+void CL_ParseTempEntity(void)
+{
+ int type;
+ vec3_t pos;
+ vec3_t dir;
+ vec3_t pos2;
+ vec3_t color;
+ int rnd;
+ int colorStart, colorLength, count;
+ float velspeed, radius;
+ unsigned char *tempcolor;
+ matrix4x4_t tempmatrix;
+
+ type = MSG_ReadByte();
+ switch (type)
+ {
+ case TE_WIZSPIKE:
+ // spike hitting wall
+ MSG_ReadVector(pos, cl.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);
+ S_StartSound(-1, 0, cl.sfx_wizhit, pos, 1, 1);
+ break;
+
+ case TE_KNIGHTSPIKE:
+ // spike hitting wall
+ MSG_ReadVector(pos, cl.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);
+ S_StartSound(-1, 0, cl.sfx_knighthit, pos, 1, 1);
+ break;
+
+ case TE_SPIKE:
+ // spike hitting wall
+ MSG_ReadVector(pos, cl.protocol);
+ CL_FindNonSolidLocation(pos, pos, 4);
+ if (cl_particles_bulletimpacts.integer)
+ {
+ CL_SparkShower(pos, vec3_origin, 15, 1);
+ CL_Smoke(pos, vec3_origin, 15);
+ CL_BulletMark(pos);
+ }
+ if (rand() % 5)
+ S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
+ else
+ {
+ rnd = rand() & 3;
+ if (rnd == 1)
+ S_StartSound(-1, 0, cl.sfx_ric1, pos, 1, 1);
+ else if (rnd == 2)
+ S_StartSound(-1, 0, cl.sfx_ric2, pos, 1, 1);
+ else
+ S_StartSound(-1, 0, cl.sfx_ric3, pos, 1, 1);
+ }
+ break;
+ case TE_SPIKEQUAD:
+ // quad spike hitting wall
+ MSG_ReadVector(pos, cl.protocol);
+ CL_FindNonSolidLocation(pos, pos, 4);
+ // LordHavoc: changed to spark shower
+ if (cl_particles_bulletimpacts.integer)
+ {
+ CL_SparkShower(pos, vec3_origin, 15, 1);
+ CL_Smoke(pos, vec3_origin, 15);
+ 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);
+ if (rand() % 5)
+ S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
+ else
+ {
+ rnd = rand() & 3;
+ if (rnd == 1)
+ S_StartSound(-1, 0, cl.sfx_ric1, pos, 1, 1);
+ else if (rnd == 2)
+ S_StartSound(-1, 0, cl.sfx_ric2, pos, 1, 1);
+ else
+ S_StartSound(-1, 0, cl.sfx_ric3, pos, 1, 1);
+ }
+ break;
+ case TE_SUPERSPIKE:
+ // super spike hitting wall
+ MSG_ReadVector(pos, cl.protocol);
+ CL_FindNonSolidLocation(pos, pos, 4);
+ // LordHavoc: changed to dust shower
+ if (cl_particles_bulletimpacts.integer)
+ {
+ CL_SparkShower(pos, vec3_origin, 30, 1);
+ CL_Smoke(pos, vec3_origin, 30);
+ CL_BulletMark(pos);
+ }
+ if (rand() % 5)
+ S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
+ else
+ {
+ rnd = rand() & 3;
+ if (rnd == 1)
+ S_StartSound(-1, 0, cl.sfx_ric1, pos, 1, 1);
+ else if (rnd == 2)
+ S_StartSound(-1, 0, cl.sfx_ric2, pos, 1, 1);
+ else
+ S_StartSound(-1, 0, cl.sfx_ric3, pos, 1, 1);
+ }
+ break;
+ case TE_SUPERSPIKEQUAD:
+ // quad super spike hitting wall
+ MSG_ReadVector(pos, cl.protocol);
+ CL_FindNonSolidLocation(pos, pos, 4);
+ // LordHavoc: changed to dust shower
+ if (cl_particles_bulletimpacts.integer)
+ {
+ CL_SparkShower(pos, vec3_origin, 30, 1);
+ CL_Smoke(pos, vec3_origin, 30);
+ 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);
+ if (rand() % 5)
+ S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
+ else
+ {
+ rnd = rand() & 3;
+ if (rnd == 1)
+ S_StartSound(-1, 0, cl.sfx_ric1, pos, 1, 1);
+ else if (rnd == 2)
+ S_StartSound(-1, 0, cl.sfx_ric2, pos, 1, 1);
+ else
+ S_StartSound(-1, 0, cl.sfx_ric3, pos, 1, 1);
+ }
+ break;
+ // LordHavoc: added for improved blood splatters
+ case TE_BLOOD:
+ // blood puff
+ MSG_ReadVector(pos, cl.protocol);
+ CL_FindNonSolidLocation(pos, pos, 4);
+ dir[0] = MSG_ReadChar();
+ dir[1] = MSG_ReadChar();
+ dir[2] = MSG_ReadChar();
+ count = MSG_ReadByte();
+ CL_BloodPuff(pos, dir, count);
+ break;
+ case TE_SPARK:
+ // spark shower
+ MSG_ReadVector(pos, cl.protocol);
+ CL_FindNonSolidLocation(pos, pos, 4);
+ dir[0] = MSG_ReadChar();
+ dir[1] = MSG_ReadChar();
+ dir[2] = MSG_ReadChar();
+ count = MSG_ReadByte();
+ CL_SparkShower(pos, dir, count, 1);
+ break;
+ case TE_PLASMABURN:
+ MSG_ReadVector(pos, cl.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);
+ break;
+ // LordHavoc: added for improved gore
+ case TE_BLOODSHOWER:
+ // vaporized body
+ MSG_ReadVector(pos, cl.protocol); // mins
+ MSG_ReadVector(pos2, cl.protocol); // maxs
+ velspeed = MSG_ReadCoord(cl.protocol); // speed
+ count = (unsigned short) MSG_ReadShort(); // number of particles
+ CL_BloodShower(pos, pos2, velspeed, count);
+ break;
+ case TE_PARTICLECUBE:
+ // general purpose particle effect
+ MSG_ReadVector(pos, cl.protocol); // mins
+ MSG_ReadVector(pos2, cl.protocol); // maxs
+ MSG_ReadVector(dir, cl.protocol); // dir
+ count = (unsigned short) MSG_ReadShort(); // number of particles
+ colorStart = MSG_ReadByte(); // color
+ colorLength = MSG_ReadByte(); // gravity (1 or 0)
+ velspeed = MSG_ReadCoord(cl.protocol); // randomvel
+ CL_ParticleCube(pos, pos2, dir, count, colorStart, colorLength, velspeed);
+ break;
+
+ case TE_PARTICLERAIN:
+ // general purpose particle effect
+ MSG_ReadVector(pos, cl.protocol); // mins
+ MSG_ReadVector(pos2, cl.protocol); // maxs
+ MSG_ReadVector(dir, cl.protocol); // dir
+ count = (unsigned short) MSG_ReadShort(); // number of particles
+ colorStart = MSG_ReadByte(); // color
+ CL_ParticleRain(pos, pos2, dir, count, colorStart, 0);
+ break;
+
+ case TE_PARTICLESNOW:
+ // general purpose particle effect
+ MSG_ReadVector(pos, cl.protocol); // mins
+ MSG_ReadVector(pos2, cl.protocol); // maxs
+ MSG_ReadVector(dir, cl.protocol); // dir
+ count = (unsigned short) MSG_ReadShort(); // number of particles
+ colorStart = MSG_ReadByte(); // color
+ CL_ParticleRain(pos, pos2, dir, count, colorStart, 1);
+ break;
+
+ case TE_GUNSHOT:
+ // bullet hitting wall
+ MSG_ReadVector(pos, cl.protocol);
+ CL_FindNonSolidLocation(pos, pos, 4);
+ CL_SparkShower(pos, vec3_origin, 15, 1);
+ CL_Smoke(pos, vec3_origin, 15);
+ CL_BulletMark(pos);
+ break;
+
+ case TE_GUNSHOTQUAD:
+ // quad bullet hitting wall
+ MSG_ReadVector(pos, cl.protocol);
+ CL_FindNonSolidLocation(pos, pos, 4);
+ CL_SparkShower(pos, vec3_origin, 15, 1);
+ CL_Smoke(pos, vec3_origin, 15);
+ 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);
+ break;
+
+ case TE_EXPLOSION:
+ // rocket explosion
+ MSG_ReadVector(pos, cl.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);
+ if (gamemode != GAME_NEXUIZ)
+ S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
+ break;
+
+ case TE_EXPLOSIONQUAD:
+ // quad rocket explosion
+ MSG_ReadVector(pos, cl.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);
+ if (gamemode != GAME_NEXUIZ)
+ S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
+ break;
+
+ case TE_EXPLOSION3:
+ // Nehahra movie colored lighting explosion
+ MSG_ReadVector(pos, cl.protocol);
+ CL_FindNonSolidLocation(pos, pos, 10);
+ CL_ParticleExplosion(pos);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ color[0] = MSG_ReadCoord(cl.protocol) * (2.0f / 1.0f);
+ color[1] = MSG_ReadCoord(cl.protocol) * (2.0f / 1.0f);
+ color[2] = MSG_ReadCoord(cl.protocol) * (2.0f / 1.0f);
+ 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);
+ if (gamemode != GAME_NEXUIZ)
+ S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
+ break;
+
+ case TE_EXPLOSIONRGB:
+ // colored lighting explosion
+ MSG_ReadVector(pos, cl.protocol);
+ CL_FindNonSolidLocation(pos, pos, 10);
+ CL_ParticleExplosion(pos);
+ color[0] = MSG_ReadByte() * (2.0f / 255.0f);
+ color[1] = MSG_ReadByte() * (2.0f / 255.0f);
+ color[2] = MSG_ReadByte() * (2.0f / 255.0f);
+ 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);
+ if (gamemode != GAME_NEXUIZ)
+ S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
+ break;
+
+ case TE_TAREXPLOSION:
+ // tarbaby explosion
+ MSG_ReadVector(pos, cl.protocol);
+ CL_FindNonSolidLocation(pos, pos, 10);
+ CL_BlobExplosion(pos);
+
+ if (gamemode != GAME_NEXUIZ)
+ 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, cl.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);
+ break;
+
+ case TE_CUSTOMFLASH:
+ MSG_ReadVector(pos, cl.protocol);
+ CL_FindNonSolidLocation(pos, pos, 4);
+ radius = (MSG_ReadByte() + 1) * 8;
+ velspeed = (MSG_ReadByte() + 1) * (1.0 / 256.0);
+ color[0] = MSG_ReadByte() * (2.0f / 255.0f);
+ color[1] = MSG_ReadByte() * (2.0f / 255.0f);
+ color[2] = MSG_ReadByte() * (2.0f / 255.0f);
+ Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
+ CL_AllocDlight(NULL, &tempmatrix, radius, color[0], color[1], color[2], radius / velspeed, velspeed, 0, -1, true, 1, 0.25, 1, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ break;
+
+ case TE_FLAMEJET:
+ MSG_ReadVector(pos, cl.protocol);
+ MSG_ReadVector(dir, cl.protocol);
+ count = MSG_ReadByte();
+ CL_Flames(pos, dir, count);
+ break;
+
+ case TE_LIGHTNING1:
+ // lightning bolts
+ CL_ParseBeam(cl.model_bolt, true);
+ break;
+
+ case TE_LIGHTNING2:
+ // lightning bolts
+ CL_ParseBeam(cl.model_bolt2, true);
+ break;
+
+ case TE_LIGHTNING3:
+ // lightning bolts
+ CL_ParseBeam(cl.model_bolt3, false);
+ break;
+
+// PGM 01/21/97
+ case TE_BEAM:
+ // grappling hook beam
+ CL_ParseBeam(cl.model_beam, false);
+ break;
+// PGM 01/21/97
+
+// LordHavoc: for compatibility with the Nehahra movie...
+ case TE_LIGHTNING4NEH:
+ CL_ParseBeam(Mod_ForName(MSG_ReadString(), true, false, false), false);
+ break;
+
+ case TE_LAVASPLASH:
+ MSG_ReadVector(pos, cl.protocol);
+ CL_LavaSplash(pos);
+ break;
+
+ case TE_TELEPORT:
+ MSG_ReadVector(pos, cl.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);
+ break;
+
+ case TE_EXPLOSION2:
+ // color mapped explosion
+ MSG_ReadVector(pos, cl.protocol);
+ CL_FindNonSolidLocation(pos, pos, 10);
+ colorStart = MSG_ReadByte();
+ colorLength = MSG_ReadByte();
+ CL_ParticleExplosion2(pos, colorStart, colorLength);
+ tempcolor = (unsigned char *)&palette_complete[(rand()%colorLength) + colorStart];
+ color[0] = tempcolor[0] * (2.0f / 255.0f);
+ color[1] = tempcolor[1] * (2.0f / 255.0f);
+ color[2] = tempcolor[2] * (2.0f / 255.0f);
+ 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);
+ if (gamemode != GAME_NEXUIZ)
+ S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
+ break;
+
+ case TE_TEI_G3:
+ MSG_ReadVector(pos, cl.protocol);
+ MSG_ReadVector(pos2, cl.protocol);
+ MSG_ReadVector(dir, cl.protocol);
+ CL_BeamParticle(pos, pos2, 8, 1, 1, 1, 1, 1);
+ break;
+
+ case TE_TEI_SMOKE:
+ MSG_ReadVector(pos, cl.protocol);
+ MSG_ReadVector(dir, cl.protocol);
+ count = MSG_ReadByte();
+ CL_FindNonSolidLocation(pos, pos, 4);
+ CL_Tei_Smoke(pos, dir, count);
+ break;
+
+ case TE_TEI_BIGEXPLOSION:
+ MSG_ReadVector(pos, cl.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);
+ if (gamemode != GAME_NEXUIZ)
+ S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
+ break;
+
+ case TE_TEI_PLASMAHIT:
+ MSG_ReadVector(pos, cl.protocol);
+ MSG_ReadVector(dir, cl.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);
+ break;
+
+ default:
+ Host_Error("CL_ParseTempEntity: bad type %d (hex %02X)", type, type);
+ }
+}