_BlobExplosion (pos);

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

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

		case TE_LIGHTNING2:				// lightning bolts
			CL_ParseBeam (cl_mod_bolt2);
			break;

		case TE_LIGHTNING3:				// lightning bolts
			CL_ParseBeam (cl_mod_bolt3);
			break;

		// PGM 01/21/97
		case TE_BEAM:					// grappling hook beam
			CL_ParseBeam (cl_mod_beam);
			break;
		// PGM 01/21/97

		case TE_LAVASPLASH:
			MSG_ReadCoordV (net_message, pos);
			r_funcs->particles->R_LavaSplash (pos);
			break;

		case TE_TELEPORT:
			MSG_ReadCoordV (net_message, pos);
			r_funcs->particles->R_TeleportSplash (pos);
			break;

		case TE_EXPLOSION2:				// color mapped explosion
			MSG_ReadCoordV (net_message, pos);
			colorStart = MSG_ReadByte (net_message);
			colorLength = MSG_ReadByte (net_message);
			S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
			r_funcs->particles->R_ParticleExplosion2 (pos, colorStart,
													  colorLength);
			dl = r_funcs->R_AllocDlight (0);
			if (!dl)
				break;
			VectorCopy (pos, dl->origin);
			dl->radius = 350;
			dl->die = cl.time + 0.5;
			dl->decay = 300;
			colorStart = (colorStart + (rand () % colorLength)) * 3;
			VectorScale (&r_data->vid->palette[colorStart], 1.0 / 255.0,
						 dl->color);
			dl->color[3] = 0.7;
			break;

		case TE_GUNSHOT:				// bullet hitting wall
			cnt = MSG_ReadByte (net_message) * 20;
			MSG_ReadCoordV (net_message, pos);
			r_funcs->particles->R_GunshotEffect (pos, cnt);
			break;

		case TE_BLOOD:					// bullet hitting body
			cnt = MSG_ReadByte (net_message) * 20;
			MSG_ReadCoordV (net_message, pos);
			r_funcs->particles->R_BloodPuffEffect (pos, cnt);
			break;

		case TE_LIGHTNINGBLOOD:			// lightning hitting body
			MSG_ReadCoordV (net_message, pos);

			// light
			dl = r_funcs->R_AllocDlight (0);
			if (dl) {
				VectorCopy (pos, dl->origin);
				dl->radius = 150;
				dl->die = cl.time + 0.1;
				dl->decay = 200;
				QuatSet (0.25, 0.40, 0.65, 1, dl->color);
			}

			r_funcs->particles->R_LightningBloodEffect (pos);
			break;

		default:
			Sys_Error ("CL_ParseTEnt: bad type %d", type);
	}
}
Esempio n. 8
0
/*
=================
CL_ParseTEnt
=================
*/
qboolean CL_ParseTEnt (qboolean parse_only)
{
	int			type, rnd, colorStart, colorLength, cnt;
	vec3_t		pos, dir;
	dlight_t	*dl;
	byte		*colorByte;
	float		ExploColor[3];

	type = MSG_ReadByte ();
	switch (type)
	{
	
	case TE_WIZSPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		if (!parse_only)
		{
			R_RunParticleEffect (pos, vec3_origin, 20, 30);
		#ifdef HEXEN2_SUPPORT
			if (!hexen2)
		#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 ();
		if (!parse_only)
		{
			R_RunParticleEffect (pos, vec3_origin, 226, 20);
		#ifdef HEXEN2_SUPPORT
			if (!hexen2)
		#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 ();
	// joe: they put the ventillator's wind effect to "10" in Nehahra. sigh.
		if (!parse_only)
		{
			if (nehahra)
				R_RunParticleEffect (pos, vec3_origin, 0, 9);
			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 ();
		if (!parse_only)
		{
			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;

		// DP105 version
		/* 
	case TE_BLOOD:	// blood puff
		MSG_ReadVector(pos);
		dir[0] = MSG_ReadChar ();
		dir[1] = MSG_ReadChar ();
		dir[2] = MSG_ReadChar ();
		count = MSG_ReadByte (); // amount of particles
		if (!parse_only)
			R_BloodPuff(pos, dir, count);
		break;
		*/

	case TE_BLOOD:	// blood puff hitting flesh
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		dir[0] = MSG_ReadChar ();
		dir[1] = MSG_ReadChar ();
		dir[2] = MSG_ReadChar ();
		cnt = MSG_ReadByte (); // amount of particles
		if (!parse_only)
		{
			if (!qmb_initialized || !gl_part_blood.value)		// JDH: fix for Marcher/Bastion
			{
				VectorScale (dir, 0.1f, dir);		// 0.1 and 2 (below) come from standard SpawnBlood
			}
			R_RunParticleEffect (pos, dir, 73, cnt*2);
		}
		break;

/*	case TE_CUSTOMFLASH:
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		radius = (MSG_ReadByte() + 1) * 8;
		velspeed = (MSG_ReadByte() + 1) / 256.0;
		color[0] = MSG_ReadByte() * (2.0f / 255.0f);
		color[1] = MSG_ReadByte() * (2.0f / 255.0f);
		color[2] = MSG_ReadByte() * (2.0f / 255.0f);
	//	Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
	//	CL_AllocDlight(NULL, &tempmatrix, radius, color[0], color[1], color[2], radius / velspeed, velspeed, 0, -1, true, 1, 0.25, 1, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
		if (!parse_only)
			CL_NewDlight (0, pos, radius, );
		break;
*/
	case TE_GUNSHOT:			// bullet hitting wall
		cnt = (cl.protocol == PROTOCOL_VERSION_QW) ? MSG_ReadByte () : 1;
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		if (!parse_only)
		{
			/*if (nehahra)
				R_SparkShower (pos, vec3_origin, 15, 0);
			else*/
				R_RunParticleEffect (pos, vec3_origin, 0, 21*cnt);
		}
		break;

	case TE_EXPLOSION:			// rocket explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		if (!parse_only)
		{
			if (r_explosiontype.value == 3)
				R_RunParticleEffect (pos, vec3_origin, 225, 50);
			else
				R_ParticleExplosion (pos);

			if (r_explosionlight.value)
			{
				SetCommonExploStuff;
//				dl->type = SetDlightColor (r_explosionlightcolor.value, lt_explosion, true);
				SetDlightColor (dl, r_explosionlightcolor.value, lt_explosion, true);
			}

			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 ();
		if (!parse_only)
		{
			R_BlobExplosion (pos);

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

	case TE_LIGHTNING1:				// lightning bolts
		CL_ParseBeam ("progs/bolt.mdl", parse_only);
		break;

	case TE_LIGHTNING2:				// lightning bolts
		CL_ParseBeam ("progs/bolt2.mdl", parse_only);
		break;

	case TE_LIGHTNING3:				// lightning bolts
		CL_ParseBeam ("progs/bolt3.mdl", parse_only);
		break;

	// nehahra support
	case TE_LIGHTNING4NEH:                             // lightning bolts
		CL_ParseBeam (MSG_ReadString(), parse_only);
		break;

// PGM 01/21/97 
	case TE_BEAM:				// grappling hook beam
		if (cl.protocol == PROTOCOL_VERSION_QW)
		{
			// temp ent #13 in QW is TE_LIGHTNINGBLOOD
			pos[0] = MSG_ReadCoord ();
			pos[1] = MSG_ReadCoord ();
			pos[2] = MSG_ReadCoord ();
			if (!parse_only)
				R_RunParticleEffect (pos, vec3_origin, 225, 50);
		}
		else
			CL_ParseBeam ("progs/beam.mdl", parse_only);
		break;
// PGM 01/21/97

	case TE_LAVASPLASH:	
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		if (!parse_only)
			R_LavaSplash (pos);
		break;

	case TE_TELEPORT:
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		if (!parse_only)
			R_TeleportSplash (pos);
		break;

	case TE_EXPLOSION2:			// color mapped explosion
		if (cl.protocol == PROTOCOL_VERSION_QW)
		{
			// JDH: temp ent #12 in QW is TE_BLOOD
			cnt = MSG_ReadByte ();
			pos[0] = MSG_ReadCoord ();
			pos[1] = MSG_ReadCoord ();
			pos[2] = MSG_ReadCoord ();
			if (!parse_only)
				R_RunParticleEffect (pos, vec3_origin, 73, 20*cnt);
			break;
		}
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		colorStart = MSG_ReadByte ();
		colorLength = MSG_ReadByte ();

		if (!parse_only)
		{
			if (r_explosiontype.value == 3)
				R_RunParticleEffect (pos, vec3_origin, 225, 50);
			else
				R_ColorMappedExplosion (pos, colorStart, colorLength);

			if (r_explosionlight.value)
			{
				SetCommonExploStuff;
	//#ifdef GLQUAKE
				colorByte = (byte *)&d_8to24table[colorStart];
				/*ExploColor[0] = ((float)colorByte[0]) / (2.0 * 255.0);
				ExploColor[1] = ((float)colorByte[1]) / (2.0 * 255.0);
				ExploColor[2] = ((float)colorByte[2]) / (2.0 * 255.0);
				dl->type = lt_explosion2;*/
				dl->color[0] = ((float)colorByte[0]) / (2.0 * 255.0);
				dl->color[1] = ((float)colorByte[1]) / (2.0 * 255.0);
				dl->color[2] = ((float)colorByte[2]) / (2.0 * 255.0);	
	//#endif
			}

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

	// nehahra support
	case TE_SMOKE:                      // rocket explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		MSG_ReadByte();		//R_Smoke(pos, MSG_ReadByte());
	case TE_EXPLOSION3:
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		ExploColor[0] = MSG_ReadCoord () / 2.0;
		ExploColor[1] = MSG_ReadCoord () / 2.0;
		ExploColor[2] = MSG_ReadCoord () / 2.0;

		if (!parse_only)
		{
			if (r_explosiontype.value == 3)
				R_RunParticleEffect (pos, vec3_origin, 225, 50);
			else
				R_ParticleExplosion (pos);

			if (r_explosionlight.value)
			{
				SetCommonExploStuff;
//				dl->type = lt_explosion3;
				VectorCopy (ExploColor, dl->color);
			}

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

#ifdef HEXEN2_SUPPORT
	case TE_STREAM_CHAIN:
	case TE_STREAM_SUNSTAFF1:
	case TE_STREAM_SUNSTAFF2:
	case TE_STREAM_LIGHTNING:
	case TE_STREAM_LIGHTNING_SMALL:
	case TE_STREAM_COLORBEAM:
	case TE_STREAM_ICECHUNKS:
	case TE_STREAM_GAZE:
	case TE_STREAM_FAMINE:
		CL_ParseStream (type, parse_only);
		break;

#endif
	
	default:
		if (!parse_only)
			Sys_Error ("CL_ParseTEnt: bad type");
		return false;
	}

	return true;
}
/*
=================
CL_ParseTEnt
=================
*/
void CL_ParseTEnt (void)
{
	int		type;
	vec3_t	pos;
	dlight_t	*dl;
	int		rnd;
	int		colorStart, colorLength;

	type = MSG_ReadByte ();
	switch (type)
	{
	case TE_WIZSPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_RunParticleEffect (pos, vec3_origin, 20, 30);
#ifdef SUPPORTS_SOFTWARE_FTESTAIN
		R_AddStain(pos, -20, 11); //qbism ftestain
#endif
		S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
		break;

	case TE_KNIGHTSPIKE:			// spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_RunParticleEffect (pos, vec3_origin, 226, 20);
#ifdef SUPPORTS_SOFTWARE_FTESTAIN
		R_AddStain(pos, -20, 15); //qbism ftestain
#endif
		S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
		break;

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

		R_RunParticleEffect (pos, vec3_origin, 0, 10);
#ifdef SUPPORTS_SOFTWARE_FTESTAIN
		R_AddStain(pos, -30, 10); //qbism ftestain
#endif

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

	case TE_SUPERSPIKE:			// super spike hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_RunParticleEffect (pos, vec3_origin, 0, 20);
#ifdef SUPPORTS_SOFTWARE_FTESTAIN
		R_AddStain(pos, -30, 10); //qbism ftestain
#endif

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

	case TE_GUNSHOT:			// bullet hitting wall
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
#ifdef SUPPORTS_KUROK
		if (!kurok)
#endif
		{
			R_RunParticleEffect (pos, vec3_origin, 0, 20);
#ifdef SUPPORTS_SOFTWARE_FTESTAIN
			R_AddStain(pos, -40, 12); //qbism ftestain
#endif
		}
		break;

	case TE_EXPLOSION:			// rocket explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_ParticleExplosion (pos);
		dl = CL_AllocDlight (0);
		VectorCopy (pos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5;
		dl->decay = 300;
#ifdef SUPPORTS_KUROK
		if(kurok)
		{
        	dl->color[0] = MSG_ReadCoord ();
			dl->color[1] = MSG_ReadCoord ();
			dl->color[2] = MSG_ReadCoord ();
		}
#endif
#ifdef SUPPORTS_SOFTWARE_FTESTAIN
		R_AddStain(pos, -30, 45); //qbism ftestain
#endif
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;

	case TE_TAREXPLOSION:			// tarbaby explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		R_BlobExplosion (pos);
#ifdef SUPPORTS_KUROK
		if(kurok)
		{
			dl = CL_AllocDlight (0);
			VectorCopy (pos, dl->origin);
			dl->radius = 150;
			dl->die = cl.time + 0.75;
			dl->decay = 200;
        	dl->color[0] = MSG_ReadCoord ();
			dl->color[1] = MSG_ReadCoord ();
			dl->color[2] = MSG_ReadCoord ();
		}
#endif
#ifdef SUPPORTS_SOFTWARE_FTESTAIN
		R_AddStain(pos, -20, 60); //qbism ftestain
#endif
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;

	case TE_LIGHTNING1:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true));
		break;

	case TE_LIGHTNING2:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true));
		break;

	case TE_LIGHTNING3:				// lightning bolts
		CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true));
		break;

// PGM 01/21/97
	case TE_BEAM:				// grappling hook beam
		CL_ParseBeam (Mod_ForName("progs/beam.mdl", true));
		break;
// PGM 01/21/97

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

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

	case TE_EXPLOSION2:				// color mapped explosion
		pos[0] = MSG_ReadCoord ();
		pos[1] = MSG_ReadCoord ();
		pos[2] = MSG_ReadCoord ();
		colorStart = MSG_ReadByte ();
		colorLength = MSG_ReadByte ();
		R_ParticleExplosion2 (pos, colorStart, colorLength);
		dl = CL_AllocDlight (0);
		VectorCopy (pos, dl->origin);
		dl->radius = 350;
		dl->die = cl.time + 0.5;
		dl->decay = 300;
#ifdef SUPPORTS_SOFTWARE_FTESTAIN
		R_AddStain(pos, -30, 50); //qbism ftestain
#endif
		S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
		break;

	default:
		Sys_Error ("CL_ParseTEnt: bad type");
	}
}
Esempio n. 10
0
/*
=================
CL_ParseTEnt
=================
*/
void
CL_ParseTEnt(void)
{
    int type;
    vec3_t pos;
    dlight_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();
	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_EXPLOSION:		// rocket explosion
	// particles
	pos[0] = MSG_ReadCoord();
	pos[1] = MSG_ReadCoord();
	pos[2] = MSG_ReadCoord();
	R_ParticleExplosion(pos);

	// light
	dl = CL_AllocDlight(0);
	VectorCopy(pos, dl->origin);
	dl->radius = 350;
	dl->die = cl.time + 0.5;
	dl->decay = 300;
	dl->color = dl_colors[DLIGHT_FLASH];

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

	// sprite
	ex = CL_AllocExplosion();
	VectorCopy(pos, ex->origin);
	ex->start = cl.time;
	ex->model = Mod_ForName("progs/s_explod.spr", true);
	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;

    case TE_GUNSHOT:		// bullet hitting wall
	cnt = MSG_ReadByte();
	pos[0] = MSG_ReadCoord();
	pos[1] = MSG_ReadCoord();
	pos[2] = MSG_ReadCoord();
	R_RunParticleEffect(pos, vec3_origin, 0, 20 * cnt);
	break;

    case TE_BLOOD:		// bullets hitting body
	cnt = MSG_ReadByte();
	pos[0] = MSG_ReadCoord();
	pos[1] = MSG_ReadCoord();
	pos[2] = MSG_ReadCoord();
	R_RunParticleEffect(pos, vec3_origin, 73, 20 * cnt);
	break;

    case TE_LIGHTNINGBLOOD:	// lightning hitting body
	pos[0] = MSG_ReadCoord();
	pos[1] = MSG_ReadCoord();
	pos[2] = MSG_ReadCoord();
	R_RunParticleEffect(pos, vec3_origin, 225, 50);
	break;

    default:
	Sys_Error("%s: bad type", __func__);
    }
}