/* ================= CL_UpdateTEnts ================= */ void CL_UpdateTEnts (void) { int i; beam_t *b; vec3_t dist, org, beamstart; float d; entity_t *ent; float yaw, pitch; float forward; int j; vec3_t beamend; // qboolean sparks = false; num_temp_entities = 0; // update lightning for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++) { if (!b->model || b->endtime < cl.time) continue; // if coming from the player, update the start position if (b->entity == cl.viewentity) { VectorCopy (cl_entities[cl.viewentity].origin, b->start); b->start[2] += cl.crouch + bound(-7, scr_ofsy.value, 4); b->start[2] += bound(0, cl_lightning_zadjust.value, 20);//progs.dat aims from 20 for traceline if (cl_truelightning.value) { vec3_t forward, v, org, ang; float f, delta; trace_t trace; f = fmax(0, fmin(1, cl_truelightning.value)); VectorSubtract (playerbeam_end, cl_entities[cl.viewentity].origin, v); //v[2] -= 22; // adjust for view height v[2] -= cl.crouch; // v[2] -= bound(0, cl_lightning_zadjust.value, 20); vectoangles (v, ang); // lerp pitch ang[0] = -ang[0]; if (ang[0] < -180) ang[0] += 360; ang[0] += (cl.viewangles[0] - ang[0]) * f; // lerp yaw delta = cl.viewangles[1] - ang[1]; if (delta > 180) delta -= 360; if (delta < -180) delta += 360; ang[1] += delta * f; ang[2] = 0; AngleVectors (ang, forward, NULLVEC, NULLVEC); VectorScale(forward, 600, forward); VectorCopy(cl_entities[cl.viewentity].origin, org); org[2] += bound(0, cl_lightning_zadjust.value, 20);//progs.dat aims from 20 for teaceline VectorAdd(org, forward, b->end); memset (&trace, 0, sizeof(trace_t)); if (!SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, 0, 1, org, b->end, &trace)) VectorCopy(trace.endpos, b->end); } } /* // if coming from the player, update the start position if (b->entity == cl.viewentity) { VectorCopy (cl_entities[cl.viewentity].origin, b->start); } */ // calculate pitch and yaw VectorSubtract (b->end, b->start, dist); if (dist[1] == 0 && dist[0] == 0) { yaw = 0; if (dist[2] > 0) pitch = 90; else pitch = 270; } else { yaw = (int) (atan2f(dist[1], dist[0]) * 180 / M_PI); if (yaw < 0) yaw += 360; forward = sqrtf (dist[0]*dist[0] + dist[1]*dist[1]); pitch = (int) (atan2f(dist[2], forward) * 180 / M_PI); if (pitch < 0) pitch += 360; } // add new entities for the lightning VectorCopy(b->start, org); VectorCopy(b->start, beamstart); d = VectorNormalize (dist); VectorScale (dist, 30, dist); if (key_dest == key_game) { for ( ; d > 0 ; d -= 30) { if ((qmb_initialized && r_part_lightning.value) && (!cl.paused)) { VectorAdd(org, dist, beamend); for (j=0 ; j<3 ; j++) beamend[j] += ((rand()%10)-5); QMB_LightningBeam (beamstart, beamend); //if ((r_glowlg.value) && (r_dynamic.value)) // CL_NewDlight (i, beamstart, 100, 0.1, lt_blue); VectorCopy(beamend, beamstart); } else { if (!(ent = CL_NewTempEntity())) return; VectorCopy(org, ent->origin); ent->model = b->model; ent->angles[0] = pitch; ent->angles[1] = yaw; ent->angles[2] = rand() % 360; } VectorAdd(org, dist, org); } } /* // add new entities for the lightning VectorCopy (b->start, org); d = VectorNormalize(dist); while (d > 0) { ent = CL_NewTempEntity (); if (!ent) return; VectorCopy (org, ent->origin); ent->model = b->model; ent->angles[0] = pitch; ent->angles[1] = yaw; ent->angles[2] = rand()%360; for (i=0 ; i<3 ; i++) org[i] += dist[i]*30; d -= 30; } */ } }
/* ================= CL_UpdateLightning ================= */ void CL_UpdateLightning (void) { int i, j; beam_t *b; vec3_t dist, org, beamstart, beamend; float d, yaw, pitch, forward; entity_t *ent; // qboolean sparks = false; num_temp_entities = 0; // update lightning for (i = 0, b = cl_beams ; i < MAX_BEAMS ; i++, b++) { if (!b->model || BEAM_INACTIVE(b)) continue; // if coming from the player, update the start position if (b->entity == cl.viewentity) { VectorCopy (cl_entities[cl.viewentity].origin, b->start); // joe: using koval's [sons]Quake code b->start[2] += cl.crouch; if (!cls.demorecording && cl_truelightning.value) { vec3_t forward, v, org, ang; float f, delta; trace_t trace; f = bound(0, cl_truelightning.value, 1); VectorSubtract (playerbeam_end, cl_entities[cl.viewentity].origin, v); // v[2] -= 22; // adjust for view height v[2] -= cl.viewheight; // adjust for view height vectoangles (v, ang); // lerp pitch ang[0] = -ang[0]; if (ang[0] < -180) ang[0] += 360; ang[0] += (cl.viewangles[0] - ang[0]) * f; // lerp yaw delta = cl.viewangles[1] - ang[1]; if (delta > 180) delta -= 360; if (delta < -180) delta += 360; ang[1] += delta * f; ang[2] = 0; AngleVectors (ang, forward, NULL, NULL); VectorScale (forward, 600, forward); VectorCopy (cl_entities[cl.viewentity].origin, org); org[2] += 16; VectorAdd(org, forward, b->end); memset (&trace, 0, sizeof(trace_t)); if (!SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, 0, 1, org, b->end, &trace)) VectorCopy (trace.endpos, b->end); } } // calculate pitch and yaw VectorSubtract (b->end, b->start, dist); if (!dist[1] && !dist[0]) { yaw = 0; pitch = (dist[2] > 0) ? 90 : 270; } else { yaw = atan2 (dist[1], dist[0]) * 180 / M_PI; if (yaw < 0) yaw += 360; forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]); pitch = atan2 (dist[2], forward) * 180 / M_PI; if (pitch < 0) pitch += 360; } // add new entities for the lightning VectorCopy (b->start, org); VectorCopy (b->start, beamstart); d = VectorNormalize (dist); VectorScale (dist, 30, dist); for ( ; d > 0 ; d -= 30) { if (qmb_initialized && gl_part_lightning.value) { VectorAdd(org, dist, beamend); for (j=0 ; j<3 ; j++) beamend[j] += (b->entity != cl.viewentity) ? (rand() % 40) - 20 : (rand() % 16) - 8; QMB_LightningBeam (beamstart, beamend); // JT040905 - glowing lightning. CL_NewDlight (i, beamend, 200 + (rand() & 31), 0.1, lt_blue); CL_NewDlight (i, beamstart, 200 + (rand() & 31), 0.1, lt_blue); // end VectorCopy (beamend, beamstart); } else { if (!(ent = CL_NewTempEntity())) return; VectorCopy (org, ent->origin); ent->model = b->model; ent->angles[0] = pitch; ent->angles[1] = yaw; ent->angles[2] = rand() % 360; } #if 0 if (qmb_initialized && gl_part_lightning.value && !sparks) { trace_t trace; memset (&trace, 0, sizeof(trace_t)); if (!SV_RecursiveHullCheck(cl.worldmodel->hulls, 0, 0, 1, org, beamend, &trace)) { byte col[3] = {240, 150, 0}; // change color here 60, 100, 240 QMB_GenSparks (trace.endpos, col, 3, 300, 0.25); // // JT 041105 - add second spark color /* byte col[3] = {255, 204, 0}; // change color here QMB_GenSparks (trace.endpos, col, 2, 300, 0.25); */ // end QMB_Lightning_Splash (trace.endpos); sparks = true; } } #endif VectorAdd(org, dist, org); } } }