1 .float dphitcontentsmask;
3 .float cnt; // effect number
4 .vector velocity; // particle velocity
5 .float waterlevel; // direction jitter
6 .float count; // count multiplier
7 .float impulse; // density
8 .string noise; // sound
11 .float absolute; // 1 = count per second is absolute, 2 = only spawn at toggle
12 .vector movedir; // trace direction
14 void Draw_PointParticles()
21 sz = self.maxs - self.mins;
23 if(self.absolute == 2)
26 n = self.just_toggled ? self.impulse : 0;
28 n = self.impulse * drawframetime;
32 n *= self.impulse * drawframetime;
40 for(i = random(); i <= n && fail <= 64*n; ++i)
43 p_x += random() * sz_x;
44 p_y += random() * sz_y;
45 p_z += random() * sz_z;
46 if(WarpZoneLib_BoxTouchesBrush(p, p, self, world))
48 if(self.movedir != '0 0 0')
50 traceline(p, p + normalize(self.movedir) * 4096, 0, world);
52 pointparticles(self.cnt, p, trace_plane_normal * vlen(self.movedir) + self.velocity + randomvec() * self.waterlevel, self.count);
56 pointparticles(self.cnt, p, self.velocity + randomvec() * self.waterlevel, self.count);
61 sound(self, CH_AMBIENT, self.noise, VOL_BASE * self.volume, self.atten);
63 self.just_toggled = 0;
65 else if(self.absolute)
74 void Ent_PointParticles_Remove()
77 strunzone(self.noise);
78 self.noise = string_null;
80 strunzone(self.bgmscript);
81 self.bgmscript = string_null;
84 void Ent_PointParticles()
91 i = ReadCoord(); // density (<0: point, >0: volume)
92 if(i && !self.impulse && self.cnt) // self.cnt check is so it only happens if the ent already existed
93 self.just_toggled = 1;
98 self.origin_x = ReadCoord();
99 self.origin_y = ReadCoord();
100 self.origin_z = ReadCoord();
104 self.modelindex = ReadShort();
109 self.mins_x = ReadCoord();
110 self.mins_y = ReadCoord();
111 self.mins_z = ReadCoord();
112 self.maxs_x = ReadCoord();
113 self.maxs_y = ReadCoord();
114 self.maxs_z = ReadCoord();
119 self.maxs_x = ReadCoord();
120 self.maxs_y = ReadCoord();
121 self.maxs_z = ReadCoord();
126 self.mins = self.maxs = '0 0 0';
129 self.cnt = ReadShort(); // effect number
133 self.velocity = decompressShortVector(ReadShort());
134 self.movedir = decompressShortVector(ReadShort());
138 self.velocity = self.movedir = '0 0 0';
142 self.waterlevel = ReadShort() / 16.0;
143 self.count = ReadByte() / 16.0;
151 strunzone(self.noise);
153 strunzone(self.bgmscript);
154 self.noise = strzone(ReadString());
157 self.atten = ReadByte() / 64.0;
158 self.volume = ReadByte() / 255.0;
160 self.bgmscript = strzone(ReadString());
161 if(self.bgmscript != "")
163 self.bgmscriptattack = ReadByte() / 64.0;
164 self.bgmscriptdecay = ReadByte() / 64.0;
165 self.bgmscriptsustain = ReadByte() / 255.0;
166 self.bgmscriptrelease = ReadByte() / 64.0;
168 BGMScript_InitEntity(self);
173 self.absolute = (self.impulse >= 0);
176 v = self.maxs - self.mins;
177 self.impulse *= -v_x * v_y * v_z / 262144; // relative: particles per 64^3 cube
184 setorigin(self, self.origin);
185 setsize(self, self.mins, self.maxs);
186 self.solid = SOLID_NOT;
187 self.draw = Draw_PointParticles;
188 self.entremove = Ent_PointParticles_Remove;
191 .float glow_color; // palette index
194 te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
199 te_particlesnow(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
202 void Ent_RainOrSnow()
204 self.impulse = ReadByte(); // Rain, Snow, or Whatever
205 self.origin_x = ReadCoord();
206 self.origin_y = ReadCoord();
207 self.origin_z = ReadCoord();
208 self.maxs_x = ReadCoord();
209 self.maxs_y = ReadCoord();
210 self.maxs_z = ReadCoord();
211 self.velocity = decompressShortVector(ReadShort());
212 self.count = ReadShort() * 10;
213 self.glow_color = ReadByte(); // color
215 self.mins = -0.5 * self.maxs;
216 self.maxs = 0.5 * self.maxs;
217 self.origin = self.origin - self.mins;
219 setorigin(self, self.origin);
220 setsize(self, self.mins, self.maxs);
221 self.solid = SOLID_NOT;
223 self.draw = Draw_Rain;
225 self.draw = Draw_Snow;
228 void Net_ReadVortexBeamParticle()
230 vector shotorg, endpos;
232 shotorg_x = ReadCoord(); shotorg_y = ReadCoord(); shotorg_z = ReadCoord();
233 endpos_x = ReadCoord(); endpos_y = ReadCoord(); endpos_z = ReadCoord();
234 charge = ReadByte() / 255.0;
236 pointparticles(particleeffectnum("nex_muzzleflash"), shotorg, normalize(endpos - shotorg) * 1000, 1);
238 //draw either the old v2.3 beam or the new beam
239 charge = sqrt(charge); // divide evenly among trail spacing and alpha
240 particles_alphamin = particles_alphamax = particles_fade = charge;
242 if (autocvar_cl_particles_oldnexbeam && (getstati(STAT_ALLOW_OLDNEXBEAM) || isdemo()))
243 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("TE_TEI_G3"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
245 WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("nex_beam"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
250 .float sw_spread_max;
251 .float sw_spread_min;
254 void Draw_Shockwave()
256 float a = bound(0, (0.5 - ((time - self.sw_time) / 0.4)), 0.5);
258 if(!a) { remove(self); }
260 vector deviation, angle;
262 vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum));
264 vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
265 vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
267 float new_max_dist, new_min_dist;
269 vector shotdir = normalize(self.sw_endpos - self.sw_shotorg);
270 vectorvectors(shotdir);
271 vector right = v_right;
274 float counter, dist_before_normal = 200, shots = 20;
276 vector min_end = ((self.sw_shotorg + (shotdir * dist_before_normal)) + (up * self.sw_spread_min));
277 vector max_end = (self.sw_endpos + (up * self.sw_spread_max));
279 float spread_to_min = vlen(normalize(min_end - self.sw_shotorg) - shotdir);
280 float spread_to_max = vlen(normalize(max_end - min_end) - shotdir);
282 for(counter = 0; counter < shots; ++counter)
284 // perfect circle effect lines
286 makevectors('0 360 0' * (0.75 + (counter - 0.5) / shots));
287 angle_y = v_forward_x;
288 angle_z = v_forward_y;
290 // first do the spread_to_min effect
291 deviation = angle * spread_to_min;
292 deviation = ((shotdir + (right * deviation_y) + (up * deviation_z)));
293 new_min_dist = dist_before_normal;
294 new_min_end = (self.sw_shotorg + (deviation * new_min_dist));
295 //te_lightning2(world, new_min_end, self.sw_shotorg);
297 // then calculate spread_to_max effect
298 deviation = angle * spread_to_max;
299 deviation = ((shotdir + (right * deviation_y) + (up * deviation_z)));
300 new_max_dist = vlen(new_min_end - self.sw_endpos);
301 new_max_end = (new_min_end + (deviation * new_max_dist));
302 //te_lightning2(world, new_end, prev_min_end);
307 first_min_end = new_min_end;
308 first_max_end = new_max_end;
313 R_BeginPolygon("", DRAWFLAG_NORMAL);
314 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
315 R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
316 R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
319 R_BeginPolygon("", DRAWFLAG_NORMAL);
320 R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
321 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
322 R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
323 R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
327 prev_min_end = new_min_end;
328 prev_max_end = new_max_end;
330 if((counter + 1) == shots)
332 R_BeginPolygon("", DRAWFLAG_NORMAL);
333 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
334 R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
335 R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
338 R_BeginPolygon("", DRAWFLAG_NORMAL);
339 R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
340 R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
341 R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
342 R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
348 void Net_ReadShockwaveParticle()
352 shockwave.draw = Draw_Shockwave;
354 shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
355 shockwave.sw_endpos_x = ReadCoord(); shockwave.sw_endpos_y = ReadCoord(); shockwave.sw_endpos_z = ReadCoord();
357 shockwave.sw_spread_max = ReadByte();
358 shockwave.sw_spread_min = ReadByte();
360 shockwave.sv_entnum = ReadByte();
362 shockwave.sw_time = time;
365 .float beam_usevieworigin;
366 .float beam_initialized;
367 .float beam_maxangle;
369 .float beam_returnspeed;
370 .vector beam_shotorigin;
374 if(self.teleport_time)
375 if(time > self.teleport_time)
377 sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM); // safeguard
378 self.teleport_time = 0;
381 InterpolateOrigin_Do();
383 // origin = beam starting origin
384 // v_angle = wanted/aim direction
385 // angles = current direction of beam
388 vector wantdir; //= view_forward;
389 vector beamdir; //= self.beam_dir;
391 if(self.beam_usevieworigin)
393 // find where we are aiming
394 makevectors(view_angles);
396 // decide upon start position
397 if(self.beam_usevieworigin == 2)
398 { start_pos = view_origin; }
400 { start_pos = self.origin; }
402 // trace forward with an estimation
403 WarpZone_TraceLine(start_pos, start_pos + view_forward * self.beam_range, MOVE_NOMONSTERS, self);
405 // untransform in case our trace went through a warpzone
410 vector shothitpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
415 // un-adjust trueaim if shotend is too close
416 if(vlen(shothitpos - view_origin) < g_trueaim_minrange)
417 shothitpos = view_origin + (view_forward * g_trueaim_minrange);
419 // move shot origin to the actual gun muzzle origin
420 vector origin_offset = view_forward * self.beam_shotorigin_x + view_right * -self.beam_shotorigin_y + view_up * self.beam_shotorigin_z;
421 start_pos = start_pos + origin_offset;
423 // calculate the aim direction now
424 wantdir = normalize(shothitpos - start_pos);
426 if(!self.beam_initialized)
428 self.beam_dir = wantdir;
429 self.beam_initialized = TRUE;
432 if(self.beam_dir != wantdir)
434 float angle = ceil(vlen(wantdir - self.beam_dir) * RAD2DEG);
436 if(angle && (angle > self.beam_maxangle))
438 // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
439 anglelimit = min(self.beam_maxangle / angle, 1);
443 // the radius is not too far yet, no worries :D
447 // calculate how much we're going to move the end of the beam to the want position
448 float blendfactor = bound(0, anglelimit * (1 - (self.beam_returnspeed * frametime)), 1);
449 self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
452 // finally, set the beam direction which the rest of the code will refer to
453 beamdir = self.beam_dir;
457 // set the values from the provided info from the networked entity
458 start_pos = self.origin;
459 wantdir = self.v_angle;
460 beamdir = self.angles;
463 setorigin(self, start_pos);
465 vector beam_endpos_estimate = (start_pos + (beamdir * self.beam_range));
467 float segments = 20; // todo: calculate this in a similar way to server does
468 float maxthickness = 8;
470 // determine visual effects now
471 // todo: figure this out when reading the networked entity
472 // this way we don't have to check this EVERY frame
476 float beamtraileffect;
478 float beammuzzleflash;
479 string beamimage = "particles/lgbeam";
481 //printf("beam type: %d\n", self.beam_type);
483 switch(self.beam_type)
490 beamtraileffect = FALSE;
491 beamhiteffect = particleeffectnum("electro_lightning");
492 beammuzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
497 beamrgb = '0.5 0.5 1';
500 beamtraileffect = FALSE;
501 beamhiteffect = particleeffectnum("electro_lightning");
502 beammuzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
510 beamtraileffect = FALSE;
511 beamhiteffect = particleeffectnum("electro_lightning");
512 beammuzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
520 beamtraileffect = FALSE;
521 beamhiteffect = particleeffectnum("electro_lightning");
522 beammuzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
525 case ARC_BT_BURST_MISS:
530 beamtraileffect = FALSE;
531 beamhiteffect = particleeffectnum("electro_lightning");
532 beammuzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
535 case ARC_BT_BURST_WALL:
537 beamrgb = '0.5 0.5 1';
540 beamtraileffect = FALSE;
541 beamhiteffect = particleeffectnum("electro_lightning");
542 beammuzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
545 case ARC_BT_BURST_HEAL:
550 beamtraileffect = FALSE;
551 beamhiteffect = particleeffectnum("electro_lightning");
552 beammuzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
555 case ARC_BT_BURST_HIT:
560 beamtraileffect = FALSE;
561 beamhiteffect = particleeffectnum("electro_lightning");
562 beammuzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
566 // shouldn't be possible, but lets make it colorful if it does :D
569 beamrgb = randomvec();
572 beamtraileffect = FALSE;
573 beamhiteffect = FALSE;
574 beammuzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
579 vector thickdir = normalize(cross(beamdir, view_origin - start_pos));
581 vector last_origin = start_pos;
583 float lastthickness = 0;
585 vector last_top = start_pos + (thickdir * lastthickness);
586 vector last_bottom = start_pos - (thickdir * lastthickness);
588 vector hitorigin = start_pos;
591 for(i = 1; i <= segments; ++i)
593 // calculate this on every segment to ensure that we always reach the full length of the attack
594 float segmentblend = (i/segments);
595 float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
597 vector new_dir = normalize( (wantdir * (1 - segmentblend)) + (normalize(beam_endpos_estimate - last_origin) * segmentblend) );
598 vector new_origin = last_origin + (new_dir * segmentdist);
608 if(trace_fraction != 1)
610 // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
611 hitorigin = last_origin + (new_dir * segmentdist * trace_fraction);
615 hitorigin = new_origin;
619 float falloff = ExponentialFalloff(
620 WEP_CVAR(arc, beam_falloff_mindist),
621 WEP_CVAR(arc, beam_falloff_maxdist),
622 WEP_CVAR(arc, beam_falloff_halflifedist),
623 vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - start_pos)
629 vector top = hitorigin + (thickdir * beamthickness);
630 vector bottom = hitorigin - (thickdir * beamthickness);
632 R_BeginPolygon(beamimage, DRAWFLAG_NORMAL);
633 R_PolygonVertex(top, '0 0.5 0' + ('0 0.5 0' * (beamthickness / maxthickness)), beamrgb, beamalpha);
634 R_PolygonVertex(last_top, '0 0.5 0' + ('0 0.5 0' * (lastthickness / maxthickness)), beamrgb, beamalpha);
635 R_PolygonVertex(last_bottom, '0 0.5 0' * (1 - (lastthickness / maxthickness)), beamrgb, beamalpha);
636 R_PolygonVertex(bottom, '0 0.5 0' * (1 - (beamthickness / maxthickness)), beamrgb, beamalpha);
639 // check if we're going to proceed with drawing
640 if(trace_fraction != 1)
642 // we're done with drawing this frame
647 // continue onto the next segment
648 last_origin = new_origin;
650 last_bottom = bottom;
651 lastthickness = beamthickness;
657 pointparticles(beamhiteffect, hitorigin, beamdir * -1, frametime * 2);
661 pointparticles(beammuzzleflash, start_pos, wantdir * 1000, frametime * 1);
665 void Remove_ArcBeam(void)
667 sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
670 void Ent_ReadArcBeam(float isnew)
672 float sf = ReadByte();
674 // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
675 self.iflags = IFLAG_ORIGIN;
677 InterpolateOrigin_Undo();
679 if(sf & 1) // settings information
681 self.beam_maxangle = ReadShort();
682 self.beam_range = ReadCoord();
683 self.beam_returnspeed = ReadShort();
686 if(sf & 2) // starting location
688 self.origin_x = ReadCoord();
689 self.origin_y = ReadCoord();
690 self.origin_z = ReadCoord();
691 setorigin(self, self.origin);
692 self.beam_usevieworigin = 0;
693 //WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
695 else // infer the location from player location
697 if(autocvar_chase_active) // use player origin so that third person display still works
699 self.beam_usevieworigin = 1;
700 self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
702 else // use view origin
704 self.beam_usevieworigin = 2;
705 self.origin = view_origin; // note that this is only necessary for the sound to be properly located
707 setorigin(self, self.origin);
710 if(sf & 4) // want/aim direction
712 self.v_angle_x = ReadCoord();
713 self.v_angle_y = ReadCoord();
714 self.v_angle_z = ReadCoord();
717 if(sf & 8) // beam direction
719 self.angles_x = ReadCoord();
720 self.angles_y = ReadCoord();
721 self.angles_z = ReadCoord();
724 if(sf & 16) // beam type
726 self.beam_type = ReadByte();
729 InterpolateOrigin_Note();
731 if(isnew || !self.teleport_time)
733 // calculate shot origin offset from gun alignment
734 float gunalign = autocvar_cl_gunalign;
735 if(gunalign != 1 && gunalign != 2 && gunalign != 4)
736 gunalign = 3; // default value
739 self.beam_shotorigin = arc_shotorigin[gunalign];
741 // set other main attributes of the beam
742 self.draw = Draw_ArcBeam;
743 self.entremove = Remove_ArcBeam;
744 sound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
747 self.teleport_time = time + 10;
751 "Ent_ReadArcBeam(%d): sf = %d, start = %s, want = %s, dir = %s, type = %d\n",
754 vtos(self.beam_start),