cl_fx.c 48 KB

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  1. /*
  2. Copyright (C) 1997-2001 Id Software, Inc.
  3. This program is free software; you can redistribute it and/or
  4. modify it under the terms of the GNU General Public License
  5. as published by the Free Software Foundation; either version 2
  6. of the License, or (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
  10. See the GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program; if not, write to the Free Software
  13. Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
  14. */
  15. // cl_fx.c -- entity effects parsing and management
  16. #include "client.h"
  17. void CL_LogoutEffect (vec3_t org, int type);
  18. void CL_ItemRespawnParticles (vec3_t org);
  19. static vec3_t avelocities [NUMVERTEXNORMALS];
  20. extern struct model_s *cl_mod_smoke;
  21. extern struct model_s *cl_mod_flash;
  22. /*
  23. ==============================================================
  24. LIGHT STYLE MANAGEMENT
  25. ==============================================================
  26. */
  27. typedef struct
  28. {
  29. int length;
  30. float value[3];
  31. float map[MAX_QPATH];
  32. } clightstyle_t;
  33. clightstyle_t cl_lightstyle[MAX_LIGHTSTYLES];
  34. int lastofs;
  35. /*
  36. ================
  37. CL_ClearLightStyles
  38. ================
  39. */
  40. void CL_ClearLightStyles (void)
  41. {
  42. memset (cl_lightstyle, 0, sizeof(cl_lightstyle));
  43. lastofs = -1;
  44. }
  45. /*
  46. ================
  47. CL_RunLightStyles
  48. ================
  49. */
  50. void CL_RunLightStyles (void)
  51. {
  52. int ofs;
  53. int i;
  54. clightstyle_t *ls;
  55. ofs = cl.time / 100;
  56. if (ofs == lastofs)
  57. return;
  58. lastofs = ofs;
  59. for (i=0,ls=cl_lightstyle ; i<MAX_LIGHTSTYLES ; i++, ls++)
  60. {
  61. if (!ls->length)
  62. {
  63. ls->value[0] = ls->value[1] = ls->value[2] = 1.0;
  64. continue;
  65. }
  66. if (ls->length == 1)
  67. ls->value[0] = ls->value[1] = ls->value[2] = ls->map[0];
  68. else
  69. ls->value[0] = ls->value[1] = ls->value[2] = ls->map[ofs%ls->length];
  70. }
  71. }
  72. void CL_SetLightstyle (int i)
  73. {
  74. char *s;
  75. int j, k;
  76. s = cl.configstrings[i+CS_LIGHTS];
  77. j = strlen (s);
  78. if (j >= MAX_QPATH)
  79. Com_Error (ERR_DROP, "svc_lightstyle length=%i", j);
  80. cl_lightstyle[i].length = j;
  81. for (k=0 ; k<j ; k++)
  82. cl_lightstyle[i].map[k] = (float)(s[k]-'a')/(float)('m'-'a');
  83. }
  84. /*
  85. ================
  86. CL_AddLightStyles
  87. ================
  88. */
  89. void CL_AddLightStyles (void)
  90. {
  91. int i;
  92. clightstyle_t *ls;
  93. for (i=0,ls=cl_lightstyle ; i<MAX_LIGHTSTYLES ; i++, ls++)
  94. V_AddLightStyle (i, ls->value[0], ls->value[1], ls->value[2]);
  95. }
  96. /*
  97. ==============================================================
  98. DLIGHT MANAGEMENT
  99. ==============================================================
  100. */
  101. cdlight_t cl_dlights[MAX_DLIGHTS];
  102. /*
  103. ================
  104. CL_ClearDlights
  105. ================
  106. */
  107. void CL_ClearDlights (void)
  108. {
  109. memset (cl_dlights, 0, sizeof(cl_dlights));
  110. }
  111. /*
  112. ===============
  113. CL_AllocDlight
  114. ===============
  115. */
  116. cdlight_t *CL_AllocDlight (int key)
  117. {
  118. int i;
  119. cdlight_t *dl;
  120. // first look for an exact key match
  121. if (key)
  122. {
  123. dl = cl_dlights;
  124. for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
  125. {
  126. if (dl->key == key)
  127. {
  128. memset (dl, 0, sizeof(*dl));
  129. dl->key = key;
  130. return dl;
  131. }
  132. }
  133. }
  134. // then look for anything else
  135. dl = cl_dlights;
  136. for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
  137. {
  138. if (dl->die < cl.time)
  139. {
  140. memset (dl, 0, sizeof(*dl));
  141. dl->key = key;
  142. return dl;
  143. }
  144. }
  145. dl = &cl_dlights[0];
  146. memset (dl, 0, sizeof(*dl));
  147. dl->key = key;
  148. return dl;
  149. }
  150. /*
  151. ===============
  152. CL_NewDlight
  153. ===============
  154. */
  155. void CL_NewDlight (int key, float x, float y, float z, float radius, float time)
  156. {
  157. cdlight_t *dl;
  158. dl = CL_AllocDlight (key);
  159. dl->origin[0] = x;
  160. dl->origin[1] = y;
  161. dl->origin[2] = z;
  162. dl->radius = radius;
  163. dl->die = cl.time + time;
  164. }
  165. /*
  166. ===============
  167. CL_RunDLights
  168. ===============
  169. */
  170. void CL_RunDLights (void)
  171. {
  172. int i;
  173. cdlight_t *dl;
  174. dl = cl_dlights;
  175. for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
  176. {
  177. if (!dl->radius)
  178. continue;
  179. if (dl->die < cl.time)
  180. {
  181. dl->radius = 0;
  182. return;
  183. }
  184. dl->radius -= cls.frametime*dl->decay;
  185. if (dl->radius < 0)
  186. dl->radius = 0;
  187. }
  188. }
  189. /*
  190. ==============
  191. CL_ParseMuzzleFlash
  192. ==============
  193. */
  194. void CL_ParseMuzzleFlash (void)
  195. {
  196. vec3_t fv, rv;
  197. cdlight_t *dl;
  198. int i, weapon;
  199. centity_t *pl;
  200. int silenced;
  201. float volume;
  202. char soundname[64];
  203. i = MSG_ReadShort (&net_message);
  204. if (i < 1 || i >= MAX_EDICTS)
  205. Com_Error (ERR_DROP, "CL_ParseMuzzleFlash: bad entity");
  206. weapon = MSG_ReadByte (&net_message);
  207. silenced = weapon & MZ_SILENCED;
  208. weapon &= ~MZ_SILENCED;
  209. pl = &cl_entities[i];
  210. dl = CL_AllocDlight (i);
  211. VectorCopy (pl->current.origin, dl->origin);
  212. AngleVectors (pl->current.angles, fv, rv, NULL);
  213. VectorMA (dl->origin, 18, fv, dl->origin);
  214. VectorMA (dl->origin, 16, rv, dl->origin);
  215. if (silenced)
  216. dl->radius = 100 + (rand()&31);
  217. else
  218. dl->radius = 200 + (rand()&31);
  219. dl->minlight = 32;
  220. dl->die = cl.time; // + 0.1;
  221. if (silenced)
  222. volume = 0.2;
  223. else
  224. volume = 1;
  225. switch (weapon)
  226. {
  227. case MZ_BLASTER:
  228. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  229. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
  230. break;
  231. case MZ_BLUEHYPERBLASTER:
  232. dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
  233. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
  234. break;
  235. case MZ_HYPERBLASTER:
  236. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  237. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
  238. break;
  239. case MZ_MACHINEGUN:
  240. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  241. Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
  242. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
  243. break;
  244. case MZ_SHOTGUN:
  245. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  246. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
  247. S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1);
  248. break;
  249. case MZ_SSHOTGUN:
  250. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  251. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
  252. break;
  253. case MZ_CHAINGUN1:
  254. dl->radius = 200 + (rand()&31);
  255. dl->color[0] = 1;dl->color[1] = 0.25;dl->color[2] = 0;
  256. Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
  257. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
  258. break;
  259. case MZ_CHAINGUN2:
  260. dl->radius = 225 + (rand()&31);
  261. dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
  262. dl->die = cl.time + 0.1; // long delay
  263. Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
  264. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
  265. Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
  266. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.05);
  267. break;
  268. case MZ_CHAINGUN3:
  269. dl->radius = 250 + (rand()&31);
  270. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  271. dl->die = cl.time + 0.1; // long delay
  272. Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
  273. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
  274. Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
  275. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.033);
  276. Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
  277. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.066);
  278. break;
  279. case MZ_RAILGUN:
  280. dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0;
  281. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
  282. break;
  283. case MZ_ROCKET:
  284. dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
  285. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
  286. S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1);
  287. break;
  288. case MZ_GRENADE:
  289. dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
  290. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
  291. S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1);
  292. break;
  293. case MZ_BFG:
  294. dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
  295. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
  296. break;
  297. case MZ_LOGIN:
  298. dl->color[0] = 0;dl->color[1] = 1; dl->color[2] = 0;
  299. dl->die = cl.time + 1.0;
  300. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
  301. CL_LogoutEffect (pl->current.origin, weapon);
  302. break;
  303. case MZ_LOGOUT:
  304. dl->color[0] = 1;dl->color[1] = 0; dl->color[2] = 0;
  305. dl->die = cl.time + 1.0;
  306. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
  307. CL_LogoutEffect (pl->current.origin, weapon);
  308. break;
  309. case MZ_RESPAWN:
  310. dl->color[0] = 1;dl->color[1] = 1; dl->color[2] = 0;
  311. dl->die = cl.time + 1.0;
  312. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
  313. CL_LogoutEffect (pl->current.origin, weapon);
  314. break;
  315. // RAFAEL
  316. case MZ_PHALANX:
  317. dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
  318. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0);
  319. break;
  320. // RAFAEL
  321. case MZ_IONRIPPER:
  322. dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
  323. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0);
  324. break;
  325. // ======================
  326. // PGM
  327. case MZ_ETF_RIFLE:
  328. dl->color[0] = 0.9;dl->color[1] = 0.7;dl->color[2] = 0;
  329. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/nail1.wav"), volume, ATTN_NORM, 0);
  330. break;
  331. case MZ_SHOTGUN2:
  332. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  333. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0);
  334. break;
  335. case MZ_HEATBEAM:
  336. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  337. dl->die = cl.time + 100;
  338. // S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0);
  339. break;
  340. case MZ_BLASTER2:
  341. dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
  342. // FIXME - different sound for blaster2 ??
  343. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
  344. break;
  345. case MZ_TRACKER:
  346. // negative flashes handled the same in gl/soft until CL_AddDLights
  347. dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1;
  348. S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), volume, ATTN_NORM, 0);
  349. break;
  350. case MZ_NUKE1:
  351. dl->color[0] = 1;dl->color[1] = 0;dl->color[2] = 0;
  352. dl->die = cl.time + 100;
  353. break;
  354. case MZ_NUKE2:
  355. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  356. dl->die = cl.time + 100;
  357. break;
  358. case MZ_NUKE4:
  359. dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
  360. dl->die = cl.time + 100;
  361. break;
  362. case MZ_NUKE8:
  363. dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 1;
  364. dl->die = cl.time + 100;
  365. break;
  366. // PGM
  367. // ======================
  368. }
  369. }
  370. /*
  371. ==============
  372. CL_ParseMuzzleFlash2
  373. ==============
  374. */
  375. void CL_ParseMuzzleFlash2 (void)
  376. {
  377. int ent;
  378. vec3_t origin;
  379. int flash_number;
  380. cdlight_t *dl;
  381. vec3_t forward, right;
  382. char soundname[64];
  383. ent = MSG_ReadShort (&net_message);
  384. if (ent < 1 || ent >= MAX_EDICTS)
  385. Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: bad entity");
  386. flash_number = MSG_ReadByte (&net_message);
  387. // locate the origin
  388. AngleVectors (cl_entities[ent].current.angles, forward, right, NULL);
  389. origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number][0] + right[0] * monster_flash_offset[flash_number][1];
  390. origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number][0] + right[1] * monster_flash_offset[flash_number][1];
  391. 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];
  392. dl = CL_AllocDlight (ent);
  393. VectorCopy (origin, dl->origin);
  394. dl->radius = 200 + (rand()&31);
  395. dl->minlight = 32;
  396. dl->die = cl.time; // + 0.1;
  397. switch (flash_number)
  398. {
  399. case MZ2_INFANTRY_MACHINEGUN_1:
  400. case MZ2_INFANTRY_MACHINEGUN_2:
  401. case MZ2_INFANTRY_MACHINEGUN_3:
  402. case MZ2_INFANTRY_MACHINEGUN_4:
  403. case MZ2_INFANTRY_MACHINEGUN_5:
  404. case MZ2_INFANTRY_MACHINEGUN_6:
  405. case MZ2_INFANTRY_MACHINEGUN_7:
  406. case MZ2_INFANTRY_MACHINEGUN_8:
  407. case MZ2_INFANTRY_MACHINEGUN_9:
  408. case MZ2_INFANTRY_MACHINEGUN_10:
  409. case MZ2_INFANTRY_MACHINEGUN_11:
  410. case MZ2_INFANTRY_MACHINEGUN_12:
  411. case MZ2_INFANTRY_MACHINEGUN_13:
  412. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  413. CL_ParticleEffect (origin, vec3_origin, 0, 40);
  414. CL_SmokeAndFlash(origin);
  415. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
  416. break;
  417. case MZ2_SOLDIER_MACHINEGUN_1:
  418. case MZ2_SOLDIER_MACHINEGUN_2:
  419. case MZ2_SOLDIER_MACHINEGUN_3:
  420. case MZ2_SOLDIER_MACHINEGUN_4:
  421. case MZ2_SOLDIER_MACHINEGUN_5:
  422. case MZ2_SOLDIER_MACHINEGUN_6:
  423. case MZ2_SOLDIER_MACHINEGUN_7:
  424. case MZ2_SOLDIER_MACHINEGUN_8:
  425. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  426. CL_ParticleEffect (origin, vec3_origin, 0, 40);
  427. CL_SmokeAndFlash(origin);
  428. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0);
  429. break;
  430. case MZ2_GUNNER_MACHINEGUN_1:
  431. case MZ2_GUNNER_MACHINEGUN_2:
  432. case MZ2_GUNNER_MACHINEGUN_3:
  433. case MZ2_GUNNER_MACHINEGUN_4:
  434. case MZ2_GUNNER_MACHINEGUN_5:
  435. case MZ2_GUNNER_MACHINEGUN_6:
  436. case MZ2_GUNNER_MACHINEGUN_7:
  437. case MZ2_GUNNER_MACHINEGUN_8:
  438. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  439. CL_ParticleEffect (origin, vec3_origin, 0, 40);
  440. CL_SmokeAndFlash(origin);
  441. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0);
  442. break;
  443. case MZ2_ACTOR_MACHINEGUN_1:
  444. case MZ2_SUPERTANK_MACHINEGUN_1:
  445. case MZ2_SUPERTANK_MACHINEGUN_2:
  446. case MZ2_SUPERTANK_MACHINEGUN_3:
  447. case MZ2_SUPERTANK_MACHINEGUN_4:
  448. case MZ2_SUPERTANK_MACHINEGUN_5:
  449. case MZ2_SUPERTANK_MACHINEGUN_6:
  450. case MZ2_TURRET_MACHINEGUN: // PGM
  451. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  452. CL_ParticleEffect (origin, vec3_origin, 0, 40);
  453. CL_SmokeAndFlash(origin);
  454. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
  455. break;
  456. case MZ2_BOSS2_MACHINEGUN_L1:
  457. case MZ2_BOSS2_MACHINEGUN_L2:
  458. case MZ2_BOSS2_MACHINEGUN_L3:
  459. case MZ2_BOSS2_MACHINEGUN_L4:
  460. case MZ2_BOSS2_MACHINEGUN_L5:
  461. case MZ2_CARRIER_MACHINEGUN_L1: // PMM
  462. case MZ2_CARRIER_MACHINEGUN_L2: // PMM
  463. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  464. CL_ParticleEffect (origin, vec3_origin, 0, 40);
  465. CL_SmokeAndFlash(origin);
  466. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0);
  467. break;
  468. case MZ2_SOLDIER_BLASTER_1:
  469. case MZ2_SOLDIER_BLASTER_2:
  470. case MZ2_SOLDIER_BLASTER_3:
  471. case MZ2_SOLDIER_BLASTER_4:
  472. case MZ2_SOLDIER_BLASTER_5:
  473. case MZ2_SOLDIER_BLASTER_6:
  474. case MZ2_SOLDIER_BLASTER_7:
  475. case MZ2_SOLDIER_BLASTER_8:
  476. case MZ2_TURRET_BLASTER: // PGM
  477. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  478. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0);
  479. break;
  480. case MZ2_FLYER_BLASTER_1:
  481. case MZ2_FLYER_BLASTER_2:
  482. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  483. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0);
  484. break;
  485. case MZ2_MEDIC_BLASTER_1:
  486. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  487. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("medic/medatck1.wav"), 1, ATTN_NORM, 0);
  488. break;
  489. case MZ2_HOVER_BLASTER_1:
  490. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  491. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0);
  492. break;
  493. case MZ2_FLOAT_BLASTER_1:
  494. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  495. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0);
  496. break;
  497. case MZ2_SOLDIER_SHOTGUN_1:
  498. case MZ2_SOLDIER_SHOTGUN_2:
  499. case MZ2_SOLDIER_SHOTGUN_3:
  500. case MZ2_SOLDIER_SHOTGUN_4:
  501. case MZ2_SOLDIER_SHOTGUN_5:
  502. case MZ2_SOLDIER_SHOTGUN_6:
  503. case MZ2_SOLDIER_SHOTGUN_7:
  504. case MZ2_SOLDIER_SHOTGUN_8:
  505. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  506. CL_SmokeAndFlash(origin);
  507. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0);
  508. break;
  509. case MZ2_TANK_BLASTER_1:
  510. case MZ2_TANK_BLASTER_2:
  511. case MZ2_TANK_BLASTER_3:
  512. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  513. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
  514. break;
  515. case MZ2_TANK_MACHINEGUN_1:
  516. case MZ2_TANK_MACHINEGUN_2:
  517. case MZ2_TANK_MACHINEGUN_3:
  518. case MZ2_TANK_MACHINEGUN_4:
  519. case MZ2_TANK_MACHINEGUN_5:
  520. case MZ2_TANK_MACHINEGUN_6:
  521. case MZ2_TANK_MACHINEGUN_7:
  522. case MZ2_TANK_MACHINEGUN_8:
  523. case MZ2_TANK_MACHINEGUN_9:
  524. case MZ2_TANK_MACHINEGUN_10:
  525. case MZ2_TANK_MACHINEGUN_11:
  526. case MZ2_TANK_MACHINEGUN_12:
  527. case MZ2_TANK_MACHINEGUN_13:
  528. case MZ2_TANK_MACHINEGUN_14:
  529. case MZ2_TANK_MACHINEGUN_15:
  530. case MZ2_TANK_MACHINEGUN_16:
  531. case MZ2_TANK_MACHINEGUN_17:
  532. case MZ2_TANK_MACHINEGUN_18:
  533. case MZ2_TANK_MACHINEGUN_19:
  534. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  535. CL_ParticleEffect (origin, vec3_origin, 0, 40);
  536. CL_SmokeAndFlash(origin);
  537. Com_sprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav", 'a' + rand() % 5);
  538. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound(soundname), 1, ATTN_NORM, 0);
  539. break;
  540. case MZ2_CHICK_ROCKET_1:
  541. case MZ2_TURRET_ROCKET: // PGM
  542. dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
  543. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0);
  544. break;
  545. case MZ2_TANK_ROCKET_1:
  546. case MZ2_TANK_ROCKET_2:
  547. case MZ2_TANK_ROCKET_3:
  548. dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
  549. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0);
  550. break;
  551. case MZ2_SUPERTANK_ROCKET_1:
  552. case MZ2_SUPERTANK_ROCKET_2:
  553. case MZ2_SUPERTANK_ROCKET_3:
  554. case MZ2_BOSS2_ROCKET_1:
  555. case MZ2_BOSS2_ROCKET_2:
  556. case MZ2_BOSS2_ROCKET_3:
  557. case MZ2_BOSS2_ROCKET_4:
  558. case MZ2_CARRIER_ROCKET_1:
  559. // case MZ2_CARRIER_ROCKET_2:
  560. // case MZ2_CARRIER_ROCKET_3:
  561. // case MZ2_CARRIER_ROCKET_4:
  562. dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
  563. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/rocket.wav"), 1, ATTN_NORM, 0);
  564. break;
  565. case MZ2_GUNNER_GRENADE_1:
  566. case MZ2_GUNNER_GRENADE_2:
  567. case MZ2_GUNNER_GRENADE_3:
  568. case MZ2_GUNNER_GRENADE_4:
  569. dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
  570. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0);
  571. break;
  572. case MZ2_GLADIATOR_RAILGUN_1:
  573. // PMM
  574. case MZ2_CARRIER_RAILGUN:
  575. case MZ2_WIDOW_RAIL:
  576. // pmm
  577. dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0;
  578. break;
  579. // --- Xian's shit starts ---
  580. case MZ2_MAKRON_BFG:
  581. dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5;
  582. //S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0);
  583. break;
  584. case MZ2_MAKRON_BLASTER_1:
  585. case MZ2_MAKRON_BLASTER_2:
  586. case MZ2_MAKRON_BLASTER_3:
  587. case MZ2_MAKRON_BLASTER_4:
  588. case MZ2_MAKRON_BLASTER_5:
  589. case MZ2_MAKRON_BLASTER_6:
  590. case MZ2_MAKRON_BLASTER_7:
  591. case MZ2_MAKRON_BLASTER_8:
  592. case MZ2_MAKRON_BLASTER_9:
  593. case MZ2_MAKRON_BLASTER_10:
  594. case MZ2_MAKRON_BLASTER_11:
  595. case MZ2_MAKRON_BLASTER_12:
  596. case MZ2_MAKRON_BLASTER_13:
  597. case MZ2_MAKRON_BLASTER_14:
  598. case MZ2_MAKRON_BLASTER_15:
  599. case MZ2_MAKRON_BLASTER_16:
  600. case MZ2_MAKRON_BLASTER_17:
  601. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  602. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/blaster.wav"), 1, ATTN_NORM, 0);
  603. break;
  604. case MZ2_JORG_MACHINEGUN_L1:
  605. case MZ2_JORG_MACHINEGUN_L2:
  606. case MZ2_JORG_MACHINEGUN_L3:
  607. case MZ2_JORG_MACHINEGUN_L4:
  608. case MZ2_JORG_MACHINEGUN_L5:
  609. case MZ2_JORG_MACHINEGUN_L6:
  610. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  611. CL_ParticleEffect (origin, vec3_origin, 0, 40);
  612. CL_SmokeAndFlash(origin);
  613. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("boss3/xfire.wav"), 1, ATTN_NORM, 0);
  614. break;
  615. case MZ2_JORG_MACHINEGUN_R1:
  616. case MZ2_JORG_MACHINEGUN_R2:
  617. case MZ2_JORG_MACHINEGUN_R3:
  618. case MZ2_JORG_MACHINEGUN_R4:
  619. case MZ2_JORG_MACHINEGUN_R5:
  620. case MZ2_JORG_MACHINEGUN_R6:
  621. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  622. CL_ParticleEffect (origin, vec3_origin, 0, 40);
  623. CL_SmokeAndFlash(origin);
  624. break;
  625. case MZ2_JORG_BFG_1:
  626. dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5;
  627. break;
  628. case MZ2_BOSS2_MACHINEGUN_R1:
  629. case MZ2_BOSS2_MACHINEGUN_R2:
  630. case MZ2_BOSS2_MACHINEGUN_R3:
  631. case MZ2_BOSS2_MACHINEGUN_R4:
  632. case MZ2_BOSS2_MACHINEGUN_R5:
  633. case MZ2_CARRIER_MACHINEGUN_R1: // PMM
  634. case MZ2_CARRIER_MACHINEGUN_R2: // PMM
  635. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  636. CL_ParticleEffect (origin, vec3_origin, 0, 40);
  637. CL_SmokeAndFlash(origin);
  638. break;
  639. // ======
  640. // ROGUE
  641. case MZ2_STALKER_BLASTER:
  642. case MZ2_DAEDALUS_BLASTER:
  643. case MZ2_MEDIC_BLASTER_2:
  644. case MZ2_WIDOW_BLASTER:
  645. case MZ2_WIDOW_BLASTER_SWEEP1:
  646. case MZ2_WIDOW_BLASTER_SWEEP2:
  647. case MZ2_WIDOW_BLASTER_SWEEP3:
  648. case MZ2_WIDOW_BLASTER_SWEEP4:
  649. case MZ2_WIDOW_BLASTER_SWEEP5:
  650. case MZ2_WIDOW_BLASTER_SWEEP6:
  651. case MZ2_WIDOW_BLASTER_SWEEP7:
  652. case MZ2_WIDOW_BLASTER_SWEEP8:
  653. case MZ2_WIDOW_BLASTER_SWEEP9:
  654. case MZ2_WIDOW_BLASTER_100:
  655. case MZ2_WIDOW_BLASTER_90:
  656. case MZ2_WIDOW_BLASTER_80:
  657. case MZ2_WIDOW_BLASTER_70:
  658. case MZ2_WIDOW_BLASTER_60:
  659. case MZ2_WIDOW_BLASTER_50:
  660. case MZ2_WIDOW_BLASTER_40:
  661. case MZ2_WIDOW_BLASTER_30:
  662. case MZ2_WIDOW_BLASTER_20:
  663. case MZ2_WIDOW_BLASTER_10:
  664. case MZ2_WIDOW_BLASTER_0:
  665. case MZ2_WIDOW_BLASTER_10L:
  666. case MZ2_WIDOW_BLASTER_20L:
  667. case MZ2_WIDOW_BLASTER_30L:
  668. case MZ2_WIDOW_BLASTER_40L:
  669. case MZ2_WIDOW_BLASTER_50L:
  670. case MZ2_WIDOW_BLASTER_60L:
  671. case MZ2_WIDOW_BLASTER_70L:
  672. case MZ2_WIDOW_RUN_1:
  673. case MZ2_WIDOW_RUN_2:
  674. case MZ2_WIDOW_RUN_3:
  675. case MZ2_WIDOW_RUN_4:
  676. case MZ2_WIDOW_RUN_5:
  677. case MZ2_WIDOW_RUN_6:
  678. case MZ2_WIDOW_RUN_7:
  679. case MZ2_WIDOW_RUN_8:
  680. dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
  681. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
  682. break;
  683. case MZ2_WIDOW_DISRUPTOR:
  684. dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1;
  685. S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), 1, ATTN_NORM, 0);
  686. break;
  687. case MZ2_WIDOW_PLASMABEAM:
  688. case MZ2_WIDOW2_BEAMER_1:
  689. case MZ2_WIDOW2_BEAMER_2:
  690. case MZ2_WIDOW2_BEAMER_3:
  691. case MZ2_WIDOW2_BEAMER_4:
  692. case MZ2_WIDOW2_BEAMER_5:
  693. case MZ2_WIDOW2_BEAM_SWEEP_1:
  694. case MZ2_WIDOW2_BEAM_SWEEP_2:
  695. case MZ2_WIDOW2_BEAM_SWEEP_3:
  696. case MZ2_WIDOW2_BEAM_SWEEP_4:
  697. case MZ2_WIDOW2_BEAM_SWEEP_5:
  698. case MZ2_WIDOW2_BEAM_SWEEP_6:
  699. case MZ2_WIDOW2_BEAM_SWEEP_7:
  700. case MZ2_WIDOW2_BEAM_SWEEP_8:
  701. case MZ2_WIDOW2_BEAM_SWEEP_9:
  702. case MZ2_WIDOW2_BEAM_SWEEP_10:
  703. case MZ2_WIDOW2_BEAM_SWEEP_11:
  704. dl->radius = 300 + (rand()&100);
  705. dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
  706. dl->die = cl.time + 200;
  707. break;
  708. // ROGUE
  709. // ======
  710. // --- Xian's shit ends ---
  711. }
  712. }
  713. /*
  714. ===============
  715. CL_AddDLights
  716. ===============
  717. */
  718. void CL_AddDLights (void)
  719. {
  720. int i;
  721. cdlight_t *dl;
  722. dl = cl_dlights;
  723. //=====
  724. //PGM
  725. if(vidref_val == VIDREF_GL)
  726. {
  727. for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
  728. {
  729. if (!dl->radius)
  730. continue;
  731. V_AddLight (dl->origin, dl->radius,
  732. dl->color[0], dl->color[1], dl->color[2]);
  733. }
  734. }
  735. else
  736. {
  737. for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
  738. {
  739. if (!dl->radius)
  740. continue;
  741. // negative light in software. only black allowed
  742. if ((dl->color[0] < 0) || (dl->color[1] < 0) || (dl->color[2] < 0))
  743. {
  744. dl->radius = -(dl->radius);
  745. dl->color[0] = 1;
  746. dl->color[1] = 1;
  747. dl->color[2] = 1;
  748. }
  749. V_AddLight (dl->origin, dl->radius,
  750. dl->color[0], dl->color[1], dl->color[2]);
  751. }
  752. }
  753. //PGM
  754. //=====
  755. }
  756. /*
  757. ==============================================================
  758. PARTICLE MANAGEMENT
  759. ==============================================================
  760. */
  761. /*
  762. // THIS HAS BEEN RELOCATED TO CLIENT.H
  763. typedef struct particle_s
  764. {
  765. struct particle_s *next;
  766. float time;
  767. vec3_t org;
  768. vec3_t vel;
  769. vec3_t accel;
  770. float color;
  771. float colorvel;
  772. float alpha;
  773. float alphavel;
  774. } cparticle_t;
  775. #define PARTICLE_GRAVITY 40
  776. */
  777. cparticle_t *active_particles, *free_particles;
  778. cparticle_t particles[MAX_PARTICLES];
  779. int cl_numparticles = MAX_PARTICLES;
  780. /*
  781. ===============
  782. CL_ClearParticles
  783. ===============
  784. */
  785. void CL_ClearParticles (void)
  786. {
  787. int i;
  788. free_particles = &particles[0];
  789. active_particles = NULL;
  790. for (i=0 ;i<cl_numparticles ; i++)
  791. particles[i].next = &particles[i+1];
  792. particles[cl_numparticles-1].next = NULL;
  793. }
  794. /*
  795. ===============
  796. CL_ParticleEffect
  797. Wall impact puffs
  798. ===============
  799. */
  800. void CL_ParticleEffect (vec3_t org, vec3_t dir, int color, int count)
  801. {
  802. int i, j;
  803. cparticle_t *p;
  804. float d;
  805. for (i=0 ; i<count ; i++)
  806. {
  807. if (!free_particles)
  808. return;
  809. p = free_particles;
  810. free_particles = p->next;
  811. p->next = active_particles;
  812. active_particles = p;
  813. p->time = cl.time;
  814. p->color = color + (rand()&7);
  815. d = rand()&31;
  816. for (j=0 ; j<3 ; j++)
  817. {
  818. p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
  819. p->vel[j] = crand()*20;
  820. }
  821. p->accel[0] = p->accel[1] = 0;
  822. p->accel[2] = -PARTICLE_GRAVITY;
  823. p->alpha = 1.0;
  824. p->alphavel = -1.0 / (0.5 + frand()*0.3);
  825. }
  826. }
  827. /*
  828. ===============
  829. CL_ParticleEffect2
  830. ===============
  831. */
  832. void CL_ParticleEffect2 (vec3_t org, vec3_t dir, int color, int count)
  833. {
  834. int i, j;
  835. cparticle_t *p;
  836. float d;
  837. for (i=0 ; i<count ; i++)
  838. {
  839. if (!free_particles)
  840. return;
  841. p = free_particles;
  842. free_particles = p->next;
  843. p->next = active_particles;
  844. active_particles = p;
  845. p->time = cl.time;
  846. p->color = color;
  847. d = rand()&7;
  848. for (j=0 ; j<3 ; j++)
  849. {
  850. p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
  851. p->vel[j] = crand()*20;
  852. }
  853. p->accel[0] = p->accel[1] = 0;
  854. p->accel[2] = -PARTICLE_GRAVITY;
  855. p->alpha = 1.0;
  856. p->alphavel = -1.0 / (0.5 + frand()*0.3);
  857. }
  858. }
  859. // RAFAEL
  860. /*
  861. ===============
  862. CL_ParticleEffect3
  863. ===============
  864. */
  865. void CL_ParticleEffect3 (vec3_t org, vec3_t dir, int color, int count)
  866. {
  867. int i, j;
  868. cparticle_t *p;
  869. float d;
  870. for (i=0 ; i<count ; i++)
  871. {
  872. if (!free_particles)
  873. return;
  874. p = free_particles;
  875. free_particles = p->next;
  876. p->next = active_particles;
  877. active_particles = p;
  878. p->time = cl.time;
  879. p->color = color;
  880. d = rand()&7;
  881. for (j=0 ; j<3 ; j++)
  882. {
  883. p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
  884. p->vel[j] = crand()*20;
  885. }
  886. p->accel[0] = p->accel[1] = 0;
  887. p->accel[2] = PARTICLE_GRAVITY;
  888. p->alpha = 1.0;
  889. p->alphavel = -1.0 / (0.5 + frand()*0.3);
  890. }
  891. }
  892. /*
  893. ===============
  894. CL_TeleporterParticles
  895. ===============
  896. */
  897. void CL_TeleporterParticles (entity_state_t *ent)
  898. {
  899. int i, j;
  900. cparticle_t *p;
  901. for (i=0 ; i<8 ; i++)
  902. {
  903. if (!free_particles)
  904. return;
  905. p = free_particles;
  906. free_particles = p->next;
  907. p->next = active_particles;
  908. active_particles = p;
  909. p->time = cl.time;
  910. p->color = 0xdb;
  911. for (j=0 ; j<2 ; j++)
  912. {
  913. p->org[j] = ent->origin[j] - 16 + (rand()&31);
  914. p->vel[j] = crand()*14;
  915. }
  916. p->org[2] = ent->origin[2] - 8 + (rand()&7);
  917. p->vel[2] = 80 + (rand()&7);
  918. p->accel[0] = p->accel[1] = 0;
  919. p->accel[2] = -PARTICLE_GRAVITY;
  920. p->alpha = 1.0;
  921. p->alphavel = -0.5;
  922. }
  923. }
  924. /*
  925. ===============
  926. CL_LogoutEffect
  927. ===============
  928. */
  929. void CL_LogoutEffect (vec3_t org, int type)
  930. {
  931. int i, j;
  932. cparticle_t *p;
  933. for (i=0 ; i<500 ; i++)
  934. {
  935. if (!free_particles)
  936. return;
  937. p = free_particles;
  938. free_particles = p->next;
  939. p->next = active_particles;
  940. active_particles = p;
  941. p->time = cl.time;
  942. if (type == MZ_LOGIN)
  943. p->color = 0xd0 + (rand()&7); // green
  944. else if (type == MZ_LOGOUT)
  945. p->color = 0x40 + (rand()&7); // red
  946. else
  947. p->color = 0xe0 + (rand()&7); // yellow
  948. p->org[0] = org[0] - 16 + frand()*32;
  949. p->org[1] = org[1] - 16 + frand()*32;
  950. p->org[2] = org[2] - 24 + frand()*56;
  951. for (j=0 ; j<3 ; j++)
  952. p->vel[j] = crand()*20;
  953. p->accel[0] = p->accel[1] = 0;
  954. p->accel[2] = -PARTICLE_GRAVITY;
  955. p->alpha = 1.0;
  956. p->alphavel = -1.0 / (1.0 + frand()*0.3);
  957. }
  958. }
  959. /*
  960. ===============
  961. CL_ItemRespawnParticles
  962. ===============
  963. */
  964. void CL_ItemRespawnParticles (vec3_t org)
  965. {
  966. int i, j;
  967. cparticle_t *p;
  968. for (i=0 ; i<64 ; i++)
  969. {
  970. if (!free_particles)
  971. return;
  972. p = free_particles;
  973. free_particles = p->next;
  974. p->next = active_particles;
  975. active_particles = p;
  976. p->time = cl.time;
  977. p->color = 0xd4 + (rand()&3); // green
  978. p->org[0] = org[0] + crand()*8;
  979. p->org[1] = org[1] + crand()*8;
  980. p->org[2] = org[2] + crand()*8;
  981. for (j=0 ; j<3 ; j++)
  982. p->vel[j] = crand()*8;
  983. p->accel[0] = p->accel[1] = 0;
  984. p->accel[2] = -PARTICLE_GRAVITY*0.2;
  985. p->alpha = 1.0;
  986. p->alphavel = -1.0 / (1.0 + frand()*0.3);
  987. }
  988. }
  989. /*
  990. ===============
  991. CL_ExplosionParticles
  992. ===============
  993. */
  994. void CL_ExplosionParticles (vec3_t org)
  995. {
  996. int i, j;
  997. cparticle_t *p;
  998. for (i=0 ; i<256 ; i++)
  999. {
  1000. if (!free_particles)
  1001. return;
  1002. p = free_particles;
  1003. free_particles = p->next;
  1004. p->next = active_particles;
  1005. active_particles = p;
  1006. p->time = cl.time;
  1007. p->color = 0xe0 + (rand()&7);
  1008. for (j=0 ; j<3 ; j++)
  1009. {
  1010. p->org[j] = org[j] + ((rand()%32)-16);
  1011. p->vel[j] = (rand()%384)-192;
  1012. }
  1013. p->accel[0] = p->accel[1] = 0;
  1014. p->accel[2] = -PARTICLE_GRAVITY;
  1015. p->alpha = 1.0;
  1016. p->alphavel = -0.8 / (0.5 + frand()*0.3);
  1017. }
  1018. }
  1019. /*
  1020. ===============
  1021. CL_BigTeleportParticles
  1022. ===============
  1023. */
  1024. void CL_BigTeleportParticles (vec3_t org)
  1025. {
  1026. int i;
  1027. cparticle_t *p;
  1028. float angle, dist;
  1029. static int colortable[4] = {2*8,13*8,21*8,18*8};
  1030. for (i=0 ; i<4096 ; i++)
  1031. {
  1032. if (!free_particles)
  1033. return;
  1034. p = free_particles;
  1035. free_particles = p->next;
  1036. p->next = active_particles;
  1037. active_particles = p;
  1038. p->time = cl.time;
  1039. p->color = colortable[rand()&3];
  1040. angle = M_PI*2*(rand()&1023)/1023.0;
  1041. dist = rand()&31;
  1042. p->org[0] = org[0] + cos(angle)*dist;
  1043. p->vel[0] = cos(angle)*(70+(rand()&63));
  1044. p->accel[0] = -cos(angle)*100;
  1045. p->org[1] = org[1] + sin(angle)*dist;
  1046. p->vel[1] = sin(angle)*(70+(rand()&63));
  1047. p->accel[1] = -sin(angle)*100;
  1048. p->org[2] = org[2] + 8 + (rand()%90);
  1049. p->vel[2] = -100 + (rand()&31);
  1050. p->accel[2] = PARTICLE_GRAVITY*4;
  1051. p->alpha = 1.0;
  1052. p->alphavel = -0.3 / (0.5 + frand()*0.3);
  1053. }
  1054. }
  1055. /*
  1056. ===============
  1057. CL_BlasterParticles
  1058. Wall impact puffs
  1059. ===============
  1060. */
  1061. void CL_BlasterParticles (vec3_t org, vec3_t dir)
  1062. {
  1063. int i, j;
  1064. cparticle_t *p;
  1065. float d;
  1066. int count;
  1067. count = 40;
  1068. for (i=0 ; i<count ; i++)
  1069. {
  1070. if (!free_particles)
  1071. return;
  1072. p = free_particles;
  1073. free_particles = p->next;
  1074. p->next = active_particles;
  1075. active_particles = p;
  1076. p->time = cl.time;
  1077. p->color = 0xe0 + (rand()&7);
  1078. d = rand()&15;
  1079. for (j=0 ; j<3 ; j++)
  1080. {
  1081. p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
  1082. p->vel[j] = dir[j] * 30 + crand()*40;
  1083. }
  1084. p->accel[0] = p->accel[1] = 0;
  1085. p->accel[2] = -PARTICLE_GRAVITY;
  1086. p->alpha = 1.0;
  1087. p->alphavel = -1.0 / (0.5 + frand()*0.3);
  1088. }
  1089. }
  1090. /*
  1091. ===============
  1092. CL_BlasterTrail
  1093. ===============
  1094. */
  1095. void CL_BlasterTrail (vec3_t start, vec3_t end)
  1096. {
  1097. vec3_t move;
  1098. vec3_t vec;
  1099. float len;
  1100. int j;
  1101. cparticle_t *p;
  1102. int dec;
  1103. VectorCopy (start, move);
  1104. VectorSubtract (end, start, vec);
  1105. len = VectorNormalize (vec);
  1106. dec = 5;
  1107. VectorScale (vec, 5, vec);
  1108. // FIXME: this is a really silly way to have a loop
  1109. while (len > 0)
  1110. {
  1111. len -= dec;
  1112. if (!free_particles)
  1113. return;
  1114. p = free_particles;
  1115. free_particles = p->next;
  1116. p->next = active_particles;
  1117. active_particles = p;
  1118. VectorClear (p->accel);
  1119. p->time = cl.time;
  1120. p->alpha = 1.0;
  1121. p->alphavel = -1.0 / (0.3+frand()*0.2);
  1122. p->color = 0xe0;
  1123. for (j=0 ; j<3 ; j++)
  1124. {
  1125. p->org[j] = move[j] + crand();
  1126. p->vel[j] = crand()*5;
  1127. p->accel[j] = 0;
  1128. }
  1129. VectorAdd (move, vec, move);
  1130. }
  1131. }
  1132. /*
  1133. ===============
  1134. CL_QuadTrail
  1135. ===============
  1136. */
  1137. void CL_QuadTrail (vec3_t start, vec3_t end)
  1138. {
  1139. vec3_t move;
  1140. vec3_t vec;
  1141. float len;
  1142. int j;
  1143. cparticle_t *p;
  1144. int dec;
  1145. VectorCopy (start, move);
  1146. VectorSubtract (end, start, vec);
  1147. len = VectorNormalize (vec);
  1148. dec = 5;
  1149. VectorScale (vec, 5, vec);
  1150. while (len > 0)
  1151. {
  1152. len -= dec;
  1153. if (!free_particles)
  1154. return;
  1155. p = free_particles;
  1156. free_particles = p->next;
  1157. p->next = active_particles;
  1158. active_particles = p;
  1159. VectorClear (p->accel);
  1160. p->time = cl.time;
  1161. p->alpha = 1.0;
  1162. p->alphavel = -1.0 / (0.8+frand()*0.2);
  1163. p->color = 115;
  1164. for (j=0 ; j<3 ; j++)
  1165. {
  1166. p->org[j] = move[j] + crand()*16;
  1167. p->vel[j] = crand()*5;
  1168. p->accel[j] = 0;
  1169. }
  1170. VectorAdd (move, vec, move);
  1171. }
  1172. }
  1173. /*
  1174. ===============
  1175. CL_FlagTrail
  1176. ===============
  1177. */
  1178. void CL_FlagTrail (vec3_t start, vec3_t end, float color)
  1179. {
  1180. vec3_t move;
  1181. vec3_t vec;
  1182. float len;
  1183. int j;
  1184. cparticle_t *p;
  1185. int dec;
  1186. VectorCopy (start, move);
  1187. VectorSubtract (end, start, vec);
  1188. len = VectorNormalize (vec);
  1189. dec = 5;
  1190. VectorScale (vec, 5, vec);
  1191. while (len > 0)
  1192. {
  1193. len -= dec;
  1194. if (!free_particles)
  1195. return;
  1196. p = free_particles;
  1197. free_particles = p->next;
  1198. p->next = active_particles;
  1199. active_particles = p;
  1200. VectorClear (p->accel);
  1201. p->time = cl.time;
  1202. p->alpha = 1.0;
  1203. p->alphavel = -1.0 / (0.8+frand()*0.2);
  1204. p->color = color;
  1205. for (j=0 ; j<3 ; j++)
  1206. {
  1207. p->org[j] = move[j] + crand()*16;
  1208. p->vel[j] = crand()*5;
  1209. p->accel[j] = 0;
  1210. }
  1211. VectorAdd (move, vec, move);
  1212. }
  1213. }
  1214. /*
  1215. ===============
  1216. CL_DiminishingTrail
  1217. ===============
  1218. */
  1219. void CL_DiminishingTrail (vec3_t start, vec3_t end, centity_t *old, int flags)
  1220. {
  1221. vec3_t move;
  1222. vec3_t vec;
  1223. float len;
  1224. int j;
  1225. cparticle_t *p;
  1226. float dec;
  1227. float orgscale;
  1228. float velscale;
  1229. VectorCopy (start, move);
  1230. VectorSubtract (end, start, vec);
  1231. len = VectorNormalize (vec);
  1232. dec = 0.5;
  1233. VectorScale (vec, dec, vec);
  1234. if (old->trailcount > 900)
  1235. {
  1236. orgscale = 4;
  1237. velscale = 15;
  1238. }
  1239. else if (old->trailcount > 800)
  1240. {
  1241. orgscale = 2;
  1242. velscale = 10;
  1243. }
  1244. else
  1245. {
  1246. orgscale = 1;
  1247. velscale = 5;
  1248. }
  1249. while (len > 0)
  1250. {
  1251. len -= dec;
  1252. if (!free_particles)
  1253. return;
  1254. // drop less particles as it flies
  1255. if ((rand()&1023) < old->trailcount)
  1256. {
  1257. p = free_particles;
  1258. free_particles = p->next;
  1259. p->next = active_particles;
  1260. active_particles = p;
  1261. VectorClear (p->accel);
  1262. p->time = cl.time;
  1263. if (flags & EF_GIB)
  1264. {
  1265. p->alpha = 1.0;
  1266. p->alphavel = -1.0 / (1+frand()*0.4);
  1267. p->color = 0xe8 + (rand()&7);
  1268. for (j=0 ; j<3 ; j++)
  1269. {
  1270. p->org[j] = move[j] + crand()*orgscale;
  1271. p->vel[j] = crand()*velscale;
  1272. p->accel[j] = 0;
  1273. }
  1274. p->vel[2] -= PARTICLE_GRAVITY;
  1275. }
  1276. else if (flags & EF_GREENGIB)
  1277. {
  1278. p->alpha = 1.0;
  1279. p->alphavel = -1.0 / (1+frand()*0.4);
  1280. p->color = 0xdb + (rand()&7);
  1281. for (j=0; j< 3; j++)
  1282. {
  1283. p->org[j] = move[j] + crand()*orgscale;
  1284. p->vel[j] = crand()*velscale;
  1285. p->accel[j] = 0;
  1286. }
  1287. p->vel[2] -= PARTICLE_GRAVITY;
  1288. }
  1289. else
  1290. {
  1291. p->alpha = 1.0;
  1292. p->alphavel = -1.0 / (1+frand()*0.2);
  1293. p->color = 4 + (rand()&7);
  1294. for (j=0 ; j<3 ; j++)
  1295. {
  1296. p->org[j] = move[j] + crand()*orgscale;
  1297. p->vel[j] = crand()*velscale;
  1298. }
  1299. p->accel[2] = 20;
  1300. }
  1301. }
  1302. old->trailcount -= 5;
  1303. if (old->trailcount < 100)
  1304. old->trailcount = 100;
  1305. VectorAdd (move, vec, move);
  1306. }
  1307. }
  1308. void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)
  1309. {
  1310. float d;
  1311. // this rotate and negat guarantees a vector
  1312. // not colinear with the original
  1313. right[1] = -forward[0];
  1314. right[2] = forward[1];
  1315. right[0] = forward[2];
  1316. d = DotProduct (right, forward);
  1317. VectorMA (right, -d, forward, right);
  1318. VectorNormalize (right);
  1319. CrossProduct (right, forward, up);
  1320. }
  1321. /*
  1322. ===============
  1323. CL_RocketTrail
  1324. ===============
  1325. */
  1326. void CL_RocketTrail (vec3_t start, vec3_t end, centity_t *old)
  1327. {
  1328. vec3_t move;
  1329. vec3_t vec;
  1330. float len;
  1331. int j;
  1332. cparticle_t *p;
  1333. float dec;
  1334. // smoke
  1335. CL_DiminishingTrail (start, end, old, EF_ROCKET);
  1336. // fire
  1337. VectorCopy (start, move);
  1338. VectorSubtract (end, start, vec);
  1339. len = VectorNormalize (vec);
  1340. dec = 1;
  1341. VectorScale (vec, dec, vec);
  1342. while (len > 0)
  1343. {
  1344. len -= dec;
  1345. if (!free_particles)
  1346. return;
  1347. if ( (rand()&7) == 0)
  1348. {
  1349. p = free_particles;
  1350. free_particles = p->next;
  1351. p->next = active_particles;
  1352. active_particles = p;
  1353. VectorClear (p->accel);
  1354. p->time = cl.time;
  1355. p->alpha = 1.0;
  1356. p->alphavel = -1.0 / (1+frand()*0.2);
  1357. p->color = 0xdc + (rand()&3);
  1358. for (j=0 ; j<3 ; j++)
  1359. {
  1360. p->org[j] = move[j] + crand()*5;
  1361. p->vel[j] = crand()*20;
  1362. }
  1363. p->accel[2] = -PARTICLE_GRAVITY;
  1364. }
  1365. VectorAdd (move, vec, move);
  1366. }
  1367. }
  1368. /*
  1369. ===============
  1370. CL_RailTrail
  1371. ===============
  1372. */
  1373. void CL_RailTrail (vec3_t start, vec3_t end)
  1374. {
  1375. vec3_t move;
  1376. vec3_t vec;
  1377. float len;
  1378. int j;
  1379. cparticle_t *p;
  1380. float dec;
  1381. vec3_t right, up;
  1382. int i;
  1383. float d, c, s;
  1384. vec3_t dir;
  1385. byte clr = 0x74;
  1386. VectorCopy (start, move);
  1387. VectorSubtract (end, start, vec);
  1388. len = VectorNormalize (vec);
  1389. MakeNormalVectors (vec, right, up);
  1390. for (i=0 ; i<len ; i++)
  1391. {
  1392. if (!free_particles)
  1393. return;
  1394. p = free_particles;
  1395. free_particles = p->next;
  1396. p->next = active_particles;
  1397. active_particles = p;
  1398. p->time = cl.time;
  1399. VectorClear (p->accel);
  1400. d = i * 0.1;
  1401. c = cos(d);
  1402. s = sin(d);
  1403. VectorScale (right, c, dir);
  1404. VectorMA (dir, s, up, dir);
  1405. p->alpha = 1.0;
  1406. p->alphavel = -1.0 / (1+frand()*0.2);
  1407. p->color = clr + (rand()&7);
  1408. for (j=0 ; j<3 ; j++)
  1409. {
  1410. p->org[j] = move[j] + dir[j]*3;
  1411. p->vel[j] = dir[j]*6;
  1412. }
  1413. VectorAdd (move, vec, move);
  1414. }
  1415. dec = 0.75;
  1416. VectorScale (vec, dec, vec);
  1417. VectorCopy (start, move);
  1418. while (len > 0)
  1419. {
  1420. len -= dec;
  1421. if (!free_particles)
  1422. return;
  1423. p = free_particles;
  1424. free_particles = p->next;
  1425. p->next = active_particles;
  1426. active_particles = p;
  1427. p->time = cl.time;
  1428. VectorClear (p->accel);
  1429. p->alpha = 1.0;
  1430. p->alphavel = -1.0 / (0.6+frand()*0.2);
  1431. p->color = 0x0 + rand()&15;
  1432. for (j=0 ; j<3 ; j++)
  1433. {
  1434. p->org[j] = move[j] + crand()*3;
  1435. p->vel[j] = crand()*3;
  1436. p->accel[j] = 0;
  1437. }
  1438. VectorAdd (move, vec, move);
  1439. }
  1440. }
  1441. // RAFAEL
  1442. /*
  1443. ===============
  1444. CL_IonripperTrail
  1445. ===============
  1446. */
  1447. void CL_IonripperTrail (vec3_t start, vec3_t ent)
  1448. {
  1449. vec3_t move;
  1450. vec3_t vec;
  1451. float len;
  1452. int j;
  1453. cparticle_t *p;
  1454. int dec;
  1455. int left = 0;
  1456. VectorCopy (start, move);
  1457. VectorSubtract (ent, start, vec);
  1458. len = VectorNormalize (vec);
  1459. dec = 5;
  1460. VectorScale (vec, 5, vec);
  1461. while (len > 0)
  1462. {
  1463. len -= dec;
  1464. if (!free_particles)
  1465. return;
  1466. p = free_particles;
  1467. free_particles = p->next;
  1468. p->next = active_particles;
  1469. active_particles = p;
  1470. VectorClear (p->accel);
  1471. p->time = cl.time;
  1472. p->alpha = 0.5;
  1473. p->alphavel = -1.0 / (0.3 + frand() * 0.2);
  1474. p->color = 0xe4 + (rand()&3);
  1475. for (j=0; j<3; j++)
  1476. {
  1477. p->org[j] = move[j];
  1478. p->accel[j] = 0;
  1479. }
  1480. if (left)
  1481. {
  1482. left = 0;
  1483. p->vel[0] = 10;
  1484. }
  1485. else
  1486. {
  1487. left = 1;
  1488. p->vel[0] = -10;
  1489. }
  1490. p->vel[1] = 0;
  1491. p->vel[2] = 0;
  1492. VectorAdd (move, vec, move);
  1493. }
  1494. }
  1495. /*
  1496. ===============
  1497. CL_BubbleTrail
  1498. ===============
  1499. */
  1500. void CL_BubbleTrail (vec3_t start, vec3_t end)
  1501. {
  1502. vec3_t move;
  1503. vec3_t vec;
  1504. float len;
  1505. int i, j;
  1506. cparticle_t *p;
  1507. float dec;
  1508. VectorCopy (start, move);
  1509. VectorSubtract (end, start, vec);
  1510. len = VectorNormalize (vec);
  1511. dec = 32;
  1512. VectorScale (vec, dec, vec);
  1513. for (i=0 ; i<len ; i+=dec)
  1514. {
  1515. if (!free_particles)
  1516. return;
  1517. p = free_particles;
  1518. free_particles = p->next;
  1519. p->next = active_particles;
  1520. active_particles = p;
  1521. VectorClear (p->accel);
  1522. p->time = cl.time;
  1523. p->alpha = 1.0;
  1524. p->alphavel = -1.0 / (1+frand()*0.2);
  1525. p->color = 4 + (rand()&7);
  1526. for (j=0 ; j<3 ; j++)
  1527. {
  1528. p->org[j] = move[j] + crand()*2;
  1529. p->vel[j] = crand()*5;
  1530. }
  1531. p->vel[2] += 6;
  1532. VectorAdd (move, vec, move);
  1533. }
  1534. }
  1535. /*
  1536. ===============
  1537. CL_FlyParticles
  1538. ===============
  1539. */
  1540. #define BEAMLENGTH 16
  1541. void CL_FlyParticles (vec3_t origin, int count)
  1542. {
  1543. int i;
  1544. cparticle_t *p;
  1545. float angle;
  1546. float sr, sp, sy, cr, cp, cy;
  1547. vec3_t forward;
  1548. float dist = 64;
  1549. float ltime;
  1550. if (count > NUMVERTEXNORMALS)
  1551. count = NUMVERTEXNORMALS;
  1552. if (!avelocities[0][0])
  1553. {
  1554. for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
  1555. avelocities[0][i] = (rand()&255) * 0.01;
  1556. }
  1557. ltime = (float)cl.time / 1000.0;
  1558. for (i=0 ; i<count ; i+=2)
  1559. {
  1560. angle = ltime * avelocities[i][0];
  1561. sy = sin(angle);
  1562. cy = cos(angle);
  1563. angle = ltime * avelocities[i][1];
  1564. sp = sin(angle);
  1565. cp = cos(angle);
  1566. angle = ltime * avelocities[i][2];
  1567. sr = sin(angle);
  1568. cr = cos(angle);
  1569. forward[0] = cp*cy;
  1570. forward[1] = cp*sy;
  1571. forward[2] = -sp;
  1572. if (!free_particles)
  1573. return;
  1574. p = free_particles;
  1575. free_particles = p->next;
  1576. p->next = active_particles;
  1577. active_particles = p;
  1578. p->time = cl.time;
  1579. dist = sin(ltime + i)*64;
  1580. p->org[0] = origin[0] + bytedirs[i][0]*dist + forward[0]*BEAMLENGTH;
  1581. p->org[1] = origin[1] + bytedirs[i][1]*dist + forward[1]*BEAMLENGTH;
  1582. p->org[2] = origin[2] + bytedirs[i][2]*dist + forward[2]*BEAMLENGTH;
  1583. VectorClear (p->vel);
  1584. VectorClear (p->accel);
  1585. p->color = 0;
  1586. p->colorvel = 0;
  1587. p->alpha = 1;
  1588. p->alphavel = -100;
  1589. }
  1590. }
  1591. void CL_FlyEffect (centity_t *ent, vec3_t origin)
  1592. {
  1593. int n;
  1594. int count;
  1595. int starttime;
  1596. if (ent->fly_stoptime < cl.time)
  1597. {
  1598. starttime = cl.time;
  1599. ent->fly_stoptime = cl.time + 60000;
  1600. }
  1601. else
  1602. {
  1603. starttime = ent->fly_stoptime - 60000;
  1604. }
  1605. n = cl.time - starttime;
  1606. if (n < 20000)
  1607. count = n * 162 / 20000.0;
  1608. else
  1609. {
  1610. n = ent->fly_stoptime - cl.time;
  1611. if (n < 20000)
  1612. count = n * 162 / 20000.0;
  1613. else
  1614. count = 162;
  1615. }
  1616. CL_FlyParticles (origin, count);
  1617. }
  1618. /*
  1619. ===============
  1620. CL_BfgParticles
  1621. ===============
  1622. */
  1623. #define BEAMLENGTH 16
  1624. void CL_BfgParticles (entity_t *ent)
  1625. {
  1626. int i;
  1627. cparticle_t *p;
  1628. float angle;
  1629. float sr, sp, sy, cr, cp, cy;
  1630. vec3_t forward;
  1631. float dist = 64;
  1632. vec3_t v;
  1633. float ltime;
  1634. if (!avelocities[0][0])
  1635. {
  1636. for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
  1637. avelocities[0][i] = (rand()&255) * 0.01;
  1638. }
  1639. ltime = (float)cl.time / 1000.0;
  1640. for (i=0 ; i<NUMVERTEXNORMALS ; i++)
  1641. {
  1642. angle = ltime * avelocities[i][0];
  1643. sy = sin(angle);
  1644. cy = cos(angle);
  1645. angle = ltime * avelocities[i][1];
  1646. sp = sin(angle);
  1647. cp = cos(angle);
  1648. angle = ltime * avelocities[i][2];
  1649. sr = sin(angle);
  1650. cr = cos(angle);
  1651. forward[0] = cp*cy;
  1652. forward[1] = cp*sy;
  1653. forward[2] = -sp;
  1654. if (!free_particles)
  1655. return;
  1656. p = free_particles;
  1657. free_particles = p->next;
  1658. p->next = active_particles;
  1659. active_particles = p;
  1660. p->time = cl.time;
  1661. dist = sin(ltime + i)*64;
  1662. p->org[0] = ent->origin[0] + bytedirs[i][0]*dist + forward[0]*BEAMLENGTH;
  1663. p->org[1] = ent->origin[1] + bytedirs[i][1]*dist + forward[1]*BEAMLENGTH;
  1664. p->org[2] = ent->origin[2] + bytedirs[i][2]*dist + forward[2]*BEAMLENGTH;
  1665. VectorClear (p->vel);
  1666. VectorClear (p->accel);
  1667. VectorSubtract (p->org, ent->origin, v);
  1668. dist = VectorLength(v) / 90.0;
  1669. p->color = floor (0xd0 + dist * 7);
  1670. p->colorvel = 0;
  1671. p->alpha = 1.0 - dist;
  1672. p->alphavel = -100;
  1673. }
  1674. }
  1675. /*
  1676. ===============
  1677. CL_TrapParticles
  1678. ===============
  1679. */
  1680. // RAFAEL
  1681. void CL_TrapParticles (entity_t *ent)
  1682. {
  1683. vec3_t move;
  1684. vec3_t vec;
  1685. vec3_t start, end;
  1686. float len;
  1687. int j;
  1688. cparticle_t *p;
  1689. int dec;
  1690. ent->origin[2]-=14;
  1691. VectorCopy (ent->origin, start);
  1692. VectorCopy (ent->origin, end);
  1693. end[2]+=64;
  1694. VectorCopy (start, move);
  1695. VectorSubtract (end, start, vec);
  1696. len = VectorNormalize (vec);
  1697. dec = 5;
  1698. VectorScale (vec, 5, vec);
  1699. // FIXME: this is a really silly way to have a loop
  1700. while (len > 0)
  1701. {
  1702. len -= dec;
  1703. if (!free_particles)
  1704. return;
  1705. p = free_particles;
  1706. free_particles = p->next;
  1707. p->next = active_particles;
  1708. active_particles = p;
  1709. VectorClear (p->accel);
  1710. p->time = cl.time;
  1711. p->alpha = 1.0;
  1712. p->alphavel = -1.0 / (0.3+frand()*0.2);
  1713. p->color = 0xe0;
  1714. for (j=0 ; j<3 ; j++)
  1715. {
  1716. p->org[j] = move[j] + crand();
  1717. p->vel[j] = crand()*15;
  1718. p->accel[j] = 0;
  1719. }
  1720. p->accel[2] = PARTICLE_GRAVITY;
  1721. VectorAdd (move, vec, move);
  1722. }
  1723. {
  1724. int i, j, k;
  1725. cparticle_t *p;
  1726. float vel;
  1727. vec3_t dir;
  1728. vec3_t org;
  1729. ent->origin[2]+=14;
  1730. VectorCopy (ent->origin, org);
  1731. for (i=-2 ; i<=2 ; i+=4)
  1732. for (j=-2 ; j<=2 ; j+=4)
  1733. for (k=-2 ; k<=4 ; k+=4)
  1734. {
  1735. if (!free_particles)
  1736. return;
  1737. p = free_particles;
  1738. free_particles = p->next;
  1739. p->next = active_particles;
  1740. active_particles = p;
  1741. p->time = cl.time;
  1742. p->color = 0xe0 + (rand()&3);
  1743. p->alpha = 1.0;
  1744. p->alphavel = -1.0 / (0.3 + (rand()&7) * 0.02);
  1745. p->org[0] = org[0] + i + ((rand()&23) * crand());
  1746. p->org[1] = org[1] + j + ((rand()&23) * crand());
  1747. p->org[2] = org[2] + k + ((rand()&23) * crand());
  1748. dir[0] = j * 8;
  1749. dir[1] = i * 8;
  1750. dir[2] = k * 8;
  1751. VectorNormalize (dir);
  1752. vel = 50 + rand()&63;
  1753. VectorScale (dir, vel, p->vel);
  1754. p->accel[0] = p->accel[1] = 0;
  1755. p->accel[2] = -PARTICLE_GRAVITY;
  1756. }
  1757. }
  1758. }
  1759. /*
  1760. ===============
  1761. CL_BFGExplosionParticles
  1762. ===============
  1763. */
  1764. //FIXME combined with CL_ExplosionParticles
  1765. void CL_BFGExplosionParticles (vec3_t org)
  1766. {
  1767. int i, j;
  1768. cparticle_t *p;
  1769. for (i=0 ; i<256 ; i++)
  1770. {
  1771. if (!free_particles)
  1772. return;
  1773. p = free_particles;
  1774. free_particles = p->next;
  1775. p->next = active_particles;
  1776. active_particles = p;
  1777. p->time = cl.time;
  1778. p->color = 0xd0 + (rand()&7);
  1779. for (j=0 ; j<3 ; j++)
  1780. {
  1781. p->org[j] = org[j] + ((rand()%32)-16);
  1782. p->vel[j] = (rand()%384)-192;
  1783. }
  1784. p->accel[0] = p->accel[1] = 0;
  1785. p->accel[2] = -PARTICLE_GRAVITY;
  1786. p->alpha = 1.0;
  1787. p->alphavel = -0.8 / (0.5 + frand()*0.3);
  1788. }
  1789. }
  1790. /*
  1791. ===============
  1792. CL_TeleportParticles
  1793. ===============
  1794. */
  1795. void CL_TeleportParticles (vec3_t org)
  1796. {
  1797. int i, j, k;
  1798. cparticle_t *p;
  1799. float vel;
  1800. vec3_t dir;
  1801. for (i=-16 ; i<=16 ; i+=4)
  1802. for (j=-16 ; j<=16 ; j+=4)
  1803. for (k=-16 ; k<=32 ; k+=4)
  1804. {
  1805. if (!free_particles)
  1806. return;
  1807. p = free_particles;
  1808. free_particles = p->next;
  1809. p->next = active_particles;
  1810. active_particles = p;
  1811. p->time = cl.time;
  1812. p->color = 7 + (rand()&7);
  1813. p->alpha = 1.0;
  1814. p->alphavel = -1.0 / (0.3 + (rand()&7) * 0.02);
  1815. p->org[0] = org[0] + i + (rand()&3);
  1816. p->org[1] = org[1] + j + (rand()&3);
  1817. p->org[2] = org[2] + k + (rand()&3);
  1818. dir[0] = j*8;
  1819. dir[1] = i*8;
  1820. dir[2] = k*8;
  1821. VectorNormalize (dir);
  1822. vel = 50 + (rand()&63);
  1823. VectorScale (dir, vel, p->vel);
  1824. p->accel[0] = p->accel[1] = 0;
  1825. p->accel[2] = -PARTICLE_GRAVITY;
  1826. }
  1827. }
  1828. /*
  1829. ===============
  1830. CL_AddParticles
  1831. ===============
  1832. */
  1833. void CL_AddParticles (void)
  1834. {
  1835. cparticle_t *p, *next;
  1836. float alpha;
  1837. float time, time2;
  1838. vec3_t org;
  1839. int color;
  1840. cparticle_t *active, *tail;
  1841. active = NULL;
  1842. tail = NULL;
  1843. for (p=active_particles ; p ; p=next)
  1844. {
  1845. next = p->next;
  1846. // PMM - added INSTANT_PARTICLE handling for heat beam
  1847. if (p->alphavel != INSTANT_PARTICLE)
  1848. {
  1849. time = (cl.time - p->time)*0.001;
  1850. alpha = p->alpha + time*p->alphavel;
  1851. if (alpha <= 0)
  1852. { // faded out
  1853. p->next = free_particles;
  1854. free_particles = p;
  1855. continue;
  1856. }
  1857. }
  1858. else
  1859. {
  1860. alpha = p->alpha;
  1861. }
  1862. p->next = NULL;
  1863. if (!tail)
  1864. active = tail = p;
  1865. else
  1866. {
  1867. tail->next = p;
  1868. tail = p;
  1869. }
  1870. if (alpha > 1.0)
  1871. alpha = 1;
  1872. color = p->color;
  1873. time2 = time*time;
  1874. org[0] = p->org[0] + p->vel[0]*time + p->accel[0]*time2;
  1875. org[1] = p->org[1] + p->vel[1]*time + p->accel[1]*time2;
  1876. org[2] = p->org[2] + p->vel[2]*time + p->accel[2]*time2;
  1877. V_AddParticle (org, color, alpha);
  1878. // PMM
  1879. if (p->alphavel == INSTANT_PARTICLE)
  1880. {
  1881. p->alphavel = 0.0;
  1882. p->alpha = 0.0;
  1883. }
  1884. }
  1885. active_particles = active;
  1886. }
  1887. /*
  1888. ==============
  1889. CL_EntityEvent
  1890. An entity has just been parsed that has an event value
  1891. the female events are there for backwards compatability
  1892. ==============
  1893. */
  1894. extern struct sfx_s *cl_sfx_footsteps[4];
  1895. void CL_EntityEvent (entity_state_t *ent)
  1896. {
  1897. switch (ent->event)
  1898. {
  1899. case EV_ITEM_RESPAWN:
  1900. S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("items/respawn1.wav"), 1, ATTN_IDLE, 0);
  1901. CL_ItemRespawnParticles (ent->origin);
  1902. break;
  1903. case EV_PLAYER_TELEPORT:
  1904. S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("misc/tele1.wav"), 1, ATTN_IDLE, 0);
  1905. CL_TeleportParticles (ent->origin);
  1906. break;
  1907. case EV_FOOTSTEP:
  1908. if (cl_footsteps->value)
  1909. S_StartSound (NULL, ent->number, CHAN_BODY, cl_sfx_footsteps[rand()&3], 1, ATTN_NORM, 0);
  1910. break;
  1911. case EV_FALLSHORT:
  1912. S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("player/land1.wav"), 1, ATTN_NORM, 0);
  1913. break;
  1914. case EV_FALL:
  1915. S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall2.wav"), 1, ATTN_NORM, 0);
  1916. break;
  1917. case EV_FALLFAR:
  1918. S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall1.wav"), 1, ATTN_NORM, 0);
  1919. break;
  1920. }
  1921. }
  1922. /*
  1923. ==============
  1924. CL_ClearEffects
  1925. ==============
  1926. */
  1927. void CL_ClearEffects (void)
  1928. {
  1929. CL_ClearParticles ();
  1930. CL_ClearDlights ();
  1931. CL_ClearLightStyles ();
  1932. }