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xash3d-fwgs/engine/client/cl_tent.c

3062 lines
77 KiB
C

/*
cl_tent.c - temp entity effects management
Copyright (C) 2009 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "client.h"
#include "r_efx.h"
#include "entity_types.h"
#include "triangleapi.h"
#include "cl_tent.h"
#include "pm_local.h"
#include "studio.h"
#include "wadfile.h" // acess decal size
#include "sound.h"
/*
==============================================================
TEMPENTS MANAGEMENT
==============================================================
*/
#define FLASHLIGHT_DISTANCE 2000 // in units
#define SHARD_VOLUME 12.0f // on shard ever n^3 units
#define MAX_MUZZLEFLASH 3
TEMPENTITY *cl_active_tents;
TEMPENTITY *cl_free_tents;
TEMPENTITY *cl_tempents = NULL; // entities pool
model_t *cl_sprite_muzzleflash[MAX_MUZZLEFLASH]; // muzzle flashes
model_t *cl_sprite_dot = NULL;
model_t *cl_sprite_ricochet = NULL;
model_t *cl_sprite_shell = NULL;
model_t *cl_sprite_glow = NULL;
const char *cl_default_sprites[] =
{
// built-in sprites
"sprites/muzzleflash1.spr",
"sprites/muzzleflash2.spr",
"sprites/muzzleflash3.spr",
"sprites/dot.spr",
"sprites/animglow01.spr",
"sprites/richo1.spr",
"sprites/shellchrome.spr",
};
const char *cl_player_shell_sounds[] =
{
"player/pl_shell1.wav",
"player/pl_shell2.wav",
"player/pl_shell3.wav",
};
const char *cl_weapon_shell_sounds[] =
{
"weapons/sshell1.wav",
"weapons/sshell2.wav",
"weapons/sshell3.wav",
};
const char *cl_ricochet_sounds[] =
{
"weapons/ric1.wav",
"weapons/ric2.wav",
"weapons/ric3.wav",
"weapons/ric4.wav",
"weapons/ric5.wav",
};
const char *cl_explode_sounds[] =
{
"weapons/explode3.wav",
"weapons/explode4.wav",
"weapons/explode5.wav",
};
/*
================
CL_LoadClientSprites
INTERNAL RESOURCE
================
*/
void CL_LoadClientSprites( void )
{
cl_sprite_muzzleflash[0] = CL_LoadClientSprite( cl_default_sprites[0] );
cl_sprite_muzzleflash[1] = CL_LoadClientSprite( cl_default_sprites[1] );
cl_sprite_muzzleflash[2] = CL_LoadClientSprite( cl_default_sprites[2] );
cl_sprite_dot = CL_LoadClientSprite( cl_default_sprites[3] );
cl_sprite_glow = CL_LoadClientSprite( cl_default_sprites[4] );
cl_sprite_ricochet = CL_LoadClientSprite( cl_default_sprites[5] );
cl_sprite_shell = CL_LoadClientSprite( cl_default_sprites[6] );
}
/*
================
CL_AddClientResource
add client-side resource to list
================
*/
void CL_AddClientResource( const char *filename, int type )
{
resource_t *p, *pResource;
for( p = cl.resourcesneeded.pNext; p != &cl.resourcesneeded; p = p->pNext )
{
if( !Q_stricmp( p->szFileName, filename ))
break;
}
if( p != &cl.resourcesneeded )
return; // already in list?
pResource = Mem_Calloc( cls.mempool, sizeof( resource_t ));
Q_strncpy( pResource->szFileName, filename, sizeof( pResource->szFileName ));
pResource->type = type;
pResource->nIndex = -1; // client resource marker
pResource->nDownloadSize = 1;
pResource->ucFlags |= RES_WASMISSING;
CL_AddToResourceList( pResource, &cl.resourcesneeded );
}
/*
================
CL_AddClientResources
client resources not precached by server
================
*/
void CL_AddClientResources( void )
{
char filepath[MAX_QPATH];
int i;
// don't request resources from localhost or in quake-compatibility mode
if( cl.maxclients <= 1 || Host_IsQuakeCompatible( ))
return;
// check sprites first
for( i = 0; i < ARRAYSIZE( cl_default_sprites ); i++ )
{
if( !FS_FileExists( cl_default_sprites[i], false ))
CL_AddClientResource( cl_default_sprites[i], t_model );
}
// then check sounds
for( i = 0; i < ARRAYSIZE( cl_player_shell_sounds ); i++ )
{
Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_player_shell_sounds[i] );
if( !FS_FileExists( filepath, false ))
CL_AddClientResource( cl_player_shell_sounds[i], t_sound );
}
for( i = 0; i < ARRAYSIZE( cl_weapon_shell_sounds ); i++ )
{
Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_weapon_shell_sounds[i] );
if( !FS_FileExists( filepath, false ))
CL_AddClientResource( cl_weapon_shell_sounds[i], t_sound );
}
for( i = 0; i < ARRAYSIZE( cl_explode_sounds ); i++ )
{
Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_explode_sounds[i] );
if( !FS_FileExists( filepath, false ))
CL_AddClientResource( cl_explode_sounds[i], t_sound );
}
#if 0 // ric sounds was precached by server-side
for( i = 0; i < ARRAYSIZE( cl_ricochet_sounds ); i++ )
{
Q_snprintf( filepath, sizeof( filepath ), DEFAULT_SOUNDPATH "%s", cl_ricochet_sounds[i] );
if( !FS_FileExists( filepath, false ))
CL_AddClientResource( cl_ricochet_sounds[i], t_sound );
}
#endif
}
/*
================
CL_InitTempents
================
*/
void CL_InitTempEnts( void )
{
cl_tempents = Mem_Calloc( cls.mempool, sizeof( TEMPENTITY ) * GI->max_tents );
CL_ClearTempEnts();
// load tempent sprites (glowshell, muzzleflashes etc)
CL_LoadClientSprites ();
}
/*
================
CL_ClearTempEnts
================
*/
void CL_ClearTempEnts( void )
{
int i;
if( !cl_tempents ) return;
for( i = 0; i < GI->max_tents - 1; i++ )
{
cl_tempents[i].next = &cl_tempents[i+1];
cl_tempents[i].entity.trivial_accept = INVALID_HANDLE;
}
cl_tempents[GI->max_tents-1].next = NULL;
cl_free_tents = cl_tempents;
cl_active_tents = NULL;
}
/*
================
CL_FreeTempEnts
================
*/
void CL_FreeTempEnts( void )
{
if( cl_tempents )
Mem_Free( cl_tempents );
cl_tempents = NULL;
}
/*
==============
CL_PrepareTEnt
set default values
==============
*/
void CL_PrepareTEnt( TEMPENTITY *pTemp, model_t *pmodel )
{
int frameCount = 0;
int modelIndex = 0;
int modelHandle = pTemp->entity.trivial_accept;
memset( pTemp, 0, sizeof( *pTemp ));
// use these to set per-frame and termination conditions / actions
pTemp->entity.trivial_accept = modelHandle; // keep unchanged
pTemp->flags = FTENT_NONE;
pTemp->die = cl.time + 0.75f;
if( pmodel ) frameCount = pmodel->numframes;
else pTemp->flags |= FTENT_NOMODEL;
pTemp->entity.curstate.modelindex = modelIndex;
pTemp->entity.curstate.rendermode = kRenderNormal;
pTemp->entity.curstate.renderfx = kRenderFxNone;
pTemp->entity.curstate.rendercolor.r = 255;
pTemp->entity.curstate.rendercolor.g = 255;
pTemp->entity.curstate.rendercolor.b = 255;
pTemp->frameMax = Q_max( 0, frameCount - 1 );
pTemp->entity.curstate.renderamt = 255;
pTemp->entity.curstate.body = 0;
pTemp->entity.curstate.skin = 0;
pTemp->entity.model = pmodel;
pTemp->fadeSpeed = 0.5f;
pTemp->hitSound = 0;
pTemp->clientIndex = 0;
pTemp->bounceFactor = 1;
pTemp->entity.curstate.scale = 1.0f;
}
/*
==============
CL_TempEntPlaySound
play collide sound
==============
*/
void CL_TempEntPlaySound( TEMPENTITY *pTemp, float damp )
{
float fvol;
char soundname[32];
qboolean isshellcasing = false;
int zvel;
Assert( pTemp != NULL );
fvol = 0.8f;
switch( pTemp->hitSound )
{
case BOUNCE_GLASS:
Q_snprintf( soundname, sizeof( soundname ), "debris/glass%i.wav", COM_RandomLong( 1, 4 ));
break;
case BOUNCE_METAL:
Q_snprintf( soundname, sizeof( soundname ), "debris/metal%i.wav", COM_RandomLong( 1, 6 ));
break;
case BOUNCE_FLESH:
Q_snprintf( soundname, sizeof( soundname ), "debris/flesh%i.wav", COM_RandomLong( 1, 7 ));
break;
case BOUNCE_WOOD:
Q_snprintf( soundname, sizeof( soundname ), "debris/wood%i.wav", COM_RandomLong( 1, 4 ));
break;
case BOUNCE_SHRAP:
Q_strncpy( soundname, cl_ricochet_sounds[COM_RandomLong( 0, 4 )], sizeof( soundname ) );
break;
case BOUNCE_SHOTSHELL:
Q_strncpy( soundname, cl_weapon_shell_sounds[COM_RandomLong( 0, 2 )], sizeof( soundname ) );
isshellcasing = true; // shell casings have different playback parameters
fvol = 0.5f;
break;
case BOUNCE_SHELL:
Q_strncpy( soundname, cl_player_shell_sounds[COM_RandomLong( 0, 2 )], sizeof( soundname ) );
isshellcasing = true; // shell casings have different playback parameters
break;
case BOUNCE_CONCRETE:
Q_snprintf( soundname, sizeof( soundname ), "debris/concrete%i.wav", COM_RandomLong( 1, 3 ));
break;
default: // null sound
return;
}
zvel = abs( pTemp->entity.baseline.origin[2] );
// only play one out of every n
if( isshellcasing )
{
// play first bounce, then 1 out of 3
if( zvel < 200 && COM_RandomLong( 0, 3 ))
return;
}
else
{
if( COM_RandomLong( 0, 5 ))
return;
}
if( damp > 0.0f )
{
int pitch;
sound_t handle;
if( isshellcasing )
fvol *= Q_min( 1.0f, ((float)zvel) / 350.0f );
else fvol *= Q_min( 1.0f, ((float)zvel) / 450.0f );
if( !COM_RandomLong( 0, 3 ) && !isshellcasing )
pitch = COM_RandomLong( 95, 105 );
else pitch = PITCH_NORM;
handle = S_RegisterSound( soundname );
S_StartSound( pTemp->entity.origin, -(pTemp - cl_tempents), CHAN_BODY, handle, fvol, ATTN_NORM, pitch, SND_STOP_LOOPING );
}
}
/*
==============
CL_TEntAddEntity
add entity to renderlist
==============
*/
int CL_TempEntAddEntity( cl_entity_t *pEntity )
{
vec3_t mins, maxs;
Assert( pEntity != NULL );
if( !pEntity->model )
return 0;
VectorAdd( pEntity->origin, pEntity->model->mins, mins );
VectorAdd( pEntity->origin, pEntity->model->maxs, maxs );
// g-cont. just use PVS from previous frame
if( TriBoxInPVS( mins, maxs ))
{
VectorCopy( pEntity->angles, pEntity->curstate.angles );
VectorCopy( pEntity->origin, pEntity->curstate.origin );
VectorCopy( pEntity->angles, pEntity->latched.prevangles );
VectorCopy( pEntity->origin, pEntity->latched.prevorigin );
// add to list
CL_AddVisibleEntity( pEntity, ET_TEMPENTITY );
return 1;
}
return 0;
}
/*
==============
CL_AddTempEnts
temp-entities will be added on a user-side
setup client callback
==============
*/
void CL_TempEntUpdate( void )
{
double ft = cl.time - cl.oldtime;
float gravity = clgame.movevars.gravity;
clgame.dllFuncs.pfnTempEntUpdate( ft, cl.time, gravity, &cl_free_tents, &cl_active_tents, CL_TempEntAddEntity, CL_TempEntPlaySound );
}
/*
==============
CL_TEntAddEntity
free the first low priority tempent it finds.
==============
*/
qboolean CL_FreeLowPriorityTempEnt( void )
{
TEMPENTITY *pActive = cl_active_tents;
TEMPENTITY *pPrev = NULL;
while( pActive )
{
if( pActive->priority == TENTPRIORITY_LOW )
{
// remove from the active list.
if( pPrev ) pPrev->next = pActive->next;
else cl_active_tents = pActive->next;
// add to the free list.
pActive->next = cl_free_tents;
cl_free_tents = pActive;
return true;
}
pPrev = pActive;
pActive = pActive->next;
}
return false;
}
/*
==============
CL_TempEntAlloc
alloc normal\low priority tempentity
==============
*/
TEMPENTITY *CL_TempEntAlloc( const vec3_t org, model_t *pmodel )
{
TEMPENTITY *pTemp;
if( !cl_free_tents )
{
Con_DPrintf( "Overflow %d temporary ents!\n", GI->max_tents );
return NULL;
}
pTemp = cl_free_tents;
cl_free_tents = pTemp->next;
CL_PrepareTEnt( pTemp, pmodel );
pTemp->priority = TENTPRIORITY_LOW;
if( org ) VectorCopy( org, pTemp->entity.origin );
pTemp->next = cl_active_tents;
cl_active_tents = pTemp;
return pTemp;
}
/*
==============
CL_TempEntAllocHigh
alloc high priority tempentity
==============
*/
TEMPENTITY *CL_TempEntAllocHigh( const vec3_t org, model_t *pmodel )
{
TEMPENTITY *pTemp;
if( !cl_free_tents )
{
// no temporary ents free, so find the first active low-priority temp ent
// and overwrite it.
CL_FreeLowPriorityTempEnt();
}
if( !cl_free_tents )
{
// didn't find anything? The tent list is either full of high-priority tents
// or all tents in the list are still due to live for > 10 seconds.
Con_DPrintf( "Couldn't alloc a high priority TENT!\n" );
return NULL;
}
// Move out of the free list and into the active list.
pTemp = cl_free_tents;
cl_free_tents = pTemp->next;
CL_PrepareTEnt( pTemp, pmodel );
pTemp->priority = TENTPRIORITY_HIGH;
if( org ) VectorCopy( org, pTemp->entity.origin );
pTemp->next = cl_active_tents;
cl_active_tents = pTemp;
return pTemp;
}
/*
==============
CL_TempEntAlloc
alloc normal priority tempentity with no model
==============
*/
TEMPENTITY *CL_TempEntAllocNoModel( const vec3_t org )
{
return CL_TempEntAlloc( org, NULL );
}
/*
==============
CL_TempEntAlloc
custom tempentity allocation
==============
*/
TEMPENTITY * GAME_EXPORT CL_TempEntAllocCustom( const vec3_t org, model_t *model, int high, void (*pfn)( TEMPENTITY*, float, float ))
{
TEMPENTITY *pTemp;
if( high )
{
pTemp = CL_TempEntAllocHigh( org, model );
}
else
{
pTemp = CL_TempEntAlloc( org, model );
}
if( pTemp && pfn )
{
pTemp->flags |= FTENT_CLIENTCUSTOM;
pTemp->callback = pfn;
pTemp->die = cl.time;
}
return pTemp;
}
/*
==============================================================
EFFECTS BASED ON TEMPENTS (presets)
==============================================================
*/
/*
==============
R_FizzEffect
Create a fizz effect
==============
*/
void GAME_EXPORT R_FizzEffect( cl_entity_t *pent, int modelIndex, int density )
{
TEMPENTITY *pTemp;
int i, width, depth, count;
float angle, maxHeight, speed;
float xspeed, yspeed, zspeed;
vec3_t origin;
model_t *mod;
if( !pent || pent->curstate.modelindex <= 0 )
return;
if(( mod = CL_ModelHandle( pent->curstate.modelindex )) == NULL )
return;
count = density + 1;
density = count * 3 + 6;
maxHeight = mod->maxs[2] - mod->mins[2];
width = mod->maxs[0] - mod->mins[0];
depth = mod->maxs[1] - mod->mins[1];
speed = ( pent->curstate.rendercolor.r<<8 | pent->curstate.rendercolor.g );
if( pent->curstate.rendercolor.b )
speed = -speed;
angle = DEG2RAD( pent->angles[YAW] );
SinCos( angle, &yspeed, &xspeed );
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( PM_CL_PointContents( vecSpot, NULL ) != 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 )
{
qboolean noadditive, drawalpha, rotate;
if( !pTemp )
return;
noadditive = FBitSet( flags, TE_EXPLFLAG_NOADDITIVE );
drawalpha = FBitSet( flags, TE_EXPLFLAG_DRAWALPHA );
rotate = FBitSet( flags, TE_EXPLFLAG_ROTATE );
pTemp->entity.curstate.scale = scale;
pTemp->entity.baseline.origin[2] = 8.0f;
pTemp->entity.origin[2] = pTemp->entity.origin[2] + 10.0f;
if( rotate )
pTemp->entity.angles[2] = COM_RandomFloat( 0.0, 360.0f );
pTemp->entity.curstate.rendermode = noadditive ? kRenderNormal :
drawalpha ? kRenderTransAlpha : kRenderTransAdd;
pTemp->entity.curstate.renderamt = noadditive ? 0xff : 0xb4;
pTemp->entity.curstate.renderfx = 0;
pTemp->entity.curstate.rendercolor.r = 0;
pTemp->entity.curstate.rendercolor.g = 0;
pTemp->entity.curstate.rendercolor.b = 0;
}
/*
===============
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;
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
==============
*/
static void R_RicochetSound_( const vec3_t pos, int sound )
{
sound_t handle;
handle = S_RegisterSound( cl_ricochet_sounds[sound] );
S_StartSound( pos, 0, CHAN_AUTO, handle, VOL_NORM, 1.0, 100, 0 );
}
void GAME_EXPORT R_RicochetSound( const vec3_t pos )
{
R_RicochetSound_( pos, COM_RandomLong( 0, 4 ));
}
/*
==============
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 = 800;
// 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[2048];
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;
sound_t hSound;
if( cls.legacymode )
iSize = MSG_ReadByte( msg );
else iSize = MSG_ReadWord( msg );
decalIndex = modelIndex = entityIndex = 0;
// this will probably be fatal anyway
if( iSize > sizeof( pbuf ))
Con_Printf( S_ERROR "%s: Temp buffer overflow!\n", __FUNCTION__ );
// 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 );
hSound = S_RegisterSound( cl_explode_sounds[0] );
S_StartSound( pos, -1, CHAN_AUTO, hSound, VOL_NORM, 1.0f, PITCH_NORM, 0 );
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 );
dl = CL_AllocDlight( 0 );
VectorCopy( pos, dl->origin );
dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 300;
hSound = S_RegisterSound( cl_explode_sounds[0] );
S_StartSound( pos, -1, CHAN_AUTO, hSound, VOL_NORM, 0.6f, PITCH_NORM, 0 );
break;
case TE_BSPDECAL:
case TE_DECAL:
case TE_WORLDDECAL:
case TE_WORLDDECALHIGH:
case TE_DECALHIGH:
pos[0] = MSG_ReadCoord( &buf );
pos[1] = MSG_ReadCoord( &buf );
pos[2] = MSG_ReadCoord( &buf );
if( type == TE_BSPDECAL )
{
decalIndex = MSG_ReadShort( &buf );
entityIndex = MSG_ReadShort( &buf );
if( entityIndex )
modelIndex = MSG_ReadShort( &buf );
else modelIndex = 0;
}
else
{
decalIndex = MSG_ReadByte( &buf );
if( type == TE_DECALHIGH || type == TE_WORLDDECALHIGH )
decalIndex += 256;
if( type == TE_DECALHIGH || type == TE_DECAL )
entityIndex = MSG_ReadShort( &buf );
else entityIndex = 0;
pEnt = CL_GetEntityByIndex( entityIndex );
modelIndex = pEnt->curstate.modelindex;
}
CL_DecalShoot( CL_DecalIndex( decalIndex ), entityIndex, modelIndex, pos, type == TE_BSPDECAL ? FDECAL_PERMANENT : 0 );
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 );
if( !scale ) scale = 1.0f;
else scale *= 0.1f;
vel = (float)MSG_ReadByte( &buf ) * 10;
random = (float)MSG_ReadByte( &buf ) * 10;
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 ) / 255.0f;
R_TempSprite( pos, vec3_origin, scale, modelIndex,
kRenderTransAdd, kRenderFxNone, brightness, 0.0, FTENT_SPRANIMATE );
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 ) / 255.0f;
R_TempSprite( pos, vec3_origin, scale, modelIndex,
kRenderGlow, kRenderFxNoDissipation, brightness, life, FTENT_FADEOUT );
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_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 );
CL_DecalShoot( CL_DecalIndex( decalIndex ), entityIndex, 0, pos, 0 );
R_BulletImpactParticles( pos );
flags = COM_RandomLong( 0, 0x7fff );
if( flags < 0x3fff )
R_RicochetSound_( pos, flags % 5 );
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 %i\n", type );
}
/*
==============================================================
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 ) && !RP_LOCALCLIENT( ent ))
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( !cl_testlights.value )
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 )
{
int sprayTextureIndex;
char decalname[MAX_VA_STRING];
Q_snprintf( decalname, sizeof( decalname ), "player%dlogo%d", playernum, customIndex );
sprayTextureIndex = ref.dllFuncs.GL_FindTexture( decalname );
if( sprayTextureIndex != 0 )
{
ref.dllFuncs.GL_FreeTexture( sprayTextureIndex );
}
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 ();
}