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3050 lines
77 KiB
3050 lines
77 KiB
/* |
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cl_tent.c - temp entity effects management |
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Copyright (C) 2009 Uncle Mike |
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|
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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*/ |
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|
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#include "common.h" |
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#include "client.h" |
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#include "r_efx.h" |
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#include "entity_types.h" |
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#include "triangleapi.h" |
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#include "cl_tent.h" |
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#include "pm_local.h" |
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#include "studio.h" |
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#include "wadfile.h" // acess decal size |
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#include "sound.h" |
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|
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/* |
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============================================================== |
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TEMPENTS MANAGEMENT |
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|
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============================================================== |
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*/ |
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#define FLASHLIGHT_DISTANCE 2000 // in units |
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#define SHARD_VOLUME 12.0f // on shard ever n^3 units |
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#define MAX_MUZZLEFLASH 3 |
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TEMPENTITY *cl_active_tents; |
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TEMPENTITY *cl_free_tents; |
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TEMPENTITY *cl_tempents = NULL; // entities pool |
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|
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model_t *cl_sprite_muzzleflash[MAX_MUZZLEFLASH]; // muzzle flashes |
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model_t *cl_sprite_dot = NULL; |
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model_t *cl_sprite_ricochet = NULL; |
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model_t *cl_sprite_shell = NULL; |
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model_t *cl_sprite_glow = NULL; |
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|
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const char *cl_default_sprites[] = |
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{ |
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// built-in sprites |
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"sprites/muzzleflash1.spr", |
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"sprites/muzzleflash2.spr", |
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"sprites/muzzleflash3.spr", |
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"sprites/dot.spr", |
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"sprites/animglow01.spr", |
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"sprites/richo1.spr", |
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"sprites/shellchrome.spr", |
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}; |
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const char *cl_player_shell_sounds[] = |
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{ |
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"player/pl_shell1.wav", |
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"player/pl_shell2.wav", |
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"player/pl_shell3.wav", |
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}; |
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const char *cl_weapon_shell_sounds[] = |
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{ |
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"weapons/sshell1.wav", |
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"weapons/sshell2.wav", |
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"weapons/sshell3.wav", |
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}; |
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const char *cl_ricochet_sounds[] = |
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{ |
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"weapons/ric1.wav", |
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"weapons/ric2.wav", |
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"weapons/ric3.wav", |
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"weapons/ric4.wav", |
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"weapons/ric5.wav", |
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}; |
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const char *cl_explode_sounds[] = |
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{ |
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"weapons/explode3.wav", |
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"weapons/explode4.wav", |
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"weapons/explode5.wav", |
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}; |
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/* |
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================ |
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CL_LoadClientSprites |
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INTERNAL RESOURCE |
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================ |
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*/ |
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void CL_LoadClientSprites( void ) |
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{ |
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cl_sprite_muzzleflash[0] = CL_LoadClientSprite( cl_default_sprites[0] ); |
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cl_sprite_muzzleflash[1] = CL_LoadClientSprite( cl_default_sprites[1] ); |
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cl_sprite_muzzleflash[2] = CL_LoadClientSprite( cl_default_sprites[2] ); |
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cl_sprite_dot = CL_LoadClientSprite( cl_default_sprites[3] ); |
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cl_sprite_glow = CL_LoadClientSprite( cl_default_sprites[4] ); |
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cl_sprite_ricochet = CL_LoadClientSprite( cl_default_sprites[5] ); |
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cl_sprite_shell = CL_LoadClientSprite( cl_default_sprites[6] ); |
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} |
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/* |
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================ |
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CL_AddClientResource |
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add client-side resource to list |
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================ |
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*/ |
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void CL_AddClientResource( const char *filename, int type ) |
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{ |
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resource_t *p, *pResource; |
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|
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for( p = cl.resourcesneeded.pNext; p != &cl.resourcesneeded; p = p->pNext ) |
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{ |
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if( !Q_stricmp( p->szFileName, filename )) |
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break; |
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} |
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if( p != &cl.resourcesneeded ) |
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return; // already in list? |
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pResource = Mem_Calloc( cls.mempool, sizeof( resource_t )); |
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Q_strncpy( pResource->szFileName, filename, sizeof( pResource->szFileName )); |
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pResource->type = type; |
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pResource->nIndex = -1; // client resource marker |
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pResource->nDownloadSize = 1; |
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pResource->ucFlags |= RES_WASMISSING; |
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CL_AddToResourceList( pResource, &cl.resourcesneeded ); |
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} |
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/* |
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================ |
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CL_AddClientResources |
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client resources not precached by server |
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================ |
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*/ |
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void CL_AddClientResources( void ) |
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{ |
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char filepath[MAX_QPATH]; |
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int i; |
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// don't request resources from localhost or in quake-compatibility mode |
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if( cl.maxclients <= 1 || Host_IsQuakeCompatible( )) |
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return; |
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// check sprites first |
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for( i = 0; i < ARRAYSIZE( cl_default_sprites ); i++ ) |
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{ |
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if( !FS_FileExists( cl_default_sprites[i], false )) |
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CL_AddClientResource( cl_default_sprites[i], t_model ); |
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} |
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// then check sounds |
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for( i = 0; i < ARRAYSIZE( cl_player_shell_sounds ); i++ ) |
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{ |
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Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_player_shell_sounds[i] ); |
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if( !FS_FileExists( filepath, false )) |
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CL_AddClientResource( cl_player_shell_sounds[i], t_sound ); |
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} |
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for( i = 0; i < ARRAYSIZE( cl_weapon_shell_sounds ); i++ ) |
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{ |
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Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_weapon_shell_sounds[i] ); |
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if( !FS_FileExists( filepath, false )) |
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CL_AddClientResource( cl_weapon_shell_sounds[i], t_sound ); |
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} |
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for( i = 0; i < ARRAYSIZE( cl_explode_sounds ); i++ ) |
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{ |
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Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_explode_sounds[i] ); |
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if( !FS_FileExists( filepath, false )) |
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CL_AddClientResource( cl_explode_sounds[i], t_sound ); |
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} |
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#if 0 // ric sounds was precached by server-side |
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for( i = 0; i < ARRAYSIZE( cl_ricochet_sounds ); i++ ) |
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{ |
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Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_ricochet_sounds[i] ); |
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if( !FS_FileExists( filepath, false )) |
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CL_AddClientResource( cl_ricochet_sounds[i], t_sound ); |
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} |
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#endif |
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} |
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/* |
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================ |
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CL_InitTempents |
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================ |
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*/ |
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void CL_InitTempEnts( void ) |
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{ |
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cl_tempents = Mem_Calloc( cls.mempool, sizeof( TEMPENTITY ) * GI->max_tents ); |
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CL_ClearTempEnts(); |
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// load tempent sprites (glowshell, muzzleflashes etc) |
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CL_LoadClientSprites (); |
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} |
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/* |
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================ |
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CL_ClearTempEnts |
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================ |
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*/ |
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void CL_ClearTempEnts( void ) |
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{ |
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int i; |
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if( !cl_tempents ) return; |
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for( i = 0; i < GI->max_tents - 1; i++ ) |
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{ |
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cl_tempents[i].next = &cl_tempents[i+1]; |
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cl_tempents[i].entity.trivial_accept = INVALID_HANDLE; |
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} |
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cl_tempents[GI->max_tents-1].next = NULL; |
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cl_free_tents = cl_tempents; |
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cl_active_tents = NULL; |
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} |
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/* |
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================ |
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CL_FreeTempEnts |
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================ |
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*/ |
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void CL_FreeTempEnts( void ) |
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{ |
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if( cl_tempents ) |
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Mem_Free( cl_tempents ); |
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cl_tempents = NULL; |
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} |
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/* |
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============== |
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CL_PrepareTEnt |
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set default values |
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============== |
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*/ |
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void CL_PrepareTEnt( TEMPENTITY *pTemp, model_t *pmodel ) |
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{ |
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int frameCount = 0; |
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int modelIndex = 0; |
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int modelHandle = pTemp->entity.trivial_accept; |
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memset( pTemp, 0, sizeof( *pTemp )); |
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// use these to set per-frame and termination conditions / actions |
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pTemp->entity.trivial_accept = modelHandle; // keep unchanged |
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pTemp->flags = FTENT_NONE; |
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pTemp->die = cl.time + 0.75f; |
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if( pmodel ) frameCount = pmodel->numframes; |
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else pTemp->flags |= FTENT_NOMODEL; |
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pTemp->entity.curstate.modelindex = modelIndex; |
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pTemp->entity.curstate.rendermode = kRenderNormal; |
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pTemp->entity.curstate.renderfx = kRenderFxNone; |
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pTemp->entity.curstate.rendercolor.r = 255; |
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pTemp->entity.curstate.rendercolor.g = 255; |
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pTemp->entity.curstate.rendercolor.b = 255; |
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pTemp->frameMax = Q_max( 0, frameCount - 1 ); |
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pTemp->entity.curstate.renderamt = 255; |
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pTemp->entity.curstate.body = 0; |
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pTemp->entity.curstate.skin = 0; |
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pTemp->entity.model = pmodel; |
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pTemp->fadeSpeed = 0.5f; |
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pTemp->hitSound = 0; |
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pTemp->clientIndex = 0; |
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pTemp->bounceFactor = 1; |
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pTemp->entity.curstate.scale = 1.0f; |
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} |
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/* |
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============== |
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CL_TempEntPlaySound |
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play collide sound |
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============== |
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*/ |
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void CL_TempEntPlaySound( TEMPENTITY *pTemp, float damp ) |
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{ |
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float fvol; |
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char soundname[32]; |
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qboolean isshellcasing = false; |
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int zvel; |
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Assert( pTemp != NULL ); |
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fvol = 0.8f; |
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switch( pTemp->hitSound ) |
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{ |
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case BOUNCE_GLASS: |
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Q_snprintf( soundname, sizeof( soundname ), "debris/glass%i.wav", COM_RandomLong( 1, 4 )); |
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break; |
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case BOUNCE_METAL: |
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Q_snprintf( soundname, sizeof( soundname ), "debris/metal%i.wav", COM_RandomLong( 1, 6 )); |
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break; |
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case BOUNCE_FLESH: |
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Q_snprintf( soundname, sizeof( soundname ), "debris/flesh%i.wav", COM_RandomLong( 1, 7 )); |
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break; |
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case BOUNCE_WOOD: |
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Q_snprintf( soundname, sizeof( soundname ), "debris/wood%i.wav", COM_RandomLong( 1, 4 )); |
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break; |
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case BOUNCE_SHRAP: |
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Q_strncpy( soundname, cl_ricochet_sounds[COM_RandomLong( 0, 4 )], sizeof( soundname ) ); |
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break; |
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case BOUNCE_SHOTSHELL: |
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Q_strncpy( soundname, cl_weapon_shell_sounds[COM_RandomLong( 0, 2 )], sizeof( soundname ) ); |
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isshellcasing = true; // shell casings have different playback parameters |
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fvol = 0.5f; |
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break; |
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case BOUNCE_SHELL: |
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Q_strncpy( soundname, cl_player_shell_sounds[COM_RandomLong( 0, 2 )], sizeof( soundname ) ); |
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isshellcasing = true; // shell casings have different playback parameters |
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break; |
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case BOUNCE_CONCRETE: |
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Q_snprintf( soundname, sizeof( soundname ), "debris/concrete%i.wav", COM_RandomLong( 1, 3 )); |
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break; |
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default: // null sound |
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return; |
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} |
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zvel = abs( pTemp->entity.baseline.origin[2] ); |
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// only play one out of every n |
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if( isshellcasing ) |
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{ |
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// play first bounce, then 1 out of 3 |
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if( zvel < 200 && COM_RandomLong( 0, 3 )) |
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return; |
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} |
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else |
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{ |
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if( COM_RandomLong( 0, 5 )) |
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return; |
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} |
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if( damp > 0.0f ) |
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{ |
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int pitch; |
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sound_t handle; |
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if( isshellcasing ) |
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fvol *= min ( 1.0f, ((float)zvel) / 350.0f ); |
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else fvol *= min ( 1.0f, ((float)zvel) / 450.0f ); |
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if( !COM_RandomLong( 0, 3 ) && !isshellcasing ) |
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pitch = COM_RandomLong( 95, 105 ); |
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else pitch = PITCH_NORM; |
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handle = S_RegisterSound( soundname ); |
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S_StartSound( pTemp->entity.origin, -(pTemp - cl_tempents), CHAN_BODY, handle, fvol, ATTN_NORM, pitch, SND_STOP_LOOPING ); |
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} |
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} |
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/* |
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============== |
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CL_TEntAddEntity |
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add entity to renderlist |
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============== |
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*/ |
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int CL_TempEntAddEntity( cl_entity_t *pEntity ) |
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{ |
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vec3_t mins, maxs; |
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Assert( pEntity != NULL ); |
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if( !pEntity->model ) |
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return 0; |
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VectorAdd( pEntity->origin, pEntity->model->mins, mins ); |
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VectorAdd( pEntity->origin, pEntity->model->maxs, maxs ); |
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// g-cont. just use PVS from previous frame |
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if( TriBoxInPVS( mins, maxs )) |
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{ |
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VectorCopy( pEntity->angles, pEntity->curstate.angles ); |
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VectorCopy( pEntity->origin, pEntity->curstate.origin ); |
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VectorCopy( pEntity->angles, pEntity->latched.prevangles ); |
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VectorCopy( pEntity->origin, pEntity->latched.prevorigin ); |
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// add to list |
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CL_AddVisibleEntity( pEntity, ET_TEMPENTITY ); |
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return 1; |
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} |
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return 0; |
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} |
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/* |
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============== |
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CL_AddTempEnts |
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temp-entities will be added on a user-side |
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setup client callback |
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============== |
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*/ |
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void CL_TempEntUpdate( void ) |
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{ |
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double ft = cl.time - cl.oldtime; |
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float gravity = clgame.movevars.gravity; |
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clgame.dllFuncs.pfnTempEntUpdate( ft, cl.time, gravity, &cl_free_tents, &cl_active_tents, CL_TempEntAddEntity, CL_TempEntPlaySound ); |
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} |
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/* |
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============== |
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CL_TEntAddEntity |
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free the first low priority tempent it finds. |
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============== |
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*/ |
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qboolean CL_FreeLowPriorityTempEnt( void ) |
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{ |
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TEMPENTITY *pActive = cl_active_tents; |
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TEMPENTITY *pPrev = NULL; |
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while( pActive ) |
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{ |
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if( pActive->priority == TENTPRIORITY_LOW ) |
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{ |
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// remove from the active list. |
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if( pPrev ) pPrev->next = pActive->next; |
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else cl_active_tents = pActive->next; |
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// add to the free list. |
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pActive->next = cl_free_tents; |
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cl_free_tents = pActive; |
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return true; |
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} |
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pPrev = pActive; |
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pActive = pActive->next; |
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} |
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return false; |
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} |
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/* |
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============== |
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CL_TempEntAlloc |
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alloc normal\low priority tempentity |
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============== |
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*/ |
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TEMPENTITY *CL_TempEntAlloc( const vec3_t org, model_t *pmodel ) |
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{ |
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TEMPENTITY *pTemp; |
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if( !cl_free_tents ) |
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{ |
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Con_DPrintf( "Overflow %d temporary ents!\n", GI->max_tents ); |
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return NULL; |
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} |
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pTemp = cl_free_tents; |
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cl_free_tents = pTemp->next; |
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CL_PrepareTEnt( pTemp, pmodel ); |
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pTemp->priority = TENTPRIORITY_LOW; |
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if( org ) VectorCopy( org, pTemp->entity.origin ); |
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pTemp->next = cl_active_tents; |
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cl_active_tents = pTemp; |
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return pTemp; |
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} |
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|
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/* |
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============== |
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CL_TempEntAllocHigh |
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alloc high priority tempentity |
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============== |
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*/ |
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TEMPENTITY *CL_TempEntAllocHigh( const vec3_t org, model_t *pmodel ) |
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{ |
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TEMPENTITY *pTemp; |
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if( !cl_free_tents ) |
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{ |
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// no temporary ents free, so find the first active low-priority temp ent |
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// and overwrite it. |
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CL_FreeLowPriorityTempEnt(); |
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} |
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if( !cl_free_tents ) |
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{ |
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// didn't find anything? The tent list is either full of high-priority tents |
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// or all tents in the list are still due to live for > 10 seconds. |
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Con_DPrintf( "Couldn't alloc a high priority TENT!\n" ); |
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return NULL; |
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} |
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// Move out of the free list and into the active list. |
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pTemp = cl_free_tents; |
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cl_free_tents = pTemp->next; |
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CL_PrepareTEnt( pTemp, pmodel ); |
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pTemp->priority = TENTPRIORITY_HIGH; |
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if( org ) VectorCopy( org, pTemp->entity.origin ); |
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pTemp->next = cl_active_tents; |
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cl_active_tents = pTemp; |
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return pTemp; |
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} |
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|
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/* |
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============== |
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CL_TempEntAlloc |
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alloc normal priority tempentity with no model |
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============== |
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*/ |
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TEMPENTITY *CL_TempEntAllocNoModel( const vec3_t org ) |
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{ |
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return CL_TempEntAlloc( org, NULL ); |
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} |
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|
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/* |
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============== |
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CL_TempEntAlloc |
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custom tempentity allocation |
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============== |
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*/ |
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TEMPENTITY * GAME_EXPORT CL_TempEntAllocCustom( const vec3_t org, model_t *model, int high, void (*pfn)( TEMPENTITY*, float, float )) |
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{ |
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TEMPENTITY *pTemp; |
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if( high ) |
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{ |
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pTemp = CL_TempEntAllocHigh( org, model ); |
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} |
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else |
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{ |
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pTemp = CL_TempEntAlloc( org, model ); |
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} |
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if( pTemp && pfn ) |
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{ |
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pTemp->flags |= FTENT_CLIENTCUSTOM; |
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pTemp->callback = pfn; |
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pTemp->die = cl.time; |
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} |
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return pTemp; |
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} |
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|
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/* |
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============================================================== |
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EFFECTS BASED ON TEMPENTS (presets) |
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|
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============================================================== |
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*/ |
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/* |
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============== |
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R_FizzEffect |
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|
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Create a fizz effect |
|
============== |
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*/ |
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void GAME_EXPORT R_FizzEffect( cl_entity_t *pent, int modelIndex, int density ) |
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{ |
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TEMPENTITY *pTemp; |
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int i, width, depth, count; |
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float angle, maxHeight, speed; |
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float xspeed, yspeed, zspeed; |
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vec3_t origin; |
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model_t *mod; |
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|
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if( !pent || pent->curstate.modelindex <= 0 ) |
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return; |
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|
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if(( mod = CL_ModelHandle( pent->curstate.modelindex )) == NULL ) |
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return; |
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|
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count = density + 1; |
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density = count * 3 + 6; |
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maxHeight = mod->maxs[2] - mod->mins[2]; |
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width = mod->maxs[0] - mod->mins[0]; |
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depth = mod->maxs[1] - mod->mins[1]; |
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|
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speed = ( pent->curstate.rendercolor.r<<8 | pent->curstate.rendercolor.g ); |
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if( pent->curstate.rendercolor.b ) |
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speed = -speed; |
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|
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angle = DEG2RAD( pent->angles[YAW] ); |
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SinCos( angle, &yspeed, &xspeed ); |
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|
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xspeed *= speed; |
|
yspeed *= speed; |
|
|
|
for( i = 0; i < count; i++ ) |
|
{ |
|
origin[0] = mod->mins[0] + COM_RandomLong( 0, width - 1 ); |
|
origin[1] = mod->mins[1] + COM_RandomLong( 0, depth - 1 ); |
|
origin[2] = mod->mins[2]; |
|
pTemp = CL_TempEntAlloc( origin, CL_ModelHandle( modelIndex )); |
|
|
|
if ( !pTemp ) return; |
|
|
|
pTemp->flags |= FTENT_SINEWAVE; |
|
|
|
pTemp->x = origin[0]; |
|
pTemp->y = origin[1]; |
|
|
|
zspeed = COM_RandomLong( 80, 140 ); |
|
VectorSet( pTemp->entity.baseline.origin, xspeed, yspeed, zspeed ); |
|
pTemp->die = cl.time + ( maxHeight / zspeed ) - 0.1f; |
|
pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax ); |
|
// Set sprite scale |
|
pTemp->entity.curstate.scale = 1.0f / COM_RandomFloat( 2.0f, 5.0f ); |
|
pTemp->entity.curstate.rendermode = kRenderTransAlpha; |
|
pTemp->entity.curstate.renderamt = 255; |
|
} |
|
} |
|
|
|
/* |
|
============== |
|
R_Bubbles |
|
|
|
Create bubbles |
|
============== |
|
*/ |
|
void GAME_EXPORT R_Bubbles( const vec3_t mins, const vec3_t maxs, float height, int modelIndex, int count, float speed ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
float sine, cosine; |
|
float angle, zspeed; |
|
vec3_t origin; |
|
model_t *mod; |
|
int i; |
|
|
|
if(( mod = CL_ModelHandle( modelIndex )) == NULL ) |
|
return; |
|
|
|
for ( i = 0; i < count; i++ ) |
|
{ |
|
origin[0] = COM_RandomLong( mins[0], maxs[0] ); |
|
origin[1] = COM_RandomLong( mins[1], maxs[1] ); |
|
origin[2] = COM_RandomLong( mins[2], maxs[2] ); |
|
pTemp = CL_TempEntAlloc( origin, mod ); |
|
if( !pTemp ) return; |
|
|
|
pTemp->flags |= FTENT_SINEWAVE; |
|
|
|
pTemp->x = origin[0]; |
|
pTemp->y = origin[1]; |
|
angle = COM_RandomFloat( -M_PI, M_PI ); |
|
SinCos( angle, &sine, &cosine ); |
|
|
|
zspeed = COM_RandomLong( 80, 140 ); |
|
VectorSet( pTemp->entity.baseline.origin, speed * cosine, speed * sine, zspeed ); |
|
pTemp->die = cl.time + ((height - (origin[2] - mins[2])) / zspeed) - 0.1f; |
|
pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax ); |
|
|
|
// Set sprite scale |
|
pTemp->entity.curstate.scale = 1.0f / COM_RandomFloat( 2.0f, 5.0f ); |
|
pTemp->entity.curstate.rendermode = kRenderTransAlpha; |
|
pTemp->entity.curstate.renderamt = 255; |
|
} |
|
} |
|
|
|
/* |
|
============== |
|
R_BubbleTrail |
|
|
|
Create bubble trail |
|
============== |
|
*/ |
|
void GAME_EXPORT R_BubbleTrail( const vec3_t start, const vec3_t end, float height, int modelIndex, int count, float speed ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
float sine, cosine, zspeed; |
|
float dist, angle; |
|
vec3_t origin; |
|
model_t *mod; |
|
int i; |
|
|
|
if(( mod = CL_ModelHandle( modelIndex )) == NULL ) |
|
return; |
|
|
|
for( i = 0; i < count; i++ ) |
|
{ |
|
dist = COM_RandomFloat( 0, 1.0 ); |
|
VectorLerp( start, dist, end, origin ); |
|
pTemp = CL_TempEntAlloc( origin, mod ); |
|
if( !pTemp ) return; |
|
|
|
pTemp->flags |= FTENT_SINEWAVE; |
|
|
|
pTemp->x = origin[0]; |
|
pTemp->y = origin[1]; |
|
angle = COM_RandomFloat( -M_PI, M_PI ); |
|
SinCos( angle, &sine, &cosine ); |
|
|
|
zspeed = COM_RandomLong( 80, 140 ); |
|
VectorSet( pTemp->entity.baseline.origin, speed * cosine, speed * sine, zspeed ); |
|
pTemp->die = cl.time + ((height - (origin[2] - start[2])) / zspeed) - 0.1f; |
|
pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax ); |
|
|
|
// Set sprite scale |
|
pTemp->entity.curstate.scale = 1.0f / COM_RandomFloat( 2.0f, 5.0f ); |
|
pTemp->entity.curstate.rendermode = kRenderTransAlpha; |
|
pTemp->entity.curstate.renderamt = 255; |
|
} |
|
} |
|
|
|
/* |
|
============== |
|
R_AttachTentToPlayer |
|
|
|
Attaches entity to player |
|
============== |
|
*/ |
|
void GAME_EXPORT R_AttachTentToPlayer( int client, int modelIndex, float zoffset, float life ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
vec3_t position; |
|
cl_entity_t *pClient; |
|
model_t *pModel; |
|
|
|
if( client <= 0 || client > cl.maxclients ) |
|
return; |
|
|
|
pClient = CL_GetEntityByIndex( client ); |
|
|
|
if( !pClient || pClient->curstate.messagenum != cl.parsecount ) |
|
return; |
|
|
|
if(( pModel = CL_ModelHandle( modelIndex )) == NULL ) |
|
return; |
|
|
|
VectorCopy( pClient->origin, position ); |
|
position[2] += zoffset; |
|
|
|
pTemp = CL_TempEntAllocHigh( position, pModel ); |
|
if( !pTemp ) return; |
|
|
|
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; |
|
pTemp->entity.curstate.framerate = 1; |
|
|
|
pTemp->clientIndex = client; |
|
pTemp->tentOffset[0] = 0; |
|
pTemp->tentOffset[1] = 0; |
|
pTemp->tentOffset[2] = zoffset; |
|
pTemp->die = cl.time + life; |
|
pTemp->flags |= FTENT_PLYRATTACHMENT|FTENT_PERSIST; |
|
|
|
// is the model a sprite? |
|
if( pModel->type == mod_sprite ) |
|
{ |
|
pTemp->flags |= FTENT_SPRANIMATE|FTENT_SPRANIMATELOOP; |
|
pTemp->entity.curstate.framerate = 10; |
|
} |
|
else |
|
{ |
|
// no animation support for attached clientside studio models. |
|
pTemp->frameMax = 0; |
|
} |
|
|
|
pTemp->entity.curstate.frame = 0; |
|
} |
|
|
|
/* |
|
============== |
|
R_KillAttachedTents |
|
|
|
Detach entity from player |
|
============== |
|
*/ |
|
void GAME_EXPORT R_KillAttachedTents( int client ) |
|
{ |
|
int i; |
|
|
|
if( client <= 0 || client > cl.maxclients ) |
|
return; |
|
|
|
for( i = 0; i < GI->max_tents; i++ ) |
|
{ |
|
TEMPENTITY *pTemp = &cl_tempents[i]; |
|
|
|
if( !FBitSet( pTemp->flags, FTENT_PLYRATTACHMENT )) |
|
continue; |
|
|
|
// this TEMPENTITY is player attached. |
|
// if it is attached to this client, set it to die instantly. |
|
if( pTemp->clientIndex == client ) |
|
{ |
|
// good enough, it will die on next tent update. |
|
pTemp->die = cl.time; |
|
} |
|
} |
|
} |
|
|
|
/* |
|
============== |
|
R_RicochetSprite |
|
|
|
Create ricochet sprite |
|
============== |
|
*/ |
|
void GAME_EXPORT R_RicochetSprite( const vec3_t pos, model_t *pmodel, float duration, float scale ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
|
|
pTemp = CL_TempEntAlloc( pos, pmodel ); |
|
if( !pTemp ) return; |
|
|
|
pTemp->entity.curstate.rendermode = kRenderGlow; |
|
pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt = 200; |
|
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; |
|
pTemp->entity.curstate.scale = scale; |
|
pTemp->die = cl.time + duration; |
|
pTemp->flags = FTENT_FADEOUT; |
|
pTemp->fadeSpeed = 8; |
|
|
|
pTemp->entity.curstate.frame = 0; |
|
pTemp->entity.angles[ROLL] = 45.0f * COM_RandomLong( 0, 7 ); |
|
} |
|
|
|
/* |
|
============== |
|
R_RocketFlare |
|
|
|
Create rocket flare |
|
============== |
|
*/ |
|
void GAME_EXPORT R_RocketFlare( const vec3_t pos ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
|
|
if( !cl_sprite_glow ) return; |
|
|
|
pTemp = CL_TempEntAlloc( pos, cl_sprite_glow ); |
|
if ( !pTemp ) return; |
|
|
|
pTemp->entity.curstate.rendermode = kRenderGlow; |
|
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; |
|
pTemp->entity.curstate.renderamt = 200; |
|
pTemp->entity.curstate.framerate = 1.0; |
|
pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax ); |
|
pTemp->entity.curstate.scale = 1.0; |
|
pTemp->die = cl.time + 0.01f; // when 100 fps die at next frame |
|
pTemp->entity.curstate.effects = EF_NOINTERP; |
|
} |
|
|
|
/* |
|
============== |
|
R_MuzzleFlash |
|
|
|
Do muzzleflash |
|
============== |
|
*/ |
|
void GAME_EXPORT R_MuzzleFlash( const vec3_t pos, int type ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
int index; |
|
float scale; |
|
|
|
index = ( type % 10 ) % MAX_MUZZLEFLASH; |
|
scale = ( type / 10 ) * 0.1f; |
|
if( scale == 0.0f ) scale = 0.5f; |
|
|
|
if( !cl_sprite_muzzleflash[index] ) |
|
return; |
|
|
|
// must set position for right culling on render |
|
pTemp = CL_TempEntAllocHigh( pos, cl_sprite_muzzleflash[index] ); |
|
if( !pTemp ) return; |
|
pTemp->entity.curstate.rendermode = kRenderTransAdd; |
|
pTemp->entity.curstate.renderamt = 255; |
|
pTemp->entity.curstate.framerate = 10; |
|
pTemp->entity.curstate.renderfx = 0; |
|
pTemp->die = cl.time + 0.01; // die at next frame |
|
pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax ); |
|
pTemp->flags |= FTENT_SPRANIMATE|FTENT_SPRANIMATELOOP; |
|
pTemp->entity.curstate.scale = scale; |
|
|
|
if( index == 0 ) pTemp->entity.angles[2] = COM_RandomLong( 0, 20 ); // rifle flash |
|
else pTemp->entity.angles[2] = COM_RandomLong( 0, 359 ); |
|
|
|
CL_TempEntAddEntity( &pTemp->entity ); |
|
} |
|
|
|
/* |
|
============== |
|
R_BloodSprite |
|
|
|
Create a high priority blood sprite |
|
and some blood drops. This is high-priority tent |
|
============== |
|
*/ |
|
void GAME_EXPORT R_BloodSprite( const vec3_t org, int colorIndex, int modelIndex, int modelIndex2, float size ) |
|
{ |
|
model_t *pModel, *pModel2; |
|
int impactindex; |
|
int spatterindex; |
|
int i, splatter; |
|
TEMPENTITY *pTemp; |
|
vec3_t pos; |
|
|
|
colorIndex += COM_RandomLong( 1, 3 ); |
|
impactindex = colorIndex; |
|
spatterindex = colorIndex - 1; |
|
|
|
// validate the model first |
|
if(( pModel = CL_ModelHandle( modelIndex )) != NULL ) |
|
{ |
|
VectorCopy( org, pos ); |
|
pos[2] += COM_RandomFloat( 2.0f, 4.0f ); // make offset from ground (snarks issues) |
|
|
|
// large, single blood sprite is a high-priority tent |
|
if(( pTemp = CL_TempEntAllocHigh( pos, pModel )) != NULL ) |
|
{ |
|
pTemp->entity.curstate.rendermode = kRenderTransTexture; |
|
pTemp->entity.curstate.renderfx = kRenderFxClampMinScale; |
|
pTemp->entity.curstate.scale = COM_RandomFloat( size / 25.0f, size / 35.0f ); |
|
pTemp->flags = FTENT_SPRANIMATE; |
|
|
|
pTemp->entity.curstate.rendercolor = clgame.palette[impactindex]; |
|
pTemp->entity.baseline.renderamt = pTemp->entity.curstate.renderamt = 250; |
|
|
|
pTemp->entity.curstate.framerate = pTemp->frameMax * 4.0f; // Finish in 0.250 seconds |
|
pTemp->die = cl.time + (pTemp->frameMax / pTemp->entity.curstate.framerate ); // play the whole thing once |
|
|
|
pTemp->entity.curstate.frame = 0; |
|
pTemp->bounceFactor = 0; |
|
pTemp->entity.angles[2] = COM_RandomLong( 0, 360 ); |
|
} |
|
} |
|
|
|
// validate the model first |
|
if(( pModel2 = CL_ModelHandle( modelIndex2 )) != NULL ) |
|
{ |
|
splatter = size + ( COM_RandomLong( 1, 8 ) + COM_RandomLong( 1, 8 )); |
|
|
|
for( i = 0; i < splatter; i++ ) |
|
{ |
|
// create blood drips |
|
if(( pTemp = CL_TempEntAlloc( org, pModel2 )) != NULL ) |
|
{ |
|
pTemp->entity.curstate.rendermode = kRenderTransTexture; |
|
pTemp->entity.curstate.renderfx = kRenderFxClampMinScale; |
|
pTemp->entity.curstate.scale = COM_RandomFloat( size / 15.0f, size / 25.0f ); |
|
pTemp->flags = FTENT_ROTATE | FTENT_SLOWGRAVITY | FTENT_COLLIDEWORLD; |
|
|
|
pTemp->entity.curstate.rendercolor = clgame.palette[spatterindex]; |
|
pTemp->entity.baseline.renderamt = pTemp->entity.curstate.renderamt = 250; |
|
|
|
pTemp->entity.baseline.origin[0] = COM_RandomFloat( -96.0f, 95.0f ); |
|
pTemp->entity.baseline.origin[1] = COM_RandomFloat( -96.0f, 95.0f ); |
|
pTemp->entity.baseline.origin[2] = COM_RandomFloat( -32.0f, 95.0f ); |
|
pTemp->entity.baseline.angles[0] = COM_RandomFloat( -256.0f, -255.0f ); |
|
pTemp->entity.baseline.angles[1] = COM_RandomFloat( -256.0f, -255.0f ); |
|
pTemp->entity.baseline.angles[2] = COM_RandomFloat( -256.0f, -255.0f ); |
|
|
|
pTemp->die = cl.time + COM_RandomFloat( 1.0f, 3.0f ); |
|
|
|
pTemp->entity.curstate.frame = COM_RandomLong( 1, pTemp->frameMax ); |
|
|
|
if( pTemp->entity.curstate.frame > 8.0f ) |
|
pTemp->entity.curstate.frame = pTemp->frameMax; |
|
|
|
pTemp->entity.baseline.origin[2] += COM_RandomFloat( 4.0f, 16.0f ) * size; |
|
pTemp->entity.angles[2] = COM_RandomFloat( 0.0f, 360.0f ); |
|
pTemp->bounceFactor = 0.0f; |
|
} |
|
} |
|
} |
|
} |
|
|
|
/* |
|
============== |
|
R_BreakModel |
|
|
|
Create a shards |
|
============== |
|
*/ |
|
void GAME_EXPORT R_BreakModel( const vec3_t pos, const vec3_t size, const vec3_t dir, float random, float life, int count, int modelIndex, char flags ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
model_t *pmodel; |
|
char type; |
|
int i, j; |
|
|
|
if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) |
|
return; |
|
|
|
type = flags & BREAK_TYPEMASK; |
|
|
|
if( count == 0 ) |
|
{ |
|
// assume surface (not volume) |
|
count = (size[0] * size[1] + size[1] * size[2] + size[2] * size[0]) / (3 * SHARD_VOLUME * SHARD_VOLUME); |
|
} |
|
|
|
// limit to 100 pieces |
|
if( count > 100 ) count = 100; |
|
|
|
for( i = 0; i < count; i++ ) |
|
{ |
|
vec3_t vecSpot; |
|
|
|
for( j = 0; j < 32; j++ ) |
|
{ |
|
// fill up the box with stuff |
|
vecSpot[0] = pos[0] + COM_RandomFloat( -0.5f, 0.5f ) * size[0]; |
|
vecSpot[1] = pos[1] + COM_RandomFloat( -0.5f, 0.5f ) * size[1]; |
|
vecSpot[2] = pos[2] + COM_RandomFloat( -0.5f, 0.5f ) * size[2]; |
|
|
|
if( CL_PointContents( vecSpot ) != CONTENTS_SOLID ) |
|
break; // valid spot |
|
} |
|
|
|
if( j == 32 ) continue; // a piece completely stuck in the wall, ignore it |
|
|
|
pTemp = CL_TempEntAlloc( vecSpot, pmodel ); |
|
if( !pTemp ) return; |
|
|
|
// keep track of break_type, so we know how to play sound on collision |
|
pTemp->hitSound = type; |
|
|
|
if( pmodel->type == mod_sprite ) |
|
pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax ); |
|
else if( pmodel->type == mod_studio ) |
|
pTemp->entity.curstate.body = COM_RandomLong( 0, pTemp->frameMax ); |
|
|
|
pTemp->flags |= FTENT_COLLIDEWORLD | FTENT_FADEOUT | FTENT_SLOWGRAVITY; |
|
|
|
if( COM_RandomLong( 0, 255 ) < 200 ) |
|
{ |
|
pTemp->flags |= FTENT_ROTATE; |
|
pTemp->entity.baseline.angles[0] = COM_RandomFloat( -256, 255 ); |
|
pTemp->entity.baseline.angles[1] = COM_RandomFloat( -256, 255 ); |
|
pTemp->entity.baseline.angles[2] = COM_RandomFloat( -256, 255 ); |
|
} |
|
|
|
if (( COM_RandomLong( 0, 255 ) < 100 ) && FBitSet( flags, BREAK_SMOKE )) |
|
pTemp->flags |= FTENT_SMOKETRAIL; |
|
|
|
if(( type == BREAK_GLASS ) || FBitSet( flags, BREAK_TRANS )) |
|
{ |
|
pTemp->entity.curstate.rendermode = kRenderTransTexture; |
|
pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt = 128; |
|
} |
|
else |
|
{ |
|
pTemp->entity.curstate.rendermode = kRenderNormal; |
|
pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt = 255; // set this for fadeout |
|
} |
|
|
|
pTemp->entity.baseline.origin[0] = dir[0] + COM_RandomFloat( -random, random ); |
|
pTemp->entity.baseline.origin[1] = dir[1] + COM_RandomFloat( -random, random ); |
|
pTemp->entity.baseline.origin[2] = dir[2] + COM_RandomFloat( 0, random ); |
|
|
|
pTemp->die = cl.time + life + COM_RandomFloat( 0.0f, 1.0f ); // Add an extra 0-1 secs of life |
|
} |
|
} |
|
|
|
/* |
|
============== |
|
R_TempModel |
|
|
|
Create a temp model with gravity, sounds and fadeout |
|
============== |
|
*/ |
|
TEMPENTITY *R_TempModel( const vec3_t pos, const vec3_t dir, const vec3_t angles, float life, int modelIndex, int soundtype ) |
|
{ |
|
// alloc a new tempent |
|
TEMPENTITY *pTemp; |
|
model_t *pmodel; |
|
|
|
if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) |
|
return NULL; |
|
|
|
pTemp = CL_TempEntAlloc( pos, pmodel ); |
|
if( !pTemp ) return NULL; |
|
|
|
pTemp->flags = (FTENT_COLLIDEWORLD|FTENT_GRAVITY); |
|
VectorCopy( dir, pTemp->entity.baseline.origin ); |
|
VectorCopy( angles, pTemp->entity.angles ); |
|
|
|
// keep track of shell type |
|
switch( soundtype ) |
|
{ |
|
case TE_BOUNCE_SHELL: |
|
pTemp->hitSound = BOUNCE_SHELL; |
|
pTemp->entity.baseline.angles[0] = COM_RandomFloat( -512, 511 ); |
|
pTemp->entity.baseline.angles[1] = COM_RandomFloat( -255, 255 ); |
|
pTemp->entity.baseline.angles[2] = COM_RandomFloat( -255, 255 ); |
|
pTemp->flags |= FTENT_ROTATE; |
|
break; |
|
case TE_BOUNCE_SHOTSHELL: |
|
pTemp->hitSound = BOUNCE_SHOTSHELL; |
|
pTemp->entity.baseline.angles[0] = COM_RandomFloat( -512, 511 ); |
|
pTemp->entity.baseline.angles[1] = COM_RandomFloat( -255, 255 ); |
|
pTemp->entity.baseline.angles[2] = COM_RandomFloat( -255, 255 ); |
|
pTemp->flags |= FTENT_ROTATE|FTENT_SLOWGRAVITY; |
|
break; |
|
} |
|
|
|
if( pmodel->type == mod_sprite ) |
|
pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax ); |
|
else pTemp->entity.curstate.body = COM_RandomLong( 0, pTemp->frameMax ); |
|
|
|
pTemp->die = cl.time + life; |
|
|
|
return pTemp; |
|
} |
|
|
|
/* |
|
============== |
|
R_DefaultSprite |
|
|
|
Create an animated sprite |
|
============== |
|
*/ |
|
TEMPENTITY *R_DefaultSprite( const vec3_t pos, int spriteIndex, float framerate ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
model_t *psprite; |
|
|
|
// don't spawn while paused |
|
if( cl.time == cl.oldtime ) |
|
return NULL; |
|
|
|
if(( psprite = CL_ModelHandle( spriteIndex )) == NULL || psprite->type != mod_sprite ) |
|
{ |
|
Con_Reportf( "No Sprite %d!\n", spriteIndex ); |
|
return NULL; |
|
} |
|
|
|
pTemp = CL_TempEntAlloc( pos, psprite ); |
|
if( !pTemp ) return NULL; |
|
|
|
pTemp->entity.curstate.scale = 1.0f; |
|
pTemp->flags |= FTENT_SPRANIMATE; |
|
if( framerate == 0 ) framerate = 10; |
|
|
|
pTemp->entity.curstate.framerate = framerate; |
|
pTemp->die = cl.time + (float)pTemp->frameMax / framerate; |
|
pTemp->entity.curstate.frame = 0; |
|
|
|
return pTemp; |
|
} |
|
|
|
/* |
|
=============== |
|
R_SparkShower |
|
|
|
Create an animated moving sprite |
|
=============== |
|
*/ |
|
void GAME_EXPORT R_SparkShower( const vec3_t pos ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
|
|
pTemp = CL_TempEntAllocNoModel( pos ); |
|
if( !pTemp ) return; |
|
|
|
pTemp->entity.baseline.origin[0] = COM_RandomFloat( -300.0f, 300.0f ); |
|
pTemp->entity.baseline.origin[1] = COM_RandomFloat( -300.0f, 300.0f ); |
|
pTemp->entity.baseline.origin[2] = COM_RandomFloat( -200.0f, 200.0f ); |
|
|
|
pTemp->flags |= FTENT_SLOWGRAVITY | FTENT_COLLIDEWORLD | FTENT_SPARKSHOWER; |
|
|
|
pTemp->entity.curstate.framerate = COM_RandomFloat( 0.5f, 1.5f ); |
|
pTemp->entity.curstate.scale = cl.time; |
|
pTemp->die = cl.time + 0.5; |
|
} |
|
|
|
/* |
|
=============== |
|
R_TempSprite |
|
|
|
Create an animated moving sprite |
|
=============== |
|
*/ |
|
TEMPENTITY *R_TempSprite( vec3_t pos, const vec3_t dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
model_t *pmodel; |
|
|
|
if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) |
|
{ |
|
Con_Reportf( S_ERROR "No model %d!\n", modelIndex ); |
|
return NULL; |
|
} |
|
|
|
pTemp = CL_TempEntAlloc( pos, pmodel ); |
|
if( !pTemp ) return NULL; |
|
|
|
pTemp->entity.curstate.framerate = 10; |
|
pTemp->entity.curstate.rendermode = rendermode; |
|
pTemp->entity.curstate.renderfx = renderfx; |
|
pTemp->entity.curstate.scale = scale; |
|
pTemp->entity.baseline.renderamt = a * 255; |
|
pTemp->entity.curstate.renderamt = a * 255; |
|
pTemp->flags |= flags; |
|
|
|
VectorCopy( dir, pTemp->entity.baseline.origin ); |
|
|
|
if( life ) pTemp->die = cl.time + life; |
|
else pTemp->die = cl.time + ( pTemp->frameMax * 0.1f ) + 1.0f; |
|
pTemp->entity.curstate.frame = 0; |
|
|
|
return pTemp; |
|
} |
|
|
|
/* |
|
=============== |
|
R_Sprite_Explode |
|
|
|
apply params for exploding sprite |
|
=============== |
|
*/ |
|
void GAME_EXPORT R_Sprite_Explode( TEMPENTITY *pTemp, float scale, int flags ) |
|
{ |
|
if( !pTemp ) return; |
|
|
|
if( FBitSet( flags, TE_EXPLFLAG_NOADDITIVE )) |
|
{ |
|
// solid sprite |
|
pTemp->entity.curstate.rendermode = kRenderNormal; |
|
pTemp->entity.curstate.renderamt = 255; |
|
} |
|
else if( FBitSet( flags, TE_EXPLFLAG_DRAWALPHA )) |
|
{ |
|
// alpha sprite (came from hl2) |
|
pTemp->entity.curstate.rendermode = kRenderTransAlpha; |
|
pTemp->entity.curstate.renderamt = 180; |
|
} |
|
else |
|
{ |
|
// additive sprite |
|
pTemp->entity.curstate.rendermode = kRenderTransAdd; |
|
pTemp->entity.curstate.renderamt = 180; |
|
} |
|
|
|
if( FBitSet( flags, TE_EXPLFLAG_ROTATE )) |
|
{ |
|
// came from hl2 |
|
pTemp->entity.angles[2] = COM_RandomLong( 0, 360 ); |
|
} |
|
|
|
pTemp->entity.curstate.renderfx = kRenderFxNone; |
|
pTemp->entity.baseline.origin[2] = 8; |
|
pTemp->entity.origin[2] += 10; |
|
pTemp->entity.curstate.scale = scale; |
|
} |
|
|
|
/* |
|
=============== |
|
R_Sprite_Smoke |
|
|
|
apply params for smoke sprite |
|
=============== |
|
*/ |
|
void GAME_EXPORT R_Sprite_Smoke( TEMPENTITY *pTemp, float scale ) |
|
{ |
|
int iColor; |
|
|
|
if( !pTemp ) return; |
|
|
|
iColor = COM_RandomLong( 20, 35 ); |
|
pTemp->entity.curstate.rendermode = kRenderTransAlpha; |
|
pTemp->entity.curstate.renderfx = kRenderFxNone; |
|
pTemp->entity.baseline.origin[2] = 30; |
|
pTemp->entity.curstate.rendercolor.r = iColor; |
|
pTemp->entity.curstate.rendercolor.g = iColor; |
|
pTemp->entity.curstate.rendercolor.b = iColor; |
|
pTemp->entity.origin[2] += 20; |
|
pTemp->entity.curstate.scale = scale; |
|
} |
|
|
|
/* |
|
=============== |
|
R_Spray |
|
|
|
Throws a shower of sprites or models |
|
=============== |
|
*/ |
|
void GAME_EXPORT R_Spray( const vec3_t pos, const vec3_t dir, int modelIndex, int count, int speed, int spread, int rendermode ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
float noise; |
|
float znoise; |
|
model_t *pmodel; |
|
int i; |
|
|
|
if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) |
|
{ |
|
Con_Reportf( "No model %d!\n", modelIndex ); |
|
return; |
|
} |
|
|
|
noise = (float)spread / 100.0f; |
|
|
|
// more vertical displacement |
|
znoise = Q_min( 1.0f, noise * 1.5f ); |
|
|
|
for( i = 0; i < count; i++ ) |
|
{ |
|
pTemp = CL_TempEntAlloc( pos, pmodel ); |
|
if( !pTemp ) return; |
|
|
|
pTemp->entity.curstate.rendermode = rendermode; |
|
pTemp->entity.baseline.renderamt = pTemp->entity.curstate.renderamt = 255; |
|
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; |
|
|
|
if( rendermode != kRenderGlow ) |
|
{ |
|
// spray |
|
pTemp->flags |= FTENT_COLLIDEWORLD | FTENT_SLOWGRAVITY; |
|
|
|
if( pTemp->frameMax > 1 ) |
|
{ |
|
pTemp->flags |= FTENT_COLLIDEWORLD | FTENT_SLOWGRAVITY | FTENT_SPRANIMATE; |
|
pTemp->die = cl.time + (pTemp->frameMax * 0.1f); |
|
pTemp->entity.curstate.framerate = 10; |
|
} |
|
else pTemp->die = cl.time + 0.35f; |
|
} |
|
else |
|
{ |
|
// sprite spray |
|
pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax ); |
|
pTemp->flags |= FTENT_FADEOUT | FTENT_SLOWGRAVITY; |
|
pTemp->entity.curstate.framerate = 0.5; |
|
pTemp->die = cl.time + 0.35f; |
|
pTemp->fadeSpeed = 2.0; |
|
} |
|
|
|
// make the spittle fly the direction indicated, but mix in some noise. |
|
pTemp->entity.baseline.origin[0] = dir[0] + COM_RandomFloat( -noise, noise ); |
|
pTemp->entity.baseline.origin[1] = dir[1] + COM_RandomFloat( -noise, noise ); |
|
pTemp->entity.baseline.origin[2] = dir[2] + COM_RandomFloat( 0, znoise ); |
|
VectorScale( pTemp->entity.baseline.origin, COM_RandomFloat(( speed * 0.8f ), ( speed * 1.2f )), pTemp->entity.baseline.origin ); |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
R_Sprite_Spray |
|
|
|
Spray of alpha sprites |
|
=============== |
|
*/ |
|
void GAME_EXPORT R_Sprite_Spray( const vec3_t pos, const vec3_t dir, int modelIndex, int count, int speed, int spread ) |
|
{ |
|
R_Spray( pos, dir, modelIndex, count, speed, spread, kRenderGlow ); |
|
} |
|
|
|
/* |
|
=============== |
|
R_Sprite_Trail |
|
|
|
Line of moving glow sprites with gravity, |
|
fadeout, and collisions |
|
=============== |
|
*/ |
|
void GAME_EXPORT R_Sprite_Trail( int type, vec3_t start, vec3_t end, int modelIndex, int count, float life, float size, float amp, int renderamt, float speed ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
vec3_t delta, dir; |
|
model_t *pmodel; |
|
int i; |
|
|
|
if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) |
|
return; |
|
|
|
VectorSubtract( end, start, delta ); |
|
VectorNormalize2( delta, dir ); |
|
|
|
amp /= 256.0f; |
|
|
|
for( i = 0; i < count; i++ ) |
|
{ |
|
vec3_t pos, vel; |
|
|
|
// Be careful of divide by 0 when using 'count' here... |
|
if( i == 0 ) VectorCopy( start, pos ); |
|
else VectorMA( start, ( i / ( count - 1.0f )), delta, pos ); |
|
|
|
pTemp = CL_TempEntAlloc( pos, pmodel ); |
|
if( !pTemp ) return; |
|
|
|
pTemp->flags = (FTENT_COLLIDEWORLD|FTENT_SPRCYCLE|FTENT_FADEOUT|FTENT_SLOWGRAVITY); |
|
|
|
VectorScale( dir, speed, vel ); |
|
vel[0] += COM_RandomFloat( -127.0f, 128.0f ) * amp; |
|
vel[1] += COM_RandomFloat( -127.0f, 128.0f ) * amp; |
|
vel[2] += COM_RandomFloat( -127.0f, 128.0f ) * amp; |
|
VectorCopy( vel, pTemp->entity.baseline.origin ); |
|
VectorCopy( pos, pTemp->entity.origin ); |
|
|
|
pTemp->entity.curstate.scale = size; |
|
pTemp->entity.curstate.rendermode = kRenderGlow; |
|
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; |
|
pTemp->entity.curstate.renderamt = pTemp->entity.baseline.renderamt = renderamt; |
|
|
|
pTemp->entity.curstate.frame = COM_RandomLong( 0, pTemp->frameMax ); |
|
pTemp->die = cl.time + life + COM_RandomFloat( 0.0f, 4.0f ); |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
R_FunnelSprite |
|
|
|
Create a funnel effect with custom sprite |
|
=============== |
|
*/ |
|
void GAME_EXPORT R_FunnelSprite( const vec3_t org, int modelIndex, int reverse ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
vec3_t dir, dest; |
|
float dist, vel; |
|
model_t *pmodel; |
|
int i, j; |
|
|
|
if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) |
|
{ |
|
Con_Reportf( S_ERROR "no model %d!\n", modelIndex ); |
|
return; |
|
} |
|
|
|
for( i = -8; i < 8; i++ ) |
|
{ |
|
for( j = -8; j < 8; j++ ) |
|
{ |
|
pTemp = CL_TempEntAlloc( org, pmodel ); |
|
if( !pTemp ) return; |
|
|
|
dest[0] = (i * 32.0f) + org[0]; |
|
dest[1] = (j * 32.0f) + org[1]; |
|
dest[2] = org[2] + COM_RandomFloat( 100.0f, 800.0f ); |
|
|
|
if( reverse ) |
|
{ |
|
VectorCopy( org, pTemp->entity.origin ); |
|
VectorSubtract( dest, pTemp->entity.origin, dir ); |
|
} |
|
else |
|
{ |
|
VectorCopy( dest, pTemp->entity.origin ); |
|
VectorSubtract( org, pTemp->entity.origin, dir ); |
|
} |
|
|
|
pTemp->entity.curstate.rendermode = kRenderGlow; |
|
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; |
|
pTemp->entity.baseline.renderamt = pTemp->entity.curstate.renderamt = 200; |
|
pTemp->entity.baseline.angles[2] = COM_RandomFloat( -100.0f, 100.0f ); |
|
pTemp->entity.curstate.framerate = COM_RandomFloat( 0.1f, 0.4f ); |
|
pTemp->flags = FTENT_ROTATE|FTENT_FADEOUT; |
|
pTemp->entity.curstate.framerate = 10; |
|
|
|
vel = dest[2] / 8.0f; |
|
if( vel < 64.0f ) vel = 64.0f; |
|
dist = VectorNormalizeLength( dir ); |
|
vel += COM_RandomFloat( 64.0f, 128.0f ); |
|
VectorScale( dir, vel, pTemp->entity.baseline.origin ); |
|
pTemp->die = cl.time + (dist / vel) - 0.5f; |
|
pTemp->fadeSpeed = 2.0f; |
|
} |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
R_SparkEffect |
|
|
|
Create a streaks + richochet sprite |
|
=============== |
|
*/ |
|
void GAME_EXPORT R_SparkEffect( const vec3_t pos, int count, int velocityMin, int velocityMax ) |
|
{ |
|
R_RicochetSprite( pos, cl_sprite_ricochet, 0.1f, COM_RandomFloat( 0.5f, 1.0f )); |
|
R_SparkStreaks( pos, count, velocityMin, velocityMax ); |
|
} |
|
|
|
/* |
|
============== |
|
R_RicochetSound |
|
|
|
Make a random ricochet sound |
|
============== |
|
*/ |
|
void GAME_EXPORT R_RicochetSound( const vec3_t pos ) |
|
{ |
|
int iPitch = COM_RandomLong( 90, 105 ); |
|
float fvol = COM_RandomFloat( 0.7f, 0.9f ); |
|
char soundpath[32]; |
|
sound_t handle; |
|
|
|
Q_strncpy( soundpath, cl_ricochet_sounds[COM_RandomLong( 0, 4 )], sizeof( soundpath ) ); |
|
handle = S_RegisterSound( soundpath ); |
|
|
|
S_StartSound( pos, 0, CHAN_AUTO, handle, fvol, ATTN_NORM, iPitch, 0 ); |
|
} |
|
|
|
/* |
|
============== |
|
R_Projectile |
|
|
|
Create an projectile entity |
|
============== |
|
*/ |
|
void GAME_EXPORT R_Projectile( const vec3_t origin, const vec3_t velocity, int modelIndex, int life, int owner, void (*hitcallback)( TEMPENTITY*, pmtrace_t* )) |
|
{ |
|
TEMPENTITY *pTemp; |
|
model_t *pmodel; |
|
vec3_t dir; |
|
|
|
if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) |
|
return; |
|
|
|
pTemp = CL_TempEntAllocHigh( origin, pmodel ); |
|
if( !pTemp ) return; |
|
|
|
VectorCopy( velocity, pTemp->entity.baseline.origin ); |
|
|
|
if( pmodel->type == mod_sprite ) |
|
{ |
|
SetBits( pTemp->flags, FTENT_SPRANIMATE ); |
|
|
|
if( pTemp->frameMax < 10 ) |
|
{ |
|
SetBits( pTemp->flags, FTENT_SPRANIMATE|FTENT_SPRANIMATELOOP ); |
|
pTemp->entity.curstate.framerate = 10; |
|
} |
|
else |
|
{ |
|
pTemp->entity.curstate.framerate = pTemp->frameMax / life; |
|
} |
|
} |
|
else |
|
{ |
|
pTemp->frameMax = 0; |
|
VectorNormalize2( velocity, dir ); |
|
VectorAngles( dir, pTemp->entity.angles ); |
|
} |
|
|
|
pTemp->flags |= FTENT_COLLIDEALL|FTENT_PERSIST|FTENT_COLLIDEKILL; |
|
pTemp->clientIndex = bound( 1, owner, cl.maxclients ); |
|
pTemp->entity.baseline.renderamt = 255; |
|
pTemp->hitcallback = hitcallback; |
|
pTemp->die = cl.time + life; |
|
} |
|
|
|
/* |
|
============== |
|
R_TempSphereModel |
|
|
|
Spherical shower of models, picks from set |
|
============== |
|
*/ |
|
void GAME_EXPORT R_TempSphereModel( const vec3_t pos, float speed, float life, int count, int modelIndex ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
int i; |
|
|
|
// create temp models |
|
for( i = 0; i < count; i++ ) |
|
{ |
|
pTemp = CL_TempEntAlloc( pos, CL_ModelHandle( modelIndex )); |
|
if( !pTemp ) return; |
|
|
|
pTemp->entity.curstate.body = COM_RandomLong( 0, pTemp->frameMax ); |
|
|
|
if( COM_RandomLong( 0, 255 ) < 10 ) |
|
pTemp->flags |= FTENT_SLOWGRAVITY; |
|
else pTemp->flags |= FTENT_GRAVITY; |
|
|
|
if( COM_RandomLong( 0, 255 ) < 200 ) |
|
{ |
|
pTemp->flags |= FTENT_ROTATE; |
|
pTemp->entity.baseline.angles[0] = COM_RandomFloat( -256.0f, -255.0f ); |
|
pTemp->entity.baseline.angles[1] = COM_RandomFloat( -256.0f, -255.0f ); |
|
pTemp->entity.baseline.angles[2] = COM_RandomFloat( -256.0f, -255.0f ); |
|
} |
|
|
|
if( COM_RandomLong( 0, 255 ) < 100 ) |
|
pTemp->flags |= FTENT_SMOKETRAIL; |
|
|
|
pTemp->flags |= FTENT_FLICKER | FTENT_COLLIDEWORLD; |
|
pTemp->entity.curstate.rendermode = kRenderNormal; |
|
pTemp->entity.curstate.effects = i & 31; |
|
pTemp->entity.baseline.origin[0] = COM_RandomFloat( -1.0f, 1.0f ); |
|
pTemp->entity.baseline.origin[1] = COM_RandomFloat( -1.0f, 1.0f ); |
|
pTemp->entity.baseline.origin[2] = COM_RandomFloat( -1.0f, 1.0f ); |
|
|
|
VectorNormalize( pTemp->entity.baseline.origin ); |
|
VectorScale( pTemp->entity.baseline.origin, speed, pTemp->entity.baseline.origin ); |
|
pTemp->die = cl.time + life; |
|
} |
|
} |
|
|
|
/* |
|
============== |
|
R_Explosion |
|
|
|
Create an explosion (scale is magnitude) |
|
============== |
|
*/ |
|
void GAME_EXPORT R_Explosion( vec3_t pos, int model, float scale, float framerate, int flags ) |
|
{ |
|
sound_t hSound; |
|
|
|
if( scale != 0.0f ) |
|
{ |
|
// create explosion sprite |
|
R_Sprite_Explode( R_DefaultSprite( pos, model, framerate ), scale, flags ); |
|
|
|
if( !FBitSet( flags, TE_EXPLFLAG_NOPARTICLES )) |
|
R_FlickerParticles( pos ); |
|
|
|
if( !FBitSet( flags, TE_EXPLFLAG_NODLIGHTS )) |
|
{ |
|
dlight_t *dl; |
|
|
|
// big flash |
|
dl = CL_AllocDlight( 0 ); |
|
VectorCopy( pos, dl->origin ); |
|
dl->radius = 200; |
|
dl->color.r = 250; |
|
dl->color.g = 250; |
|
dl->color.b = 150; |
|
dl->die = cl.time + 0.01f; |
|
dl->decay = 80; |
|
|
|
// red glow |
|
dl = CL_AllocDlight( 0 ); |
|
VectorCopy( pos, dl->origin ); |
|
dl->radius = 150; |
|
dl->color.r = 255; |
|
dl->color.g = 190; |
|
dl->color.b = 40; |
|
dl->die = cl.time + 1.0f; |
|
dl->decay = 200; |
|
} |
|
} |
|
|
|
if( !FBitSet( flags, TE_EXPLFLAG_NOSOUND )) |
|
{ |
|
hSound = S_RegisterSound( cl_explode_sounds[COM_RandomLong( 0, 2 )] ); |
|
S_StartSound( pos, 0, CHAN_STATIC, hSound, VOL_NORM, 0.3f, PITCH_NORM, 0 ); |
|
} |
|
} |
|
|
|
/* |
|
============== |
|
R_PlayerSprites |
|
|
|
Create a particle smoke around player |
|
============== |
|
*/ |
|
void GAME_EXPORT R_PlayerSprites( int client, int modelIndex, int count, int size ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
cl_entity_t *pEnt; |
|
vec3_t position; |
|
vec3_t dir; |
|
float vel; |
|
int i; |
|
|
|
pEnt = CL_GetEntityByIndex( client ); |
|
|
|
if( !pEnt || !pEnt->player ) |
|
return; |
|
|
|
vel = 128; |
|
|
|
for( i = 0; i < count; i++ ) |
|
{ |
|
VectorCopy( pEnt->origin, position ); |
|
position[0] += COM_RandomFloat( -10.0f, 10.0f ); |
|
position[1] += COM_RandomFloat( -10.0f, 10.0f ); |
|
position[2] += COM_RandomFloat( -20.0f, 36.0f ); |
|
|
|
pTemp = CL_TempEntAlloc( position, CL_ModelHandle( modelIndex )); |
|
if( !pTemp ) return; |
|
|
|
VectorSubtract( pTemp->entity.origin, pEnt->origin, pTemp->tentOffset ); |
|
|
|
if ( i != 0 ) |
|
{ |
|
pTemp->flags |= FTENT_PLYRATTACHMENT; |
|
pTemp->clientIndex = client; |
|
} |
|
else |
|
{ |
|
VectorSubtract( position, pEnt->origin, dir ); |
|
VectorNormalize( dir ); |
|
VectorScale( dir, 60, dir ); |
|
VectorCopy( dir, pTemp->entity.baseline.origin ); |
|
pTemp->entity.baseline.origin[1] = COM_RandomFloat( 20.0f, 60.0f ); |
|
} |
|
|
|
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; |
|
pTemp->entity.curstate.framerate = COM_RandomFloat( 1.0f - (size / 100.0f ), 1.0f ); |
|
|
|
if( pTemp->frameMax > 1 ) |
|
{ |
|
pTemp->flags |= FTENT_SPRANIMATE; |
|
pTemp->entity.curstate.framerate = 20.0f; |
|
pTemp->die = cl.time + (pTemp->frameMax * 0.05f); |
|
} |
|
else |
|
{ |
|
pTemp->die = cl.time + 0.35f; |
|
} |
|
} |
|
} |
|
|
|
/* |
|
============== |
|
R_FireField |
|
|
|
Makes a field of fire |
|
============== |
|
*/ |
|
void GAME_EXPORT R_FireField( float *org, int radius, int modelIndex, int count, int flags, float life ) |
|
{ |
|
TEMPENTITY *pTemp; |
|
model_t *pmodel; |
|
float time; |
|
vec3_t pos; |
|
int i; |
|
|
|
if(( pmodel = CL_ModelHandle( modelIndex )) == NULL ) |
|
return; |
|
|
|
for( i = 0; i < count; i++ ) |
|
{ |
|
VectorCopy( org, pos ); |
|
pos[0] += COM_RandomFloat( -radius, radius ); |
|
pos[1] += COM_RandomFloat( -radius, radius ); |
|
|
|
if( !FBitSet( flags, TEFIRE_FLAG_PLANAR )) |
|
pos[2] += COM_RandomFloat( -radius, radius ); |
|
|
|
pTemp = CL_TempEntAlloc( pos, pmodel ); |
|
if( !pTemp ) return; |
|
|
|
if( FBitSet( flags, TEFIRE_FLAG_ALPHA )) |
|
{ |
|
pTemp->entity.curstate.rendermode = kRenderTransAlpha; |
|
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; |
|
pTemp->entity.baseline.renderamt = pTemp->entity.curstate.renderamt = 128; |
|
} |
|
else if( FBitSet( flags, TEFIRE_FLAG_ADDITIVE )) |
|
{ |
|
pTemp->entity.curstate.rendermode = kRenderTransAdd; |
|
pTemp->entity.curstate.renderamt = 80; |
|
} |
|
else |
|
{ |
|
pTemp->entity.curstate.rendermode = kRenderNormal; |
|
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; |
|
pTemp->entity.baseline.renderamt = pTemp->entity.curstate.renderamt = 255; |
|
} |
|
|
|
pTemp->entity.curstate.framerate = COM_RandomFloat( 0.75f, 1.25f ); |
|
time = life + COM_RandomFloat( -0.25f, 0.5f ); |
|
pTemp->die = cl.time + time; |
|
|
|
if( pTemp->frameMax > 1 ) |
|
{ |
|
pTemp->flags |= FTENT_SPRANIMATE; |
|
|
|
if( FBitSet( flags, TEFIRE_FLAG_LOOP )) |
|
{ |
|
pTemp->entity.curstate.framerate = 15.0f; |
|
pTemp->flags |= FTENT_SPRANIMATELOOP; |
|
} |
|
else |
|
{ |
|
pTemp->entity.curstate.framerate = pTemp->frameMax / time; |
|
} |
|
} |
|
|
|
if( FBitSet( flags, TEFIRE_FLAG_ALLFLOAT ) || ( FBitSet( flags, TEFIRE_FLAG_SOMEFLOAT ) && !COM_RandomLong( 0, 1 ))) |
|
{ |
|
// drift sprite upward |
|
pTemp->entity.baseline.origin[2] = COM_RandomFloat( 10.0f, 30.0f ); |
|
} |
|
} |
|
} |
|
|
|
/* |
|
============== |
|
R_MultiGunshot |
|
|
|
Client version of shotgun shot |
|
============== |
|
*/ |
|
void GAME_EXPORT R_MultiGunshot( const vec3_t org, const vec3_t dir, const vec3_t noise, int count, int decalCount, int *decalIndices ) |
|
{ |
|
pmtrace_t trace; |
|
vec3_t right, up; |
|
vec3_t vecSrc, vecDir, vecEnd; |
|
int i, j, decalIndex; |
|
|
|
VectorVectors( dir, right, up ); |
|
VectorCopy( org, vecSrc ); |
|
|
|
for( i = 0; i < count; i++ ) |
|
{ |
|
// get circular gaussian spread |
|
float x, y, z; |
|
do { |
|
x = COM_RandomFloat( -0.5f, 0.5f ) + COM_RandomFloat( -0.5f, 0.5f ); |
|
y = COM_RandomFloat( -0.5f, 0.5f ) + COM_RandomFloat( -0.5f, 0.5f ); |
|
z = x * x + y * y; |
|
} while( z > 1.0f ); |
|
|
|
for( j = 0; j < 3; j++ ) |
|
{ |
|
vecDir[j] = dir[j] + x * noise[0] * right[j] + y * noise[1] * up[j]; |
|
vecEnd[j] = vecSrc[j] + 4096.0f * vecDir[j]; |
|
} |
|
|
|
trace = CL_TraceLine( vecSrc, vecEnd, PM_STUDIO_IGNORE ); |
|
|
|
// paint decals |
|
if( trace.fraction != 1.0f ) |
|
{ |
|
physent_t *pe = NULL; |
|
|
|
if( i & 2 ) R_RicochetSound( trace.endpos ); |
|
R_BulletImpactParticles( trace.endpos ); |
|
|
|
if( trace.ent >= 0 && trace.ent < clgame.pmove->numphysent ) |
|
pe = &clgame.pmove->physents[trace.ent]; |
|
|
|
if( pe && ( pe->solid == SOLID_BSP || pe->movetype == MOVETYPE_PUSHSTEP )) |
|
{ |
|
cl_entity_t *e = CL_GetEntityByIndex( pe->info ); |
|
decalIndex = CL_DecalIndex( decalIndices[COM_RandomLong( 0, decalCount-1 )] ); |
|
CL_DecalShoot( decalIndex, e->index, 0, trace.endpos, 0 ); |
|
} |
|
} |
|
} |
|
} |
|
|
|
/* |
|
============== |
|
R_Sprite_WallPuff |
|
|
|
Create a wallpuff |
|
============== |
|
*/ |
|
void GAME_EXPORT R_Sprite_WallPuff( TEMPENTITY *pTemp, float scale ) |
|
{ |
|
if( !pTemp ) return; |
|
|
|
pTemp->entity.curstate.renderamt = 255; |
|
pTemp->entity.curstate.rendermode = kRenderTransAlpha; |
|
pTemp->entity.angles[ROLL] = COM_RandomLong( 0, 359 ); |
|
pTemp->entity.baseline.origin[2] = 30; |
|
pTemp->entity.curstate.scale = scale; |
|
pTemp->die = cl.time + 0.01f; |
|
} |
|
|
|
|
|
|
|
/* |
|
============== |
|
CL_ParseTempEntity |
|
|
|
handle temp-entity messages |
|
============== |
|
*/ |
|
void CL_ParseTempEntity( sizebuf_t *msg ) |
|
{ |
|
sizebuf_t buf; |
|
byte pbuf[256]; |
|
int iSize; |
|
int type, color, count, flags; |
|
int decalIndex, modelIndex, entityIndex; |
|
float scale, life, frameRate, vel, random; |
|
float brightness, r, g, b; |
|
vec3_t pos, pos2, ang; |
|
int decalIndices[1]; // just stub |
|
TEMPENTITY *pTemp; |
|
cl_entity_t *pEnt; |
|
dlight_t *dl; |
|
|
|
if( cls.legacymode ) |
|
iSize = MSG_ReadByte( msg ); |
|
else iSize = MSG_ReadWord( msg ); |
|
|
|
decalIndex = modelIndex = entityIndex = 0; |
|
|
|
// parse user message into buffer |
|
MSG_ReadBytes( msg, pbuf, iSize ); |
|
|
|
// init a safe tempbuffer |
|
MSG_Init( &buf, "TempEntity", pbuf, iSize ); |
|
|
|
type = MSG_ReadByte( &buf ); |
|
|
|
switch( type ) |
|
{ |
|
case TE_BEAMPOINTS: |
|
case TE_BEAMENTPOINT: |
|
case TE_LIGHTNING: |
|
case TE_BEAMENTS: |
|
case TE_BEAM: |
|
case TE_BEAMSPRITE: |
|
case TE_BEAMTORUS: |
|
case TE_BEAMDISK: |
|
case TE_BEAMCYLINDER: |
|
case TE_BEAMFOLLOW: |
|
case TE_BEAMRING: |
|
case TE_BEAMHOSE: |
|
case TE_KILLBEAM: |
|
CL_ParseViewBeam( &buf, type ); |
|
break; |
|
case TE_GUNSHOT: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
R_RicochetSound( pos ); |
|
R_RunParticleEffect( pos, vec3_origin, 0, 20 ); |
|
break; |
|
case TE_EXPLOSION: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
modelIndex = MSG_ReadShort( &buf ); |
|
scale = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
frameRate = MSG_ReadByte( &buf ); |
|
flags = MSG_ReadByte( &buf ); |
|
R_Explosion( pos, modelIndex, scale, frameRate, flags ); |
|
break; |
|
case TE_TAREXPLOSION: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
R_BlobExplosion( pos ); |
|
break; |
|
case TE_SMOKE: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
modelIndex = MSG_ReadShort( &buf ); |
|
scale = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
frameRate = MSG_ReadByte( &buf ); |
|
pTemp = R_DefaultSprite( pos, modelIndex, frameRate ); |
|
R_Sprite_Smoke( pTemp, scale ); |
|
break; |
|
case TE_TRACER: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
pos2[0] = MSG_ReadCoord( &buf ); |
|
pos2[1] = MSG_ReadCoord( &buf ); |
|
pos2[2] = MSG_ReadCoord( &buf ); |
|
R_TracerEffect( pos, pos2 ); |
|
break; |
|
case TE_SPARKS: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
R_SparkShower( pos ); |
|
break; |
|
case TE_LAVASPLASH: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
R_LavaSplash( pos ); |
|
break; |
|
case TE_TELEPORT: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
R_TeleportSplash( pos ); |
|
break; |
|
case TE_EXPLOSION2: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
color = MSG_ReadByte( &buf ); |
|
count = MSG_ReadByte( &buf ); |
|
R_ParticleExplosion2( pos, color, count ); |
|
break; |
|
case TE_BSPDECAL: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
decalIndex = MSG_ReadShort( &buf ); |
|
entityIndex = MSG_ReadShort( &buf ); |
|
if( entityIndex ) modelIndex = MSG_ReadShort( &buf ); |
|
CL_DecalShoot( CL_DecalIndex( decalIndex ), entityIndex, modelIndex, pos, FDECAL_PERMANENT ); |
|
break; |
|
case TE_IMPLOSION: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
scale = MSG_ReadByte( &buf ); |
|
count = MSG_ReadByte( &buf ); |
|
life = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
R_Implosion( pos, scale, count, life ); |
|
break; |
|
case TE_SPRITETRAIL: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
pos2[0] = MSG_ReadCoord( &buf ); |
|
pos2[1] = MSG_ReadCoord( &buf ); |
|
pos2[2] = MSG_ReadCoord( &buf ); |
|
modelIndex = MSG_ReadShort( &buf ); |
|
count = MSG_ReadByte( &buf ); |
|
life = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
scale = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
vel = (float)MSG_ReadByte( &buf ); |
|
random = (float)MSG_ReadByte( &buf ); |
|
R_Sprite_Trail( type, pos, pos2, modelIndex, count, life, scale, random, 255, vel ); |
|
break; |
|
case TE_SPRITE: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
modelIndex = MSG_ReadShort( &buf ); |
|
scale = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
brightness = (float)MSG_ReadByte( &buf ); |
|
|
|
if(( pTemp = R_DefaultSprite( pos, modelIndex, 0 )) != NULL ) |
|
{ |
|
pTemp->entity.curstate.scale = scale; |
|
pTemp->entity.baseline.renderamt = brightness; |
|
pTemp->entity.curstate.renderamt = brightness; |
|
pTemp->entity.curstate.rendermode = kRenderTransAdd; |
|
} |
|
break; |
|
case TE_GLOWSPRITE: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
modelIndex = MSG_ReadShort( &buf ); |
|
life = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
scale = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
brightness = (float)MSG_ReadByte( &buf ); |
|
|
|
if(( pTemp = R_DefaultSprite( pos, modelIndex, 0 )) != NULL ) |
|
{ |
|
pTemp->entity.curstate.scale = scale; |
|
pTemp->entity.curstate.rendermode = kRenderGlow; |
|
pTemp->entity.curstate.renderfx = kRenderFxNoDissipation; |
|
pTemp->entity.baseline.renderamt = brightness; |
|
pTemp->entity.curstate.renderamt = brightness; |
|
pTemp->flags = FTENT_FADEOUT; |
|
pTemp->die = cl.time + life; |
|
} |
|
break; |
|
case TE_STREAK_SPLASH: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
pos2[0] = MSG_ReadCoord( &buf ); |
|
pos2[1] = MSG_ReadCoord( &buf ); |
|
pos2[2] = MSG_ReadCoord( &buf ); |
|
color = MSG_ReadByte( &buf ); |
|
count = MSG_ReadShort( &buf ); |
|
vel = (float)MSG_ReadShort( &buf ); |
|
random = (float)MSG_ReadShort( &buf ); |
|
R_StreakSplash( pos, pos2, color, count, vel, -random, random ); |
|
break; |
|
case TE_DLIGHT: |
|
dl = CL_AllocDlight( 0 ); |
|
dl->origin[0] = MSG_ReadCoord( &buf ); |
|
dl->origin[1] = MSG_ReadCoord( &buf ); |
|
dl->origin[2] = MSG_ReadCoord( &buf ); |
|
dl->radius = (float)(MSG_ReadByte( &buf ) * 10.0f); |
|
dl->color.r = MSG_ReadByte( &buf ); |
|
dl->color.g = MSG_ReadByte( &buf ); |
|
dl->color.b = MSG_ReadByte( &buf ); |
|
dl->die = cl.time + (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
dl->decay = (float)(MSG_ReadByte( &buf ) * 10.0f); |
|
break; |
|
case TE_ELIGHT: |
|
dl = CL_AllocElight( MSG_ReadShort( &buf )); |
|
dl->origin[0] = MSG_ReadCoord( &buf ); |
|
dl->origin[1] = MSG_ReadCoord( &buf ); |
|
dl->origin[2] = MSG_ReadCoord( &buf ); |
|
dl->radius = MSG_ReadCoord( &buf ); |
|
dl->color.r = MSG_ReadByte( &buf ); |
|
dl->color.g = MSG_ReadByte( &buf ); |
|
dl->color.b = MSG_ReadByte( &buf ); |
|
life = (float)MSG_ReadByte( &buf ) * 0.1f; |
|
dl->die = cl.time + life; |
|
dl->decay = MSG_ReadCoord( &buf ); |
|
if( life != 0 ) dl->decay /= life; |
|
break; |
|
case TE_TEXTMESSAGE: |
|
CL_ParseTextMessage( &buf ); |
|
break; |
|
case TE_LINE: |
|
case TE_BOX: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
pos2[0] = MSG_ReadCoord( &buf ); |
|
pos2[1] = MSG_ReadCoord( &buf ); |
|
pos2[2] = MSG_ReadCoord( &buf ); |
|
life = (float)(MSG_ReadShort( &buf ) * 0.1f); |
|
r = MSG_ReadByte( &buf ); |
|
g = MSG_ReadByte( &buf ); |
|
b = MSG_ReadByte( &buf ); |
|
if( type == TE_LINE ) R_ParticleLine( pos, pos2, r, g, b, life ); |
|
else R_ParticleBox( pos, pos2, r, g, b, life ); |
|
break; |
|
case TE_LARGEFUNNEL: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
modelIndex = MSG_ReadShort( &buf ); |
|
flags = MSG_ReadShort( &buf ); |
|
R_LargeFunnel( pos, flags ); |
|
R_FunnelSprite( pos, modelIndex, flags ); |
|
break; |
|
case TE_BLOODSTREAM: |
|
case TE_BLOOD: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
pos2[0] = MSG_ReadCoord( &buf ); |
|
pos2[1] = MSG_ReadCoord( &buf ); |
|
pos2[2] = MSG_ReadCoord( &buf ); |
|
color = MSG_ReadByte( &buf ); |
|
count = MSG_ReadByte( &buf ); |
|
if( type == TE_BLOOD ) R_Blood( pos, pos2, color, count ); |
|
else R_BloodStream( pos, pos2, color, count ); |
|
break; |
|
case TE_SHOWLINE: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
pos2[0] = MSG_ReadCoord( &buf ); |
|
pos2[1] = MSG_ReadCoord( &buf ); |
|
pos2[2] = MSG_ReadCoord( &buf ); |
|
R_ShowLine( pos, pos2 ); |
|
break; |
|
case TE_DECAL: |
|
case TE_DECALHIGH: |
|
case TE_WORLDDECAL: |
|
case TE_WORLDDECALHIGH: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
decalIndex = MSG_ReadByte( &buf ); |
|
if( type == TE_DECAL || type == TE_DECALHIGH ) |
|
entityIndex = MSG_ReadShort( &buf ); |
|
else entityIndex = 0; |
|
if( type == TE_DECALHIGH || type == TE_WORLDDECALHIGH ) |
|
decalIndex += 256; |
|
pEnt = CL_GetEntityByIndex( entityIndex ); |
|
if( pEnt ) modelIndex = pEnt->curstate.modelindex; |
|
CL_DecalShoot( CL_DecalIndex( decalIndex ), entityIndex, modelIndex, pos, 0 ); |
|
break; |
|
case TE_FIZZ: |
|
entityIndex = MSG_ReadShort( &buf ); |
|
modelIndex = MSG_ReadShort( &buf ); |
|
scale = MSG_ReadByte( &buf ); // same as density |
|
pEnt = CL_GetEntityByIndex( entityIndex ); |
|
R_FizzEffect( pEnt, modelIndex, scale ); |
|
break; |
|
case TE_MODEL: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
pos2[0] = MSG_ReadCoord( &buf ); |
|
pos2[1] = MSG_ReadCoord( &buf ); |
|
pos2[2] = MSG_ReadCoord( &buf ); |
|
ang[0] = 0.0f; |
|
ang[1] = MSG_ReadAngle( &buf ); // yaw angle |
|
ang[2] = 0.0f; |
|
modelIndex = MSG_ReadShort( &buf ); |
|
flags = MSG_ReadByte( &buf ); // sound flags |
|
life = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
R_TempModel( pos, pos2, ang, life, modelIndex, flags ); |
|
break; |
|
case TE_EXPLODEMODEL: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
vel = MSG_ReadCoord( &buf ); |
|
modelIndex = MSG_ReadShort( &buf ); |
|
count = MSG_ReadShort( &buf ); |
|
life = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
R_TempSphereModel( pos, vel, life, count, modelIndex ); |
|
break; |
|
case TE_BREAKMODEL: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
pos2[0] = MSG_ReadCoord( &buf ); |
|
pos2[1] = MSG_ReadCoord( &buf ); |
|
pos2[2] = MSG_ReadCoord( &buf ); |
|
ang[0] = MSG_ReadCoord( &buf ); |
|
ang[1] = MSG_ReadCoord( &buf ); |
|
ang[2] = MSG_ReadCoord( &buf ); |
|
random = (float)MSG_ReadByte( &buf ) * 10.0f; |
|
modelIndex = MSG_ReadShort( &buf ); |
|
count = MSG_ReadByte( &buf ); |
|
life = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
flags = MSG_ReadByte( &buf ); |
|
R_BreakModel( pos, pos2, ang, random, life, count, modelIndex, (char)flags ); |
|
break; |
|
case TE_GUNSHOTDECAL: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
entityIndex = MSG_ReadShort( &buf ); |
|
decalIndex = MSG_ReadByte( &buf ); |
|
pEnt = CL_GetEntityByIndex( entityIndex ); |
|
CL_DecalShoot( CL_DecalIndex( decalIndex ), entityIndex, 0, pos, 0 ); |
|
R_BulletImpactParticles( pos ); |
|
R_RicochetSound( pos ); |
|
break; |
|
case TE_SPRAY: |
|
case TE_SPRITE_SPRAY: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
pos2[0] = MSG_ReadCoord( &buf ); |
|
pos2[1] = MSG_ReadCoord( &buf ); |
|
pos2[2] = MSG_ReadCoord( &buf ); |
|
modelIndex = MSG_ReadShort( &buf ); |
|
count = MSG_ReadByte( &buf ); |
|
vel = (float)MSG_ReadByte( &buf ); |
|
random = (float)MSG_ReadByte( &buf ); |
|
if( type == TE_SPRAY ) |
|
{ |
|
flags = MSG_ReadByte( &buf ); // rendermode |
|
R_Spray( pos, pos2, modelIndex, count, vel, random, flags ); |
|
} |
|
else R_Sprite_Spray( pos, pos2, modelIndex, count, vel * 2.0f, random ); |
|
break; |
|
case TE_ARMOR_RICOCHET: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
scale = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
R_RicochetSprite( pos, cl_sprite_ricochet, 0.1f, scale ); |
|
R_RicochetSound( pos ); |
|
break; |
|
case TE_PLAYERDECAL: |
|
color = MSG_ReadByte( &buf ) - 1; // playernum |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
entityIndex = MSG_ReadShort( &buf ); |
|
decalIndex = MSG_ReadByte( &buf ); |
|
CL_PlayerDecal( color, decalIndex, entityIndex, pos ); |
|
break; |
|
case TE_BUBBLES: |
|
case TE_BUBBLETRAIL: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
pos2[0] = MSG_ReadCoord( &buf ); |
|
pos2[1] = MSG_ReadCoord( &buf ); |
|
pos2[2] = MSG_ReadCoord( &buf ); |
|
scale = MSG_ReadCoord( &buf ); // water height |
|
modelIndex = MSG_ReadShort( &buf ); |
|
count = MSG_ReadByte( &buf ); |
|
vel = MSG_ReadCoord( &buf ); |
|
if( type == TE_BUBBLES ) R_Bubbles( pos, pos2, scale, modelIndex, count, vel ); |
|
else R_BubbleTrail( pos, pos2, scale, modelIndex, count, vel ); |
|
break; |
|
case TE_BLOODSPRITE: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
modelIndex = MSG_ReadShort( &buf ); // sprite #1 |
|
decalIndex = MSG_ReadShort( &buf ); // sprite #2 |
|
color = MSG_ReadByte( &buf ); |
|
scale = (float)MSG_ReadByte( &buf ); |
|
R_BloodSprite( pos, color, modelIndex, decalIndex, scale ); |
|
break; |
|
case TE_PROJECTILE: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
pos2[0] = MSG_ReadCoord( &buf ); |
|
pos2[1] = MSG_ReadCoord( &buf ); |
|
pos2[2] = MSG_ReadCoord( &buf ); |
|
modelIndex = MSG_ReadShort( &buf ); |
|
life = MSG_ReadByte( &buf ); |
|
color = MSG_ReadByte( &buf ); // playernum |
|
R_Projectile( pos, pos2, modelIndex, life, color, NULL ); |
|
break; |
|
case TE_PLAYERSPRITES: |
|
color = MSG_ReadShort( &buf ); // entitynum |
|
modelIndex = MSG_ReadShort( &buf ); |
|
count = MSG_ReadByte( &buf ); |
|
random = (float)MSG_ReadByte( &buf ); |
|
R_PlayerSprites( color, modelIndex, count, random ); |
|
break; |
|
case TE_PARTICLEBURST: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
scale = (float)MSG_ReadShort( &buf ); |
|
color = MSG_ReadByte( &buf ); |
|
life = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
R_ParticleBurst( pos, scale, color, life ); |
|
break; |
|
case TE_FIREFIELD: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
scale = (float)MSG_ReadShort( &buf ); |
|
modelIndex = MSG_ReadShort( &buf ); |
|
count = MSG_ReadByte( &buf ); |
|
flags = MSG_ReadByte( &buf ); |
|
life = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
R_FireField( pos, scale, modelIndex, count, flags, life ); |
|
break; |
|
case TE_PLAYERATTACHMENT: |
|
color = MSG_ReadByte( &buf ); // playernum |
|
scale = MSG_ReadCoord( &buf ); // height |
|
modelIndex = MSG_ReadShort( &buf ); |
|
life = (float)(MSG_ReadShort( &buf ) * 0.1f); |
|
R_AttachTentToPlayer( color, modelIndex, scale, life ); |
|
break; |
|
case TE_KILLPLAYERATTACHMENTS: |
|
color = MSG_ReadByte( &buf ); // playernum |
|
R_KillAttachedTents( color ); |
|
break; |
|
case TE_MULTIGUNSHOT: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
pos2[0] = MSG_ReadCoord( &buf ) * 0.1f; |
|
pos2[1] = MSG_ReadCoord( &buf ) * 0.1f; |
|
pos2[2] = MSG_ReadCoord( &buf ) * 0.1f; |
|
ang[0] = MSG_ReadCoord( &buf ) * 0.01f; |
|
ang[1] = MSG_ReadCoord( &buf ) * 0.01f; |
|
ang[2] = 0.0f; |
|
count = MSG_ReadByte( &buf ); |
|
decalIndices[0] = MSG_ReadByte( &buf ); |
|
R_MultiGunshot( pos, pos2, ang, count, 1, decalIndices ); |
|
break; |
|
case TE_USERTRACER: |
|
pos[0] = MSG_ReadCoord( &buf ); |
|
pos[1] = MSG_ReadCoord( &buf ); |
|
pos[2] = MSG_ReadCoord( &buf ); |
|
pos2[0] = MSG_ReadCoord( &buf ); |
|
pos2[1] = MSG_ReadCoord( &buf ); |
|
pos2[2] = MSG_ReadCoord( &buf ); |
|
life = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
color = MSG_ReadByte( &buf ); |
|
scale = (float)(MSG_ReadByte( &buf ) * 0.1f); |
|
R_UserTracerParticle( pos, pos2, life, color, scale, 0, NULL ); |
|
break; |
|
default: |
|
Con_DPrintf( S_ERROR "ParseTempEntity: illegible TE message %i\n", type ); |
|
break; |
|
} |
|
|
|
// throw warning |
|
if( MSG_CheckOverflow( &buf )) |
|
Con_DPrintf( S_WARN "ParseTempEntity: overflow TE message\n" ); |
|
} |
|
|
|
|
|
/* |
|
============================================================== |
|
|
|
LIGHT STYLE MANAGEMENT |
|
|
|
============================================================== |
|
*/ |
|
#define STYLE_LERPING_THRESHOLD 3.0f // because we wan't interpolate fast sequences (like on\off) |
|
|
|
/* |
|
================ |
|
CL_ClearLightStyles |
|
================ |
|
*/ |
|
void CL_ClearLightStyles( void ) |
|
{ |
|
memset( cl.lightstyles, 0, sizeof( cl.lightstyles )); |
|
} |
|
|
|
void CL_SetLightstyle( int style, const char *s, float f ) |
|
{ |
|
int i, k; |
|
lightstyle_t *ls; |
|
float val1, val2; |
|
|
|
Assert( s != NULL ); |
|
Assert( style >= 0 && style < MAX_LIGHTSTYLES ); |
|
|
|
ls = &cl.lightstyles[style]; |
|
|
|
Q_strncpy( ls->pattern, s, sizeof( ls->pattern )); |
|
|
|
ls->length = Q_strlen( s ); |
|
ls->time = f; // set local time |
|
|
|
for( i = 0; i < ls->length; i++ ) |
|
ls->map[i] = (float)(s[i] - 'a'); |
|
|
|
ls->interp = (ls->length <= 1) ? false : true; |
|
|
|
// check for allow interpolate |
|
// NOTE: fast flickering styles looks ugly when interpolation is running |
|
for( k = 0; k < (ls->length - 1); k++ ) |
|
{ |
|
val1 = ls->map[(k+0) % ls->length]; |
|
val2 = ls->map[(k+1) % ls->length]; |
|
|
|
if( fabs( val1 - val2 ) > STYLE_LERPING_THRESHOLD ) |
|
{ |
|
ls->interp = false; |
|
break; |
|
} |
|
} |
|
|
|
Con_Reportf( "Lightstyle %i (%s), interp %s\n", style, ls->pattern, ls->interp ? "Yes" : "No" ); |
|
} |
|
|
|
/* |
|
============================================================== |
|
|
|
DLIGHT MANAGEMENT |
|
|
|
============================================================== |
|
*/ |
|
dlight_t cl_dlights[MAX_DLIGHTS]; |
|
dlight_t cl_elights[MAX_ELIGHTS]; |
|
|
|
/* |
|
================ |
|
CL_ClearDlights |
|
================ |
|
*/ |
|
void CL_ClearDlights( void ) |
|
{ |
|
memset( cl_dlights, 0, sizeof( cl_dlights )); |
|
memset( cl_elights, 0, sizeof( cl_elights )); |
|
} |
|
|
|
/* |
|
=============== |
|
CL_AllocDlight |
|
|
|
=============== |
|
*/ |
|
dlight_t *CL_AllocDlight( int key ) |
|
{ |
|
dlight_t *dl; |
|
int i; |
|
|
|
// first look for an exact key match |
|
if( key ) |
|
{ |
|
for( i = 0, dl = cl_dlights; i < MAX_DLIGHTS; i++, dl++ ) |
|
{ |
|
if( dl->key == key ) |
|
{ |
|
// reuse this light |
|
memset( dl, 0, sizeof( *dl )); |
|
dl->key = key; |
|
return dl; |
|
} |
|
} |
|
} |
|
|
|
// then look for anything else |
|
for( i = 0, dl = cl_dlights; i < MAX_DLIGHTS; i++, dl++ ) |
|
{ |
|
if( dl->die < cl.time && dl->key == 0 ) |
|
{ |
|
memset( dl, 0, sizeof( *dl )); |
|
dl->key = key; |
|
return dl; |
|
} |
|
} |
|
|
|
// otherwise grab first dlight |
|
dl = &cl_dlights[0]; |
|
memset( dl, 0, sizeof( *dl )); |
|
dl->key = key; |
|
|
|
return dl; |
|
} |
|
|
|
/* |
|
=============== |
|
CL_AllocElight |
|
|
|
=============== |
|
*/ |
|
dlight_t *CL_AllocElight( int key ) |
|
{ |
|
dlight_t *dl; |
|
int i; |
|
|
|
// first look for an exact key match |
|
if( key ) |
|
{ |
|
for( i = 0, dl = cl_elights; i < MAX_ELIGHTS; i++, dl++ ) |
|
{ |
|
if( dl->key == key ) |
|
{ |
|
// reuse this light |
|
memset( dl, 0, sizeof( *dl )); |
|
dl->key = key; |
|
return dl; |
|
} |
|
} |
|
} |
|
|
|
// then look for anything else |
|
for( i = 0, dl = cl_elights; i < MAX_ELIGHTS; i++, dl++ ) |
|
{ |
|
if( dl->die < cl.time && dl->key == 0 ) |
|
{ |
|
memset( dl, 0, sizeof( *dl )); |
|
dl->key = key; |
|
return dl; |
|
} |
|
} |
|
|
|
// otherwise grab first dlight |
|
dl = &cl_elights[0]; |
|
memset( dl, 0, sizeof( *dl )); |
|
dl->key = key; |
|
|
|
return dl; |
|
} |
|
|
|
/* |
|
=============== |
|
CL_DecayLights |
|
|
|
=============== |
|
*/ |
|
void CL_DecayLights( void ) |
|
{ |
|
dlight_t *dl; |
|
float time; |
|
int i; |
|
|
|
time = cl.time - cl.oldtime; |
|
|
|
for( i = 0, dl = cl_dlights; i < MAX_DLIGHTS; i++, dl++ ) |
|
{ |
|
if( !dl->radius ) continue; |
|
|
|
dl->radius -= time * dl->decay; |
|
if( dl->radius < 0 ) dl->radius = 0; |
|
|
|
if( dl->die < cl.time || !dl->radius ) |
|
memset( dl, 0, sizeof( *dl )); |
|
} |
|
|
|
for( i = 0, dl = cl_elights; i < MAX_ELIGHTS; i++, dl++ ) |
|
{ |
|
if( !dl->radius ) continue; |
|
|
|
dl->radius -= time * dl->decay; |
|
if( dl->radius < 0 ) dl->radius = 0; |
|
|
|
if( dl->die < cl.time || !dl->radius ) |
|
memset( dl, 0, sizeof( *dl )); |
|
} |
|
} |
|
|
|
dlight_t *CL_GetDynamicLight( int number ) |
|
{ |
|
Assert( number >= 0 && number < MAX_DLIGHTS ); |
|
return &cl_dlights[number]; |
|
} |
|
|
|
dlight_t *CL_GetEntityLight( int number ) |
|
{ |
|
Assert( number >= 0 && number < MAX_ELIGHTS ); |
|
return &cl_elights[number]; |
|
} |
|
|
|
/* |
|
================ |
|
CL_UpdateFlashlight |
|
|
|
update client flashlight |
|
================ |
|
*/ |
|
void CL_UpdateFlashlight( cl_entity_t *ent ) |
|
{ |
|
vec3_t forward, view_ofs; |
|
vec3_t vecSrc, vecEnd; |
|
float falloff; |
|
pmtrace_t *trace; |
|
cl_entity_t *hit; |
|
dlight_t *dl; |
|
|
|
if( ent->index == ( cl.playernum + 1 )) |
|
{ |
|
// local player case |
|
AngleVectors( cl.viewangles, forward, NULL, NULL ); |
|
VectorCopy( cl.viewheight, view_ofs ); |
|
} |
|
else // non-local player case |
|
{ |
|
vec3_t v_angle; |
|
|
|
// NOTE: pitch divided by 3.0 twice. So we need apply 3^2 = 9 |
|
v_angle[PITCH] = ent->curstate.angles[PITCH] * 9.0f; |
|
v_angle[YAW] = ent->angles[YAW]; |
|
v_angle[ROLL] = 0.0f; // roll not used |
|
|
|
AngleVectors( v_angle, forward, NULL, NULL ); |
|
view_ofs[0] = view_ofs[1] = 0.0f; |
|
|
|
// FIXME: these values are hardcoded ... |
|
if( ent->curstate.usehull == 1 ) |
|
view_ofs[2] = 12.0f; // VEC_DUCK_VIEW; |
|
else view_ofs[2] = 28.0f; // DEFAULT_VIEWHEIGHT |
|
} |
|
|
|
VectorAdd( ent->origin, view_ofs, vecSrc ); |
|
VectorMA( vecSrc, FLASHLIGHT_DISTANCE, forward, vecEnd ); |
|
|
|
trace = CL_VisTraceLine( vecSrc, vecEnd, PM_STUDIO_BOX ); |
|
|
|
// update flashlight endpos |
|
dl = CL_AllocDlight( ent->index ); |
|
#if 1 |
|
hit = CL_GetEntityByIndex( clgame.pmove->visents[trace->ent].info ); |
|
if( hit && hit->model && ( hit->model->type == mod_alias || hit->model->type == mod_studio )) |
|
VectorCopy( hit->origin, dl->origin ); |
|
else VectorCopy( trace->endpos, dl->origin ); |
|
#else |
|
VectorCopy( trace->endpos, dl->origin ); |
|
#endif |
|
// compute falloff |
|
falloff = trace->fraction * FLASHLIGHT_DISTANCE; |
|
if( falloff < 500.0f ) falloff = 1.0f; |
|
else falloff = 500.0f / falloff; |
|
falloff *= falloff; |
|
|
|
// apply brigthness to dlight |
|
dl->color.r = bound( 0, falloff * 255, 255 ); |
|
dl->color.g = bound( 0, falloff * 255, 255 ); |
|
dl->color.b = bound( 0, falloff * 255, 255 ); |
|
dl->die = cl.time + 0.01f; // die on next frame |
|
dl->radius = 80; |
|
} |
|
|
|
/* |
|
================ |
|
CL_AddEntityEffects |
|
|
|
apply various effects to entity origin or attachment |
|
================ |
|
*/ |
|
void CL_AddEntityEffects( cl_entity_t *ent ) |
|
{ |
|
// yellow flies effect 'monster stuck in the wall' |
|
if( FBitSet( ent->curstate.effects, EF_BRIGHTFIELD )) |
|
R_EntityParticles( ent ); |
|
|
|
if( FBitSet( ent->curstate.effects, EF_DIMLIGHT )) |
|
{ |
|
if( ent->player && !Host_IsQuakeCompatible( )) |
|
{ |
|
CL_UpdateFlashlight( ent ); |
|
} |
|
else |
|
{ |
|
dlight_t *dl = CL_AllocDlight( ent->index ); |
|
dl->color.r = dl->color.g = dl->color.b = 100; |
|
dl->radius = COM_RandomFloat( 200, 231 ); |
|
VectorCopy( ent->origin, dl->origin ); |
|
dl->die = cl.time + 0.001; |
|
} |
|
} |
|
|
|
if( FBitSet( ent->curstate.effects, EF_BRIGHTLIGHT )) |
|
{ |
|
dlight_t *dl = CL_AllocDlight( ent->index ); |
|
dl->color.r = dl->color.g = dl->color.b = 250; |
|
if( ent->player ) dl->radius = 400; // don't flickering |
|
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 )) |
|
{ |
|
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 |
|
if( FBitSet( ent->curstate.effects, EF_MUZZLEFLASH ) && Mod_AliasExtradata( ent->model )) |
|
{ |
|
dlight_t *dl = CL_AllocDlight( ent->index ); |
|
vec3_t fv; |
|
|
|
ClearBits( ent->curstate.effects, EF_MUZZLEFLASH ); |
|
dl->color.r = dl->color.g = dl->color.b = 100; |
|
VectorCopy( ent->origin, dl->origin ); |
|
AngleVectors( ent->angles, fv, NULL, NULL ); |
|
dl->origin[2] += 16.0f; |
|
VectorMA( dl->origin, 18, fv, dl->origin ); |
|
dl->radius = COM_RandomFloat( 200, 231 ); |
|
dl->die = cl.time + 0.1; |
|
dl->minlight = 32; |
|
} |
|
} |
|
|
|
/* |
|
================ |
|
CL_AddModelEffects |
|
|
|
these effects will be enable by flag in model header |
|
================ |
|
*/ |
|
void CL_AddModelEffects( cl_entity_t *ent ) |
|
{ |
|
vec3_t neworigin; |
|
vec3_t oldorigin; |
|
|
|
if( !ent->model ) return; |
|
|
|
switch( ent->model->type ) |
|
{ |
|
case mod_alias: |
|
case mod_studio: |
|
break; |
|
default: return; |
|
} |
|
|
|
if( cls.demoplayback == DEMO_QUAKE1 ) |
|
{ |
|
VectorCopy( ent->baseline.vuser1, oldorigin ); |
|
VectorCopy( ent->origin, ent->baseline.vuser1 ); |
|
VectorCopy( ent->origin, neworigin ); |
|
} |
|
else |
|
{ |
|
VectorCopy( ent->prevstate.origin, oldorigin ); |
|
VectorCopy( ent->curstate.origin, neworigin ); |
|
} |
|
|
|
// NOTE: this completely over control about angles and don't broke interpolation |
|
if( FBitSet( ent->model->flags, STUDIO_ROTATE )) |
|
ent->angles[1] = anglemod( 100.0f * cl.time ); |
|
|
|
if( FBitSet( ent->model->flags, STUDIO_GIB )) |
|
R_RocketTrail( oldorigin, neworigin, 2 ); |
|
|
|
if( FBitSet( ent->model->flags, STUDIO_ZOMGIB )) |
|
R_RocketTrail( oldorigin, neworigin, 4 ); |
|
|
|
if( FBitSet( ent->model->flags, STUDIO_TRACER )) |
|
R_RocketTrail( oldorigin, neworigin, 3 ); |
|
|
|
if( FBitSet( ent->model->flags, STUDIO_TRACER2 )) |
|
R_RocketTrail( oldorigin, neworigin, 5 ); |
|
|
|
if( FBitSet( ent->model->flags, STUDIO_ROCKET )) |
|
{ |
|
dlight_t *dl = CL_AllocDlight( ent->index ); |
|
|
|
dl->color.r = dl->color.g = dl->color.b = 200; |
|
VectorCopy( ent->origin, dl->origin ); |
|
|
|
// XASH SPECIFIC: get radius from head entity |
|
if( ent->curstate.rendermode != kRenderNormal ) |
|
dl->radius = Q_max( 0, ent->curstate.renderamt - 55 ); |
|
else dl->radius = 200; |
|
|
|
dl->die = cl.time + 0.01f; |
|
|
|
R_RocketTrail( oldorigin, neworigin, 0 ); |
|
} |
|
|
|
if( FBitSet( ent->model->flags, STUDIO_GRENADE )) |
|
R_RocketTrail( oldorigin, neworigin, 1 ); |
|
|
|
if( FBitSet( ent->model->flags, STUDIO_TRACER3 )) |
|
R_RocketTrail( oldorigin, neworigin, 6 ); |
|
} |
|
|
|
/* |
|
================ |
|
CL_TestLights |
|
|
|
if cl_testlights is set, create 32 lights models |
|
================ |
|
*/ |
|
void CL_TestLights( void ) |
|
{ |
|
int i, j, numLights; |
|
vec3_t forward, right; |
|
float f, r; |
|
dlight_t *dl; |
|
|
|
if( !CVAR_TO_BOOL( cl_testlights )) |
|
return; |
|
|
|
numLights = bound( 1, cl_testlights->value, MAX_DLIGHTS ); |
|
AngleVectors( cl.viewangles, forward, right, NULL ); |
|
|
|
for( i = 0; i < numLights; i++ ) |
|
{ |
|
dl = &cl_dlights[i]; |
|
|
|
r = 64 * ((i % 4) - 1.5f ); |
|
f = 64 * ( i / 4) + 128; |
|
|
|
for( j = 0; j < 3; j++ ) |
|
dl->origin[j] = cl.simorg[j] + forward[j] * f + right[j] * r; |
|
|
|
dl->color.r = ((((i % 6) + 1) & 1)>>0) * 255; |
|
dl->color.g = ((((i % 6) + 1) & 2)>>1) * 255; |
|
dl->color.b = ((((i % 6) + 1) & 4)>>2) * 255; |
|
dl->radius = Q_max( 64, 200 - 5 * numLights ); |
|
dl->die = cl.time + host.frametime; |
|
} |
|
} |
|
|
|
/* |
|
============================================================== |
|
|
|
DECAL MANAGEMENT |
|
|
|
============================================================== |
|
*/ |
|
/* |
|
=============== |
|
CL_FireCustomDecal |
|
|
|
custom temporary decal |
|
=============== |
|
*/ |
|
void GAME_EXPORT CL_FireCustomDecal( int textureIndex, int entityIndex, int modelIndex, float *pos, int flags, float scale ) |
|
{ |
|
ref.dllFuncs.R_DecalShoot( textureIndex, entityIndex, modelIndex, pos, flags, scale ); |
|
} |
|
|
|
/* |
|
=============== |
|
CL_DecalShoot |
|
|
|
normal temporary decal |
|
=============== |
|
*/ |
|
void GAME_EXPORT CL_DecalShoot( int textureIndex, int entityIndex, int modelIndex, float *pos, int flags ) |
|
{ |
|
CL_FireCustomDecal( textureIndex, entityIndex, modelIndex, pos, flags, 1.0f ); |
|
} |
|
|
|
/* |
|
=============== |
|
CL_PlayerDecal |
|
|
|
spray custom colored decal (clan logo etc) |
|
=============== |
|
*/ |
|
void CL_PlayerDecal( int playernum, int customIndex, int entityIndex, float *pos ) |
|
{ |
|
int textureIndex = 0; |
|
customization_t *pCust = NULL; |
|
|
|
if( playernum < MAX_CLIENTS ) |
|
pCust = cl.players[playernum].customdata.pNext; |
|
|
|
if( pCust != NULL && pCust->pBuffer != NULL && pCust->pInfo != NULL ) |
|
{ |
|
if( FBitSet( pCust->resource.ucFlags, RES_CUSTOM ) && pCust->resource.type == t_decal && pCust->bTranslated ) |
|
{ |
|
if( !pCust->nUserData1 && pCust->pInfo != NULL ) |
|
{ |
|
const char *decalname = va( "player%dlogo%d", playernum, customIndex ); |
|
pCust->nUserData1 = GL_LoadTextureInternal( decalname, pCust->pInfo, TF_DECAL ); |
|
} |
|
textureIndex = pCust->nUserData1; |
|
} |
|
} |
|
|
|
CL_DecalShoot( textureIndex, entityIndex, 0, pos, FDECAL_CUSTOM ); |
|
} |
|
|
|
/* |
|
=============== |
|
CL_DecalIndexFromName |
|
|
|
get decal global index from decalname |
|
=============== |
|
*/ |
|
int GAME_EXPORT CL_DecalIndexFromName( const char *name ) |
|
{ |
|
int i; |
|
|
|
if( !COM_CheckString( name )) |
|
return 0; |
|
|
|
// look through the loaded sprite name list for SpriteName |
|
for( i = 1; i < MAX_DECALS && host.draw_decals[i][0]; i++ ) |
|
{ |
|
if( !Q_stricmp( name, host.draw_decals[i] )) |
|
return i; |
|
} |
|
return 0; // invalid decal |
|
} |
|
|
|
/* |
|
=============== |
|
CL_DecalIndex |
|
|
|
get texture index from decal global index |
|
=============== |
|
*/ |
|
int GAME_EXPORT CL_DecalIndex( int id ) |
|
{ |
|
id = bound( 0, id, MAX_DECALS - 1 ); |
|
|
|
if( cl.decal_index[id] == 0 ) |
|
{ |
|
Image_SetForceFlags( IL_LOAD_DECAL ); |
|
cl.decal_index[id] = ref.dllFuncs.GL_LoadTexture( host.draw_decals[id], NULL, 0, TF_DECAL ); |
|
Image_ClearForceFlags(); |
|
} |
|
|
|
return cl.decal_index[id]; |
|
} |
|
|
|
/* |
|
=============== |
|
CL_DecalRemoveAll |
|
|
|
remove all decals with specified texture |
|
=============== |
|
*/ |
|
void GAME_EXPORT CL_DecalRemoveAll( int textureIndex ) |
|
{ |
|
int id = bound( 0, textureIndex, MAX_DECALS - 1 ); |
|
ref.dllFuncs.R_DecalRemoveAll( cl.decal_index[id] ); |
|
} |
|
|
|
/* |
|
============================================================== |
|
|
|
EFRAGS MANAGEMENT |
|
|
|
============================================================== |
|
*/ |
|
efrag_t cl_efrags[MAX_EFRAGS]; |
|
|
|
/* |
|
============== |
|
CL_ClearEfrags |
|
============== |
|
*/ |
|
void CL_ClearEfrags( void ) |
|
{ |
|
int i; |
|
|
|
memset( cl_efrags, 0, sizeof( cl_efrags )); |
|
|
|
// allocate the efrags and chain together into a free list |
|
clgame.free_efrags = cl_efrags; |
|
for( i = 0; i < MAX_EFRAGS - 1; i++ ) |
|
clgame.free_efrags[i].entnext = &clgame.free_efrags[i+1]; |
|
clgame.free_efrags[i].entnext = NULL; |
|
} |
|
|
|
/* |
|
======================= |
|
R_ClearStaticEntities |
|
|
|
e.g. by demo request |
|
======================= |
|
*/ |
|
void CL_ClearStaticEntities( void ) |
|
{ |
|
int i; |
|
|
|
if( host.type == HOST_DEDICATED ) |
|
return; |
|
|
|
// clear out efrags in case the level hasn't been reloaded |
|
for( i = 0; i < cl.worldmodel->numleafs; i++ ) |
|
cl.worldmodel->leafs[i+1].efrags = NULL; |
|
|
|
clgame.numStatics = 0; |
|
|
|
CL_ClearEfrags (); |
|
} |
|
|
|
/* |
|
============== |
|
CL_ClearEffects |
|
============== |
|
*/ |
|
void CL_ClearEffects( void ) |
|
{ |
|
CL_ClearEfrags (); |
|
CL_ClearDlights (); |
|
CL_ClearTempEnts (); |
|
CL_ClearViewBeams (); |
|
CL_ClearParticles (); |
|
CL_ClearLightStyles (); |
|
} |
|
|
|
|