-.float dphitcontentsmask;
-
-.float cnt; // effect number
-.vector velocity; // particle velocity
-.float waterlevel; // direction jitter
-.float count; // count multiplier
-.float impulse; // density
-.string noise; // sound
-.float atten;
-.float volume;
-.float absolute; // 1 = count per second is absolute, 2 = only spawn at toggle
-.vector movedir; // trace direction
+#include "particles.qh"
void Draw_PointParticles()
{
for(i = random(); i <= n && fail <= 64*n; ++i)
{
p = o + self.mins;
- p_x += random() * sz_x;
- p_y += random() * sz_y;
- p_z += random() * sz_z;
+ p.x += random() * sz.x;
+ p.y += random() * sz.y;
+ p.z += random() * sz.z;
if(WarpZoneLib_BoxTouchesBrush(p, p, self, world))
{
if(self.movedir != '0 0 0')
void Ent_PointParticles()
{
- float f, i;
+ float i;
vector v;
- f = ReadByte();
+ int f = ReadByte();
if(f & 2)
{
i = ReadCoord(); // density (<0: point, >0: volume)
if(!self.absolute)
{
v = self.maxs - self.mins;
- self.impulse *= -v_x * v_y * v_z / 262144; // relative: particles per 64^3 cube
+ self.impulse *= -v.x * v.y * v.z / 262144; // relative: particles per 64^3 cube
}
}
self.entremove = Ent_PointParticles_Remove;
}
-.float glow_color; // palette index
void Draw_Rain()
{
te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
{
vector shotorg, endpos;
float charge;
- shotorg_x = ReadCoord(); shotorg_y = ReadCoord(); shotorg_z = ReadCoord();
- endpos_x = ReadCoord(); endpos_y = ReadCoord(); endpos_z = ReadCoord();
+ shotorg.x = ReadCoord(); shotorg.y = ReadCoord(); shotorg.z = ReadCoord();
+ endpos.x = ReadCoord(); endpos.y = ReadCoord(); endpos.z = ReadCoord();
charge = ReadByte() / 255.0;
pointparticles(particleeffectnum("nex_muzzleflash"), shotorg, normalize(endpos - shotorg) * 1000, 1);
charge = sqrt(charge); // divide evenly among trail spacing and alpha
particles_alphamin = particles_alphamax = particles_fade = charge;
- if (autocvar_cl_particles_oldnexbeam && (getstati(STAT_ALLOW_OLDNEXBEAM) || isdemo()))
+ if (autocvar_cl_particles_oldvortexbeam && (getstati(STAT_ALLOW_OLDVORTEXBEAM) || isdemo()))
WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("TE_TEI_G3"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
else
WarpZone_TrailParticles_WithMultiplier(world, particleeffectnum("nex_beam"), shotorg, endpos, 1, PARTICLES_USEALPHA | PARTICLES_USEFADE);
}
-
-.vector sw_shotorg;
-.vector sw_endpos;
-.float sw_spread_max;
-.float sw_spread_min;
-.float sw_time;
-
-void Draw_Shockwave()
-{
- float a = bound(0, (0.5 - ((time - self.sw_time) / 0.4)), 0.5);
-
- if(!a) { remove(self); }
-
- vector deviation, angle;
-
- vector sw_color = getcsqcplayercolor(self.sv_entnum); // GetTeamRGB(GetPlayerColor(self.sv_entnum));
-
- vector first_min_end = '0 0 0', prev_min_end = '0 0 0', new_min_end = '0 0 0';
- vector first_max_end = '0 0 0', prev_max_end = '0 0 0', new_max_end = '0 0 0';
-
- float new_max_dist, new_min_dist;
-
- vector shotdir = normalize(self.sw_endpos - self.sw_shotorg);
- vectorvectors(shotdir);
- vector right = v_right;
- vector up = v_up;
-
- float counter, dist_before_normal = 200, shots = 20;
-
- vector min_end = ((self.sw_shotorg + (shotdir * dist_before_normal)) + (up * self.sw_spread_min));
- vector max_end = (self.sw_endpos + (up * self.sw_spread_max));
-
- float spread_to_min = vlen(normalize(min_end - self.sw_shotorg) - shotdir);
- float spread_to_max = vlen(normalize(max_end - min_end) - shotdir);
-
- for(counter = 0; counter < shots; ++counter)
- {
- // perfect circle effect lines
- angle = '0 0 0';
- makevectors('0 360 0' * (0.75 + (counter - 0.5) / shots));
- angle_y = v_forward_x;
- angle_z = v_forward_y;
-
- // first do the spread_to_min effect
- deviation = angle * spread_to_min;
- deviation = ((shotdir + (right * deviation_y) + (up * deviation_z)));
- new_min_dist = dist_before_normal;
- new_min_end = (self.sw_shotorg + (deviation * new_min_dist));
- //te_lightning2(world, new_min_end, self.sw_shotorg);
-
- // then calculate spread_to_max effect
- deviation = angle * spread_to_max;
- deviation = ((shotdir + (right * deviation_y) + (up * deviation_z)));
- new_max_dist = vlen(new_min_end - self.sw_endpos);
- new_max_end = (new_min_end + (deviation * new_max_dist));
- //te_lightning2(world, new_end, prev_min_end);
-
-
- if(counter == 0)
- {
- first_min_end = new_min_end;
- first_max_end = new_max_end;
- }
-
- if(counter >= 1)
- {
- R_BeginPolygon("", DRAWFLAG_NORMAL);
- R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
- R_EndPolygon();
-
- R_BeginPolygon("", DRAWFLAG_NORMAL);
- R_PolygonVertex(new_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
- R_PolygonVertex(new_max_end, '0 0 0', sw_color, a);
- R_EndPolygon();
- }
-
- prev_min_end = new_min_end;
- prev_max_end = new_max_end;
-
- if((counter + 1) == shots)
- {
- R_BeginPolygon("", DRAWFLAG_NORMAL);
- R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(self.sw_shotorg, '0 0 0', sw_color, a);
- R_EndPolygon();
-
- R_BeginPolygon("", DRAWFLAG_NORMAL);
- R_PolygonVertex(first_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(prev_min_end, '0 0 0', sw_color, a);
- R_PolygonVertex(prev_max_end, '0 0 0', sw_color, a);
- R_PolygonVertex(first_max_end, '0 0 0', sw_color, a);
- R_EndPolygon();
- }
- }
-}
-
-void Net_ReadShockwaveParticle()
-{
- entity shockwave;
- shockwave = spawn();
- shockwave.draw = Draw_Shockwave;
-
- shockwave.sw_shotorg_x = ReadCoord(); shockwave.sw_shotorg_y = ReadCoord(); shockwave.sw_shotorg_z = ReadCoord();
- shockwave.sw_endpos_x = ReadCoord(); shockwave.sw_endpos_y = ReadCoord(); shockwave.sw_endpos_z = ReadCoord();
-
- shockwave.sw_spread_max = ReadByte();
- shockwave.sw_spread_min = ReadByte();
-
- shockwave.sv_entnum = ReadByte();
-
- shockwave.sw_time = time;
-}
-
-.vector beam_rgb;
-.float beam_alpha;
-.float beam_thickness;
-.float beam_traileffect;
-.float beam_hiteffect;
-.float beam_muzzleflash;
-.string beam_image;
-
-.float beam_usevieworigin;
-.float beam_initialized;
-.float beam_maxangle;
-.float beam_range;
-.float beam_returnspeed;
-.vector beam_shotorigin;
-.vector beam_dir;
-void Draw_ArcBeam()
-{
- if(self.teleport_time)
- if(time > self.teleport_time)
- {
- sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM); // safeguard
- self.teleport_time = 0;
- }
-
- InterpolateOrigin_Do();
-
- // origin = beam starting origin
- // v_angle = wanted/aim direction
- // angles = current direction of beam
-
- vector start_pos;
- vector wantdir; //= view_forward;
- vector beamdir; //= self.beam_dir;
-
- if(self.beam_usevieworigin)
- {
- // find where we are aiming
- makevectors(view_angles);
-
- // decide upon start position
- if(self.beam_usevieworigin == 2)
- { start_pos = view_origin; }
- else
- { start_pos = self.origin; }
-
- // trace forward with an estimation
- WarpZone_TraceLine(start_pos, start_pos + view_forward * self.beam_range, MOVE_NOMONSTERS, self);
-
- // untransform in case our trace went through a warpzone
- vector vf, vr, vu;
- vf = view_forward;
- vr = view_right;
- vu = view_up;
- vector shothitpos = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); // warpzone support
- view_forward = vf;
- view_right = vr;
- view_up = vu;
-
- // un-adjust trueaim if shotend is too close
- if(vlen(shothitpos - view_origin) < g_trueaim_minrange)
- shothitpos = view_origin + (view_forward * g_trueaim_minrange);
-
- // move shot origin to the actual gun muzzle origin
- vector origin_offset = view_forward * self.beam_shotorigin_x + view_right * -self.beam_shotorigin_y + view_up * self.beam_shotorigin_z;
- start_pos = start_pos + origin_offset;
-
- // calculate the aim direction now
- wantdir = normalize(shothitpos - start_pos);
-
- if(!self.beam_initialized)
- {
- self.beam_dir = wantdir;
- self.beam_initialized = TRUE;
- }
-
- if(self.beam_dir != wantdir)
- {
- float angle = ceil(vlen(wantdir - self.beam_dir) * RAD2DEG);
- float anglelimit;
- if(angle && (angle > self.beam_maxangle))
- {
- // if the angle is greater than maxangle, force the blendfactor to make this the maximum factor
- anglelimit = min(self.beam_maxangle / angle, 1);
- }
- else
- {
- // the radius is not too far yet, no worries :D
- anglelimit = 1;
- }
-
- // calculate how much we're going to move the end of the beam to the want position
- float blendfactor = bound(0, anglelimit * (1 - (self.beam_returnspeed * frametime)), 1);
- self.beam_dir = normalize((wantdir * (1 - blendfactor)) + (self.beam_dir * blendfactor));
- }
-
- // finally, set the beam direction which the rest of the code will refer to
- beamdir = self.beam_dir;
- }
- else
- {
- // set the values from the provided info from the networked entity
- start_pos = self.origin;
- wantdir = self.v_angle;
- beamdir = self.angles;
- }
-
- setorigin(self, start_pos);
-
- vector beam_endpos_estimate = (start_pos + (beamdir * self.beam_range));
-
- float segments = 20; // todo: calculate this in a similar way to server does
- float maxthickness = 8;
-
- vector thickdir = normalize(cross(beamdir, view_origin - start_pos));
-
- vector last_origin = start_pos;
-
- float lastthickness = 0;
-
- vector last_top = start_pos + (thickdir * lastthickness);
- vector last_bottom = start_pos - (thickdir * lastthickness);
-
- vector hitorigin = start_pos;
-
- float i;
- for(i = 1; i <= segments; ++i)
- {
- // calculate this on every segment to ensure that we always reach the full length of the attack
- float segmentblend = (i/segments);
- float segmentdist = vlen(beam_endpos_estimate - last_origin) * (i/segments);
-
- vector new_dir = normalize( (wantdir * (1 - segmentblend)) + (normalize(beam_endpos_estimate - last_origin) * segmentblend) );
- vector new_origin = last_origin + (new_dir * segmentdist);
-
- WarpZone_TraceLine(
- last_origin,
- new_origin,
- MOVE_NORMAL,
- self
- );
-
- // draw segment
- if(trace_fraction != 1)
- {
- // calculate our own hit origin as trace_endpos tends to jump around annoyingly (to player origin?)
- hitorigin = last_origin + (new_dir * segmentdist * trace_fraction);
- }
- else
- {
- hitorigin = new_origin;
- }
-
- #if 0
- float falloff = ExponentialFalloff(
- WEP_CVAR(arc, beam_falloff_mindist),
- WEP_CVAR(arc, beam_falloff_maxdist),
- WEP_CVAR(arc, beam_falloff_halflifedist),
- vlen(WarpZone_UnTransformOrigin(WarpZone_trace_transform, hitorigin) - start_pos)
- );
- #else
- //float falloff = 1;
- #endif
-
- vector top = hitorigin + (thickdir * self.beam_thickness);
- vector bottom = hitorigin - (thickdir * self.beam_thickness);
-
- R_BeginPolygon(self.beam_image, DRAWFLAG_NORMAL);
- R_PolygonVertex(top, '0 0.5 0' + ('0 0.5 0' * (self.beam_thickness / maxthickness)), self.beam_rgb, self.beam_alpha);
- R_PolygonVertex(last_top, '0 0.5 0' + ('0 0.5 0' * (lastthickness / maxthickness)), self.beam_rgb, self.beam_alpha);
- R_PolygonVertex(last_bottom, '0 0.5 0' * (1 - (lastthickness / maxthickness)), self.beam_rgb, self.beam_alpha);
- R_PolygonVertex(bottom, '0 0.5 0' * (1 - (self.beam_thickness / maxthickness)), self.beam_rgb, self.beam_alpha);
- R_EndPolygon();
-
- // check if we're going to proceed with drawing
- if(trace_fraction != 1)
- {
- // we're done with drawing this frame
- break;
- }
- else
- {
- // continue onto the next segment
- last_origin = new_origin;
- last_top = top;
- last_bottom = bottom;
- lastthickness = self.beam_thickness;
- }
- }
-
- if(self.beam_hiteffect)
- {
- pointparticles(self.beam_hiteffect, hitorigin, beamdir * -1, frametime * 2);
- }
- if(self.beam_muzzleflash)
- {
- pointparticles(self.beam_muzzleflash, start_pos, wantdir * 1000, frametime * 1);
- }
-}
-
-void Remove_ArcBeam(void)
-{
- sound(self, CH_SHOTS_SINGLE, "misc/null.wav", VOL_BASE, ATTEN_NORM);
-}
-
-void Ent_ReadArcBeam(float isnew)
-{
- float sf = ReadByte();
-
- // self.iflags = IFLAG_ORIGIN | IFLAG_ANGLES | IFLAG_V_ANGLE; // why doesn't this work?
- self.iflags = IFLAG_ORIGIN;
-
- InterpolateOrigin_Undo();
-
- if(sf & 1) // settings information
- {
- self.beam_maxangle = ReadShort();
- self.beam_range = ReadCoord();
- self.beam_returnspeed = ReadShort();
- }
-
- if(sf & 2) // starting location
- {
- self.origin_x = ReadCoord();
- self.origin_y = ReadCoord();
- self.origin_z = ReadCoord();
- setorigin(self, self.origin);
- self.beam_usevieworigin = 0;
- //WriteCoord(MSG_ENTITY, WEP_CVAR(arc, beam_range));
- }
- else // infer the location from player location
- {
- if(autocvar_chase_active) // use player origin so that third person display still works
- {
- self.beam_usevieworigin = 1;
- self.origin = getplayerorigin(player_localnum) + ('0 0 1' * getstati(STAT_VIEWHEIGHT));
- }
- else // use view origin
- {
- self.beam_usevieworigin = 2;
- self.origin = view_origin; // note that this is only necessary for the sound to be properly located
- }
- setorigin(self, self.origin);
- }
-
- if(sf & 4) // want/aim direction
- {
- self.v_angle_x = ReadCoord();
- self.v_angle_y = ReadCoord();
- self.v_angle_z = ReadCoord();
- }
-
- if(sf & 8) // beam direction
- {
- self.angles_x = ReadCoord();
- self.angles_y = ReadCoord();
- self.angles_z = ReadCoord();
- }
-
- if(sf & 16) // beam type
- {
- self.beam_type = ReadByte();
- switch(self.beam_type)
- {
- case ARC_BT_MISS:
- {
- self.beam_rgb = '-1 -1 1';
- self.beam_alpha = 0.5;
- self.beam_thickness = 8;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = particleeffectnum("electro_lightning");
- self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- break;
- }
- case ARC_BT_WALL:
- {
- self.beam_rgb = '0.5 0.5 1';
- self.beam_alpha = 0.5;
- self.beam_thickness = 8;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = particleeffectnum("electro_lightning");
- self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- break;
- }
- case ARC_BT_HEAL:
- {
- self.beam_rgb = '0 1 0';
- self.beam_alpha = 0.5;
- self.beam_thickness = 8;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = particleeffectnum("electro_lightning");
- self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- break;
- }
- case ARC_BT_HIT:
- {
- self.beam_rgb = '1 0 1';
- self.beam_alpha = 0.5;
- self.beam_thickness = 8;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = particleeffectnum("electro_lightning");
- self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- break;
- }
- case ARC_BT_BURST_MISS:
- {
- self.beam_rgb = '-1 -1 1';
- self.beam_alpha = 0.5;
- self.beam_thickness = 14;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = particleeffectnum("electro_lightning");
- self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- break;
- }
- case ARC_BT_BURST_WALL:
- {
- self.beam_rgb = '0.5 0.5 1';
- self.beam_alpha = 0.5;
- self.beam_thickness = 14;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = particleeffectnum("electro_lightning");
- self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- break;
- }
- case ARC_BT_BURST_HEAL:
- {
- self.beam_rgb = '0 1 0';
- self.beam_alpha = 0.5;
- self.beam_thickness = 14;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = particleeffectnum("electro_lightning");
- self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- break;
- }
- case ARC_BT_BURST_HIT:
- {
- self.beam_rgb = '1 0 1';
- self.beam_alpha = 0.5;
- self.beam_thickness = 14;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = particleeffectnum("electro_lightning");
- self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- break;
- }
-
- // shouldn't be possible, but lets make it colorful if it does :D
- default:
- {
- self.beam_rgb = randomvec();
- self.beam_alpha = 1;
- self.beam_thickness = 8;
- self.beam_traileffect = FALSE;
- self.beam_hiteffect = FALSE;
- self.beam_muzzleflash = FALSE; //particleeffectnum("nex_muzzleflash");
- break;
- }
- }
- // todo: move this into the switch case above:
- self.beam_image = "particles/lgbeam";
- }
-
- InterpolateOrigin_Note();
-
- if(isnew || !self.teleport_time)
- {
- // calculate shot origin offset from gun alignment
- float gunalign = autocvar_cl_gunalign;
- if(gunalign != 1 && gunalign != 2 && gunalign != 4)
- gunalign = 3; // default value
- --gunalign;
-
- self.beam_shotorigin = arc_shotorigin[gunalign];
-
- // set other main attributes of the beam
- self.draw = Draw_ArcBeam;
- self.entremove = Remove_ArcBeam;
- sound(self, CH_SHOTS_SINGLE, "weapons/lgbeam_fly.wav", VOL_BASE, ATTEN_NORM);
- }
-
- self.teleport_time = time + 10;
-
- #if 0
- printf(
- "Ent_ReadArcBeam(%d): sf = %d, start = %s, want = %s, dir = %s, type = %d\n",
- isnew,
- sf,
- vtos(self.beam_start),
- vtos(self.v_angle),
- vtos(self.angles),
- self.beam_type
- );
- #endif
-}
-