.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 != "") { 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 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, 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_oldnexbeam && (getstati(STAT_ALLOW_OLDNEXBEAM) || 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(!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; }