.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 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 != "") { self.origin = p; sound(self, CHAN_AUTO, self.noise, VOL_BASE * self.volume, self.atten); } self.just_toggled = 0; } else if(self.absolute) { ++fail; --i; } } self.origin = 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 f, i; vector v; 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; } .float glow_color; // palette index void Draw_Rain() { te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, self.count * drawframetime, self.glow_color); } void Draw_Snow() { te_particlesnow(self.origin + self.mins, self.origin + self.maxs, self.velocity, self.count * drawframetime, 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; } 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() { vector shotorg, endpos; shotorg_x = ReadCoord(); shotorg_y = ReadCoord(); shotorg_z = ReadCoord(); endpos_x = ReadCoord(); endpos_y = ReadCoord(); endpos_z = ReadCoord(); pointparticles(particleeffectnum("nex_muzzleflash"), shotorg, normalize(endpos - shotorg) * 1000, 1); //draw either the old v2.3 beam or the new beam if (cvar("cl_particles_oldnexbeam") && (getstati(STAT_ALLOW_OLDNEXBEAM) || isdemo())) WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), shotorg, endpos); else WarpZone_TrailParticles(world, particleeffectnum("nex_beam"), shotorg, endpos); }