X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=cl_tent.c;h=f81fa76ad0209383b1ec38b11a69362cb7f85250;hp=22b258bcdc0dce5c148029d765d3cc5d22138330;hb=a76b746a4cd4e319c9629348ad2fb6563ef49393;hpb=f9605292b17719532eac0b3c7ccd6341b671d684;ds=sidebyside diff --git a/cl_tent.c b/cl_tent.c index 22b258bc..f81fa76a 100644 --- a/cl_tent.c +++ b/cl_tent.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -21,19 +21,18 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -cvar_t r_glowinglightning = {"r_glowinglightning", "1", true}; +model_t *cl_model_bolt = NULL; +model_t *cl_model_bolt2 = NULL; +model_t *cl_model_bolt3 = NULL; +model_t *cl_model_beam = NULL; -int num_temp_entities; -entity_t cl_temp_entities[MAX_TEMP_ENTITIES]; -beam_t cl_beams[MAX_BEAMS]; - -sfx_t *cl_sfx_wizhit; -sfx_t *cl_sfx_knighthit; -sfx_t *cl_sfx_tink1; -sfx_t *cl_sfx_ric1; -sfx_t *cl_sfx_ric2; -sfx_t *cl_sfx_ric3; -sfx_t *cl_sfx_r_exp3; +sfx_t *cl_sfx_wizhit; +sfx_t *cl_sfx_knighthit; +sfx_t *cl_sfx_tink1; +sfx_t *cl_sfx_ric1; +sfx_t *cl_sfx_ric2; +sfx_t *cl_sfx_ric3; +sfx_t *cl_sfx_r_exp3; /* ================= @@ -42,14 +41,13 @@ CL_ParseTEnt */ void CL_InitTEnts (void) { - Cvar_RegisterVariable(&r_glowinglightning); - cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav"); - cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav"); - cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav"); - cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav"); - cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav"); - cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav"); - cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav"); + cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav", false); + cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav", false); + cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav", false); + cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav", false); + cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav", false); + cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav", false); + cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav", false); } /* @@ -59,29 +57,30 @@ CL_ParseBeam */ void CL_ParseBeam (model_t *m) { - int ent; - vec3_t start, end; - beam_t *b; - int i; - + int i, ent; + vec3_t start, end; + beam_t *b; + ent = MSG_ReadShort (); MSG_ReadVector(start); MSG_ReadVector(end); -// override any beam with the same entity - for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++) + // override any beam with the same entity + for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) + { if (b->entity == ent) { - b->entity = ent; + //b->entity = ent; b->model = m; b->endtime = cl.time + 0.2; VectorCopy (start, b->start); VectorCopy (end, b->end); return; } + } -// find a free beam - for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++) + // find a free beam + for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) { if (!b->model || b->endtime < cl.time) { @@ -93,28 +92,9 @@ void CL_ParseBeam (model_t *m) return; } } - Con_Printf ("beam list overflow!\n"); + Con_Printf ("beam list overflow!\n"); } -//void R_BlastParticles(vec3_t org, vec_t radius, vec_t power); -void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count); -void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel); -void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type); - -// attempts to find the nearest non-solid location, used for explosions mainly -void FindNonSolidLocation(vec3_t pos) -{ - if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; - pos[0]-=1;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; - pos[0]+=2;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; - pos[0]-=1; - pos[1]-=1;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; - pos[1]+=2;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; - pos[1]-=1; - pos[2]-=1;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; - pos[2]+=2;if (SV_HullPointContents (cl.worldmodel->hulls, 0, pos) != CONTENTS_SOLID) return; - pos[2]-=1; -} /* ================= @@ -123,35 +103,41 @@ CL_ParseTEnt */ void CL_ParseTEnt (void) { - int type; - vec3_t pos; - vec3_t dir; - vec3_t pos2; - int rnd; - int colorStart, colorLength, count; - float velspeed, radius; - byte *tempcolor; + int type; + vec3_t pos; + vec3_t dir; + vec3_t pos2; + vec3_t color; + int rnd; + int colorStart, colorLength, count; + float velspeed, radius; + qbyte *tempcolor; type = MSG_ReadByte (); switch (type) { - case TE_WIZSPIKE: // spike hitting wall + case TE_WIZSPIKE: + // spike hitting wall MSG_ReadVector(pos); - R_RunParticleEffect (pos, vec3_origin, 20, 30); + Mod_FindNonSolidLocation(pos, cl.worldmodel); + CL_RunParticleEffect (pos, vec3_origin, 20, 30); S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1); break; - - case TE_KNIGHTSPIKE: // spike hitting wall + + case TE_KNIGHTSPIKE: + // spike hitting wall MSG_ReadVector(pos); - R_RunParticleEffect (pos, vec3_origin, 226, 20); + Mod_FindNonSolidLocation(pos, cl.worldmodel); + CL_RunParticleEffect (pos, vec3_origin, 226, 20); S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1); break; - - case TE_SPIKE: // spike hitting wall + + case TE_SPIKE: + // spike hitting wall MSG_ReadVector(pos); + Mod_FindNonSolidLocation(pos, cl.worldmodel); // LordHavoc: changed to spark shower - R_SparkShower(pos, vec3_origin, 15); - //R_RunParticleEffect (pos, vec3_origin, 0, 10); + CL_SparkShower(pos, vec3_origin, 15); if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else @@ -165,11 +151,12 @@ void CL_ParseTEnt (void) S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; - case TE_SPIKEQUAD: // quad spike hitting wall + case TE_SPIKEQUAD: + // quad spike hitting wall MSG_ReadVector(pos); + Mod_FindNonSolidLocation(pos, cl.worldmodel); // LordHavoc: changed to spark shower - R_SparkShower(pos, vec3_origin, 15); - //R_RunParticleEffect (pos, vec3_origin, 0, 10); + CL_SparkShower(pos, vec3_origin, 15); CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); if ( rand() % 5 ) @@ -185,11 +172,12 @@ void CL_ParseTEnt (void) S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; - case TE_SUPERSPIKE: // super spike hitting wall + case TE_SUPERSPIKE: + // super spike hitting wall MSG_ReadVector(pos); + Mod_FindNonSolidLocation(pos, cl.worldmodel); // LordHavoc: changed to dust shower - R_SparkShower(pos, vec3_origin, 30); - //R_RunParticleEffect (pos, vec3_origin, 0, 20); + CL_SparkShower(pos, vec3_origin, 30); if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); else @@ -203,11 +191,12 @@ void CL_ParseTEnt (void) S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1); } break; - case TE_SUPERSPIKEQUAD: // quad super spike hitting wall + case TE_SUPERSPIKEQUAD: + // quad super spike hitting wall MSG_ReadVector(pos); + Mod_FindNonSolidLocation(pos, cl.worldmodel); // LordHavoc: changed to dust shower - R_SparkShower(pos, vec3_origin, 30); - //R_RunParticleEffect (pos, vec3_origin, 0, 20); + CL_SparkShower(pos, vec3_origin, 30); CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2); if ( rand() % 5 ) S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1); @@ -223,35 +212,47 @@ void CL_ParseTEnt (void) } break; // LordHavoc: added for improved blood splatters - case TE_BLOOD: // blood puff + case TE_BLOOD: + // blood puff MSG_ReadVector(pos); dir[0] = MSG_ReadChar (); dir[1] = MSG_ReadChar (); dir[2] = MSG_ReadChar (); - count = MSG_ReadByte (); // amount of particles - R_BloodPuff(pos, dir, count); + count = MSG_ReadByte (); + CL_BloodPuff(pos, dir, count); break; - case TE_BLOOD2: // blood puff + case TE_BLOOD2: + // blood puff MSG_ReadVector(pos); - R_BloodPuff(pos, vec3_origin, 10); + CL_BloodPuff(pos, vec3_origin, 10); break; - case TE_SPARK: // spark shower + case TE_SPARK: + // spark shower MSG_ReadVector(pos); dir[0] = MSG_ReadChar (); dir[1] = MSG_ReadChar (); dir[2] = MSG_ReadChar (); - count = MSG_ReadByte (); // amount of particles - R_SparkShower(pos, dir, count); + count = MSG_ReadByte (); + Mod_FindNonSolidLocation(pos, cl.worldmodel); + CL_SparkShower(pos, dir, count); + break; + case TE_PLASMABURN: + MSG_ReadVector(pos); + Mod_FindNonSolidLocation(pos, cl.worldmodel); + CL_AllocDlight (NULL, pos, 200, 1, 1, 1, 1000, 0.2); + CL_PlasmaBurn(pos); break; // LordHavoc: added for improved gore - case TE_BLOODSHOWER: // vaporized body + case TE_BLOODSHOWER: + // vaporized body MSG_ReadVector(pos); // mins MSG_ReadVector(pos2); // maxs velspeed = MSG_ReadCoord (); // speed count = MSG_ReadShort (); // number of particles - R_BloodShower(pos, pos2, velspeed, count); + CL_BloodShower(pos, pos2, velspeed, count); break; - case TE_PARTICLECUBE: // general purpose particle effect + case TE_PARTICLECUBE: + // general purpose particle effect MSG_ReadVector(pos); // mins MSG_ReadVector(pos2); // maxs MSG_ReadVector(dir); // dir @@ -259,91 +260,90 @@ void CL_ParseTEnt (void) colorStart = MSG_ReadByte (); // color colorLength = MSG_ReadByte (); // gravity (1 or 0) velspeed = MSG_ReadCoord (); // randomvel - R_ParticleCube(pos, pos2, dir, count, colorStart, colorLength, velspeed); + CL_ParticleCube(pos, pos2, dir, count, colorStart, colorLength, velspeed); break; - case TE_PARTICLERAIN: // general purpose particle effect + case TE_PARTICLERAIN: + // general purpose particle effect MSG_ReadVector(pos); // mins MSG_ReadVector(pos2); // maxs MSG_ReadVector(dir); // dir count = MSG_ReadShort (); // number of particles colorStart = MSG_ReadByte (); // color - R_ParticleRain(pos, pos2, dir, count, colorStart, 0); + CL_ParticleRain(pos, pos2, dir, count, colorStart, 0); break; - case TE_PARTICLESNOW: // general purpose particle effect + case TE_PARTICLESNOW: + // general purpose particle effect MSG_ReadVector(pos); // mins MSG_ReadVector(pos2); // maxs MSG_ReadVector(dir); // dir count = MSG_ReadShort (); // number of particles colorStart = MSG_ReadByte (); // color - R_ParticleRain(pos, pos2, dir, count, colorStart, 1); + CL_ParticleRain(pos, pos2, dir, count, colorStart, 1); break; - case TE_GUNSHOT: // bullet hitting wall + case TE_GUNSHOT: + // bullet hitting wall MSG_ReadVector(pos); + Mod_FindNonSolidLocation(pos, cl.worldmodel); // LordHavoc: changed to dust shower - R_SparkShower(pos, vec3_origin, 15); - //R_RunParticleEffect (pos, vec3_origin, 0, 20); + CL_SparkShower(pos, vec3_origin, 15); break; - case TE_GUNSHOTQUAD: // quad bullet hitting wall + case TE_GUNSHOTQUAD: + // quad bullet hitting wall MSG_ReadVector(pos); - R_SparkShower(pos, vec3_origin, 15); + Mod_FindNonSolidLocation(pos, cl.worldmodel); + CL_SparkShower(pos, vec3_origin, 15); CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2); break; - case TE_EXPLOSION: // rocket explosion + case TE_EXPLOSION: + // rocket explosion MSG_ReadVector(pos); - FindNonSolidLocation(pos); - R_ParticleExplosion (pos, false); -// R_BlastParticles (pos, 120, 120); - CL_AllocDlight (NULL, pos, 350, 1.0f, 0.8f, 0.4f, 700, 0.5); + Mod_FindNonSolidLocation(pos, cl.worldmodel); + CL_ParticleExplosion (pos, false); + // LordHavoc: boosted color from 1.0, 0.8, 0.4 to 1.25, 1.0, 0.5 + CL_AllocDlight (NULL, pos, 350, 1.25f, 1.0f, 0.5f, 700, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; - case TE_EXPLOSIONQUAD: // quad rocket explosion + case TE_EXPLOSIONQUAD: + // quad rocket explosion MSG_ReadVector(pos); - FindNonSolidLocation(pos); - R_ParticleExplosion (pos, false); -// R_BlastParticles (pos, 120, 480); + Mod_FindNonSolidLocation(pos, cl.worldmodel); + CL_ParticleExplosion (pos, false); CL_AllocDlight (NULL, pos, 600, 0.5f, 0.4f, 1.0f, 1200, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; - /* - case TE_SMOKEEXPLOSION: // rocket explosion with a cloud of smoke + case TE_EXPLOSION3: + // Nehahra movie colored lighting explosion MSG_ReadVector(pos); - FindNonSolidLocation(pos); - R_ParticleExplosion (pos, true); - CL_AllocDlight (NULL, pos, 350, 1.0f, 0.8f, 0.4f, 700, 0.5); - S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); - break; - */ - - case TE_EXPLOSION3: // Nehahra movie colored lighting explosion - MSG_ReadVector(pos); - FindNonSolidLocation(pos); - R_ParticleExplosion (pos, false); -// R_BlastParticles (pos, 120, 120); + Mod_FindNonSolidLocation(pos, cl.worldmodel); + CL_ParticleExplosion (pos, false); CL_AllocDlight (NULL, pos, 350, MSG_ReadCoord(), MSG_ReadCoord(), MSG_ReadCoord(), 700, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; - case TE_EXPLOSIONRGB: // colored lighting explosion + case TE_EXPLOSIONRGB: + // colored lighting explosion MSG_ReadVector(pos); - FindNonSolidLocation(pos); - R_ParticleExplosion (pos, false); -// R_BlastParticles (pos, 120, 120); - CL_AllocDlight (NULL, pos, 350, MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), 700, 0.5); + Mod_FindNonSolidLocation(pos, cl.worldmodel); + CL_ParticleExplosion (pos, false); + color[0] = MSG_ReadByte() * (1.0 / 255.0); + color[1] = MSG_ReadByte() * (1.0 / 255.0); + color[2] = MSG_ReadByte() * (1.0 / 255.0); + CL_AllocDlight (NULL, pos, 350, color[0], color[1], color[2], 700, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; - case TE_TAREXPLOSION: // tarbaby explosion + case TE_TAREXPLOSION: + // tarbaby explosion MSG_ReadVector(pos); - FindNonSolidLocation(pos); - R_BlobExplosion (pos); -// R_BlastParticles (pos, 120, 120); + Mod_FindNonSolidLocation(pos, cl.worldmodel); + CL_BlobExplosion (pos); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); CL_AllocDlight (NULL, pos, 600, 0.8f, 0.4f, 1.0f, 1200, 0.5); @@ -352,80 +352,101 @@ void CL_ParseTEnt (void) case TE_SMALLFLASH: MSG_ReadVector(pos); - FindNonSolidLocation(pos); + Mod_FindNonSolidLocation(pos, cl.worldmodel); CL_AllocDlight (NULL, pos, 200, 1, 1, 1, 1000, 0.2); break; case TE_CUSTOMFLASH: MSG_ReadVector(pos); - FindNonSolidLocation(pos); + Mod_FindNonSolidLocation(pos, cl.worldmodel); radius = MSG_ReadByte() * 8; velspeed = (MSG_ReadByte() + 1) * (1.0 / 256.0); - CL_AllocDlight (NULL, pos, radius, MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), radius / velspeed, velspeed); + color[0] = MSG_ReadByte() * (1.0 / 255.0); + color[1] = MSG_ReadByte() * (1.0 / 255.0); + color[2] = MSG_ReadByte() * (1.0 / 255.0); + CL_AllocDlight (NULL, pos, radius, color[0], color[1], color[2], radius / velspeed, velspeed); break; case TE_FLAMEJET: MSG_ReadVector(pos); MSG_ReadVector(dir); count = MSG_ReadByte(); - R_Flames(pos, dir, count); + CL_Flames(pos, dir, count); break; - case TE_LIGHTNING1: // lightning bolts - CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true)); + case TE_LIGHTNING1: + // lightning bolts + if (!cl_model_bolt) + cl_model_bolt = Mod_ForName("progs/bolt.mdl", true, false, false); + CL_ParseBeam (cl_model_bolt); break; - - case TE_LIGHTNING2: // lightning bolts - CL_ParseBeam (Mod_ForName("progs/bolt2.mdl", true)); + + case TE_LIGHTNING2: + // lightning bolts + if (!cl_model_bolt2) + cl_model_bolt2 = Mod_ForName("progs/bolt2.mdl", true, false, false); + CL_ParseBeam (cl_model_bolt2); break; - - case TE_LIGHTNING3: // lightning bolts - CL_ParseBeam (Mod_ForName("progs/bolt3.mdl", true)); + + case TE_LIGHTNING3: + // lightning bolts + if (!cl_model_bolt3) + cl_model_bolt3 = Mod_ForName("progs/bolt3.mdl", true, false, false); + CL_ParseBeam (cl_model_bolt3); break; -// PGM 01/21/97 - case TE_BEAM: // grappling hook beam - CL_ParseBeam (Mod_ForName("progs/beam.mdl", true)); +// PGM 01/21/97 + case TE_BEAM: + // grappling hook beam + if (!cl_model_beam) + cl_model_beam = Mod_ForName("progs/beam.mdl", true, false, false); + CL_ParseBeam (cl_model_beam); break; // PGM 01/21/97 // LordHavoc: for compatibility with the Nehahra movie... case TE_LIGHTNING4NEH: - CL_ParseBeam (Mod_ForName(MSG_ReadString(), true)); + CL_ParseBeam (Mod_ForName(MSG_ReadString(), true, false, false)); break; - case TE_LAVASPLASH: + case TE_LAVASPLASH: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); - R_LavaSplash (pos); + CL_LavaSplash (pos); break; - + case TE_TELEPORT: pos[0] = MSG_ReadCoord (); pos[1] = MSG_ReadCoord (); pos[2] = MSG_ReadCoord (); - R_TeleportSplash (pos); + CL_AllocDlight (NULL, pos, 1000, 1.25f, 1.25f, 1.25f, 3000, 99.0f); +// CL_TeleportSplash (pos); break; - - case TE_EXPLOSION2: // color mapped explosion + + case TE_EXPLOSION2: + // color mapped explosion MSG_ReadVector(pos); - FindNonSolidLocation(pos); + Mod_FindNonSolidLocation(pos, cl.worldmodel); colorStart = MSG_ReadByte (); colorLength = MSG_ReadByte (); - R_ParticleExplosion2 (pos, colorStart, colorLength); -// R_BlastParticles (pos, 80, 80); - tempcolor = (byte *)&d_8to24table[(rand()%colorLength) + colorStart]; + CL_ParticleExplosion2 (pos, colorStart, colorLength); + tempcolor = (qbyte *)&d_8to24table[(rand()%colorLength) + colorStart]; CL_AllocDlight (NULL, pos, 350, tempcolor[0] * (1.0f / 255.0f), tempcolor[1] * (1.0f / 255.0f), tempcolor[2] * (1.0f / 255.0f), 700, 0.5); S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1); break; - + default: Host_Error ("CL_ParseTEnt: bad type %d", type); } } +void CL_ClearTempEntities (void) +{ + cl_num_temp_entities = 0; +} + /* ================= CL_NewTempEntity @@ -433,43 +454,33 @@ CL_NewTempEntity */ entity_t *CL_NewTempEntity (void) { - entity_t *ent; + entity_t *ent; - if (cl_numvisedicts >= MAX_VISEDICTS) + if (r_refdef.numentities >= r_refdef.maxentities) return NULL; - if (num_temp_entities >= MAX_TEMP_ENTITIES) + if (cl_num_temp_entities >= cl_max_temp_entities) return NULL; - ent = &cl_temp_entities[num_temp_entities++]; + ent = &cl_temp_entities[cl_num_temp_entities++]; memset (ent, 0, sizeof(*ent)); - cl_visedicts[cl_numvisedicts++] = ent; + r_refdef.entities[r_refdef.numentities++] = &ent->render; ent->render.colormap = -1; // no special coloring ent->render.scale = 1; ent->render.alpha = 1; - ent->render.colormod[0] = ent->render.colormod[1] = ent->render.colormod[2] = 1; return ent; } - -/* -================= -CL_UpdateTEnts -================= -*/ -void CL_UpdateTEnts (void) +void CL_RelinkBeams (void) { - int i; - beam_t *b; - vec3_t dist, org; - float d; - entity_t *ent; - float yaw, pitch; - float forward; - - num_temp_entities = 0; - -// update lightning - for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++) + int i; + beam_t *b; + vec3_t dist, org; + float d; + entity_t *ent; + float yaw, pitch; + float forward; + + for (i = 0, b = cl_beams;i < cl_max_beams;i++, b++) { if (!b->model || b->endtime < cl.time) continue; @@ -494,7 +505,7 @@ void CL_UpdateTEnts (void) yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI); if (yaw < 0) yaw += 360; - + forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]); pitch = (int) (atan2(dist[2], forward) * 180 / M_PI); if (pitch < 0) @@ -515,15 +526,8 @@ void CL_UpdateTEnts (void) ent->render.angles[0] = pitch; ent->render.angles[1] = yaw; ent->render.angles[2] = rand()%360; - - if (r_glowinglightning.value > 0) - CL_AllocDlight(ent, ent->render.origin, lhrandom(100, 120), r_glowinglightning.value * 0.25f, r_glowinglightning.value * 0.25f, r_glowinglightning.value * 0.25f, 0, 0); - VectorMA(org, 30, dist, org); d -= 30; } } - } - -