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engine: client: refactor CL_AddEntityEffects, bring everything to GoldSrc behavior

Some effects are meant only for playeres, others only for normal entities
pull/2/head
Alibek Omarov 12 months ago
parent
commit
380422a6dc
  1. 88
      engine/client/cl_tent.c
  2. 1
      engine/client/cl_tent.h

88
engine/client/cl_tent.c

@ -2624,7 +2624,7 @@ CL_UpdateFlashlight
update client flashlight update client flashlight
================ ================
*/ */
void CL_UpdateFlashlight( cl_entity_t *ent ) static void CL_UpdateFlashlight( cl_entity_t *ent )
{ {
vec3_t forward, view_ofs; vec3_t forward, view_ofs;
vec3_t vecSrc, vecEnd; vec3_t vecSrc, vecEnd;
@ -2684,6 +2684,41 @@ void CL_UpdateFlashlight( cl_entity_t *ent )
dl->radius = 80; dl->radius = 80;
} }
static void R_EntityDimlight( cl_entity_t *ent, int key )
{
dlight_t *dl = CL_AllocDlight( key );
VectorCopy( ent->origin, dl->origin );
dl->color.r = dl->color.g = dl->color.b = 100;
dl->radius = COM_RandomFloat( 200.0f, 231.0f );
dl->die = cl.time + 0.001;
}
static void R_EntityLight( cl_entity_t *ent, int key )
{
dlight_t *dl = CL_AllocDlight( key );
VectorCopy( ent->origin, dl->origin );
dl->color.r = dl->color.g = dl->color.b = 100;
dl->radius = 200;
dl->die = cl.time + 0.001;
R_RocketFlare( ent->origin );
}
static void R_EntityBrightlight( cl_entity_t *ent, int key, int radius )
{
dlight_t *dl = CL_AllocDlight( key );
VectorCopy( ent->origin, dl->origin );
dl->origin[2] += 16.0f;
dl->color.r = dl->color.g = dl->color.b = 250;
if( !radius )
dl->radius = COM_RandomFloat( 400.0f, 431.0f );
else dl->radius = 400;
dl->die = cl.time + 0.001;
}
/* /*
================ ================
CL_AddEntityEffects CL_AddEntityEffects
@ -2693,50 +2728,41 @@ apply various effects to entity origin or attachment
*/ */
void CL_AddEntityEffects( cl_entity_t *ent ) void CL_AddEntityEffects( cl_entity_t *ent )
{ {
// yellow flies effect 'monster stuck in the wall' // players have special set of effects, from CL_LinkPlayers
if( FBitSet( ent->curstate.effects, EF_BRIGHTFIELD ) && !RP_LOCALCLIENT( ent )) if( ent->player && ent->index != cl.viewentity )
R_EntityParticles( ent ); {
if( FBitSet( ent->curstate.effects, EF_BRIGHTLIGHT ))
R_EntityBrightlight( ent, ent->index /* 4 in GoldSrc */, 0 );
if( FBitSet( ent->curstate.effects, EF_DIMLIGHT )) if( FBitSet( ent->curstate.effects, EF_DIMLIGHT ))
R_EntityDimlight( ent, ent->index /* 4 in GoldSrc */ );
}
else if( RP_LOCALCLIENT( ent ))
{ {
if( ent->player && !Host_IsQuakeCompatible( )) // from CL_PlayerFlashlight
{ if( FBitSet( ent->curstate.effects, EF_BRIGHTLIGHT ))
R_EntityBrightlight( ent, ent->index /* 1 in GoldSrc */, 400 );
else if( FBitSet( ent->curstate.effects, EF_DIMLIGHT ))
CL_UpdateFlashlight( ent ); CL_UpdateFlashlight( ent );
} }
else else
{ {
dlight_t *dl = CL_AllocDlight( ent->index ); // from CL_LinkPacketEntities
dl->color.r = dl->color.g = dl->color.b = 100; if( FBitSet( ent->curstate.effects, EF_BRIGHTFIELD ))
dl->radius = COM_RandomFloat( 200, 231 ); R_EntityParticles( ent );
VectorCopy( ent->origin, dl->origin );
dl->die = cl.time + 0.001;
}
}
if( FBitSet( ent->curstate.effects, EF_BRIGHTLIGHT )) if( FBitSet( ent->curstate.effects, EF_BRIGHTLIGHT ))
{ R_EntityBrightlight( ent, ent->index, 0 );
dlight_t *dl = CL_AllocDlight( ent->index );
dl->color.r = dl->color.g = dl->color.b = 250; if( FBitSet( ent->curstate.effects, EF_DIMLIGHT ))
if( ent->player ) dl->radius = 400; // don't flickering R_EntityDimlight( ent, ent->index );
else dl->radius = COM_RandomFloat( 400, 431 );
VectorCopy( ent->origin, dl->origin );
dl->die = cl.time + 0.001;
dl->origin[2] += 16.0f;
}
// add light effect
if( FBitSet( ent->curstate.effects, EF_LIGHT )) if( FBitSet( ent->curstate.effects, EF_LIGHT ))
{ R_EntityLight( ent, ent->curstate.number );
dlight_t *dl = CL_AllocDlight( ent->index );
dl->color.r = dl->color.g = dl->color.b = 100;
VectorCopy( ent->origin, dl->origin );
R_RocketFlare( ent->origin );
dl->die = cl.time + 0.001;
dl->radius = 200;
} }
// studio models are handle muzzleflashes difference // studio models are handle muzzleflashes difference
if( FBitSet( ent->curstate.effects, EF_MUZZLEFLASH ) && Mod_AliasExtradata( ent->model )) if( FBitSet( ent->curstate.effects, EF_MUZZLEFLASH ) && ent->model && ent->model->type == mod_alias )
{ {
dlight_t *dl = CL_AllocDlight( ent->index ); dlight_t *dl = CL_AllocDlight( ent->index );
vec3_t fv; vec3_t fv;

1
engine/client/cl_tent.h

@ -81,7 +81,6 @@ void R_DebugParticle( const vec3_t pos, byte r, byte g, byte b );
void R_RicochetSound( const vec3_t pos ); void R_RicochetSound( const vec3_t pos );
struct dlight_s *CL_AllocDlight( int key ); struct dlight_s *CL_AllocDlight( int key );
struct dlight_s *CL_AllocElight( int key ); struct dlight_s *CL_AllocElight( int key );
void CL_UpdateFlashlight( cl_entity_t *pEnt );
void CL_AddEntityEffects( cl_entity_t *ent ); void CL_AddEntityEffects( cl_entity_t *ent );
void CL_AddModelEffects( cl_entity_t *ent ); void CL_AddModelEffects( cl_entity_t *ent );
void CL_DecalShoot( int textureIndex, int entityIndex, int modelIndex, float *pos, int flags ); void CL_DecalShoot( int textureIndex, int entityIndex, int modelIndex, float *pos, int flags );

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