/* ============== CL_ParseMuzzleFlash2 ============== */ void CL_ParseMuzzleFlash2 (void) { int ent; vec3_t origin; int flash_number; cdlight_t *dl; vec3_t forward, right; char soundname[64]; ent = MSG_ReadShort (&net_message); if (ent < 1 || ent >= MAX_EDICTS) Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: bad entity"); flash_number = MSG_ReadByte (&net_message); // locate the origin AngleVectors (cl_entities[ent].current.angles, forward, right, NULL); origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number][0] + right[0] * monster_flash_offset[flash_number][1]; origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number][0] + right[1] * monster_flash_offset[flash_number][1]; origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number][0] + right[2] * monster_flash_offset[flash_number][1] + monster_flash_offset[flash_number][2]; dl = CL_AllocDlight (ent); VectorCopy (origin, dl->origin); dl->radius = 200 + (rand () & 31); dl->minlight = 32; dl->die = cl.time; // + 0.1; switch (flash_number) { case MZ2_INFANTRY_MACHINEGUN_1: case MZ2_INFANTRY_MACHINEGUN_2: case MZ2_INFANTRY_MACHINEGUN_3: case MZ2_INFANTRY_MACHINEGUN_4: case MZ2_INFANTRY_MACHINEGUN_5: case MZ2_INFANTRY_MACHINEGUN_6: case MZ2_INFANTRY_MACHINEGUN_7: case MZ2_INFANTRY_MACHINEGUN_8: case MZ2_INFANTRY_MACHINEGUN_9: case MZ2_INFANTRY_MACHINEGUN_10: case MZ2_INFANTRY_MACHINEGUN_11: case MZ2_INFANTRY_MACHINEGUN_12: case MZ2_INFANTRY_MACHINEGUN_13: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash (origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("infantry/infatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_SOLDIER_MACHINEGUN_1: case MZ2_SOLDIER_MACHINEGUN_2: case MZ2_SOLDIER_MACHINEGUN_3: case MZ2_SOLDIER_MACHINEGUN_4: case MZ2_SOLDIER_MACHINEGUN_5: case MZ2_SOLDIER_MACHINEGUN_6: case MZ2_SOLDIER_MACHINEGUN_7: case MZ2_SOLDIER_MACHINEGUN_8: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash (origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("soldier/solatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_GUNNER_MACHINEGUN_1: case MZ2_GUNNER_MACHINEGUN_2: case MZ2_GUNNER_MACHINEGUN_3: case MZ2_GUNNER_MACHINEGUN_4: case MZ2_GUNNER_MACHINEGUN_5: case MZ2_GUNNER_MACHINEGUN_6: case MZ2_GUNNER_MACHINEGUN_7: case MZ2_GUNNER_MACHINEGUN_8: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash (origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("gunner/gunatck2.wav"), 1, ATTN_NORM, 0); break; case MZ2_ACTOR_MACHINEGUN_1: case MZ2_SUPERTANK_MACHINEGUN_1: case MZ2_SUPERTANK_MACHINEGUN_2: case MZ2_SUPERTANK_MACHINEGUN_3: case MZ2_SUPERTANK_MACHINEGUN_4: case MZ2_SUPERTANK_MACHINEGUN_5: case MZ2_SUPERTANK_MACHINEGUN_6: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash (origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("infantry/infatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_BOSS2_MACHINEGUN_L1: case MZ2_BOSS2_MACHINEGUN_L2: case MZ2_BOSS2_MACHINEGUN_L3: case MZ2_BOSS2_MACHINEGUN_L4: case MZ2_BOSS2_MACHINEGUN_L5: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash (origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("infantry/infatck1.wav"), 1, ATTN_NONE, 0); break; case MZ2_SOLDIER_BLASTER_1: case MZ2_SOLDIER_BLASTER_2: case MZ2_SOLDIER_BLASTER_3: case MZ2_SOLDIER_BLASTER_4: case MZ2_SOLDIER_BLASTER_5: case MZ2_SOLDIER_BLASTER_6: case MZ2_SOLDIER_BLASTER_7: case MZ2_SOLDIER_BLASTER_8: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("soldier/solatck2.wav"), 1, ATTN_NORM, 0); break; case MZ2_FLYER_BLASTER_1: case MZ2_FLYER_BLASTER_2: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("flyer/flyatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_MEDIC_BLASTER_1: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("medic/medatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_HOVER_BLASTER_1: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("hover/hovatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_FLOAT_BLASTER_1: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("floater/fltatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_SOLDIER_SHOTGUN_1: case MZ2_SOLDIER_SHOTGUN_2: case MZ2_SOLDIER_SHOTGUN_3: case MZ2_SOLDIER_SHOTGUN_4: case MZ2_SOLDIER_SHOTGUN_5: case MZ2_SOLDIER_SHOTGUN_6: case MZ2_SOLDIER_SHOTGUN_7: case MZ2_SOLDIER_SHOTGUN_8: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; CL_SmokeAndFlash (origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("soldier/solatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_TANK_BLASTER_1: case MZ2_TANK_BLASTER_2: case MZ2_TANK_BLASTER_3: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("tank/tnkatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_TANK_MACHINEGUN_1: case MZ2_TANK_MACHINEGUN_2: case MZ2_TANK_MACHINEGUN_3: case MZ2_TANK_MACHINEGUN_4: case MZ2_TANK_MACHINEGUN_5: case MZ2_TANK_MACHINEGUN_6: case MZ2_TANK_MACHINEGUN_7: case MZ2_TANK_MACHINEGUN_8: case MZ2_TANK_MACHINEGUN_9: case MZ2_TANK_MACHINEGUN_10: case MZ2_TANK_MACHINEGUN_11: case MZ2_TANK_MACHINEGUN_12: case MZ2_TANK_MACHINEGUN_13: case MZ2_TANK_MACHINEGUN_14: case MZ2_TANK_MACHINEGUN_15: case MZ2_TANK_MACHINEGUN_16: case MZ2_TANK_MACHINEGUN_17: case MZ2_TANK_MACHINEGUN_18: case MZ2_TANK_MACHINEGUN_19: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash (origin); Com_sprintf (soundname, sizeof (soundname), "tank/tnkatk2%c.wav", 'a' + rand () % 5); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound (soundname), 1, ATTN_NORM, 0); break; case MZ2_CHICK_ROCKET_1: dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0.2; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("chick/chkatck2.wav"), 1, ATTN_NORM, 0); break; case MZ2_TANK_ROCKET_1: case MZ2_TANK_ROCKET_2: case MZ2_TANK_ROCKET_3: dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0.2; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("tank/tnkatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_SUPERTANK_ROCKET_1: case MZ2_SUPERTANK_ROCKET_2: case MZ2_SUPERTANK_ROCKET_3: case MZ2_BOSS2_ROCKET_1: case MZ2_BOSS2_ROCKET_2: case MZ2_BOSS2_ROCKET_3: case MZ2_BOSS2_ROCKET_4: dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0.2; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("tank/rocket.wav"), 1, ATTN_NORM, 0); break; case MZ2_GUNNER_GRENADE_1: case MZ2_GUNNER_GRENADE_2: case MZ2_GUNNER_GRENADE_3: case MZ2_GUNNER_GRENADE_4: dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("gunner/gunatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_GLADIATOR_RAILGUN_1: dl->color[0] = 0.5; dl->color[1] = 0.5; dl->color[2] = 1.0; break; // --- Xian's shit starts --- case MZ2_MAKRON_BFG: dl->color[0] = 0.5; dl->color[1] = 1; dl->color[2] = 0.5; //S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0); break; case MZ2_MAKRON_BLASTER_1: case MZ2_MAKRON_BLASTER_2: case MZ2_MAKRON_BLASTER_3: case MZ2_MAKRON_BLASTER_4: case MZ2_MAKRON_BLASTER_5: case MZ2_MAKRON_BLASTER_6: case MZ2_MAKRON_BLASTER_7: case MZ2_MAKRON_BLASTER_8: case MZ2_MAKRON_BLASTER_9: case MZ2_MAKRON_BLASTER_10: case MZ2_MAKRON_BLASTER_11: case MZ2_MAKRON_BLASTER_12: case MZ2_MAKRON_BLASTER_13: case MZ2_MAKRON_BLASTER_14: case MZ2_MAKRON_BLASTER_15: case MZ2_MAKRON_BLASTER_16: case MZ2_MAKRON_BLASTER_17: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("makron/blaster.wav"), 1, ATTN_NORM, 0); break; case MZ2_JORG_MACHINEGUN_L1: case MZ2_JORG_MACHINEGUN_L2: case MZ2_JORG_MACHINEGUN_L3: case MZ2_JORG_MACHINEGUN_L4: case MZ2_JORG_MACHINEGUN_L5: case MZ2_JORG_MACHINEGUN_L6: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash (origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound ("boss3/xfire.wav"), 1, ATTN_NORM, 0); break; case MZ2_JORG_MACHINEGUN_R1: case MZ2_JORG_MACHINEGUN_R2: case MZ2_JORG_MACHINEGUN_R3: case MZ2_JORG_MACHINEGUN_R4: case MZ2_JORG_MACHINEGUN_R5: case MZ2_JORG_MACHINEGUN_R6: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash (origin); break; case MZ2_JORG_BFG_1: dl->color[0] = 0.5; dl->color[1] = 1; dl->color[2] = 0.5; break; case MZ2_BOSS2_MACHINEGUN_R1: case MZ2_BOSS2_MACHINEGUN_R2: case MZ2_BOSS2_MACHINEGUN_R3: case MZ2_BOSS2_MACHINEGUN_R4: case MZ2_BOSS2_MACHINEGUN_R5: dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash (origin); break; // --- Xian's shit ends --- } }
/* ============== CL_ParseMuzzleFlash2 ============== */ void CL_ParseMuzzleFlash2 (sizebuf_t *msg) { int ent, flash_number; cdlight_t *dl; vec3_t origin, forward, right; char soundname[64]; ent = MSG_ReadShort (msg); if (ent < 1 || ent >= MAX_EDICTS) Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: bad entity"); flash_number = MSG_ReadByte (msg); if( flash_number == -1 ) { Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: read past end of message"); } // locate the origin AngleVectors (cl_entities[ent].current.angles, forward, right, NULL); origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number][0] + right[0] * monster_flash_offset[flash_number][1]; origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number][0] + right[1] * monster_flash_offset[flash_number][1]; origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number][0] + right[2] * monster_flash_offset[flash_number][1] + monster_flash_offset[flash_number][2]; dl = CL_AllocDlight (ent); VectorCopy (origin, dl->origin); VectorClear(dl->color); dl->radius = 200 + (rand()&31); //dl->minlight = 32; dl->die = cl.time + 250; // + 0.1; //dl->decay = 0; switch (flash_number) { case MZ2_INFANTRY_MACHINEGUN_1: case MZ2_INFANTRY_MACHINEGUN_2: case MZ2_INFANTRY_MACHINEGUN_3: case MZ2_INFANTRY_MACHINEGUN_4: case MZ2_INFANTRY_MACHINEGUN_5: case MZ2_INFANTRY_MACHINEGUN_6: case MZ2_INFANTRY_MACHINEGUN_7: case MZ2_INFANTRY_MACHINEGUN_8: case MZ2_INFANTRY_MACHINEGUN_9: case MZ2_INFANTRY_MACHINEGUN_10: case MZ2_INFANTRY_MACHINEGUN_11: case MZ2_INFANTRY_MACHINEGUN_12: case MZ2_INFANTRY_MACHINEGUN_13: VectorSet(dl->color, 1, 1, 0); CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_SOLDIER_MACHINEGUN_1: case MZ2_SOLDIER_MACHINEGUN_2: case MZ2_SOLDIER_MACHINEGUN_3: case MZ2_SOLDIER_MACHINEGUN_4: case MZ2_SOLDIER_MACHINEGUN_5: case MZ2_SOLDIER_MACHINEGUN_6: case MZ2_SOLDIER_MACHINEGUN_7: case MZ2_SOLDIER_MACHINEGUN_8: VectorSet(dl->color, 1, 1, 0); CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_GUNNER_MACHINEGUN_1: case MZ2_GUNNER_MACHINEGUN_2: case MZ2_GUNNER_MACHINEGUN_3: case MZ2_GUNNER_MACHINEGUN_4: case MZ2_GUNNER_MACHINEGUN_5: case MZ2_GUNNER_MACHINEGUN_6: case MZ2_GUNNER_MACHINEGUN_7: case MZ2_GUNNER_MACHINEGUN_8: VectorSet(dl->color, 1, 1, 0); CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0); break; case MZ2_ACTOR_MACHINEGUN_1: case MZ2_SUPERTANK_MACHINEGUN_1: case MZ2_SUPERTANK_MACHINEGUN_2: case MZ2_SUPERTANK_MACHINEGUN_3: case MZ2_SUPERTANK_MACHINEGUN_4: case MZ2_SUPERTANK_MACHINEGUN_5: case MZ2_SUPERTANK_MACHINEGUN_6: case MZ2_TURRET_MACHINEGUN: // PGM VectorSet(dl->color, 1, 1, 0); CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_BOSS2_MACHINEGUN_L1: case MZ2_BOSS2_MACHINEGUN_L2: case MZ2_BOSS2_MACHINEGUN_L3: case MZ2_BOSS2_MACHINEGUN_L4: case MZ2_BOSS2_MACHINEGUN_L5: case MZ2_CARRIER_MACHINEGUN_L1: // PMM case MZ2_CARRIER_MACHINEGUN_L2: // PMM VectorSet(dl->color, 1, 1, 0); CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0); break; case MZ2_SOLDIER_BLASTER_1: case MZ2_SOLDIER_BLASTER_2: case MZ2_SOLDIER_BLASTER_3: case MZ2_SOLDIER_BLASTER_4: case MZ2_SOLDIER_BLASTER_5: case MZ2_SOLDIER_BLASTER_6: case MZ2_SOLDIER_BLASTER_7: case MZ2_SOLDIER_BLASTER_8: case MZ2_TURRET_BLASTER: // PGM VectorSet(dl->color, 1, 1, 0); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0); break; case MZ2_FLYER_BLASTER_1: case MZ2_FLYER_BLASTER_2: VectorSet(dl->color, 1, 1, 0); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_MEDIC_BLASTER_1: VectorSet(dl->color, 1, 1, 0); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("medic/medatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_HOVER_BLASTER_1: VectorSet(dl->color, 1, 1, 0); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_FLOAT_BLASTER_1: VectorSet(dl->color, 1, 1, 0); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_SOLDIER_SHOTGUN_1: case MZ2_SOLDIER_SHOTGUN_2: case MZ2_SOLDIER_SHOTGUN_3: case MZ2_SOLDIER_SHOTGUN_4: case MZ2_SOLDIER_SHOTGUN_5: case MZ2_SOLDIER_SHOTGUN_6: case MZ2_SOLDIER_SHOTGUN_7: case MZ2_SOLDIER_SHOTGUN_8: VectorSet(dl->color, 1, 1, 0); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_TANK_BLASTER_1: case MZ2_TANK_BLASTER_2: case MZ2_TANK_BLASTER_3: VectorSet(dl->color, 1, 1, 0); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_TANK_MACHINEGUN_1: case MZ2_TANK_MACHINEGUN_2: case MZ2_TANK_MACHINEGUN_3: case MZ2_TANK_MACHINEGUN_4: case MZ2_TANK_MACHINEGUN_5: case MZ2_TANK_MACHINEGUN_6: case MZ2_TANK_MACHINEGUN_7: case MZ2_TANK_MACHINEGUN_8: case MZ2_TANK_MACHINEGUN_9: case MZ2_TANK_MACHINEGUN_10: case MZ2_TANK_MACHINEGUN_11: case MZ2_TANK_MACHINEGUN_12: case MZ2_TANK_MACHINEGUN_13: case MZ2_TANK_MACHINEGUN_14: case MZ2_TANK_MACHINEGUN_15: case MZ2_TANK_MACHINEGUN_16: case MZ2_TANK_MACHINEGUN_17: case MZ2_TANK_MACHINEGUN_18: case MZ2_TANK_MACHINEGUN_19: VectorSet(dl->color, 1, 1, 0); CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); Com_sprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav", 'a' + rand() % 5); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound(soundname), 1, ATTN_NORM, 0); break; case MZ2_CHICK_ROCKET_1: case MZ2_TURRET_ROCKET: // PGM VectorSet(dl->color, 1, 0.5f, 0.2f); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0); break; case MZ2_TANK_ROCKET_1: case MZ2_TANK_ROCKET_2: case MZ2_TANK_ROCKET_3: VectorSet(dl->color, 1, 0.5f, 0.2f); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_SUPERTANK_ROCKET_1: case MZ2_SUPERTANK_ROCKET_2: case MZ2_SUPERTANK_ROCKET_3: case MZ2_BOSS2_ROCKET_1: case MZ2_BOSS2_ROCKET_2: case MZ2_BOSS2_ROCKET_3: case MZ2_BOSS2_ROCKET_4: case MZ2_CARRIER_ROCKET_1: // case MZ2_CARRIER_ROCKET_2: // case MZ2_CARRIER_ROCKET_3: // case MZ2_CARRIER_ROCKET_4: VectorSet(dl->color, 1, 0.5f, 0.2f); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/rocket.wav"), 1, ATTN_NORM, 0); break; case MZ2_GUNNER_GRENADE_1: case MZ2_GUNNER_GRENADE_2: case MZ2_GUNNER_GRENADE_3: case MZ2_GUNNER_GRENADE_4: VectorSet(dl->color, 1, 0.5f, 0); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_GLADIATOR_RAILGUN_1: // PMM case MZ2_CARRIER_RAILGUN: case MZ2_WIDOW_RAIL: // pmm VectorSet(dl->color, 0.5f, 0.5f, 1.0f); break; // --- Xian's shit starts --- case MZ2_MAKRON_BFG: VectorSet(dl->color, 0.5f, 1, 0.5f); //S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0); break; case MZ2_MAKRON_BLASTER_1: case MZ2_MAKRON_BLASTER_2: case MZ2_MAKRON_BLASTER_3: case MZ2_MAKRON_BLASTER_4: case MZ2_MAKRON_BLASTER_5: case MZ2_MAKRON_BLASTER_6: case MZ2_MAKRON_BLASTER_7: case MZ2_MAKRON_BLASTER_8: case MZ2_MAKRON_BLASTER_9: case MZ2_MAKRON_BLASTER_10: case MZ2_MAKRON_BLASTER_11: case MZ2_MAKRON_BLASTER_12: case MZ2_MAKRON_BLASTER_13: case MZ2_MAKRON_BLASTER_14: case MZ2_MAKRON_BLASTER_15: case MZ2_MAKRON_BLASTER_16: case MZ2_MAKRON_BLASTER_17: VectorSet(dl->color, 1, 1, 0); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/blaster.wav"), 1, ATTN_NORM, 0); break; case MZ2_JORG_MACHINEGUN_L1: case MZ2_JORG_MACHINEGUN_L2: case MZ2_JORG_MACHINEGUN_L3: case MZ2_JORG_MACHINEGUN_L4: case MZ2_JORG_MACHINEGUN_L5: case MZ2_JORG_MACHINEGUN_L6: VectorSet(dl->color, 1, 1, 0); CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("boss3/xfire.wav"), 1, ATTN_NORM, 0); break; case MZ2_JORG_MACHINEGUN_R1: case MZ2_JORG_MACHINEGUN_R2: case MZ2_JORG_MACHINEGUN_R3: case MZ2_JORG_MACHINEGUN_R4: case MZ2_JORG_MACHINEGUN_R5: case MZ2_JORG_MACHINEGUN_R6: VectorSet(dl->color, 1, 1, 0); CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); break; case MZ2_JORG_BFG_1: VectorSet(dl->color, 0.5f, 1, 0.5f); break; case MZ2_BOSS2_MACHINEGUN_R1: case MZ2_BOSS2_MACHINEGUN_R2: case MZ2_BOSS2_MACHINEGUN_R3: case MZ2_BOSS2_MACHINEGUN_R4: case MZ2_BOSS2_MACHINEGUN_R5: case MZ2_CARRIER_MACHINEGUN_R1: // PMM case MZ2_CARRIER_MACHINEGUN_R2: // PMM VectorSet(dl->color, 1, 1, 0); CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); break; // ====== // ROGUE case MZ2_STALKER_BLASTER: case MZ2_DAEDALUS_BLASTER: case MZ2_MEDIC_BLASTER_2: case MZ2_WIDOW_BLASTER: case MZ2_WIDOW_BLASTER_SWEEP1: case MZ2_WIDOW_BLASTER_SWEEP2: case MZ2_WIDOW_BLASTER_SWEEP3: case MZ2_WIDOW_BLASTER_SWEEP4: case MZ2_WIDOW_BLASTER_SWEEP5: case MZ2_WIDOW_BLASTER_SWEEP6: case MZ2_WIDOW_BLASTER_SWEEP7: case MZ2_WIDOW_BLASTER_SWEEP8: case MZ2_WIDOW_BLASTER_SWEEP9: case MZ2_WIDOW_BLASTER_100: case MZ2_WIDOW_BLASTER_90: case MZ2_WIDOW_BLASTER_80: case MZ2_WIDOW_BLASTER_70: case MZ2_WIDOW_BLASTER_60: case MZ2_WIDOW_BLASTER_50: case MZ2_WIDOW_BLASTER_40: case MZ2_WIDOW_BLASTER_30: case MZ2_WIDOW_BLASTER_20: case MZ2_WIDOW_BLASTER_10: case MZ2_WIDOW_BLASTER_0: case MZ2_WIDOW_BLASTER_10L: case MZ2_WIDOW_BLASTER_20L: case MZ2_WIDOW_BLASTER_30L: case MZ2_WIDOW_BLASTER_40L: case MZ2_WIDOW_BLASTER_50L: case MZ2_WIDOW_BLASTER_60L: case MZ2_WIDOW_BLASTER_70L: case MZ2_WIDOW_RUN_1: case MZ2_WIDOW_RUN_2: case MZ2_WIDOW_RUN_3: case MZ2_WIDOW_RUN_4: case MZ2_WIDOW_RUN_5: case MZ2_WIDOW_RUN_6: case MZ2_WIDOW_RUN_7: case MZ2_WIDOW_RUN_8: VectorSet(dl->color, 0, 1, 0); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_WIDOW_DISRUPTOR: VectorSet(dl->color, -1, -1, -1); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), 1, ATTN_NORM, 0); break; case MZ2_WIDOW_PLASMABEAM: case MZ2_WIDOW2_BEAMER_1: case MZ2_WIDOW2_BEAMER_2: case MZ2_WIDOW2_BEAMER_3: case MZ2_WIDOW2_BEAMER_4: case MZ2_WIDOW2_BEAMER_5: case MZ2_WIDOW2_BEAM_SWEEP_1: case MZ2_WIDOW2_BEAM_SWEEP_2: case MZ2_WIDOW2_BEAM_SWEEP_3: case MZ2_WIDOW2_BEAM_SWEEP_4: case MZ2_WIDOW2_BEAM_SWEEP_5: case MZ2_WIDOW2_BEAM_SWEEP_6: case MZ2_WIDOW2_BEAM_SWEEP_7: case MZ2_WIDOW2_BEAM_SWEEP_8: case MZ2_WIDOW2_BEAM_SWEEP_9: case MZ2_WIDOW2_BEAM_SWEEP_10: case MZ2_WIDOW2_BEAM_SWEEP_11: dl->radius = 300 + (rand()&100); VectorSet(dl->color, 1, 1, 0); dl->die = cl.time + 200; break; // ROGUE // ====== // --- Xian's shit ends --- } }