summaryrefslogtreecommitdiff
path: root/source/cl_fx.c
diff options
context:
space:
mode:
Diffstat (limited to 'source/cl_fx.c')
-rw-r--r--source/cl_fx.c2396
1 files changed, 2396 insertions, 0 deletions
diff --git a/source/cl_fx.c b/source/cl_fx.c
new file mode 100644
index 0000000..2814fc8
--- /dev/null
+++ b/source/cl_fx.c
@@ -0,0 +1,2396 @@
+/*
+Copyright (C) 1997-2001 Id Software, Inc.
+
+This program is free software; you can redistribute it and/or
+modify it under the terms of the GNU General Public License
+as published by the Free Software Foundation; either version 2
+of the License, or (at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+
+See the GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with this program; if not, write to the Free Software
+Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
+*/
+// cl_fx.c -- entity effects parsing and management
+
+#include "cl_local.h"
+
+void CL_LogoutEffect (vec3_t org, int type);
+void CL_ItemRespawnParticles (vec3_t org);
+
+static vec3_t avelocities [NUMVERTEXNORMALS];
+
+extern qhandle_t cl_mod_smoke;
+extern qhandle_t cl_mod_flash;
+
+/*
+==============================================================
+
+LIGHT STYLE MANAGEMENT
+
+==============================================================
+*/
+
+typedef struct clightstyle_s {
+ list_t entry;
+ int length;
+ vec4_t value;
+ float map[MAX_QPATH];
+} clightstyle_t;
+
+static clightstyle_t cl_lightstyles[MAX_LIGHTSTYLES];
+static list_t cl_lightlist;
+static int cl_lastofs;
+
+/*
+================
+CL_ClearLightStyles
+================
+*/
+void CL_ClearLightStyles( void ) {
+ memset( cl_lightstyles, 0, sizeof( cl_lightstyles ) );
+ List_Init( &cl_lightlist );
+ cl_lastofs = -1;
+}
+
+/*
+================
+CL_RunLightStyles
+================
+*/
+void CL_RunLightStyles( void ) {
+ int ofs;
+ clightstyle_t *ls;
+
+ ofs = cl.time / 100;
+ if( ofs == cl_lastofs )
+ return;
+ cl_lastofs = ofs;
+
+ LIST_FOR_EACH( clightstyle_t, ls, &cl_lightlist, entry ) {
+ ls->value[0] = ls->value[1] = ls->value[2] = ls->value[3] =
+ ls->map[ofs % ls->length];
+ }
+}
+
+
+void CL_SetLightstyle( int index ) {
+ char *s;
+ int length, i;
+ clightstyle_t *dest;
+
+ s = cl.configstrings[index + CS_LIGHTS];
+
+ length = strlen( s );
+ if( length >= MAX_QPATH )
+ Com_Error( ERR_DROP, "CL_SetLightstyle: length=%i", length );
+
+ dest = &cl_lightstyles[index];
+ dest->length = length;
+
+ dest->map[0] = 1.0f;
+ for( i = 0; i < length; i++ ) {
+ dest->map[i] = ( float )( s[i] - 'a' ) / ( float )( 'm' - 'a' );
+ }
+
+ if( dest->entry.prev ) {
+ List_Delete( &dest->entry );
+ }
+
+ if( length > 1 ) {
+ List_Append( &cl_lightlist, &dest->entry );
+ return;
+ }
+
+ dest->value[0] = dest->value[1] = dest->value[2] = dest->value[3] = dest->map[0];
+
+}
+
+/*
+================
+CL_AddLightStyles
+================
+*/
+void CL_AddLightStyles( void ) {
+ int i;
+ clightstyle_t *ls;
+
+ for( i = 0, ls = cl_lightstyles; i < MAX_LIGHTSTYLES; i++, ls++ )
+ V_AddLightStyle( i, ls->value );
+}
+
+/*
+==============================================================
+
+DLIGHT MANAGEMENT
+
+==============================================================
+*/
+
+cdlight_t cl_dlights[MAX_DLIGHTS];
+
+/*
+================
+CL_ClearDlights
+================
+*/
+void CL_ClearDlights (void)
+{
+ memset (cl_dlights, 0, sizeof(cl_dlights));
+}
+
+/*
+===============
+CL_AllocDlight
+
+===============
+*/
+cdlight_t *CL_AllocDlight (int key)
+{
+ int i;
+ cdlight_t *dl;
+
+// first look for an exact key match
+ if (key)
+ {
+ dl = cl_dlights;
+ for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
+ {
+ if (dl->key == key)
+ {
+ memset (dl, 0, sizeof(*dl));
+ dl->key = key;
+ return dl;
+ }
+ }
+ }
+
+// then look for anything else
+ dl = cl_dlights;
+ for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
+ {
+ if (dl->die < cl.time)
+ {
+ memset (dl, 0, sizeof(*dl));
+ dl->key = key;
+ return dl;
+ }
+ }
+
+ dl = &cl_dlights[0];
+ memset (dl, 0, sizeof(*dl));
+ dl->key = key;
+ return dl;
+}
+
+/*
+===============
+CL_NewDlight
+===============
+*/
+void CL_NewDlight (int key, float x, float y, float z, float radius, float time)
+{
+ cdlight_t *dl;
+
+ dl = CL_AllocDlight (key);
+ dl->origin[0] = x;
+ dl->origin[1] = y;
+ dl->origin[2] = z;
+ dl->radius = radius;
+ dl->die = cl.time + time;
+}
+
+
+/*
+===============
+CL_RunDLights
+
+===============
+*/
+void CL_RunDLights (void)
+{
+ int i;
+ cdlight_t *dl;
+
+ dl = cl_dlights;
+ for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
+ {
+ if (!dl->radius)
+ continue;
+
+ if (dl->die < cl.time)
+ {
+ dl->radius = 0;
+ return;
+ }
+ dl->radius -= cls.frametime*dl->decay;
+ if (dl->radius < 0)
+ dl->radius = 0;
+ }
+}
+
+/*
+==============
+CL_ParseMuzzleFlash
+==============
+*/
+void CL_ParseMuzzleFlash (void)
+{
+ vec3_t fv, rv;
+ cdlight_t *dl;
+ int i, weapon;
+ centity_t *pl;
+ int silenced;
+ float volume;
+ char soundname[MAX_QPATH];
+
+ i = MSG_ReadShort ();
+ if (i < 1 || i >= MAX_EDICTS)
+ Com_Error (ERR_DROP, "CL_ParseMuzzleFlash: bad entity");
+
+ weapon = MSG_ReadByte ();
+ silenced = weapon & MZ_SILENCED;
+ weapon &= ~MZ_SILENCED;
+
+ pl = &cl_entities[i];
+
+ dl = CL_AllocDlight (i);
+ VectorCopy (pl->current.origin, dl->origin);
+ AngleVectors (pl->current.angles, fv, rv, NULL);
+ VectorMA (dl->origin, 18, fv, dl->origin);
+ VectorMA (dl->origin, 16, rv, dl->origin);
+ if (silenced)
+ dl->radius = 100 + (rand()&31);
+ else
+ dl->radius = 200 + (rand()&31);
+ dl->minlight = 32;
+ dl->die = cl.time; // + 0.1;
+
+ if (silenced)
+ volume = 0.2;
+ else
+ volume = 1;
+
+ switch (weapon)
+ {
+ case MZ_BLASTER:
+ dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
+ break;
+ case MZ_BLUEHYPERBLASTER:
+ dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
+ break;
+ case MZ_HYPERBLASTER:
+ dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
+ break;
+ case MZ_MACHINEGUN:
+ dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
+ Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
+ break;
+ case MZ_SHOTGUN:
+ dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
+ S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1);
+ break;
+ case MZ_SSHOTGUN:
+ dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
+ break;
+ case MZ_CHAINGUN1:
+ dl->radius = 200 + (rand()&31);
+ dl->color[0] = 1;dl->color[1] = 0.25;dl->color[2] = 0;
+ Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
+ break;
+ case MZ_CHAINGUN2:
+ dl->radius = 225 + (rand()&31);
+ dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
+ dl->die = cl.time + 0.1; // long delay
+ Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
+ Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.05);
+ break;
+ case MZ_CHAINGUN3:
+ dl->radius = 250 + (rand()&31);
+ dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
+ dl->die = cl.time + 0.1; // long delay
+ Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
+ Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.033);
+ Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.066);
+ break;
+ case MZ_RAILGUN:
+ dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
+ break;
+ case MZ_ROCKET:
+ dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
+ S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1);
+ break;
+ case MZ_GRENADE:
+ dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
+ S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1);
+ break;
+ case MZ_BFG:
+ dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
+ break;
+
+ case MZ_LOGIN:
+ dl->color[0] = 0;dl->color[1] = 1; dl->color[2] = 0;
+ dl->die = cl.time + 1.0;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
+ CL_LogoutEffect (pl->current.origin, weapon);
+ break;
+ case MZ_LOGOUT:
+ dl->color[0] = 1;dl->color[1] = 0; dl->color[2] = 0;
+ dl->die = cl.time + 1.0;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
+ CL_LogoutEffect (pl->current.origin, weapon);
+ break;
+ case MZ_RESPAWN:
+ dl->color[0] = 1;dl->color[1] = 1; dl->color[2] = 0;
+ dl->die = cl.time + 1.0;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
+ CL_LogoutEffect (pl->current.origin, weapon);
+ break;
+ // RAFAEL
+ case MZ_PHALANX:
+ dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0);
+ break;
+ // RAFAEL
+ case MZ_IONRIPPER:
+ dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rippfiref.wav"), volume, ATTN_NORM, 0);
+ break;
+
+// ======================
+// PGM
+ case MZ_ETF_RIFLE:
+ dl->color[0] = 0.9;dl->color[1] = 0.7;dl->color[2] = 0;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/nail1.wav"), volume, ATTN_NORM, 0);
+ break;
+ case MZ_SHOTGUN2:
+ dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0);
+ break;
+ case MZ_HEATBEAM:
+ dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
+ dl->die = cl.time + 100;
+// S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0);
+ break;
+ case MZ_BLASTER2:
+ dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0;
+ // FIXME - different sound for blaster2 ??
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
+ break;
+ case MZ_TRACKER:
+ // negative flashes handled the same in gl/soft until CL_AddDLights
+ dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1;
+ S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), volume, ATTN_NORM, 0);
+ break;
+ case MZ_NUKE1:
+ dl->color[0] = 1;dl->color[1] = 0;dl->color[2] = 0;
+ dl->die = cl.time + 100;
+ break;
+ case MZ_NUKE2:
+ dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
+ dl->die = cl.time + 100;
+ break;
+ case MZ_NUKE4:
+ dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1;
+ dl->die = cl.time + 100;
+ break;
+ case MZ_NUKE8:
+ dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 1;
+ dl->die = cl.time + 100;
+ break;
+// PGM
+// ======================
+ }
+}
+
+
+/*
+==============
+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 ();
+ if (ent < 1 || ent >= MAX_EDICTS)
+ Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: bad entity");
+
+ flash_number = MSG_ReadByte ();
+ 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);
+ 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:
+ case MZ2_TURRET_MACHINEGUN: // PGM
+ 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:
+ case MZ2_CARRIER_MACHINEGUN_L1: // PMM
+ case MZ2_CARRIER_MACHINEGUN_L2: // PMM
+ 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:
+ case MZ2_TURRET_BLASTER: // PGM
+ 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:
+ case MZ2_TURRET_ROCKET: // PGM
+ 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:
+ case MZ2_CARRIER_ROCKET_1:
+// case MZ2_CARRIER_ROCKET_2:
+// case MZ2_CARRIER_ROCKET_3:
+// case MZ2_CARRIER_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:
+ // PMM
+ case MZ2_CARRIER_RAILGUN:
+ case MZ2_WIDOW_RAIL:
+ // pmm
+ 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_firef.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/xfiref.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:
+ case MZ2_CARRIER_MACHINEGUN_R1: // PMM
+ case MZ2_CARRIER_MACHINEGUN_R2: // PMM
+
+ dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 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:
+ dl->color[0] = 0;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_WIDOW_DISRUPTOR:
+ dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -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);
+ dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0;
+ dl->die = cl.time + 200;
+ break;
+// ROGUE
+// ======
+
+// --- Xian's shit ends ---
+
+ }
+}
+
+
+/*
+===============
+CL_AddDLights
+
+===============
+*/
+void CL_AddDLights (void)
+{
+ int i;
+ cdlight_t *dl;
+
+ dl = cl_dlights;
+
+//=====
+//PGM
+ if( scr_glconfig.renderer != GL_RENDERER_SOFTWARE )
+ {
+ for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
+ {
+ if (!dl->radius)
+ continue;
+ V_AddLight (dl->origin, dl->radius,
+ dl->color[0], dl->color[1], dl->color[2]);
+ }
+ }
+ else
+ {
+ for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
+ {
+ if (!dl->radius)
+ continue;
+
+ // negative light in softwaref. only black allowed
+ if ((dl->color[0] < 0) || (dl->color[1] < 0) || (dl->color[2] < 0))
+ {
+ dl->radius = -(dl->radius);
+ dl->color[0] = 1;
+ dl->color[1] = 1;
+ dl->color[2] = 1;
+ }
+ V_AddLight (dl->origin, dl->radius,
+ dl->color[0], dl->color[1], dl->color[2]);
+ }
+ }
+//PGM
+//=====
+}
+
+
+
+/*
+==============================================================
+
+PARTICLE MANAGEMENT
+
+==============================================================
+*/
+
+cparticle_t *active_particles, *free_particles;
+
+cparticle_t particles[MAX_PARTICLES];
+int cl_numparticles = MAX_PARTICLES;
+
+
+/*
+===============
+CL_ClearParticles
+===============
+*/
+void CL_ClearParticles (void)
+{
+ int i;
+
+ free_particles = &particles[0];
+ active_particles = NULL;
+
+ for (i=0 ;i<cl_numparticles ; i++)
+ particles[i].next = &particles[i+1];
+ particles[cl_numparticles-1].next = NULL;
+}
+
+
+/*
+===============
+CL_ParticleEffect
+
+Wall impact puffs
+===============
+*/
+void CL_ParticleEffect (vec3_t org, vec3_t dir, int color, int count)
+{
+ int i, j;
+ cparticle_t *p;
+ float d;
+
+ for (i=0 ; i<count ; i++)
+ {
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+ p->color = color + (rand()&7);
+
+ d = rand()&31;
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
+ p->vel[j] = crand()*20;
+ }
+
+ p->accel[0] = p->accel[1] = 0;
+ p->accel[2] = -PARTICLE_GRAVITY;
+ p->alpha = 1.0;
+
+ p->alphavel = -1.0 / (0.5 + frand()*0.3);
+ }
+}
+
+
+/*
+===============
+CL_ParticleEffect2
+===============
+*/
+void CL_ParticleEffect2 (vec3_t org, vec3_t dir, int color, int count)
+{
+ int i, j;
+ cparticle_t *p;
+ float d;
+
+ for (i=0 ; i<count ; i++)
+ {
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+ p->color = color;
+
+ d = rand()&7;
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
+ p->vel[j] = crand()*20;
+ }
+
+ p->accel[0] = p->accel[1] = 0;
+ p->accel[2] = -PARTICLE_GRAVITY;
+ p->alpha = 1.0;
+
+ p->alphavel = -1.0 / (0.5 + frand()*0.3);
+ }
+}
+
+
+// RAFAEL
+/*
+===============
+CL_ParticleEffect3
+===============
+*/
+void CL_ParticleEffect3 (vec3_t org, vec3_t dir, int color, int count)
+{
+ int i, j;
+ cparticle_t *p;
+ float d;
+
+ for (i=0 ; i<count ; i++)
+ {
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+ p->color = color;
+
+ d = rand()&7;
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
+ p->vel[j] = crand()*20;
+ }
+
+ p->accel[0] = p->accel[1] = 0;
+ p->accel[2] = PARTICLE_GRAVITY;
+ p->alpha = 1.0;
+
+ p->alphavel = -1.0 / (0.5 + frand()*0.3);
+ }
+}
+
+/*
+===============
+CL_TeleporterParticles
+===============
+*/
+void CL_TeleporterParticles (entity_state_t *ent)
+{
+ int i, j;
+ cparticle_t *p;
+
+ for (i=0 ; i<8 ; i++)
+ {
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+ p->color = 0xdb;
+
+ for (j=0 ; j<2 ; j++)
+ {
+ p->org[j] = ent->origin[j] - 16 + (rand()&31);
+ p->vel[j] = crand()*14;
+ }
+
+ p->org[2] = ent->origin[2] - 8 + (rand()&7);
+ p->vel[2] = 80 + (rand()&7);
+
+ p->accel[0] = p->accel[1] = 0;
+ p->accel[2] = -PARTICLE_GRAVITY;
+ p->alpha = 1.0;
+
+ p->alphavel = -0.5;
+ }
+}
+
+
+/*
+===============
+CL_LogoutEffect
+
+===============
+*/
+void CL_LogoutEffect (vec3_t org, int type)
+{
+ int i, j;
+ cparticle_t *p;
+
+ for (i=0 ; i<500 ; i++)
+ {
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+
+ if (type == MZ_LOGIN)
+ p->color = 0xd0 + (rand()&7); // green
+ else if (type == MZ_LOGOUT)
+ p->color = 0x40 + (rand()&7); // red
+ else
+ p->color = 0xe0 + (rand()&7); // yellow
+
+ p->org[0] = org[0] - 16 + frand()*32;
+ p->org[1] = org[1] - 16 + frand()*32;
+ p->org[2] = org[2] - 24 + frand()*56;
+
+ for (j=0 ; j<3 ; j++)
+ p->vel[j] = crand()*20;
+
+ p->accel[0] = p->accel[1] = 0;
+ p->accel[2] = -PARTICLE_GRAVITY;
+ p->alpha = 1.0;
+
+ p->alphavel = -1.0 / (1.0 + frand()*0.3);
+ }
+}
+
+
+/*
+===============
+CL_ItemRespawnParticles
+
+===============
+*/
+void CL_ItemRespawnParticles (vec3_t org)
+{
+ int i, j;
+ cparticle_t *p;
+
+ for (i=0 ; i<64 ; i++)
+ {
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+
+ p->color = 0xd4 + (rand()&3); // green
+
+ p->org[0] = org[0] + crand()*8;
+ p->org[1] = org[1] + crand()*8;
+ p->org[2] = org[2] + crand()*8;
+
+ for (j=0 ; j<3 ; j++)
+ p->vel[j] = crand()*8;
+
+ p->accel[0] = p->accel[1] = 0;
+ p->accel[2] = -PARTICLE_GRAVITY*0.2;
+ p->alpha = 1.0;
+
+ p->alphavel = -1.0 / (1.0 + frand()*0.3);
+ }
+}
+
+
+/*
+===============
+CL_ExplosionParticles
+===============
+*/
+void CL_ExplosionParticles (vec3_t org)
+{
+ int i, j;
+ cparticle_t *p;
+
+ for (i=0 ; i<256 ; i++)
+ {
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+ p->color = 0xe0 + (rand()&7);
+
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = org[j] + ((rand()%32)-16);
+ p->vel[j] = (rand()%384)-192;
+ }
+
+ p->accel[0] = p->accel[1] = 0;
+ p->accel[2] = -PARTICLE_GRAVITY;
+ p->alpha = 1.0;
+
+ p->alphavel = -0.8 / (0.5 + frand()*0.3);
+ }
+}
+
+/*
+===============
+CL_BigTeleportParticles
+===============
+*/
+void CL_BigTeleportParticles (vec3_t org)
+{
+ int i;
+ cparticle_t *p;
+ float angle, dist;
+ static int colortable[4] = {2*8,13*8,21*8,18*8};
+
+ for (i=0 ; i<4096 ; i++)
+ {
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+
+ p->color = colortable[rand()&3];
+
+ angle = M_PI*2*(rand()&1023)/1023.0;
+ dist = rand()&31;
+ p->org[0] = org[0] + cos(angle)*dist;
+ p->vel[0] = cos(angle)*(70+(rand()&63));
+ p->accel[0] = -cos(angle)*100;
+
+ p->org[1] = org[1] + sin(angle)*dist;
+ p->vel[1] = sin(angle)*(70+(rand()&63));
+ p->accel[1] = -sin(angle)*100;
+
+ p->org[2] = org[2] + 8 + (rand()%90);
+ p->vel[2] = -100 + (rand()&31);
+ p->accel[2] = PARTICLE_GRAVITY*4;
+ p->alpha = 1.0;
+
+ p->alphavel = -0.3 / (0.5 + frand()*0.3);
+ }
+}
+
+
+/*
+===============
+CL_BlasterParticles
+
+Wall impact puffs
+===============
+*/
+void CL_BlasterParticles (vec3_t org, vec3_t dir)
+{
+ int i, j;
+ cparticle_t *p;
+ float d;
+ int count;
+
+ count = 40;
+ for (i=0 ; i<count ; i++)
+ {
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+ p->color = 0xe0 + (rand()&7);
+
+ d = rand()&15;
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = org[j] + ((rand()&7)-4) + d*dir[j];
+ p->vel[j] = dir[j] * 30 + crand()*40;
+ }
+
+ p->accel[0] = p->accel[1] = 0;
+ p->accel[2] = -PARTICLE_GRAVITY;
+ p->alpha = 1.0;
+
+ p->alphavel = -1.0 / (0.5 + frand()*0.3);
+ }
+}
+
+
+/*
+===============
+CL_BlasterTrail
+
+===============
+*/
+void CL_BlasterTrail (vec3_t start, vec3_t end)
+{
+ vec3_t move;
+ vec3_t vec;
+ float len;
+ int j;
+ cparticle_t *p;
+ int dec;
+
+ VectorCopy (start, move);
+ VectorSubtract (end, start, vec);
+ len = VectorNormalize (vec);
+
+ dec = 5;
+ VectorScale (vec, 5, vec);
+
+ // FIXME: this is a really silly way to have a loop
+ while (len > 0)
+ {
+ len -= dec;
+
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+ VectorClear (p->accel);
+
+ p->time = cl.time;
+
+ p->alpha = 1.0;
+ p->alphavel = -1.0 / (0.3+frand()*0.2);
+ p->color = 0xe0;
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = move[j] + crand();
+ p->vel[j] = crand()*5;
+ p->accel[j] = 0;
+ }
+
+ VectorAdd (move, vec, move);
+ }
+}
+
+/*
+===============
+CL_QuadTrail
+
+===============
+*/
+void CL_QuadTrail (vec3_t start, vec3_t end)
+{
+ vec3_t move;
+ vec3_t vec;
+ float len;
+ int j;
+ cparticle_t *p;
+ int dec;
+
+ VectorCopy (start, move);
+ VectorSubtract (end, start, vec);
+ len = VectorNormalize (vec);
+
+ dec = 5;
+ VectorScale (vec, 5, vec);
+
+ while (len > 0)
+ {
+ len -= dec;
+
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+ VectorClear (p->accel);
+
+ p->time = cl.time;
+
+ p->alpha = 1.0;
+ p->alphavel = -1.0 / (0.8+frand()*0.2);
+ p->color = 115;
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = move[j] + crand()*16;
+ p->vel[j] = crand()*5;
+ p->accel[j] = 0;
+ }
+
+ VectorAdd (move, vec, move);
+ }
+}
+
+/*
+===============
+CL_FlagTrail
+
+===============
+*/
+void CL_FlagTrail (vec3_t start, vec3_t end, float color)
+{
+ vec3_t move;
+ vec3_t vec;
+ float len;
+ int j;
+ cparticle_t *p;
+ int dec;
+
+ VectorCopy (start, move);
+ VectorSubtract (end, start, vec);
+ len = VectorNormalize (vec);
+
+ dec = 5;
+ VectorScale (vec, 5, vec);
+
+ while (len > 0)
+ {
+ len -= dec;
+
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+ VectorClear (p->accel);
+
+ p->time = cl.time;
+
+ p->alpha = 1.0;
+ p->alphavel = -1.0 / (0.8+frand()*0.2);
+ p->color = color;
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = move[j] + crand()*16;
+ p->vel[j] = crand()*5;
+ p->accel[j] = 0;
+ }
+
+ VectorAdd (move, vec, move);
+ }
+}
+
+/*
+===============
+CL_DiminishingTrail
+
+===============
+*/
+void CL_DiminishingTrail (vec3_t start, vec3_t end, centity_t *old, int flags)
+{
+ vec3_t move;
+ vec3_t vec;
+ float len;
+ int j;
+ cparticle_t *p;
+ float dec;
+ float orgscale;
+ float velscale;
+
+ VectorCopy (start, move);
+ VectorSubtract (end, start, vec);
+ len = VectorNormalize (vec);
+
+ dec = 0.5;
+ VectorScale (vec, dec, vec);
+
+ if (old->trailcount > 900)
+ {
+ orgscale = 4;
+ velscale = 15;
+ }
+ else if (old->trailcount > 800)
+ {
+ orgscale = 2;
+ velscale = 10;
+ }
+ else
+ {
+ orgscale = 1;
+ velscale = 5;
+ }
+
+ while (len > 0)
+ {
+ len -= dec;
+
+ if (!free_particles)
+ return;
+
+ // drop less particles as it flies
+ if ((rand()&1023) < old->trailcount)
+ {
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+ VectorClear (p->accel);
+
+ p->time = cl.time;
+
+ if (flags & EF_GIB)
+ {
+ p->alpha = 1.0;
+ p->alphavel = -1.0 / (1+frand()*0.4);
+ p->color = 0xe8 + (rand()&7);
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = move[j] + crand()*orgscale;
+ p->vel[j] = crand()*velscale;
+ p->accel[j] = 0;
+ }
+ p->vel[2] -= PARTICLE_GRAVITY;
+ }
+ else if (flags & EF_GREENGIB)
+ {
+ p->alpha = 1.0;
+ p->alphavel = -1.0 / (1+frand()*0.4);
+ p->color = 0xdb + (rand()&7);
+ for (j=0; j< 3; j++)
+ {
+ p->org[j] = move[j] + crand()*orgscale;
+ p->vel[j] = crand()*velscale;
+ p->accel[j] = 0;
+ }
+ p->vel[2] -= PARTICLE_GRAVITY;
+ }
+ else
+ {
+ p->alpha = 1.0;
+ p->alphavel = -1.0 / (1+frand()*0.2);
+ p->color = 4 + (rand()&7);
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = move[j] + crand()*orgscale;
+ p->vel[j] = crand()*velscale;
+ }
+ p->accel[2] = 20;
+ }
+ }
+
+ old->trailcount -= 5;
+ if (old->trailcount < 100)
+ old->trailcount = 100;
+ VectorAdd (move, vec, move);
+ }
+}
+
+void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)
+{
+ float d;
+
+ // this rotate and negat guarantees a vector
+ // not colinear with the original
+ right[1] = -forward[0];
+ right[2] = forward[1];
+ right[0] = forward[2];
+
+ d = DotProduct (right, forward);
+ VectorMA (right, -d, forward, right);
+ VectorNormalize (right);
+ CrossProduct (right, forward, up);
+}
+
+/*
+===============
+CL_RocketTrail
+
+===============
+*/
+void CL_RocketTrail (vec3_t start, vec3_t end, centity_t *old)
+{
+ vec3_t move;
+ vec3_t vec;
+ float len;
+ int j;
+ cparticle_t *p;
+ float dec;
+
+ // smoke
+ CL_DiminishingTrail (start, end, old, EF_ROCKET);
+
+ // fire
+ VectorCopy (start, move);
+ VectorSubtract (end, start, vec);
+ len = VectorNormalize (vec);
+
+ dec = 1;
+ VectorScale (vec, dec, vec);
+
+ while (len > 0)
+ {
+ len -= dec;
+
+ if (!free_particles)
+ return;
+
+ if ( (rand()&7) == 0)
+ {
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ VectorClear (p->accel);
+ p->time = cl.time;
+
+ p->alpha = 1.0;
+ p->alphavel = -1.0 / (1+frand()*0.2);
+ p->color = 0xdc + (rand()&3);
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = move[j] + crand()*5;
+ p->vel[j] = crand()*20;
+ }
+ p->accel[2] = -PARTICLE_GRAVITY;
+ }
+ VectorAdd (move, vec, move);
+ }
+}
+
+/*
+===============
+CL_RailTrail
+
+===============
+*/
+
+extern cvar_t *cl_railtrail_type;
+extern cvar_t *cl_railtrail_time;
+extern cvar_t *cl_railtrail_alpha;
+extern cvar_t *cl_railcore_color;
+extern cvar_t *cl_railcore_width;
+extern cvar_t *cl_railrings_color;
+extern cvar_t *cl_railrings_width;
+
+
+void CL_OldRailTrail (vec3_t start, vec3_t end)
+{
+ vec3_t move;
+ vec3_t vec;
+ float len;
+ int j;
+ cparticle_t *p;
+ float dec;
+ vec3_t right, up;
+ int i;
+ float d, c, s;
+ vec3_t dir;
+ byte clr = 0x74;
+
+ VectorCopy (start, move);
+ VectorSubtract (end, start, vec);
+ len = VectorNormalize (vec);
+
+ MakeNormalVectors (vec, right, up);
+
+ for (i=0 ; i<len ; i++)
+ {
+ if (!free_particles)
+ return;
+
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+ VectorClear (p->accel);
+
+ d = i * 0.1;
+ c = cos(d);
+ s = sin(d);
+
+ VectorScale (right, c, dir);
+ VectorMA (dir, s, up, dir);
+
+ p->alpha = 1.0;
+ p->alphavel = -1.0 / (1+frand()*0.2);
+ p->color = clr + (rand()&7);
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = move[j] + dir[j]*3;
+ p->vel[j] = dir[j]*6;
+ }
+
+ VectorAdd (move, vec, move);
+ }
+
+ dec = 0.75;
+ VectorScale (vec, dec, vec);
+ VectorCopy (start, move);
+
+ while (len > 0)
+ {
+ len -= dec;
+
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+ VectorClear (p->accel);
+
+ p->alpha = 1.0;
+ p->alphavel = -1.0 / (0.6+frand()*0.2);
+ p->color = rand()&15;
+
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = move[j] + crand()*3;
+ p->vel[j] = crand()*3;
+ p->accel[j] = 0;
+ }
+
+ VectorAdd (move, vec, move);
+ }
+}
+
+
+void CL_RailTrail( vec3_t start, vec3_t end ) {
+ vec3_t move;
+ vec3_t vec;
+ float len;
+ int j;
+ cparticle_t *p;
+// float dec;
+ vec3_t right, up;
+ int i;
+ float d, c, s;
+ vec3_t dir;
+ laser_t *l;
+ color_t color;
+
+ if( !cl_railtrail_type->integer || scr_glconfig.renderer == GL_RENDERER_SOFTWARE ) {
+ CL_OldRailTrail( start, end );
+ return;
+ }
+
+ if( !( l = CL_AllocLaser() ) ) {
+ return;
+ }
+
+ VectorCopy( start, l->start );
+ VectorCopy( end, l->end );
+ l->fadeType = LASER_FADE_RGBA;
+ l->lifeTime = 1000 * cl_railtrail_time->value;
+ l->indexed = qfalse;
+ l->width = cl_railcore_width->value;
+
+ l->color[0] = ( cl_railcore_color->integer >> 16 ) & 0xff;
+ l->color[1] = ( cl_railcore_color->integer >> 8 ) & 0xff;
+ l->color[2] = ( cl_railcore_color->integer ) & 0xff;
+ l->color[3] = 255 * cl_railtrail_alpha->value;
+
+ color[0] = ( cl_railrings_color->integer >> 16 ) & 0xff;
+ color[1] = ( cl_railrings_color->integer >> 8 ) & 0xff;
+ color[2] = ( cl_railrings_color->integer ) & 0xff;
+ color[3] = 255;
+
+ VectorCopy( start, move );
+ VectorSubtract( end, start, vec );
+ len = VectorNormalize( vec );
+
+ MakeNormalVectors( vec, right, up );
+
+ if( cl_railtrail_type->integer > 1 ) {
+ for( i=0 ; i<len ; i++ ) {
+ if( !free_particles )
+ return;
+
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+ VectorClear( p->accel );
+
+ d = i * 0.1;
+ c = cos( d );
+ s = sin( d );
+
+ VectorScale( right, c, dir );
+ VectorMA( dir, s, up, dir );
+
+ p->alpha = cl_railtrail_alpha->value;
+ p->alphavel = -1.0 / ( cl_railtrail_time->value + frand() * 0.2 );
+ p->color = 0xff;
+ *( uint32 * )p->rgb = *( uint32 * )color;
+ for( j=0 ; j<3 ; j++ ) {
+ p->org[j] = move[j] + dir[j] * cl_railrings_width->value;
+ p->vel[j] = dir[j] * 6;
+ }
+
+ VectorAdd( move, vec, move );
+ }
+ }
+
+
+
+}
+
+
+
+// RAFAEL
+/*
+===============
+CL_IonripperTrail
+===============
+*/
+void CL_IonripperTrail (vec3_t start, vec3_t ent)
+{
+ vec3_t move;
+ vec3_t vec;
+ float len;
+ int j;
+ cparticle_t *p;
+ int dec;
+ int left = 0;
+
+ VectorCopy (start, move);
+ VectorSubtract (ent, start, vec);
+ len = VectorNormalize (vec);
+
+ dec = 5;
+ VectorScale (vec, 5, vec);
+
+ while (len > 0)
+ {
+ len -= dec;
+
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+ VectorClear (p->accel);
+
+ p->time = cl.time;
+ p->alpha = 0.5;
+ p->alphavel = -1.0 / (0.3 + frand() * 0.2);
+ p->color = 0xe4 + (rand()&3);
+
+ for (j=0; j<3; j++)
+ {
+ p->org[j] = move[j];
+ p->accel[j] = 0;
+ }
+ if (left)
+ {
+ left = 0;
+ p->vel[0] = 10;
+ }
+ else
+ {
+ left = 1;
+ p->vel[0] = -10;
+ }
+
+ p->vel[1] = 0;
+ p->vel[2] = 0;
+
+ VectorAdd (move, vec, move);
+ }
+}
+
+
+/*
+===============
+CL_BubbleTrail
+
+===============
+*/
+void CL_BubbleTrail (vec3_t start, vec3_t end)
+{
+ vec3_t move;
+ vec3_t vec;
+ float len;
+ int i, j;
+ cparticle_t *p;
+ float dec;
+
+ VectorCopy (start, move);
+ VectorSubtract (end, start, vec);
+ len = VectorNormalize (vec);
+
+ dec = 32;
+ VectorScale (vec, dec, vec);
+
+ for (i=0 ; i<len ; i+=dec)
+ {
+ if (!free_particles)
+ return;
+
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ VectorClear (p->accel);
+ p->time = cl.time;
+
+ p->alpha = 1.0;
+ p->alphavel = -1.0 / (1+frand()*0.2);
+ p->color = 4 + (rand()&7);
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = move[j] + crand()*2;
+ p->vel[j] = crand()*5;
+ }
+ p->vel[2] += 6;
+
+ VectorAdd (move, vec, move);
+ }
+}
+
+
+/*
+===============
+CL_FlyParticles
+===============
+*/
+
+#define BEAMLENGTH 16
+void CL_FlyParticles (vec3_t origin, int count)
+{
+ int i;
+ cparticle_t *p;
+ float angle;
+ float sr, sp, sy, cr, cp, cy;
+ vec3_t forward;
+ float dist = 64;
+ float ltime;
+
+
+ if (count > NUMVERTEXNORMALS)
+ count = NUMVERTEXNORMALS;
+
+ if (!avelocities[0][0])
+ {
+ for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
+ avelocities[0][i] = (rand()&255) * 0.01;
+ }
+
+
+ ltime = (float)cl.time / 1000.0;
+ for (i=0 ; i<count ; i+=2)
+ {
+ angle = ltime * avelocities[i][0];
+ sy = sin(angle);
+ cy = cos(angle);
+ angle = ltime * avelocities[i][1];
+ sp = sin(angle);
+ cp = cos(angle);
+ angle = ltime * avelocities[i][2];
+ sr = sin(angle);
+ cr = cos(angle);
+
+ forward[0] = cp*cy;
+ forward[1] = cp*sy;
+ forward[2] = -sp;
+
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+
+ dist = sin(ltime + i)*64;
+ p->org[0] = origin[0] + bytedirs[i][0]*dist + forward[0]*BEAMLENGTH;
+ p->org[1] = origin[1] + bytedirs[i][1]*dist + forward[1]*BEAMLENGTH;
+ p->org[2] = origin[2] + bytedirs[i][2]*dist + forward[2]*BEAMLENGTH;
+
+ VectorClear (p->vel);
+ VectorClear (p->accel);
+
+ p->color = 0;
+ p->colorvel = 0;
+
+ p->alpha = 1;
+ p->alphavel = -100;
+ }
+}
+
+void CL_FlyEffect (centity_t *ent, vec3_t origin)
+{
+ int n;
+ int count;
+ int starttime;
+
+ if (ent->fly_stoptime < cl.time)
+ {
+ starttime = cl.time;
+ ent->fly_stoptime = cl.time + 60000;
+ }
+ else
+ {
+ starttime = ent->fly_stoptime - 60000;
+ }
+
+ n = cl.time - starttime;
+ if (n < 20000)
+ count = n * 162 / 20000.0;
+ else
+ {
+ n = ent->fly_stoptime - cl.time;
+ if (n < 20000)
+ count = n * 162 / 20000.0;
+ else
+ count = 162;
+ }
+
+ CL_FlyParticles (origin, count);
+}
+
+
+/*
+===============
+CL_BfgParticles
+===============
+*/
+
+#define BEAMLENGTH 16
+void CL_BfgParticles (entity_t *ent)
+{
+ int i;
+ cparticle_t *p;
+ float angle;
+ float sr, sp, sy, cr, cp, cy;
+ vec3_t forward;
+ float dist = 64;
+ vec3_t v;
+ float ltime;
+
+ if (!avelocities[0][0])
+ {
+ for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
+ avelocities[0][i] = (rand()&255) * 0.01;
+ }
+
+
+ ltime = (float)cl.time / 1000.0;
+ for (i=0 ; i<NUMVERTEXNORMALS ; i++)
+ {
+ angle = ltime * avelocities[i][0];
+ sy = sin(angle);
+ cy = cos(angle);
+ angle = ltime * avelocities[i][1];
+ sp = sin(angle);
+ cp = cos(angle);
+ angle = ltime * avelocities[i][2];
+ sr = sin(angle);
+ cr = cos(angle);
+
+ forward[0] = cp*cy;
+ forward[1] = cp*sy;
+ forward[2] = -sp;
+
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+
+ dist = sin(ltime + i)*64;
+ p->org[0] = ent->origin[0] + bytedirs[i][0]*dist + forward[0]*BEAMLENGTH;
+ p->org[1] = ent->origin[1] + bytedirs[i][1]*dist + forward[1]*BEAMLENGTH;
+ p->org[2] = ent->origin[2] + bytedirs[i][2]*dist + forward[2]*BEAMLENGTH;
+
+ VectorClear (p->vel);
+ VectorClear (p->accel);
+
+ VectorSubtract (p->org, ent->origin, v);
+ dist = VectorLength(v) / 90.0;
+ p->color = floor (0xd0 + dist * 7);
+ p->colorvel = 0;
+
+ p->alpha = 1.0 - dist;
+ p->alphavel = -100;
+ }
+}
+
+
+/*
+===============
+CL_TrapParticles
+===============
+*/
+// RAFAEL
+void CL_TrapParticles (entity_t *ent)
+{
+ vec3_t move;
+ vec3_t vec;
+ vec3_t start, end;
+ float len;
+ int j;
+ cparticle_t *p;
+ int dec;
+
+ ent->origin[2]-=14;
+ VectorCopy (ent->origin, start);
+ VectorCopy (ent->origin, end);
+ end[2]+=64;
+
+ VectorCopy (start, move);
+ VectorSubtract (end, start, vec);
+ len = VectorNormalize (vec);
+
+ dec = 5;
+ VectorScale (vec, 5, vec);
+
+ // FIXME: this is a really silly way to have a loop
+ while (len > 0)
+ {
+ len -= dec;
+
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+ VectorClear (p->accel);
+
+ p->time = cl.time;
+
+ p->alpha = 1.0;
+ p->alphavel = -1.0 / (0.3+frand()*0.2);
+ p->color = 0xe0;
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = move[j] + crand();
+ p->vel[j] = crand()*15;
+ p->accel[j] = 0;
+ }
+ p->accel[2] = PARTICLE_GRAVITY;
+
+ VectorAdd (move, vec, move);
+ }
+
+ {
+
+
+ int i, j, k;
+ cparticle_t *p;
+ float vel;
+ vec3_t dir;
+ vec3_t org;
+
+
+ ent->origin[2]+=14;
+ VectorCopy (ent->origin, org);
+
+
+ for (i=-2 ; i<=2 ; i+=4)
+ for (j=-2 ; j<=2 ; j+=4)
+ for (k=-2 ; k<=4 ; k+=4)
+ {
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+ p->color = 0xe0 + (rand()&3);
+
+ p->alpha = 1.0;
+ p->alphavel = -1.0 / (0.3 + (rand()&7) * 0.02);
+
+ p->org[0] = org[0] + i + ((rand()&23) * crand());
+ p->org[1] = org[1] + j + ((rand()&23) * crand());
+ p->org[2] = org[2] + k + ((rand()&23) * crand());
+
+ dir[0] = j * 8;
+ dir[1] = i * 8;
+ dir[2] = k * 8;
+
+ VectorNormalize (dir);
+ vel = 50 + (rand()&63);
+ VectorScale (dir, vel, p->vel);
+
+ p->accel[0] = p->accel[1] = 0;
+ p->accel[2] = -PARTICLE_GRAVITY;
+ }
+ }
+}
+
+
+/*
+===============
+CL_BFGExplosionParticles
+===============
+*/
+//FIXME combined with CL_ExplosionParticles
+void CL_BFGExplosionParticles (vec3_t org)
+{
+ int i, j;
+ cparticle_t *p;
+
+ for (i=0 ; i<256 ; i++)
+ {
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+ p->color = 0xd0 + (rand()&7);
+
+ for (j=0 ; j<3 ; j++)
+ {
+ p->org[j] = org[j] + ((rand()%32)-16);
+ p->vel[j] = (rand()%384)-192;
+ }
+
+ p->accel[0] = p->accel[1] = 0;
+ p->accel[2] = -PARTICLE_GRAVITY;
+ p->alpha = 1.0;
+
+ p->alphavel = -0.8 / (0.5 + frand()*0.3);
+ }
+}
+
+
+/*
+===============
+CL_TeleportParticles
+
+===============
+*/
+void CL_TeleportParticles (vec3_t org)
+{
+ int i, j, k;
+ cparticle_t *p;
+ float vel;
+ vec3_t dir;
+
+ for (i=-16 ; i<=16 ; i+=4)
+ for (j=-16 ; j<=16 ; j+=4)
+ for (k=-16 ; k<=32 ; k+=4)
+ {
+ if (!free_particles)
+ return;
+ p = free_particles;
+ free_particles = p->next;
+ p->next = active_particles;
+ active_particles = p;
+
+ p->time = cl.time;
+ p->color = 7 + (rand()&7);
+
+ p->alpha = 1.0;
+ p->alphavel = -1.0 / (0.3 + (rand()&7) * 0.02);
+
+ p->org[0] = org[0] + i + (rand()&3);
+ p->org[1] = org[1] + j + (rand()&3);
+ p->org[2] = org[2] + k + (rand()&3);
+
+ dir[0] = j*8;
+ dir[1] = i*8;
+ dir[2] = k*8;
+
+ VectorNormalize (dir);
+ vel = 50 + (rand()&63);
+ VectorScale (dir, vel, p->vel);
+
+ p->accel[0] = p->accel[1] = 0;
+ p->accel[2] = -PARTICLE_GRAVITY;
+ }
+}
+
+
+
+extern int r_numparticles;
+extern particle_t r_particles[MAX_PARTICLES];
+
+/*
+===============
+CL_AddParticles
+===============
+*/
+void CL_AddParticles (void)
+{
+ cparticle_t *p, *next;
+ float alpha;
+ float time = 0, time2;
+ //vec3_t org;
+ int color;
+ cparticle_t *active, *tail;
+ particle_t *part;
+
+ active = NULL;
+ tail = NULL;
+
+ for (p=active_particles ; p ; p=next)
+ {
+ next = p->next;
+
+ // PMM - added INSTANT_PARTICLE handling for heat beam
+ if (p->alphavel != INSTANT_PARTICLE)
+ {
+ time = (cl.time - p->time)*0.001;
+ alpha = p->alpha + time*p->alphavel;
+ if (alpha <= 0)
+ { // faded out
+ p->next = free_particles;
+ free_particles = p;
+ continue;
+ }
+ }
+ else
+ {
+ alpha = p->alpha;
+ }
+
+ if (r_numparticles >= MAX_PARTICLES)
+ break;
+ part = &r_particles[r_numparticles++];
+
+ p->next = NULL;
+ if (!tail)
+ active = tail = p;
+ else
+ {
+ tail->next = p;
+ tail = p;
+ }
+
+ if (alpha > 1.0)
+ alpha = 1;
+ color = p->color;
+
+ time2 = time*time;
+
+ part->origin[0] = p->org[0] + p->vel[0]*time + p->accel[0]*time2;
+ part->origin[1] = p->org[1] + p->vel[1]*time + p->accel[1]*time2;
+ part->origin[2] = p->org[2] + p->vel[2]*time + p->accel[2]*time2;
+
+ if( color == 255 ) {
+ *( uint32 * )part->rgb = *( uint32 * )p->rgb;
+ }
+
+ part->color = color;
+ part->alpha = alpha;
+
+// V_AddParticle( &part );
+ // PMM
+ if (p->alphavel == INSTANT_PARTICLE)
+ {
+ p->alphavel = 0.0;
+ p->alpha = 0.0;
+ }
+ }
+
+ active_particles = active;
+}
+
+
+/*
+==============
+CL_EntityEvent
+
+An entity has just been parsed that has an event value
+
+the female events are there for backwards compatability
+==============
+*/
+extern qhandle_t cl_sfx_footsteps[4];
+
+void CL_EntityEvent (entity_state_t *ent)
+{
+ switch (ent->event)
+ {
+ case EV_ITEM_RESPAWN:
+ S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("items/respawn1.wav"), 1, ATTN_IDLE, 0);
+ CL_ItemRespawnParticles (ent->origin);
+ break;
+ case EV_PLAYER_TELEPORT:
+ S_StartSound (NULL, ent->number, CHAN_WEAPON, S_RegisterSound("misc/tele1.wav"), 1, ATTN_IDLE, 0);
+ CL_TeleportParticles (ent->origin);
+ break;
+ case EV_FOOTSTEP:
+ if (cl_footsteps->integer)
+ S_StartSound (NULL, ent->number, CHAN_BODY, cl_sfx_footsteps[rand()&3], 1, ATTN_NORM, 0);
+ break;
+ case EV_FALLSHORT:
+ S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("player/land1.wav"), 1, ATTN_NORM, 0);
+ break;
+ case EV_FALL:
+ S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall2.wav"), 1, ATTN_NORM, 0);
+ break;
+ case EV_FALLFAR:
+ S_StartSound (NULL, ent->number, CHAN_AUTO, S_RegisterSound ("*fall1.wav"), 1, ATTN_NORM, 0);
+ break;
+ }
+}
+
+
+/*
+==============
+CL_ClearEffects
+
+==============
+*/
+void CL_ClearEffects (void)
+{
+ CL_ClearParticles ();
+ CL_ClearDlights ();
+ CL_ClearLightStyles ();
+}