#include "particles.qh" void Draw_PointParticles() { float n, i, fail; vector p; vector sz; vector o; o = self.origin; sz = self.maxs - self.mins; n = BGMScript(self); if(self.absolute == 2) { if(n >= 0) n = self.just_toggled ? self.impulse : 0; else n = self.impulse * drawframetime; } else { n *= self.impulse * drawframetime; if(self.just_toggled) if(n < 1) n = 1; } if(n == 0) return; fail = 0; 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; if(WarpZoneLib_BoxTouchesBrush(p, p, self, world)) { if(self.movedir != '0 0 0') { traceline(p, p + normalize(self.movedir) * 4096, 0, world); p = trace_endpos; pointparticles(self.cnt, p, trace_plane_normal * vlen(self.movedir) + self.velocity + randomvec() * self.waterlevel, self.count); } else { pointparticles(self.cnt, p, self.velocity + randomvec() * self.waterlevel, self.count); } if(self.noise != "") { setorigin(self, p); sound(self, CH_AMBIENT, self.noise, VOL_BASE * self.volume, self.atten); } self.just_toggled = 0; } else if(self.absolute) { ++fail; --i; } } setorigin(self, o); } void Ent_PointParticles_Remove() { if(self.noise) strunzone(self.noise); self.noise = string_null; if(self.bgmscript) strunzone(self.bgmscript); self.bgmscript = string_null; } void Ent_PointParticles() { float i; vector v; int f = ReadByte(); if(f & 2) { i = ReadCoord(); // density (<0: point, >0: volume) if(i && !self.impulse && self.cnt) // self.cnt check is so it only happens if the ent already existed self.just_toggled = 1; self.impulse = i; } if(f & 4) { self.origin_x = ReadCoord(); self.origin_y = ReadCoord(); self.origin_z = ReadCoord(); } if(f & 1) { self.modelindex = ReadShort(); if(f & 0x80) { if(self.modelindex) { self.mins_x = ReadCoord(); self.mins_y = ReadCoord(); self.mins_z = ReadCoord(); self.maxs_x = ReadCoord(); self.maxs_y = ReadCoord(); self.maxs_z = ReadCoord(); } else { self.mins = '0 0 0'; self.maxs_x = ReadCoord(); self.maxs_y = ReadCoord(); self.maxs_z = ReadCoord(); } } else { self.mins = self.maxs = '0 0 0'; } self.cnt = ReadShort(); // effect number if(f & 0x20) { self.velocity = decompressShortVector(ReadShort()); self.movedir = decompressShortVector(ReadShort()); } else { self.velocity = self.movedir = '0 0 0'; } if(f & 0x40) { self.waterlevel = ReadShort() / 16.0; self.count = ReadByte() / 16.0; } else { self.waterlevel = 0; self.count = 1; } if(self.noise) strunzone(self.noise); if(self.bgmscript) strunzone(self.bgmscript); self.noise = strzone(ReadString()); if(self.noise != "") { self.atten = ReadByte() / 64.0; self.volume = ReadByte() / 255.0; } self.bgmscript = strzone(ReadString()); if(self.bgmscript != "") { self.bgmscriptattack = ReadByte() / 64.0; self.bgmscriptdecay = ReadByte() / 64.0; self.bgmscriptsustain = ReadByte() / 255.0; self.bgmscriptrelease = ReadByte() / 64.0; } BGMScript_InitEntity(self); } if(f & 2) { self.absolute = (self.impulse >= 0); if(!self.absolute) { v = self.maxs - self.mins; self.impulse *= -v.x * v.y * v.z / 262144; // relative: particles per 64^3 cube } } if(f & 0x10) self.absolute = 2; setorigin(self, self.origin); setsize(self, self.mins, self.maxs); self.solid = SOLID_NOT; self.draw = Draw_PointParticles; self.entremove = Ent_PointParticles_Remove; } void Draw_Rain() { te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color); } void Draw_Snow() { te_particlesnow(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color); } void Ent_RainOrSnow() { self.impulse = ReadByte(); // Rain, Snow, or Whatever self.origin_x = ReadCoord(); self.origin_y = ReadCoord(); self.origin_z = ReadCoord(); self.maxs_x = ReadCoord(); self.maxs_y = ReadCoord(); self.maxs_z = ReadCoord(); self.velocity = decompressShortVector(ReadShort()); self.count = ReadShort() * 10; self.glow_color = ReadByte(); // color self.mins = -0.5 * self.maxs; self.maxs = 0.5 * self.maxs; self.origin = self.origin - self.mins; setorigin(self, self.origin); setsize(self, self.mins, self.maxs); self.solid = SOLID_NOT; if(self.impulse) self.draw = Draw_Rain; else self.draw = Draw_Snow; } 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(); 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_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); }