--- /dev/null
+#include "rainsnow.qh"
+REGISTER_NET_LINKED(ENT_CLIENT_RAINSNOW)
+
+#ifdef SVQC
+bool rainsnow_SendEntity(entity this, entity to, float sf)
+{
+ vector myorg = this.origin + this.mins;
+ vector mysize = this.maxs - this.mins;
+ WriteHeader(MSG_ENTITY, ENT_CLIENT_RAINSNOW);
+ WriteByte(MSG_ENTITY, this.state);
+ WriteVector(MSG_ENTITY, myorg);
+ WriteVector(MSG_ENTITY, mysize);
+ WriteShort(MSG_ENTITY, compressShortVector(this.dest));
+ WriteShort(MSG_ENTITY, this.count);
+ WriteByte(MSG_ENTITY, this.cnt);
+ return true;
+}
+
+/*QUAKED spawnfunc_func_rain (0 .5 .8) ?
+This is an invisible area like a trigger, which rain falls inside of.
+
+Keys:
+"velocity"
+ falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
+"cnt"
+ sets color of rain (default 12 - white)
+"count"
+ adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
+*/
+spawnfunc(func_rain)
+{
+ this.dest = this.velocity;
+ this.velocity = '0 0 0';
+ if (!this.dest)
+ this.dest = '0 0 -700';
+ this.angles = '0 0 0';
+ set_movetype(this, MOVETYPE_NONE);
+ this.solid = SOLID_NOT;
+ SetBrushEntityModel(this);
+ if (!this.cnt)
+ {
+ this.cnt = 12;
+ }
+ if (!this.count)
+ this.count = 2000;
+ // relative to absolute particle count
+ this.count = 0.1 * this.count * (this.size_x / 1024) * (this.size_y / 1024);
+ if (this.count < 1)
+ this.count = 1;
+ if(this.count > 65535)
+ this.count = 65535;
+
+ this.state = RAINSNOW_RAIN;
+
+ Net_LinkEntity(this, false, 0, rainsnow_SendEntity);
+}
+
+
+/*QUAKED spawnfunc_func_snow (0 .5 .8) ?
+This is an invisible area like a trigger, which snow falls inside of.
+
+Keys:
+"velocity"
+ falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
+"cnt"
+ sets color of rain (default 12 - white)
+"count"
+ adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
+*/
+spawnfunc(func_snow)
+{
+ this.dest = this.velocity;
+ this.velocity = '0 0 0';
+ if (!this.dest)
+ this.dest = '0 0 -300';
+ this.angles = '0 0 0';
+ set_movetype(this, MOVETYPE_NONE);
+ this.solid = SOLID_NOT;
+ SetBrushEntityModel(this);
+ if (!this.cnt)
+ {
+ this.cnt = 12;
+ }
+ if (!this.count)
+ this.count = 2000;
+ // relative to absolute particle count
+ this.count = 0.1 * this.count * (this.size_x / 1024) * (this.size_y / 1024);
+ if (this.count < 1)
+ this.count = 1;
+ if(this.count > 65535)
+ this.count = 65535;
+
+ this.state = RAINSNOW_SNOW;
+
+ Net_LinkEntity(this, false, 0, rainsnow_SendEntity);
+}
+#elif defined(CSQC)
+float autocvar_cl_rainsnow_maxdrawdist = 2048;
+
+void Draw_Rain(entity this)
+{
+ vector maxdist = '1 1 0' * autocvar_cl_rainsnow_maxdrawdist;
+ maxdist.z = 5;
+ if(boxesoverlap(vec2(view_origin) - maxdist, vec2(view_origin) + maxdist, vec2(this.absmin) - '0 0 5', vec2(this.absmax) + '0 0 5'))
+ //if(autocvar_cl_rainsnow_maxdrawdist <= 0 || vdist(vec2(this.origin) - vec2(this.absmin + this.absmax * 0.5), <=, autocvar_cl_rainsnow_maxdrawdist))
+ te_particlerain(this.origin + this.mins, this.origin + this.maxs, this.velocity, floor(this.count * drawframetime + random()), this.glow_color);
+}
+
+void Draw_Snow(entity this)
+{
+ vector maxdist = '1 1 0' * autocvar_cl_rainsnow_maxdrawdist;
+ maxdist.z = 5;
+ if(boxesoverlap(vec2(view_origin) - maxdist, vec2(view_origin) + maxdist, vec2(this.absmin) - '0 0 5', vec2(this.absmax) + '0 0 5'))
+ //if(autocvar_cl_rainsnow_maxdrawdist <= 0 || vdist(vec2(this.origin) - vec2(this.absmin + this.absmax * 0.5), <=, autocvar_cl_rainsnow_maxdrawdist))
+ te_particlesnow(this.origin + this.mins, this.origin + this.maxs, this.velocity, floor(this.count * drawframetime + random()), this.glow_color);
+}
+
+NET_HANDLE(ENT_CLIENT_RAINSNOW, bool isnew)
+{
+ this.state = ReadByte(); // Rain, Snow, or Whatever
+ this.origin = ReadVector();
+ this.maxs = ReadVector();
+ this.velocity = decompressShortVector(ReadShort());
+ this.count = ReadShort();
+ this.glow_color = ReadByte(); // color
+
+ return = true;
+
+ this.mins = -0.5 * this.maxs;
+ this.maxs = 0.5 * this.maxs;
+ this.origin = this.origin - this.mins;
+
+ setorigin(this, this.origin);
+ setsize(this, this.mins, this.maxs);
+ this.solid = SOLID_NOT;
+ if (isnew) IL_PUSH(g_drawables, this);
+ if(this.state == RAINSNOW_RAIN)
+ this.draw = Draw_Rain;
+ else
+ this.draw = Draw_Snow;
+}
+#endif