2 #include "../dpdefs/csprogsdefs.qc"
3 #include "../common/constants.qh"
4 #include "../common/stats.qh"
5 #include "../warpzonelib/common.qh"
6 #include "../common/util.qh"
7 #include "../common/weapons/weapons.qh"
8 #include "autocvars.qh"
9 #include "bgmscript.qh"
11 #include "../csqcmodellib/cl_model.qh"
16 .int dphitcontentsmask;
18 .int cnt; // effect number
19 .vector velocity; // particle velocity
20 .float waterlevel; // direction jitter
21 .int count; // count multiplier
22 .int impulse; // density
23 .string noise; // sound
26 .float absolute; // 1 = count per second is absolute, 2 = only spawn at toggle
27 .vector movedir; // trace direction
29 void Draw_PointParticles()
36 sz = self.maxs - self.mins;
38 if(self.absolute == 2)
41 n = self.just_toggled ? self.impulse : 0;
43 n = self.impulse * drawframetime;
47 n *= self.impulse * drawframetime;
55 for(i = random(); i <= n && fail <= 64*n; ++i)
58 p.x += random() * sz.x;
59 p.y += random() * sz.y;
60 p.z += random() * sz.z;
61 if(WarpZoneLib_BoxTouchesBrush(p, p, self, world))
63 if(self.movedir != '0 0 0')
65 traceline(p, p + normalize(self.movedir) * 4096, 0, world);
67 pointparticles(self.cnt, p, trace_plane_normal * vlen(self.movedir) + self.velocity + randomvec() * self.waterlevel, self.count);
71 pointparticles(self.cnt, p, self.velocity + randomvec() * self.waterlevel, self.count);
76 sound(self, CH_AMBIENT, self.noise, VOL_BASE * self.volume, self.atten);
78 self.just_toggled = 0;
80 else if(self.absolute)
89 void Ent_PointParticles_Remove()
92 strunzone(self.noise);
93 self.noise = string_null;
95 strunzone(self.bgmscript);
96 self.bgmscript = string_null;
99 void Ent_PointParticles()
106 i = ReadCoord(); // density (<0: point, >0: volume)
107 if(i && !self.impulse && self.cnt) // self.cnt check is so it only happens if the ent already existed
108 self.just_toggled = 1;
113 self.origin_x = ReadCoord();
114 self.origin_y = ReadCoord();
115 self.origin_z = ReadCoord();
119 self.modelindex = ReadShort();
124 self.mins_x = ReadCoord();
125 self.mins_y = ReadCoord();
126 self.mins_z = ReadCoord();
127 self.maxs_x = ReadCoord();
128 self.maxs_y = ReadCoord();
129 self.maxs_z = ReadCoord();
134 self.maxs_x = ReadCoord();
135 self.maxs_y = ReadCoord();
136 self.maxs_z = ReadCoord();
141 self.mins = self.maxs = '0 0 0';
144 self.cnt = ReadShort(); // effect number
148 self.velocity = decompressShortVector(ReadShort());
149 self.movedir = decompressShortVector(ReadShort());
153 self.velocity = self.movedir = '0 0 0';
157 self.waterlevel = ReadShort() / 16.0;
158 self.count = ReadByte() / 16.0;
166 strunzone(self.noise);
168 strunzone(self.bgmscript);
169 self.noise = strzone(ReadString());
172 self.atten = ReadByte() / 64.0;
173 self.volume = ReadByte() / 255.0;
175 self.bgmscript = strzone(ReadString());
176 if(self.bgmscript != "")
178 self.bgmscriptattack = ReadByte() / 64.0;
179 self.bgmscriptdecay = ReadByte() / 64.0;
180 self.bgmscriptsustain = ReadByte() / 255.0;
181 self.bgmscriptrelease = ReadByte() / 64.0;
183 BGMScript_InitEntity(self);
188 self.absolute = (self.impulse >= 0);
191 v = self.maxs - self.mins;
192 self.impulse *= -v.x * v.y * v.z / 262144; // relative: particles per 64^3 cube
199 setorigin(self, self.origin);
200 setsize(self, self.mins, self.maxs);
201 self.solid = SOLID_NOT;
202 self.draw = Draw_PointParticles;
203 self.entremove = Ent_PointParticles_Remove;
206 .float glow_color; // palette index
209 te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
214 te_particlesnow(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
217 void Ent_RainOrSnow()
219 self.impulse = ReadByte(); // Rain, Snow, or Whatever
220 self.origin_x = ReadCoord();
221 self.origin_y = ReadCoord();
222 self.origin_z = ReadCoord();
223 self.maxs_x = ReadCoord();
224 self.maxs_y = ReadCoord();
225 self.maxs_z = ReadCoord();
226 self.velocity = decompressShortVector(ReadShort());
227 self.count = ReadShort() * 10;
228 self.glow_color = ReadByte(); // color
230 self.mins = -0.5 * self.maxs;
231 self.maxs = 0.5 * self.maxs;
232 self.origin = self.origin - self.mins;
234 setorigin(self, self.origin);
235 setsize(self, self.mins, self.maxs);
236 self.solid = SOLID_NOT;
238 self.draw = Draw_Rain;
240 self.draw = Draw_Snow;
243 void Net_ReadVortexBeamParticle()
245 vector shotorg, endpos;
247 shotorg_x = ReadCoord(); shotorg_y = ReadCoord(); shotorg_z = ReadCoord();
248 endpos_x = ReadCoord(); endpos_y = ReadCoord(); endpos_z = ReadCoord();
249 charge = ReadByte() / 255.0;
251 pointparticles(particleeffectnum("nex_muzzleflash"), shotorg, normalize(endpos - shotorg) * 1000, 1);
253 //draw either the old v2.3 beam or the new beam
254 charge = sqrt(charge); // divide evenly among trail spacing and alpha
255 particles_alphamin = particles_alphamax = particles_fade = charge;
257 if (autocvar_cl_particles_oldvortexbeam && (getstati(STAT_ALLOW_OLDVORTEXBEAM) || isdemo()))
258 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("TE_TEI_G3"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
260 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("nex_beam"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);