/* ================= CL_SmokeAndFlash ================= */ void CL_SmokeAndFlash(const vec3_t origin) { explosion_t *ex; ex = CL_AllocExplosion (); VectorCopy (origin, ex->ent.origin); ex->type = ex_misc; ex->frames = 4; ex->ent.flags = RF_TRANSLUCENT; ex->ent.model = cl_mod_smoke; ex = CL_AllocExplosion (); VectorCopy (origin, ex->ent.origin); ex->type = ex_flash; ex->ent.flags = RF_FULLBRIGHT; ex->frames = 2; ex->ent.model = cl_mod_flash; }
/* ================= CL_SmokeAndFlash ================= */ void CL_SmokeAndFlash(vec3_t origin) { explosion_t *ex; ex = CL_AllocExplosion(); VectorCopy(origin, ex->ent.origin); ex->type = ex_misc; ex->frames = 4; ex->ent.flags = RF_TRANSLUCENT | RF_NOSHADOW; ex->start = cl.servertime - CL_FRAMETIME; ex->ent.model = cl_mod_smoke; ex = CL_AllocExplosion(); VectorCopy(origin, ex->ent.origin); ex->type = ex_flash; ex->ent.flags = RF_FULLBRIGHT; ex->frames = 2; ex->start = cl.servertime - CL_FRAMETIME; ex->ent.model = cl_mod_flash; }
/* ================= CL_SmokeAndFlash ================= */ void CL_SmokeAndFlash(vec3_t origin) { explosion_t *ex; ex = CL_AllocExplosion (); VectorCopy (origin, ex->ent.origin); ex->type = ex_flash; ex->ent.flags |= RF_FULLBRIGHT; ex->frames = 2; ex->start = cl.frame.servertime - 100; ex->ent.model = clMedia.mod_flash; }
static explosion_t *CL_PlainExplosion(void) { explosion_t *ex; ex = CL_AllocExplosion(); VectorCopy(te.pos1, ex->ent.origin); ex->type = ex_poly; ex->ent.flags = RF_FULLBRIGHT; ex->start = cl.servertime - CL_FRAMETIME; ex->light = 350; VectorSet(ex->lightcolor, 1.0f, 0.5f, 0.5f); ex->ent.angles[1] = Q_rand() % 360; ex->ent.model = cl_mod_explo4; if (frand() < 0.5f) ex->baseframe = 15; ex->frames = 15; return ex; }
/* ================= 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"); } }
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"); } }
/* ================= 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__); } }