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-rw-r--r--src/cl_fx.c1044
1 files changed, 494 insertions, 550 deletions
diff --git a/src/cl_fx.c b/src/cl_fx.c
index 8bffad1..bf0e69c 100644
--- a/src/cl_fx.c
+++ b/src/cl_fx.c
@@ -8,7 +8,7 @@ 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.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
@@ -21,8 +21,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "cl_local.h"
-void CL_LogoutEffect (vec3_t org, int type);
-void CL_ItemRespawnParticles (vec3_t org);
+void CL_LogoutEffect(vec3_t org, int type);
+void CL_ItemRespawnParticles(vec3_t org);
static vec3_t avelocities[NUMVERTEXNORMALS];
@@ -44,12 +44,13 @@ typedef struct clightstyle_s {
} clightstyle_t;
static clightstyle_t cl_lightstyles[MAX_LIGHTSTYLES];
-static LIST_DECL( cl_lightlist );
+static LIST_DECL(cl_lightlist);
static int cl_lastofs;
-void CL_ClearLightStyles( void ) {
- memset( cl_lightstyles, 0, sizeof( cl_lightstyles ) );
- List_Init( &cl_lightlist );
+void CL_ClearLightStyles(void)
+{
+ memset(cl_lightstyles, 0, sizeof(cl_lightstyles));
+ List_Init(&cl_lightlist);
cl_lastofs = -1;
}
@@ -58,45 +59,53 @@ void CL_ClearLightStyles( void ) {
CL_RunLightStyles
================
*/
-void CL_RunLightStyles( void ) {
+void CL_RunLightStyles(void)
+{
int ofs;
clightstyle_t *ls;
ofs = cl.time / 100;
- if( ofs == cl_lastofs )
+ 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];
+ 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, const char *s ) {
+void CL_SetLightStyle(int index, const char *s)
+{
int i;
- clightstyle_t *dest;
+ clightstyle_t *ls;
- dest = &cl_lightstyles[index];
- dest->length = strlen( s );
- if( dest->length > MAX_QPATH ) {
- Com_Error( ERR_DROP, "%s: oversize style", __func__ );
+ ls = &cl_lightstyles[index];
+ ls->length = strlen(s);
+ if (ls->length > MAX_QPATH) {
+ Com_Error(ERR_DROP, "%s: oversize style", __func__);
}
- for( i = 0; i < dest->length; i++ ) {
- dest->map[i] = ( float )( s[i] - 'a' ) / ( float )( 'm' - 'a' );
+ for (i = 0; i < ls->length; i++) {
+ ls->map[i] = (float)(s[i] - 'a') / (float)('m' - 'a');
}
- if( dest->entry.prev ) {
- List_Delete( &dest->entry );
+ if (ls->entry.prev) {
+ List_Delete(&ls->entry);
}
- if( dest->length > 1 ) {
- List_Append( &cl_lightlist, &dest->entry );
+ if (ls->length > 1) {
+ List_Append(&cl_lightlist, &ls->entry);
return;
}
- dest->value[0] = dest->value[1] = dest->value[2] = dest->value[3] = dest->map[0] = 1;
+ ls->value[0] =
+ ls->value[1] =
+ ls->value[2] =
+ ls->value[3] =
+ ls->map[0] = 1;
}
/*
@@ -104,12 +113,13 @@ void CL_SetLightStyle( int index, const char *s ) {
CL_AddLightStyles
================
*/
-void CL_AddLightStyles( void ) {
+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 );
+ for (i = 0, ls = cl_lightstyles; i < MAX_LIGHTSTYLES; i++, ls++)
+ V_AddLightStyle(i, ls->value);
}
#endif
@@ -126,8 +136,9 @@ DLIGHT MANAGEMENT
static cdlight_t cl_dlights[MAX_DLIGHTS];
-static void clear_dlights (void) {
- memset (cl_dlights, 0, sizeof(cl_dlights));
+static void clear_dlights(void)
+{
+ memset(cl_dlights, 0, sizeof(cl_dlights));
}
/*
@@ -136,20 +147,17 @@ CL_AllocDlight
===============
*/
-cdlight_t *CL_AllocDlight (int key)
+cdlight_t *CL_AllocDlight(int key)
{
int i;
cdlight_t *dl;
// first look for an exact key match
- if (key)
- {
+ if (key) {
dl = cl_dlights;
- for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
- {
- if (dl->key == key)
- {
- memset (dl, 0, sizeof(*dl));
+ for (i = 0; i < MAX_DLIGHTS; i++, dl++) {
+ if (dl->key == key) {
+ memset(dl, 0, sizeof(*dl));
dl->key = key;
return dl;
}
@@ -158,18 +166,16 @@ cdlight_t *CL_AllocDlight (int key)
// 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));
+ 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));
+ memset(dl, 0, sizeof(*dl));
dl->key = key;
return dl;
}
@@ -180,24 +186,22 @@ CL_RunDLights
===============
*/
-void CL_RunDLights (void)
+void CL_RunDLights(void)
{
int i;
cdlight_t *dl;
dl = cl_dlights;
- for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
- {
+ for (i = 0; i < MAX_DLIGHTS; i++, dl++) {
if (!dl->radius)
continue;
-
- if (dl->die < cl.time)
- {
+
+ if (dl->die < cl.time) {
dl->radius = 0;
return;
}
#if 0
- dl->radius -= cls.frametime*dl->decay;
+ dl->radius -= cls.frametime * dl->decay;
if (dl->radius < 0)
dl->radius = 0;
#endif
@@ -210,18 +214,17 @@ CL_AddDLights
===============
*/
-void CL_AddDLights (void)
+void CL_AddDLights(void)
{
int i;
cdlight_t *dl;
dl = cl_dlights;
- for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
- {
+ 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]);
+ V_AddLight(dl->origin, dl->radius,
+ dl->color[0], dl->color[1], dl->color[2]);
}
}
@@ -234,7 +237,7 @@ void CL_AddDLights (void)
CL_MuzzleFlash
==============
*/
-void CL_MuzzleFlash (void)
+void CL_MuzzleFlash(void)
{
#if USE_DLIGHTS
vec3_t fv, rv;
@@ -245,29 +248,29 @@ void CL_MuzzleFlash (void)
char soundname[MAX_QPATH];
#ifdef _DEBUG
- if( developer->integer )
- CL_CheckEntityPresent( mz.entity, "muzzleflash" );
+ if (developer->integer)
+ CL_CheckEntityPresent(mz.entity, "muzzleflash");
#endif
pl = &cl_entities[mz.entity];
#if USE_DLIGHTS
- dl = CL_AllocDlight (mz.entity);
- 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);
+ dl = CL_AllocDlight(mz.entity);
+ 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 (mz.silenced)
- dl->radius = 100 + (rand()&31);
+ dl->radius = 100 + (rand() & 31);
else
- dl->radius = 200 + (rand()&31);
+ dl->radius = 200 + (rand() & 31);
//dl->minlight = 32;
dl->die = cl.time; // + 0.1;
-#define DL_COLOR(r,g,b) VectorSet(dl->color,r,g,b)
-#define DL_RADIUS(r) (dl->radius=r)
-#define DL_DIE(t) (dl->die=cl.time+t)
+#define DL_COLOR(r, g, b) VectorSet(dl->color, r, g, b)
+#define DL_RADIUS(r) (dl->radius = r)
+#define DL_DIE(t) (dl->die = cl.time + t)
#else
-#define DL_COLOR(r,g,b)
+#define DL_COLOR(r, g, b)
#define DL_RADIUS(r)
#define DL_DIE(t)
#endif
@@ -277,147 +280,146 @@ void CL_MuzzleFlash (void)
else
volume = 1;
- switch (mz.weapon)
- {
+ switch (mz.weapon) {
case MZ_BLASTER:
- DL_COLOR(1,1,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
+ DL_COLOR(1, 1, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_BLUEHYPERBLASTER:
- DL_COLOR(0,0,1);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
+ DL_COLOR(0, 0, 1);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_HYPERBLASTER:
- DL_COLOR(1,1,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
+ DL_COLOR(1, 1, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_MACHINEGUN:
- DL_COLOR(1,1,0);
+ DL_COLOR(1, 1, 0);
Q_snprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
break;
case MZ_SHOTGUN:
- DL_COLOR(1,1,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
- S_StartSound (NULL, mz.entity, CHAN_AUTO, S_RegisterSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1);
+ DL_COLOR(1, 1, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0);
+ S_StartSound(NULL, mz.entity, CHAN_AUTO, S_RegisterSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case MZ_SSHOTGUN:
- DL_COLOR(1,1,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
+ DL_COLOR(1, 1, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0);
break;
case MZ_CHAINGUN1:
- DL_RADIUS(200 + (rand()&31));
- DL_COLOR(1,0.25,0);
+ DL_RADIUS(200 + (rand() & 31));
+ DL_COLOR(1, 0.25, 0);
Q_snprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
break;
case MZ_CHAINGUN2:
- DL_RADIUS(225 + (rand()&31));
- DL_COLOR(1,0.5,0);
+ DL_RADIUS(225 + (rand() & 31));
+ DL_COLOR(1, 0.5, 0);
DL_DIE(0.1); // long delay
Q_snprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
Q_snprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.05);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.05);
break;
case MZ_CHAINGUN3:
- DL_RADIUS(250 + (rand()&31));
- DL_COLOR(1,1,0);
+ DL_RADIUS(250 + (rand() & 31));
+ DL_COLOR(1, 1, 0);
DL_DIE(0.1); // long delay
Q_snprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0);
Q_snprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.033);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.033);
Q_snprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.066);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.066);
break;
case MZ_RAILGUN:
- DL_COLOR(0.5,0.5,1.0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
+ DL_COLOR(0.5, 0.5, 1.0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_ROCKET:
- DL_COLOR(1,0.5,0.2);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
- S_StartSound (NULL, mz.entity, CHAN_AUTO, S_RegisterSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1);
+ DL_COLOR(1, 0.5, 0.2);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0);
+ S_StartSound(NULL, mz.entity, CHAN_AUTO, S_RegisterSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case MZ_GRENADE:
- DL_COLOR(1,0.5,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
- S_StartSound (NULL, mz.entity, CHAN_AUTO, S_RegisterSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1);
+ DL_COLOR(1, 0.5, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0);
+ S_StartSound(NULL, mz.entity, CHAN_AUTO, S_RegisterSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1);
break;
case MZ_BFG:
- DL_COLOR(0,1,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
+ DL_COLOR(0, 1, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0);
break;
case MZ_LOGIN:
- DL_COLOR(0,1,0);
+ DL_COLOR(0, 1, 0);
DL_DIE(1.0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
- CL_LogoutEffect (pl->current.origin, mz.weapon);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
+ CL_LogoutEffect(pl->current.origin, mz.weapon);
break;
case MZ_LOGOUT:
- DL_COLOR(1,0,0);
+ DL_COLOR(1, 0, 0);
DL_DIE(1.0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
- CL_LogoutEffect (pl->current.origin, mz.weapon);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
+ CL_LogoutEffect(pl->current.origin, mz.weapon);
break;
case MZ_RESPAWN:
- DL_COLOR(1,1,0);
+ DL_COLOR(1, 1, 0);
DL_DIE(1.0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
- CL_LogoutEffect (pl->current.origin, mz.weapon);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0);
+ CL_LogoutEffect(pl->current.origin, mz.weapon);
break;
- // RAFAEL
+ // RAFAEL
case MZ_PHALANX:
- DL_COLOR(1,0.5,0.5);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0);
+ DL_COLOR(1, 0.5, 0.5);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0);
break;
- // RAFAEL
- case MZ_IONRIPPER:
- DL_COLOR(1,0.5,0.5);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/rippfiref.wav"), volume, ATTN_NORM, 0);
+ // RAFAEL
+ case MZ_IONRIPPER:
+ DL_COLOR(1, 0.5, 0.5);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/rippfiref.wav"), volume, ATTN_NORM, 0);
break;
// ======================
// PGM
case MZ_ETF_RIFLE:
- DL_COLOR(0.9,0.7,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/nail1.wav"), volume, ATTN_NORM, 0);
+ DL_COLOR(0.9, 0.7, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/nail1.wav"), volume, ATTN_NORM, 0);
break;
case MZ_SHOTGUN2:
- DL_COLOR(1,1,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0);
+ DL_COLOR(1, 1, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0);
break;
case MZ_HEATBEAM:
- DL_COLOR(1,1,0);
+ DL_COLOR(1, 1, 0);
DL_DIE(100);
// S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0);
break;
case MZ_BLASTER2:
- DL_COLOR(0,1,0);
+ DL_COLOR(0, 1, 0);
// FIXME - different sound for blaster2 ??
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0);
+ S_StartSound(NULL, mz.entity, 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(-1,-1,-1);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), volume, ATTN_NORM, 0);
- break;
+ DL_COLOR(-1, -1, -1);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), volume, ATTN_NORM, 0);
+ break;
case MZ_NUKE1:
- DL_COLOR(1,0,0);
+ DL_COLOR(1, 0, 0);
DL_DIE(100);
break;
case MZ_NUKE2:
- DL_COLOR(1,1,0);
+ DL_COLOR(1, 1, 0);
DL_DIE(100);
break;
case MZ_NUKE4:
- DL_COLOR(0,0,1);
+ DL_COLOR(0, 0, 1);
DL_DIE(100);
break;
case MZ_NUKE8:
- DL_COLOR(0,1,1);
+ DL_COLOR(0, 1, 1);
DL_DIE(100);
break;
// PGM
@@ -431,7 +433,7 @@ void CL_MuzzleFlash (void)
CL_MuzzleFlash2
==============
*/
-void CL_MuzzleFlash2 (void)
+void CL_MuzzleFlash2(void)
{
centity_t *ent;
vec3_t origin;
@@ -444,22 +446,21 @@ void CL_MuzzleFlash2 (void)
// locate the origin
ent = &cl_entities[mz.entity];
- AngleVectors (ent->current.angles, forward, right, NULL);
+ AngleVectors(ent->current.angles, forward, right, NULL);
ofs = monster_flash_offset[mz.weapon];
origin[0] = ent->current.origin[0] + forward[0] * ofs[0] + right[0] * ofs[1];
origin[1] = ent->current.origin[1] + forward[1] * ofs[0] + right[1] * ofs[1];
origin[2] = ent->current.origin[2] + forward[2] * ofs[0] + right[2] * ofs[1] + ofs[2];
#if USE_DLIGHTS
- dl = CL_AllocDlight (mz.entity);
- VectorCopy (origin, dl->origin);
- dl->radius = 200 + (rand()&31);
+ dl = CL_AllocDlight(mz.entity);
+ VectorCopy(origin, dl->origin);
+ dl->radius = 200 + (rand() & 31);
//dl->minlight = 32;
dl->die = cl.time; // + 0.1;
#endif
- switch (mz.weapon)
- {
+ switch (mz.weapon) {
case MZ2_INFANTRY_MACHINEGUN_1:
case MZ2_INFANTRY_MACHINEGUN_2:
case MZ2_INFANTRY_MACHINEGUN_3:
@@ -473,10 +474,10 @@ void CL_MuzzleFlash2 (void)
case MZ2_INFANTRY_MACHINEGUN_11:
case MZ2_INFANTRY_MACHINEGUN_12:
case MZ2_INFANTRY_MACHINEGUN_13:
- DL_COLOR(1,1,0);
- CL_ParticleEffect (origin, vec3_origin, 0, 40);
+ DL_COLOR(1, 1, 0);
+ CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_SOLDIER_MACHINEGUN_1:
@@ -487,10 +488,10 @@ void CL_MuzzleFlash2 (void)
case MZ2_SOLDIER_MACHINEGUN_6:
case MZ2_SOLDIER_MACHINEGUN_7:
case MZ2_SOLDIER_MACHINEGUN_8:
- DL_COLOR(1,1,0);
- CL_ParticleEffect (origin, vec3_origin, 0, 40);
+ DL_COLOR(1, 1, 0);
+ CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_GUNNER_MACHINEGUN_1:
@@ -501,10 +502,10 @@ void CL_MuzzleFlash2 (void)
case MZ2_GUNNER_MACHINEGUN_6:
case MZ2_GUNNER_MACHINEGUN_7:
case MZ2_GUNNER_MACHINEGUN_8:
- DL_COLOR(1,1,0);
- CL_ParticleEffect (origin, vec3_origin, 0, 40);
+ DL_COLOR(1, 1, 0);
+ CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_ACTOR_MACHINEGUN_1:
@@ -515,10 +516,10 @@ void CL_MuzzleFlash2 (void)
case MZ2_SUPERTANK_MACHINEGUN_5:
case MZ2_SUPERTANK_MACHINEGUN_6:
case MZ2_TURRET_MACHINEGUN: // PGM
- DL_COLOR(1,1,0);
- CL_ParticleEffect (origin, vec3_origin, 0, 40);
+ DL_COLOR(1, 1, 0);
+ CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_BOSS2_MACHINEGUN_L1:
@@ -528,10 +529,10 @@ void CL_MuzzleFlash2 (void)
case MZ2_BOSS2_MACHINEGUN_L5:
case MZ2_CARRIER_MACHINEGUN_L1: // PMM
case MZ2_CARRIER_MACHINEGUN_L2: // PMM
- DL_COLOR(1,1,0);
- CL_ParticleEffect (origin, vec3_origin, 0, 40);
+ DL_COLOR(1, 1, 0);
+ CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0);
break;
case MZ2_SOLDIER_BLASTER_1:
@@ -543,29 +544,29 @@ void CL_MuzzleFlash2 (void)
case MZ2_SOLDIER_BLASTER_7:
case MZ2_SOLDIER_BLASTER_8:
case MZ2_TURRET_BLASTER: // PGM
- DL_COLOR(1,1,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0);
+ DL_COLOR(1, 1, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_FLYER_BLASTER_1:
case MZ2_FLYER_BLASTER_2:
- DL_COLOR(1,1,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0);
+ DL_COLOR(1, 1, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_MEDIC_BLASTER_1:
- DL_COLOR(1,1,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("medic/medatck1.wav"), 1, ATTN_NORM, 0);
+ DL_COLOR(1, 1, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("medic/medatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_HOVER_BLASTER_1:
- DL_COLOR(1,1,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0);
+ DL_COLOR(1, 1, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_FLOAT_BLASTER_1:
- DL_COLOR(1,1,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0);
+ DL_COLOR(1, 1, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_SOLDIER_SHOTGUN_1:
@@ -576,16 +577,16 @@ void CL_MuzzleFlash2 (void)
case MZ2_SOLDIER_SHOTGUN_6:
case MZ2_SOLDIER_SHOTGUN_7:
case MZ2_SOLDIER_SHOTGUN_8:
- DL_COLOR(1,1,0);
+ DL_COLOR(1, 1, 0);
CL_SmokeAndFlash(origin);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0);
+ S_StartSound(NULL, mz.entity, 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(1,1,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
+ DL_COLOR(1, 1, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_TANK_MACHINEGUN_1:
@@ -607,24 +608,24 @@ void CL_MuzzleFlash2 (void)
case MZ2_TANK_MACHINEGUN_17:
case MZ2_TANK_MACHINEGUN_18:
case MZ2_TANK_MACHINEGUN_19:
- DL_COLOR(1,1,0);
- CL_ParticleEffect (origin, vec3_origin, 0, 40);
+ DL_COLOR(1, 1, 0);
+ CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
Q_snprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav", 'a' + rand() % 5);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), 1, ATTN_NORM, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound(soundname), 1, ATTN_NORM, 0);
break;
case MZ2_CHICK_ROCKET_1:
case MZ2_TURRET_ROCKET: // PGM
- DL_COLOR(1,0.5,0.2);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0);
+ DL_COLOR(1, 0.5, 0.2);
+ S_StartSound(NULL, mz.entity, 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(1,0.5,0.2);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0);
+ DL_COLOR(1, 0.5, 0.2);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_SUPERTANK_ROCKET_1:
@@ -638,29 +639,29 @@ void CL_MuzzleFlash2 (void)
// case MZ2_CARRIER_ROCKET_2:
// case MZ2_CARRIER_ROCKET_3:
// case MZ2_CARRIER_ROCKET_4:
- DL_COLOR(1,0.5,0.2);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("tank/rocket.wav"), 1, ATTN_NORM, 0);
+ DL_COLOR(1, 0.5, 0.2);
+ S_StartSound(NULL, mz.entity, 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(1,0.5,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0);
+ DL_COLOR(1, 0.5, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_GLADIATOR_RAILGUN_1:
- // PMM
+ // PMM
case MZ2_CARRIER_RAILGUN:
case MZ2_WIDOW_RAIL:
- // pmm
- DL_COLOR(0.5,0.5,1.0);
+ // pmm
+ DL_COLOR(0.5, 0.5, 1.0);
break;
// --- Xian's shit starts ---
case MZ2_MAKRON_BFG:
- DL_COLOR(0.5,1,0.5);
+ DL_COLOR(0.5, 1, 0.5);
//S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("makron/bfg_firef.wav"), 1, ATTN_NORM, 0);
break;
@@ -681,20 +682,20 @@ void CL_MuzzleFlash2 (void)
case MZ2_MAKRON_BLASTER_15:
case MZ2_MAKRON_BLASTER_16:
case MZ2_MAKRON_BLASTER_17:
- DL_COLOR(1,1,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("makron/blaster.wav"), 1, ATTN_NORM, 0);
+ DL_COLOR(1, 1, 0);
+ S_StartSound(NULL, mz.entity, 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(1,1,0);
- CL_ParticleEffect (origin, vec3_origin, 0, 40);
+ DL_COLOR(1, 1, 0);
+ CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("boss3/xfiref.wav"), 1, ATTN_NORM, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("boss3/xfiref.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_JORG_MACHINEGUN_R1:
@@ -703,13 +704,13 @@ void CL_MuzzleFlash2 (void)
case MZ2_JORG_MACHINEGUN_R4:
case MZ2_JORG_MACHINEGUN_R5:
case MZ2_JORG_MACHINEGUN_R6:
- DL_COLOR(1,1,0);
- CL_ParticleEffect (origin, vec3_origin, 0, 40);
+ DL_COLOR(1, 1, 0);
+ CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
break;
case MZ2_JORG_BFG_1:
- DL_COLOR(0.5,1,0.5);
+ DL_COLOR(0.5, 1, 0.5);
break;
case MZ2_BOSS2_MACHINEGUN_R1:
@@ -719,8 +720,8 @@ void CL_MuzzleFlash2 (void)
case MZ2_BOSS2_MACHINEGUN_R5:
case MZ2_CARRIER_MACHINEGUN_R1: // PMM
case MZ2_CARRIER_MACHINEGUN_R2: // PMM
- DL_COLOR(1,1,0);
- CL_ParticleEffect (origin, vec3_origin, 0, 40);
+ DL_COLOR(1, 1, 0);
+ CL_ParticleEffect(origin, vec3_origin, 0, 40);
CL_SmokeAndFlash(origin);
break;
@@ -765,13 +766,13 @@ void CL_MuzzleFlash2 (void)
case MZ2_WIDOW_RUN_6:
case MZ2_WIDOW_RUN_7:
case MZ2_WIDOW_RUN_8:
- DL_COLOR(0,1,0);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
+ DL_COLOR(0, 1, 0);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_WIDOW_DISRUPTOR:
- DL_COLOR(-1,-1,-1);
- S_StartSound (NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), 1, ATTN_NORM, 0);
+ DL_COLOR(-1, -1, -1);
+ S_StartSound(NULL, mz.entity, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), 1, ATTN_NORM, 0);
break;
case MZ2_WIDOW_PLASMABEAM:
@@ -791,8 +792,8 @@ void CL_MuzzleFlash2 (void)
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(1,1,0);
+ DL_RADIUS(300 + (rand() & 100));
+ DL_COLOR(1, 1, 0);
DL_DIE(200);
break;
// ROGUE
@@ -816,19 +817,20 @@ static cparticle_t *active_particles, *free_particles;
static cparticle_t particles[MAX_PARTICLES];
static const int cl_numparticles = MAX_PARTICLES;
-static void clear_particles (void)
+static void clear_particles(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;
+ for (i = 0; i < cl_numparticles; i++)
+ particles[i].next = &particles[i + 1];
+ particles[cl_numparticles - 1].next = NULL;
}
-cparticle_t *CL_AllocParticle( void ) {
+cparticle_t *CL_AllocParticle(void)
+{
cparticle_t *p;
if (!free_particles)
@@ -848,33 +850,31 @@ CL_ParticleEffect
Wall impact puffs
===============
*/
-void CL_ParticleEffect (vec3_t org, vec3_t dir, int color, int count)
+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++)
- {
+ for (i = 0; i < count; i++) {
p = CL_AllocParticle();
if (!p)
return;
p->time = cl.time;
- p->color = color + (rand()&7);
+ 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;
+ 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);
+ p->alphavel = -1.0 / (0.5 + frand() * 0.3);
}
}
@@ -884,14 +884,13 @@ void CL_ParticleEffect (vec3_t org, vec3_t dir, int color, int count)
CL_ParticleEffect2
===============
*/
-void CL_ParticleEffect2 (vec3_t org, vec3_t dir, int color, int count)
+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++)
- {
+ for (i = 0; i < count; i++) {
p = CL_AllocParticle();
if (!p)
return;
@@ -899,18 +898,17 @@ void CL_ParticleEffect2 (vec3_t org, vec3_t dir, int color, int count)
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;
+ 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);
+ p->alphavel = -1.0 / (0.5 + frand() * 0.3);
}
}
@@ -920,13 +918,12 @@ void CL_ParticleEffect2 (vec3_t org, vec3_t dir, int color, int count)
CL_TeleporterParticles
===============
*/
-void CL_TeleporterParticles (vec3_t org)
+void CL_TeleporterParticles(vec3_t org)
{
int i, j;
cparticle_t *p;
- for (i=0 ; i<8 ; i++)
- {
+ for (i = 0; i < 8; i++) {
p = CL_AllocParticle();
if (!p)
return;
@@ -934,14 +931,13 @@ void CL_TeleporterParticles (vec3_t org)
p->time = cl.time;
p->color = 0xdb;
- for (j=0 ; j<2 ; j++)
- {
- p->org[j] = org[j] - 16 + (rand()&31);
- p->vel[j] = crand()*14;
+ for (j = 0; j < 2; j++) {
+ p->org[j] = org[j] - 16 + (rand() & 31);
+ p->vel[j] = crand() * 14;
}
- p->org[2] = org[2] - 8 + (rand()&7);
- p->vel[2] = 80 + (rand()&7);
+ p->org[2] = org[2] - 8 + (rand() & 7);
+ p->vel[2] = 80 + (rand() & 7);
p->accel[0] = p->accel[1] = 0;
p->accel[2] = -PARTICLE_GRAVITY;
@@ -958,13 +954,12 @@ CL_LogoutEffect
===============
*/
-void CL_LogoutEffect (vec3_t org, int type)
+void CL_LogoutEffect(vec3_t org, int type)
{
int i, j;
cparticle_t *p;
- for (i=0 ; i<500 ; i++)
- {
+ for (i = 0; i < 500; i++) {
p = CL_AllocParticle();
if (!p)
return;
@@ -972,24 +967,24 @@ void CL_LogoutEffect (vec3_t org, int type)
p->time = cl.time;
if (type == MZ_LOGIN)
- p->color = 0xd0 + (rand()&7); // green
+ p->color = 0xd0 + (rand() & 7); // green
else if (type == MZ_LOGOUT)
- p->color = 0x40 + (rand()&7); // red
+ p->color = 0x40 + (rand() & 7); // red
else
- p->color = 0xe0 + (rand()&7); // yellow
+ 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;
+ 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;
+ 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);
+ p->alphavel = -1.0 / (1.0 + frand() * 0.3);
}
}
@@ -1000,33 +995,32 @@ CL_ItemRespawnParticles
===============
*/
-void CL_ItemRespawnParticles (vec3_t org)
+void CL_ItemRespawnParticles(vec3_t org)
{
int i, j;
cparticle_t *p;
- for (i=0 ; i<64 ; i++)
- {
+ for (i = 0; i < 64; i++) {
p = CL_AllocParticle();
if (!p)
return;
p->time = cl.time;
- p->color = 0xd4 + (rand()&3); // green
+ 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;
+ 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;
+ 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->accel[2] = -PARTICLE_GRAVITY * 0.2;
p->alpha = 1.0;
- p->alphavel = -1.0 / (1.0 + frand()*0.3);
+ p->alphavel = -1.0 / (1.0 + frand() * 0.3);
}
}
@@ -1036,31 +1030,29 @@ void CL_ItemRespawnParticles (vec3_t org)
CL_ExplosionParticles
===============
*/
-void CL_ExplosionParticles (vec3_t org)
+void CL_ExplosionParticles(vec3_t org)
{
int i, j;
cparticle_t *p;
- for (i=0 ; i<256 ; i++)
- {
+ for (i = 0; i < 256; i++) {
p = CL_AllocParticle();
if (!p)
return;
p->time = cl.time;
- p->color = 0xe0 + (rand()&7);
+ 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;
+ 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);
+ p->alphavel = -0.8 / (0.5 + frand() * 0.3);
}
}
@@ -1069,39 +1061,38 @@ void CL_ExplosionParticles (vec3_t org)
CL_BigTeleportParticles
===============
*/
-void CL_BigTeleportParticles (vec3_t org)
+void CL_BigTeleportParticles(vec3_t org)
{
int i;
cparticle_t *p;
float angle, dist;
- static const int colortable[4] = {2*8,13*8,21*8,18*8};
+ static const int colortable[4] = {2 * 8, 13 * 8, 21 * 8, 18 * 8};
- for (i=0 ; i<4096 ; i++)
- {
+ for (i = 0; i < 4096; i++) {
p = CL_AllocParticle();
if (!p)
return;
p->time = cl.time;
- p->color = colortable[rand()&3];
+ 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;
+ 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[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->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);
+ p->alphavel = -0.3 / (0.5 + frand() * 0.3);
}
}
@@ -1113,33 +1104,31 @@ CL_BlasterParticles
Wall impact puffs
===============
*/
-void CL_BlasterParticles (vec3_t org, vec3_t dir)
+void CL_BlasterParticles(vec3_t org, vec3_t dir)
{
int i, j;
cparticle_t *p;
float d;
- for (i=0 ; i<40 ; i++)
- {
+ for (i = 0; i < 40; i++) {
p = CL_AllocParticle();
if (!p)
return;
p->time = cl.time;
- p->color = 0xe0 + (rand()&7);
+ 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;
+ 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);
+ p->alphavel = -1.0 / (0.5 + frand() * 0.3);
}
}
@@ -1150,7 +1139,7 @@ CL_BlasterTrail
===============
*/
-void CL_BlasterTrail (vec3_t start, vec3_t end)
+void CL_BlasterTrail(vec3_t start, vec3_t end)
{
vec3_t move;
vec3_t vec;
@@ -1159,36 +1148,34 @@ void CL_BlasterTrail (vec3_t start, vec3_t end)
cparticle_t *p;
int dec;
- VectorCopy (start, move);
- VectorSubtract (end, start, vec);
- len = VectorNormalize (vec);
+ VectorCopy(start, move);
+ VectorSubtract(end, start, vec);
+ len = VectorNormalize(vec);
dec = 5;
- VectorScale (vec, 5, vec);
+ VectorScale(vec, 5, vec);
// FIXME: this is a really silly way to have a loop
- while (len > 0)
- {
+ while (len > 0) {
len -= dec;
p = CL_AllocParticle();
if (!p)
return;
- VectorClear (p->accel);
-
+ VectorClear(p->accel);
+
p->time = cl.time;
p->alpha = 1.0;
- p->alphavel = -1.0 / (0.3+frand()*0.2);
+ p->alphavel = -1.0 / (0.3 + frand() * 0.2);
p->color = 0xe0;
- for (j=0 ; j<3 ; j++)
- {
+ for (j = 0; j < 3; j++) {
p->org[j] = move[j] + crand();
- p->vel[j] = crand()*5;
+ p->vel[j] = crand() * 5;
p->accel[j] = 0;
}
- VectorAdd (move, vec, move);
+ VectorAdd(move, vec, move);
}
}
@@ -1198,7 +1185,7 @@ CL_QuadTrail
===============
*/
-void CL_QuadTrail (vec3_t start, vec3_t end)
+void CL_QuadTrail(vec3_t start, vec3_t end)
{
vec3_t move;
vec3_t vec;
@@ -1207,35 +1194,33 @@ void CL_QuadTrail (vec3_t start, vec3_t end)
cparticle_t *p;
int dec;
- VectorCopy (start, move);
- VectorSubtract (end, start, vec);
- len = VectorNormalize (vec);
+ VectorCopy(start, move);
+ VectorSubtract(end, start, vec);
+ len = VectorNormalize(vec);
dec = 5;
- VectorScale (vec, 5, vec);
+ VectorScale(vec, 5, vec);
- while (len > 0)
- {
+ while (len > 0) {
len -= dec;
p = CL_AllocParticle();
if (!p)
return;
- VectorClear (p->accel);
-
+ VectorClear(p->accel);
+
p->time = cl.time;
p->alpha = 1.0;
- p->alphavel = -1.0 / (0.8+frand()*0.2);
+ 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;
+ 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);
+ VectorAdd(move, vec, move);
}
}
@@ -1245,7 +1230,7 @@ CL_FlagTrail
===============
*/
-void CL_FlagTrail (vec3_t start, vec3_t end, int color)
+void CL_FlagTrail(vec3_t start, vec3_t end, int color)
{
vec3_t move;
vec3_t vec;
@@ -1254,35 +1239,33 @@ void CL_FlagTrail (vec3_t start, vec3_t end, int color)
cparticle_t *p;
int dec;
- VectorCopy (start, move);
- VectorSubtract (end, start, vec);
- len = VectorNormalize (vec);
+ VectorCopy(start, move);
+ VectorSubtract(end, start, vec);
+ len = VectorNormalize(vec);
dec = 5;
- VectorScale (vec, 5, vec);
+ VectorScale(vec, 5, vec);
- while (len > 0)
- {
+ while (len > 0) {
len -= dec;
p = CL_AllocParticle();
if (!p)
return;
- VectorClear (p->accel);
-
+ VectorClear(p->accel);
+
p->time = cl.time;
p->alpha = 1.0;
- p->alphavel = -1.0 / (0.8+frand()*0.2);
+ 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;
+ 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);
+ VectorAdd(move, vec, move);
}
}
@@ -1292,7 +1275,7 @@ CL_DiminishingTrail
===============
*/
-void CL_DiminishingTrail (vec3_t start, vec3_t end, centity_t *old, int flags)
+void CL_DiminishingTrail(vec3_t start, vec3_t end, centity_t *old, int flags)
{
vec3_t move;
vec3_t vec;
@@ -1303,78 +1286,63 @@ void CL_DiminishingTrail (vec3_t start, vec3_t end, centity_t *old, int flags)
float orgscale;
float velscale;
- VectorCopy (start, move);
- VectorSubtract (end, start, vec);
- len = VectorNormalize (vec);
+ VectorCopy(start, move);
+ VectorSubtract(end, start, vec);
+ len = VectorNormalize(vec);
dec = 0.5;
- VectorScale (vec, dec, vec);
+ VectorScale(vec, dec, vec);
- if (old->trailcount > 900)
- {
+ if (old->trailcount > 900) {
orgscale = 4;
velscale = 15;
- }
- else if (old->trailcount > 800)
- {
+ } else if (old->trailcount > 800) {
orgscale = 2;
velscale = 10;
- }
- else
- {
+ } else {
orgscale = 1;
velscale = 5;
}
- while (len > 0)
- {
+ while (len > 0) {
len -= dec;
// drop less particles as it flies
- if ((rand()&1023) < old->trailcount)
- {
+ if ((rand() & 1023) < old->trailcount) {
p = CL_AllocParticle();
if (!p)
return;
- VectorClear (p->accel);
-
+ VectorClear(p->accel);
+
p->time = cl.time;
- if (flags & EF_GIB)
- {
+ 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->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)
- {
+ } 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->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
- {
+ } 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->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;
}
@@ -1383,11 +1351,11 @@ void CL_DiminishingTrail (vec3_t start, vec3_t end, centity_t *old, int flags)
old->trailcount -= 5;
if (old->trailcount < 100)
old->trailcount = 100;
- VectorAdd (move, vec, move);
+ VectorAdd(move, vec, move);
}
}
-void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)
+void MakeNormalVectors(vec3_t forward, vec3_t right, vec3_t up)
{
float d;
@@ -1397,10 +1365,10 @@ void MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up)
right[2] = forward[1];
right[0] = forward[2];
- d = DotProduct (right, forward);
- VectorMA (right, -d, forward, right);
- VectorNormalize (right);
- CrossProduct (right, forward, up);
+ d = DotProduct(right, forward);
+ VectorMA(right, -d, forward, right);
+ VectorNormalize(right);
+ CrossProduct(right, forward, up);
}
/*
@@ -1409,7 +1377,7 @@ CL_RocketTrail
===============
*/
-void CL_RocketTrail (vec3_t start, vec3_t end, centity_t *old)
+void CL_RocketTrail(vec3_t start, vec3_t end, centity_t *old)
{
vec3_t move;
vec3_t vec;
@@ -1419,40 +1387,37 @@ void CL_RocketTrail (vec3_t start, vec3_t end, centity_t *old)
float dec;
// smoke
- CL_DiminishingTrail (start, end, old, EF_ROCKET);
+ CL_DiminishingTrail(start, end, old, EF_ROCKET);
// fire
- VectorCopy (start, move);
- VectorSubtract (end, start, vec);
- len = VectorNormalize (vec);
+ VectorCopy(start, move);
+ VectorSubtract(end, start, vec);
+ len = VectorNormalize(vec);
dec = 1;
- VectorScale (vec, dec, vec);
+ VectorScale(vec, dec, vec);
- while (len > 0)
- {
+ while (len > 0) {
len -= dec;
- if ( (rand()&7) == 0)
- {
+ if ((rand() & 7) == 0) {
p = CL_AllocParticle();
if (!p)
return;
-
- VectorClear (p->accel);
+
+ 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->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);
+ VectorAdd(move, vec, move);
}
}
@@ -1462,7 +1427,7 @@ CL_RailTrail
===============
*/
-void CL_OldRailTrail (void)
+void CL_OldRailTrail(void)
{
vec3_t move;
vec3_t vec;
@@ -1476,46 +1441,43 @@ void CL_OldRailTrail (void)
vec3_t dir;
byte clr = 0x74;
- VectorCopy (te.pos1, move);
- VectorSubtract (te.pos2, te.pos1, vec);
- len = VectorNormalize (vec);
+ VectorCopy(te.pos1, move);
+ VectorSubtract(te.pos2, te.pos1, vec);
+ len = VectorNormalize(vec);
- MakeNormalVectors (vec, right, up);
+ MakeNormalVectors(vec, right, up);
- for (i=0 ; i<len ; i++)
- {
+ for (i = 0; i < len; i++) {
p = CL_AllocParticle();
if (!p)
return;
-
+
p->time = cl.time;
- VectorClear (p->accel);
+ VectorClear(p->accel);
d = i * 0.1;
c = cos(d);
s = sin(d);
- VectorScale (right, c, dir);
- VectorMA (dir, s, up, dir);
+ 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;
+ 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);
+ VectorAdd(move, vec, move);
}
dec = 0.75;
- VectorScale (vec, dec, vec);
- VectorCopy (te.pos1, move);
+ VectorScale(vec, dec, vec);
+ VectorCopy(te.pos1, move);
- while (len > 0)
- {
+ while (len > 0) {
len -= dec;
p = CL_AllocParticle();
@@ -1523,20 +1485,19 @@ void CL_OldRailTrail (void)
return;
p->time = cl.time;
- VectorClear (p->accel);
+ VectorClear(p->accel);
p->alpha = 1.0;
- p->alphavel = -1.0 / (0.6+frand()*0.2);
- p->color = rand()&15;
+ 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;
+ 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);
+ VectorAdd(move, vec, move);
}
}
@@ -1547,7 +1508,7 @@ CL_BubbleTrail
===============
*/
-void CL_BubbleTrail (vec3_t start, vec3_t end)
+void CL_BubbleTrail(vec3_t start, vec3_t end)
{
vec3_t move;
vec3_t vec;
@@ -1556,33 +1517,31 @@ void CL_BubbleTrail (vec3_t start, vec3_t end)
cparticle_t *p;
float dec;
- VectorCopy (start, move);
- VectorSubtract (end, start, vec);
- len = VectorNormalize (vec);
+ VectorCopy(start, move);
+ VectorSubtract(end, start, vec);
+ len = VectorNormalize(vec);
dec = 32;
- VectorScale (vec, dec, vec);
+ VectorScale(vec, dec, vec);
- for (i=0 ; i<len ; i+=dec)
- {
+ for (i = 0; i < len; i += dec) {
p = CL_AllocParticle();
if (!p)
return;
- VectorClear (p->accel);
+ 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->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);
+ VectorAdd(move, vec, move);
}
}
@@ -1594,7 +1553,7 @@ CL_FlyParticles
*/
#define BEAMLENGTH 16
-static void CL_FlyParticles (vec3_t origin, int count)
+static void CL_FlyParticles(vec3_t origin, int count)
{
int i;
cparticle_t *p;
@@ -1604,13 +1563,11 @@ static void CL_FlyParticles (vec3_t origin, int count)
float dist = 64;
float ltime;
-
if (count > NUMVERTEXNORMALS)
count = NUMVERTEXNORMALS;
ltime = (float)cl.time / 1000.0;
- for (i=0 ; i<count ; i+=2)
- {
+ for (i = 0; i < count; i += 2) {
angle = ltime * avelocities[i][0];
sy = sin(angle);
cy = cos(angle);
@@ -1620,9 +1577,9 @@ static void CL_FlyParticles (vec3_t origin, int count)
angle = ltime * avelocities[i][2];
sr = sin(angle);
cr = cos(angle);
-
- forward[0] = cp*cy;
- forward[1] = cp*sy;
+
+ forward[0] = cp * cy;
+ forward[1] = cp * sy;
forward[2] = -sp;
p = CL_AllocParticle();
@@ -1631,13 +1588,13 @@ static void CL_FlyParticles (vec3_t origin, int count)
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;
+ 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);
+ VectorClear(p->vel);
+ VectorClear(p->accel);
p->color = 0;
@@ -1646,27 +1603,23 @@ static void CL_FlyParticles (vec3_t origin, int count)
}
}
-void CL_FlyEffect (centity_t *ent, vec3_t origin)
+void CL_FlyEffect(centity_t *ent, vec3_t origin)
{
int n;
int count;
int starttime;
- if (ent->fly_stoptime < cl.time)
- {
+ if (ent->fly_stoptime < cl.time) {
starttime = cl.time;
ent->fly_stoptime = cl.time + 60000;
- }
- else
- {
+ } else {
starttime = ent->fly_stoptime - 60000;
}
n = cl.time - starttime;
if (n < 20000)
count = n * 162 / 20000.0;
- else
- {
+ else {
n = ent->fly_stoptime - cl.time;
if (n < 20000)
count = n * 162 / 20000.0;
@@ -1674,7 +1627,7 @@ void CL_FlyEffect (centity_t *ent, vec3_t origin)
count = 162;
}
- CL_FlyParticles (origin, count);
+ CL_FlyParticles(origin, count);
}
@@ -1685,7 +1638,7 @@ CL_BfgParticles
*/
#define BEAMLENGTH 16
-void CL_BfgParticles (entity_t *ent)
+void CL_BfgParticles(entity_t *ent)
{
int i;
cparticle_t *p;
@@ -1695,10 +1648,9 @@ void CL_BfgParticles (entity_t *ent)
float dist = 64;
vec3_t v;
float ltime;
-
+
ltime = (float)cl.time / 1000.0;
- for (i=0 ; i<NUMVERTEXNORMALS ; i++)
- {
+ for (i = 0; i < NUMVERTEXNORMALS; i++) {
angle = ltime * avelocities[i][0];
sy = sin(angle);
cy = cos(angle);
@@ -1708,9 +1660,9 @@ void CL_BfgParticles (entity_t *ent)
angle = ltime * avelocities[i][2];
sr = sin(angle);
cr = cos(angle);
-
- forward[0] = cp*cy;
- forward[1] = cp*sy;
+
+ forward[0] = cp * cy;
+ forward[1] = cp * sy;
forward[2] = -sp;
p = CL_AllocParticle();
@@ -1719,17 +1671,17 @@ void CL_BfgParticles (entity_t *ent)
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;
+ 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);
+ VectorClear(p->vel);
+ VectorClear(p->accel);
- VectorSubtract (p->org, ent->origin, v);
+ VectorSubtract(p->org, ent->origin, v);
dist = VectorLength(v) / 90.0;
- p->color = floor (0xd0 + dist * 7);
+ p->color = floor(0xd0 + dist * 7);
p->alpha = 1.0 - dist;
p->alphavel = -100;
@@ -1743,31 +1695,29 @@ CL_BFGExplosionParticles
===============
*/
//FIXME combined with CL_ExplosionParticles
-void CL_BFGExplosionParticles (vec3_t org)
+void CL_BFGExplosionParticles(vec3_t org)
{
int i, j;
cparticle_t *p;
- for (i=0 ; i<256 ; i++)
- {
+ for (i = 0; i < 256; i++) {
p = CL_AllocParticle();
if (!p)
return;
p->time = cl.time;
- p->color = 0xd0 + (rand()&7);
+ 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;
+ 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);
+ p->alphavel = -0.8 / (0.5 + frand() * 0.3);
}
}
@@ -1778,38 +1728,37 @@ CL_TeleportParticles
===============
*/
-void CL_TeleportParticles (vec3_t org)
+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)
- {
+ for (i = -16; i <= 16; i += 4)
+ for (j = -16; j <= 16; j += 4)
+ for (k = -16; k <= 32; k += 4) {
p = CL_AllocParticle();
if (!p)
return;
p->time = cl.time;
- p->color = 7 + (rand()&7);
+ 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->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;
@@ -1826,7 +1775,7 @@ extern particle_t r_particles[MAX_PARTICLES];
CL_AddParticles
===============
*/
-void CL_AddParticles (void)
+void CL_AddParticles(void)
{
cparticle_t *p, *next;
float alpha;
@@ -1839,24 +1788,20 @@ void CL_AddParticles (void)
active = NULL;
tail = NULL;
- for (p=active_particles ; p ; p=next)
- {
+ 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
+ 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
- {
+ } else {
alpha = p->alpha;
}
@@ -1867,8 +1812,7 @@ void CL_AddParticles (void)
p->next = NULL;
if (!tail)
active = tail = p;
- else
- {
+ else {
tail->next = p;
tail = p;
}
@@ -1877,14 +1821,14 @@ void CL_AddParticles (void)
alpha = 1;
color = p->color;
- time2 = time*time;
+ 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;
+ 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 USE_REF == REF_GL
- if( color == -1 ) {
+ if (color == -1) {
part->rgba.u8[0] = p->rgba.u8[0];
part->rgba.u8[1] = p->rgba.u8[1];
part->rgba.u8[2] = p->rgba.u8[2];
@@ -1895,10 +1839,9 @@ void CL_AddParticles (void)
part->color = color;
part->alpha = alpha;
-// V_AddParticle( &part );
+// V_AddParticle(&part);
// PMM
- if (p->alphavel == INSTANT_PARTICLE)
- {
+ if (p->alphavel == INSTANT_PARTICLE) {
p->alphavel = 0.0;
p->alpha = 0.0;
}
@@ -1914,19 +1857,20 @@ CL_ClearEffects
==============
*/
-void CL_ClearEffects (void)
+void CL_ClearEffects(void)
{
- clear_particles ();
+ clear_particles();
#if USE_DLIGHTS
- clear_dlights ();
+ clear_dlights();
#endif
}
-void CL_InitEffects( void ) {
+void CL_InitEffects(void)
+{
int i;
- for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
- avelocities[0][i] = (rand()&255) * 0.01;
+ for (i = 0; i < NUMVERTEXNORMALS * 3; i++)
+ avelocities[0][i] = (rand() & 255) * 0.01;
}