mirror of
https://github.com/w23/xash3d-fwgs
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3062 lines
77 KiB
C
3062 lines
77 KiB
C
/*
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cl_tent.c - temp entity effects management
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Copyright (C) 2009 Uncle Mike
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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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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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#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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TEMPENTS MANAGEMENT
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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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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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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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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 *= Q_min( 1.0f, ((float)zvel) / 350.0f );
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else fvol *= Q_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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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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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 );
|
|
}
|
|
|
|
/*
|
|
==============
|
|
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( !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 )
|
|
{
|
|
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 ();
|
|
}
|
|
|