-.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);
self.draw = Draw_Snow;
}
-entity zcurve;
-void zcurveparticles(float effectnum, vector start, vector end, float end_dz, float speed, float depth)
-{
- // end_dz:
- // IF IT WERE A STRAIGHT LINE, it'd end end_dz above end
-
- vector mid;
- mid = (start + end) * 0.5;
-
- end_dz *= 0.25;
- mid_z += end_dz;
-
- --depth;
- if(depth < 0 || normalize(mid - start) * normalize(end - start) > 0.999999)
- // TODO make this a variable threshold
- // currently: 0.081 degrees
- // 0.99999 would be 0.256 degrees and is visible
- {
- zcurve.velocity = speed * normalize(end - start);
- trailparticles(zcurve, effectnum, start, end);
- }
- else
- {
- zcurveparticles(effectnum, start, mid, end_dz, speed, depth);
- zcurveparticles(effectnum, mid, end, end_dz, speed, depth);
- }
-}
-
-void Net_ReadZCurveParticles()
-{
- vector start, end;
- float end_dz;
- float effectnum, speed;
-
- if(!zcurve)
- {
- zcurve = spawn();
- zcurve.classname = "zcurve";
- }
-
- effectnum = ReadShort();
-
- start_x = ReadCoord();
- start_y = ReadCoord();
- start_z = ReadCoord();
-
- do
- {
- end_x = ReadCoord();
- end_y = ReadCoord();
- end_z = ReadCoord();
- end_dz = ReadCoord();
- speed = ReadShort();
- zcurveparticles(effectnum, start, end, end_dz, 16 * (speed & 0x7FFF), 5); // at most 32 segments
- }
- while(!(speed & 0x8000));
-}
-
-void Net_ReadNexgunBeamParticle()
+void Net_ReadVortexBeamParticle()
{
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);
-
+
//draw either the old v2.3 beam or the new beam
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 not(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;
-}
-