cvar_t developer_networkentities = {0, "developer_networkentities", "0", "prints received entities, value is 0-4 (higher for more info)"};
cvar_t cl_sound_wizardhit = {0, "cl_sound_wizardhit", "wizard/hit.wav", "sound to play during TE_WIZSPIKE (empty cvar disables sound)"};
cvar_t cl_sound_hknighthit = {0, "cl_sound_hknighthit", "hknight/hit.wav", "sound to play during TE_KNIGHTSPIKE (empty cvar disables sound)"};
-cvar_t cl_sound_tink1 = {0, "cl_sound_tink1", "1", "sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
-cvar_t cl_sound_ric1 = {0, "cl_sound_ric1", "1", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
-cvar_t cl_sound_ric2 = {0, "cl_sound_ric2", "1", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
-cvar_t cl_sound_ric3 = {0, "cl_sound_ric3", "1", "sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
-cvar_t cl_sound_r_exp3 = {0, "cl_sound_r_exp3", "1", "sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)"};
+cvar_t cl_sound_tink1 = {0, "cl_sound_tink1", "weapons/tink1.wav", "sound to play with 80% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
+cvar_t cl_sound_ric1 = {0, "cl_sound_ric1", "weapons/ric1.wav", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
+cvar_t cl_sound_ric2 = {0, "cl_sound_ric2", "weapons/ric2.wav", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
+cvar_t cl_sound_ric3 = {0, "cl_sound_ric3", "weapons/ric3.wav", "sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
+cvar_t cl_sound_r_exp3 = {0, "cl_sound_r_exp3", "weapons/r_exp3.wav", "sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)"};
static qboolean QW_CL_CheckOrDownloadFile(const char *filename);
static void QW_CL_RequestNextDownload(void);
// now that we have a world model, set up the world entity, renderer
// modules and csqc
- cl_entities[0].render.model = cl.worldmodel = cl.model_precache[1];
- CL_BoundingBoxForEntity(&cl_entities[0].render);
+ cl.entities[0].render.model = cl.worldmodel = cl.model_precache[1];
+ CL_BoundingBoxForEntity(&cl.entities[0].render);
R_Modules_NewMap();
while (cls.qw_downloadmemorymaxsize < cls.qw_downloadmemorycursize + size)
cls.qw_downloadmemorymaxsize *= 2;
old = cls.qw_downloadmemory;
- cls.qw_downloadmemory = Mem_Alloc(cl_mempool, cls.qw_downloadmemorymaxsize);
+ cls.qw_downloadmemory = (unsigned char *)Mem_Alloc(cls.permanentmempool, cls.qw_downloadmemorymaxsize);
if (old)
{
memcpy(cls.qw_downloadmemory, old, cls.qw_downloadmemorycursize);
Con_DPrintf("Starting upload of %d bytes...\n", size);
- cls.qw_uploaddata = Mem_Alloc(cl_mempool, size);
+ cls.qw_uploaddata = (unsigned char *)Mem_Alloc(cls.permanentmempool, size);
memcpy(cls.qw_uploaddata, data, size);
cls.qw_uploadsize = size;
cls.qw_uploadpos = 0;
cls.protocol = protocol;
Con_DPrintf("Server protocol is %s\n", Protocol_NameForEnum(cls.protocol));
- cl_num_entities = 1;
+ cl.num_entities = 1;
if (protocol == PROTOCOL_QUAKEWORLD)
{
i = MSG_ReadByte();
cl.qw_spectator = (i & 128) != 0;
cl.playerentity = cl.viewentity = (i & 127) + 1;
- cl.scores = (scoreboard_t *)Mem_Alloc(cl_mempool, cl.maxclients*sizeof(*cl.scores));
+ cl.scores = (scoreboard_t *)Mem_Alloc(cls.levelmempool, cl.maxclients*sizeof(*cl.scores));
// get the full level name
str = MSG_ReadString ();
Host_Error("Bad maxclients (%u) from server", cl.maxclients);
return;
}
- cl.scores = (scoreboard_t *)Mem_Alloc(cl_mempool, cl.maxclients*sizeof(*cl.scores));
+ cl.scores = (scoreboard_t *)Mem_Alloc(cls.levelmempool, cl.maxclients*sizeof(*cl.scores));
// parse gametype
cl.gametype = MSG_ReadByte ();
}
// we now have the worldmodel so we can set up the game world
- cl_entities[0].render.model = cl.worldmodel = cl.model_precache[1];
- CL_BoundingBoxForEntity(&cl_entities[0].render);
+ cl.entities[0].render.model = cl.worldmodel = cl.model_precache[1];
+ CL_BoundingBoxForEntity(&cl.entities[0].render);
R_Modules_NewMap();
}
{
entity_t *ent;
- if (cl_num_static_entities >= cl_max_static_entities)
+ if (cl.num_static_entities >= cl.max_static_entities)
Host_Error ("Too many static entities");
- ent = &cl_static_entities[cl_num_static_entities++];
+ ent = &cl.static_entities[cl.num_static_entities++];
CL_ParseBaseline (ent, large);
// copy it to the current state
// This is definitely cheating...
if (ent->render.model == NULL)
- cl_num_static_entities--;
+ cl.num_static_entities--;
}
/*
ent = 0;
}
- if (ent >= cl_max_entities)
+ if (ent >= cl.max_entities)
CL_ExpandEntities(ent);
// override any beam with the same entity
- i = cl_max_beams;
+ i = cl.max_beams;
if (ent)
- for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+ for (i = 0, b = cl.beams;i < cl.max_beams;i++, b++)
if (b->entity == ent)
break;
// if the entity was not found then just replace an unused beam
- if (i == cl_max_beams)
- for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++)
+ if (i == cl.max_beams)
+ for (i = 0, b = cl.beams;i < cl.max_beams;i++, b++)
if (!b->model || b->endtime < cl.time)
break;
- if (i < cl_max_beams)
+ if (i < cl.max_beams)
{
- cl_activebeams = max(cl_activebeams, i + 1);
+ cl.num_beams = max(cl.num_beams, i + 1);
b->entity = ent;
b->lightning = lightning;
b->model = m;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
b->relativestartvalid = 0;
- if (ent && cl_entities[ent].state_current.active)
+ if (ent && cl.entities[ent].state_current.active)
{
entity_state_t *p;
matrix4x4_t matrix, imatrix;
if (ent == cl.viewentity && cl.movement)
- p = &cl_entities[b->entity].state_previous;
+ p = &cl.entities[b->entity].state_previous;
else
- p = &cl_entities[b->entity].state_current;
+ p = &cl.entities[b->entity].state_current;
// not really valid yet, we need to get the orientation now
// (ParseBeam flagged this because it is received before
// entities are received, by now they have been received)
void CL_ParseTempEntity(void)
{
int type;
- vec3_t pos;
+ vec3_t pos, pos2;
+ vec3_t vel1, vel2;
vec3_t dir;
- vec3_t pos2;
vec3_t color;
int rnd;
int colorStart, colorLength, count;
// spike hitting wall
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- //CL_AllocDlight(NULL, &tempmatrix, 100, 0.12f, 0.50f, 0.12f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- CL_RunParticleEffect(pos, vec3_origin, 20, 30);
+ CL_ParticleEffect(EFFECT_TE_WIZSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
S_StartSound(-1, 0, cl.sfx_wizhit, pos, 1, 1);
break;
// spike hitting wall
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- //CL_AllocDlight(NULL, &tempmatrix, 100, 0.50f, 0.30f, 0.10f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- CL_RunParticleEffect(pos, vec3_origin, 226, 20);
+ CL_ParticleEffect(EFFECT_TE_KNIGHTSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
S_StartSound(-1, 0, cl.sfx_knighthit, pos, 1, 1);
break;
// spike hitting wall
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- if (cl_particles_quake.integer)
- CL_RunParticleEffect(pos, vec3_origin, 0, 10);
- else if (cl_particles_bulletimpacts.integer)
- {
- CL_SparkShower(pos, vec3_origin, 15, 1, 0);
- CL_Smoke(pos, vec3_origin, 15, 0);
- }
- CL_BulletMark(pos);
+ CL_ParticleEffect(EFFECT_TE_SPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
if (rand() % 5)
S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
else
// super spike hitting wall
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- if (cl_particles_quake.integer)
- CL_RunParticleEffect(pos, vec3_origin, 0, 20);
- else if (cl_particles_bulletimpacts.integer)
- {
- CL_SparkShower(pos, vec3_origin, 30, 1, 0);
- CL_Smoke(pos, vec3_origin, 30, 0);
- }
- CL_BulletMark(pos);
+ CL_ParticleEffect(EFFECT_TE_SUPERSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
if (rand() % 5)
S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
else
// rocket explosion
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 10);
- CL_ParticleExplosion(pos);
- // LordHavoc: boosted color from 1.0, 0.8, 0.4 to 1.25, 1.0, 0.5
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 350, 4.0f, 2.0f, 0.50f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_ParticleEffect(EFFECT_TE_EXPLOSION, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
CL_Effect(pos, cl.qw_modelindex_s_explod, 0, 6, 10);
break;
// tarbaby explosion
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 10);
- CL_BlobExplosion(pos);
-
+ CL_ParticleEffect(EFFECT_TE_TAREXPLOSION, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 600, 1.6f, 0.8f, 2.0f, 1200, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
break;
case QW_TE_LIGHTNING1:
case QW_TE_LAVASPLASH:
MSG_ReadVector(pos, cls.protocol);
- CL_LavaSplash(pos);
+ CL_ParticleEffect(EFFECT_TE_LAVASPLASH, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
break;
case QW_TE_TELEPORT:
MSG_ReadVector(pos, cls.protocol);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 200, 1.0f, 1.0f, 1.0f, 600, 99.0f, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- CL_TeleportSplash(pos);
+ CL_ParticleEffect(EFFECT_TE_TELEPORT, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
break;
case QW_TE_GUNSHOT:
radius = MSG_ReadByte();
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- if (cl_particles_quake.integer)
- CL_RunParticleEffect(pos, vec3_origin, 0, 20*radius);
- else
- {
- CL_SparkShower(pos, vec3_origin, 15*radius, 1, radius);
- CL_Smoke(pos, vec3_origin, 15*radius, radius);
- }
- // TODO: scatter bullet marks throughout the sphere?
- CL_BulletMark(pos);
+ VectorSet(pos2, pos[0] + radius, pos[1] + radius, pos[2] + radius);
+ VectorSet(pos, pos[0] - radius, pos[1] - radius, pos[2] - radius);
+ CL_ParticleEffect(EFFECT_TE_GUNSHOT, radius, pos, pos2, vec3_origin, vec3_origin, NULL, 0);
break;
case QW_TE_BLOOD:
count = MSG_ReadByte();
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- CL_BloodPuff(pos, vec3_origin, 20*count);
+ CL_ParticleEffect(EFFECT_TE_BLOOD, count, pos, pos, vec3_origin, vec3_origin, NULL, 0);
break;
case QW_TE_LIGHTNINGBLOOD:
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- CL_BloodPuff(pos, vec3_origin, 50);
+ CL_ParticleEffect(EFFECT_TE_BLOOD, 2.5, pos, pos, vec3_origin, vec3_origin, NULL, 0);
break;
default:
// spike hitting wall
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- //CL_AllocDlight(NULL, &tempmatrix, 100, 0.12f, 0.50f, 0.12f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- CL_RunParticleEffect(pos, vec3_origin, 20, 30);
+ CL_ParticleEffect(EFFECT_TE_WIZSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
S_StartSound(-1, 0, cl.sfx_wizhit, pos, 1, 1);
break;
// spike hitting wall
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- //CL_AllocDlight(NULL, &tempmatrix, 100, 0.50f, 0.30f, 0.10f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- CL_RunParticleEffect(pos, vec3_origin, 226, 20);
+ CL_ParticleEffect(EFFECT_TE_KNIGHTSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
S_StartSound(-1, 0, cl.sfx_knighthit, pos, 1, 1);
break;
// spike hitting wall
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- if (cl_particles_quake.integer)
- CL_RunParticleEffect(pos, vec3_origin, 0, 10);
- else if (cl_particles_bulletimpacts.integer)
- {
- CL_SparkShower(pos, vec3_origin, 15, 1, 0);
- CL_Smoke(pos, vec3_origin, 15, 0);
- }
- CL_BulletMark(pos);
+ CL_ParticleEffect(EFFECT_TE_SPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
if (rand() % 5)
S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
else
// quad spike hitting wall
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- if (cl_particles_quake.integer)
- CL_RunParticleEffect(pos, vec3_origin, 0, 10);
- else if (cl_particles_bulletimpacts.integer)
- {
- CL_SparkShower(pos, vec3_origin, 15, 1, 0);
- CL_Smoke(pos, vec3_origin, 15, 0);
- }
- CL_BulletMark(pos);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_ParticleEffect(EFFECT_TE_SPIKEQUAD, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
if (rand() % 5)
S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
else
// super spike hitting wall
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- if (cl_particles_quake.integer)
- CL_RunParticleEffect(pos, vec3_origin, 0, 20);
- else if (cl_particles_bulletimpacts.integer)
- {
- CL_SparkShower(pos, vec3_origin, 30, 1, 0);
- CL_Smoke(pos, vec3_origin, 30, 0);
- }
- CL_BulletMark(pos);
+ CL_ParticleEffect(EFFECT_TE_SUPERSPIKE, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
if (rand() % 5)
S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
else
// quad super spike hitting wall
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- if (cl_particles_quake.integer)
- CL_RunParticleEffect(pos, vec3_origin, 0, 20);
- else if (cl_particles_bulletimpacts.integer)
- {
- CL_SparkShower(pos, vec3_origin, 30, 1, 0);
- CL_Smoke(pos, vec3_origin, 30, 0);
- }
- CL_BulletMark(pos);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_ParticleEffect(EFFECT_TE_SUPERSPIKEQUAD, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
if (rand() % 5)
S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
else
dir[1] = MSG_ReadChar();
dir[2] = MSG_ReadChar();
count = MSG_ReadByte();
- CL_BloodPuff(pos, dir, count);
+ CL_ParticleEffect(EFFECT_TE_BLOOD, count, pos, pos, dir, dir, NULL, 0);
break;
case TE_SPARK:
// spark shower
dir[1] = MSG_ReadChar();
dir[2] = MSG_ReadChar();
count = MSG_ReadByte();
- CL_SparkShower(pos, dir, count, 1, 0);
+ CL_ParticleEffect(EFFECT_TE_SPARK, count, pos, pos, dir, dir, NULL, 0);
break;
case TE_PLASMABURN:
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 200, 1, 1, 1, 1000, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- CL_PlasmaBurn(pos);
+ CL_ParticleEffect(EFFECT_TE_PLASMABURN, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
break;
// LordHavoc: added for improved gore
case TE_BLOODSHOWER:
MSG_ReadVector(pos2, cls.protocol); // maxs
velspeed = MSG_ReadCoord(cls.protocol); // speed
count = (unsigned short) MSG_ReadShort(); // number of particles
- CL_BloodShower(pos, pos2, velspeed, count);
+ vel1[0] = -velspeed;
+ vel1[1] = -velspeed;
+ vel1[2] = -velspeed;
+ vel2[0] = velspeed;
+ vel2[1] = velspeed;
+ vel2[2] = velspeed;
+ CL_ParticleEffect(EFFECT_TE_BLOOD, count, pos, pos2, vel1, vel2, NULL, 0);
break;
+
case TE_PARTICLECUBE:
// general purpose particle effect
MSG_ReadVector(pos, cls.protocol); // mins
colorStart = MSG_ReadByte(); // color
colorLength = MSG_ReadByte(); // gravity (1 or 0)
velspeed = MSG_ReadCoord(cls.protocol); // randomvel
- CL_ParticleCube(pos, pos2, dir, count, colorStart, colorLength, velspeed);
+ CL_ParticleCube(pos, pos2, dir, count, colorStart, colorLength != 0, velspeed);
break;
case TE_PARTICLERAIN:
// bullet hitting wall
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- if (cl_particles_quake.integer)
- CL_RunParticleEffect(pos, vec3_origin, 0, 20);
- else
- {
- CL_SparkShower(pos, vec3_origin, 15, 1, 0);
- CL_Smoke(pos, vec3_origin, 15, 0);
- }
- CL_BulletMark(pos);
+ CL_ParticleEffect(EFFECT_TE_GUNSHOT, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
break;
case TE_GUNSHOTQUAD:
// quad bullet hitting wall
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- if (cl_particles_quake.integer)
- CL_RunParticleEffect(pos, vec3_origin, 0, 20);
- else
- {
- CL_SparkShower(pos, vec3_origin, 15, 1, 0);
- CL_Smoke(pos, vec3_origin, 15, 0);
- }
- CL_BulletMark(pos);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_ParticleEffect(EFFECT_TE_GUNSHOTQUAD, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
break;
case TE_EXPLOSION:
// rocket explosion
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 10);
- CL_ParticleExplosion(pos);
- // LordHavoc: boosted color from 1.0, 0.8, 0.4 to 1.25, 1.0, 0.5
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 350, 4.0f, 2.0f, 0.50f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_ParticleEffect(EFFECT_TE_EXPLOSION, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
break;
// quad rocket explosion
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 10);
- CL_ParticleExplosion(pos);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 350, 2.5f, 2.0f, 4.0f, 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_ParticleEffect(EFFECT_TE_EXPLOSIONQUAD, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
break;
// Nehahra movie colored lighting explosion
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 10);
- CL_ParticleExplosion(pos);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
color[0] = MSG_ReadCoord(cls.protocol) * (2.0f / 1.0f);
color[1] = MSG_ReadCoord(cls.protocol) * (2.0f / 1.0f);
color[2] = MSG_ReadCoord(cls.protocol) * (2.0f / 1.0f);
+ CL_ParticleExplosion(pos);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
break;
// tarbaby explosion
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 10);
- CL_BlobExplosion(pos);
-
+ CL_ParticleEffect(EFFECT_TE_TAREXPLOSION, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 600, 1.6f, 0.8f, 2.0f, 1200, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
break;
case TE_SMALLFLASH:
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 10);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 200, 2, 2, 2, 1000, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_ParticleEffect(EFFECT_TE_SMALLFLASH, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
break;
case TE_CUSTOMFLASH:
MSG_ReadVector(pos, cls.protocol);
MSG_ReadVector(dir, cls.protocol);
count = MSG_ReadByte();
- CL_Flames(pos, dir, count);
+ CL_ParticleEffect(EFFECT_TE_FLAMEJET, count, pos, pos, dir, dir, NULL, 0);
break;
case TE_LIGHTNING1:
case TE_LAVASPLASH:
MSG_ReadVector(pos, cls.protocol);
- CL_LavaSplash(pos);
+ CL_ParticleEffect(EFFECT_TE_LAVASPLASH, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
break;
case TE_TELEPORT:
MSG_ReadVector(pos, cls.protocol);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 200, 1.0f, 1.0f, 1.0f, 600, 99.0f, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- CL_TeleportSplash(pos);
+ CL_ParticleEffect(EFFECT_TE_TELEPORT, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
break;
case TE_EXPLOSION2:
MSG_ReadVector(pos, cls.protocol);
MSG_ReadVector(pos2, cls.protocol);
MSG_ReadVector(dir, cls.protocol);
- CL_BeamParticle(pos, pos2, 8, 1, 1, 1, 1, 1);
+ CL_ParticleEffect(EFFECT_TE_TEI_G3, 1, pos, pos2, dir, dir, NULL, 0);
break;
case TE_TEI_SMOKE:
MSG_ReadVector(dir, cls.protocol);
count = MSG_ReadByte();
CL_FindNonSolidLocation(pos, pos, 4);
- CL_Tei_Smoke(pos, dir, count);
+ CL_ParticleEffect(EFFECT_TE_TEI_SMOKE, count, pos, pos, vec3_origin, vec3_origin, NULL, 0);
break;
case TE_TEI_BIGEXPLOSION:
MSG_ReadVector(pos, cls.protocol);
CL_FindNonSolidLocation(pos, pos, 10);
- CL_ParticleExplosion(pos);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 500, 2.5f, 2.0f, 1.0f, 500, 9999, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_ParticleEffect(EFFECT_TE_TEI_BIGEXPLOSION, 1, pos, pos, vec3_origin, vec3_origin, NULL, 0);
S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
break;
MSG_ReadVector(dir, cls.protocol);
count = MSG_ReadByte();
CL_FindNonSolidLocation(pos, pos, 5);
- CL_Tei_PlasmaHit(pos, dir, count);
- Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 500, 0.6, 1.2, 2.0f, 2000, 9999, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_ParticleEffect(EFFECT_TE_TEI_PLASMAHIT, count, pos, pos, vec3_origin, vec3_origin, NULL, 0);
break;
default:
// slightly kill qw player entities each frame
for (i = 1;i < cl.maxclients;i++)
- cl_entities_active[i] = false;
+ cl.entities_active[i] = false;
// kill all qw nails
cl.qw_num_nails = 0;
// fade weapon view kick
- cl.qw_weaponkick = min(cl.qw_weaponkick + 10 * cl.frametime, 0);
+ cl.qw_weaponkick = min(cl.qw_weaponkick + 10 * (cl.time - cl.oldtime), 0);
while (1)
{
case qw_svc_lightstyle:
i = MSG_ReadByte ();
- if (i >= cl_max_lightstyle)
+ if (i >= cl.max_lightstyle)
{
Con_Printf ("svc_lightstyle >= MAX_LIGHTSTYLES");
break;
}
- strlcpy (cl_lightstyle[i].map, MSG_ReadString(), sizeof (cl_lightstyle[i].map));
- cl_lightstyle[i].map[MAX_STYLESTRING - 1] = 0;
- cl_lightstyle[i].length = (int)strlen(cl_lightstyle[i].map);
+ strlcpy (cl.lightstyle[i].map, MSG_ReadString(), sizeof (cl.lightstyle[i].map));
+ cl.lightstyle[i].map[MAX_STYLESTRING - 1] = 0;
+ cl.lightstyle[i].length = (int)strlen(cl.lightstyle[i].map);
break;
case qw_svc_sound:
i = (unsigned short) MSG_ReadShort();
if (i < 0 || i >= MAX_EDICTS)
Host_Error ("CL_ParseServerMessage: svc_spawnbaseline: invalid entity number %i", i);
- if (i >= cl_max_entities)
+ if (i >= cl.max_entities)
CL_ExpandEntities(i);
- CL_ParseBaseline(cl_entities + i, false);
+ CL_ParseBaseline(cl.entities + i, false);
break;
case qw_svc_spawnstatic:
CL_ParseStatic(false);
// NOTE: in QW this only worked on clients
if (i < 0 || i >= MAX_EDICTS)
Host_Error("CL_ParseServerMessage: svc_spawnbaseline: invalid entity number %i", i);
- if (i >= cl_max_entities)
+ if (i >= cl.max_entities)
CL_ExpandEntities(i);
- cl_entities[i].persistent.muzzleflash = 1.0f;
+ cl.entities[i].persistent.muzzleflash = 1.0f;
break;
case qw_svc_updateuserinfo:
// fully kill the still slightly dead qw player entities each frame
for (i = 1;i < cl.maxclients;i++)
- if (!cl_entities_active[i])
- cl_entities[i].state_current.active = false;
+ if (!cl.entities_active[i])
+ cl.entities[i].state_current.active = false;
}
else
{
cl.viewentity = (unsigned short)MSG_ReadShort ();
if (cl.viewentity >= MAX_EDICTS)
Host_Error("svc_setview >= MAX_EDICTS");
- if (cl.viewentity >= cl_max_entities)
+ if (cl.viewentity >= cl.max_entities)
CL_ExpandEntities(cl.viewentity);
// LordHavoc: assume first setview recieved is the real player entity
if (!cl.playerentity)
case svc_lightstyle:
i = MSG_ReadByte ();
- if (i >= cl_max_lightstyle)
+ if (i >= cl.max_lightstyle)
{
Con_Printf ("svc_lightstyle >= MAX_LIGHTSTYLES");
break;
}
- strlcpy (cl_lightstyle[i].map, MSG_ReadString(), sizeof (cl_lightstyle[i].map));
- cl_lightstyle[i].map[MAX_STYLESTRING - 1] = 0;
- cl_lightstyle[i].length = (int)strlen(cl_lightstyle[i].map);
+ strlcpy (cl.lightstyle[i].map, MSG_ReadString(), sizeof (cl.lightstyle[i].map));
+ cl.lightstyle[i].map[MAX_STYLESTRING - 1] = 0;
+ cl.lightstyle[i].length = (int)strlen(cl.lightstyle[i].map);
break;
case svc_sound:
i = (unsigned short) MSG_ReadShort ();
if (i < 0 || i >= MAX_EDICTS)
Host_Error ("CL_ParseServerMessage: svc_spawnbaseline: invalid entity number %i", i);
- if (i >= cl_max_entities)
+ if (i >= cl.max_entities)
CL_ExpandEntities(i);
- CL_ParseBaseline (cl_entities + i, false);
+ CL_ParseBaseline (cl.entities + i, false);
break;
case svc_spawnbaseline2:
i = (unsigned short) MSG_ReadShort ();
if (i < 0 || i >= MAX_EDICTS)
Host_Error ("CL_ParseServerMessage: svc_spawnbaseline2: invalid entity number %i", i);
- if (i >= cl_max_entities)
+ if (i >= cl.max_entities)
CL_ExpandEntities(i);
- CL_ParseBaseline (cl_entities + i, true);
+ CL_ParseBaseline (cl.entities + i, true);
break;
case svc_spawnstatic:
CL_ParseStatic (false);