#include "quakedef.h"
+cvar_t r_glowinglightning = {"r_glowinglightning", "1", true};
+
int num_temp_entities;
entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
beam_t cl_beams[MAX_BEAMS];
*/
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");
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;
+}
+
/*
=================
CL_ParseTEnt
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// LordHavoc: changed to spark shower
- R_SparkShower(pos, vec3_origin, 15, 0);
+ R_SparkShower(pos, vec3_origin, 15);
//R_RunParticleEffect (pos, vec3_origin, 0, 10);
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// LordHavoc: changed to spark shower
- R_SparkShower(pos, vec3_origin, 15, 0);
+ R_SparkShower(pos, vec3_origin, 15);
//R_RunParticleEffect (pos, vec3_origin, 0, 10);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// LordHavoc: changed to dust shower
- R_SparkShower(pos, vec3_origin, 30, 0);
+ R_SparkShower(pos, vec3_origin, 30);
//R_RunParticleEffect (pos, vec3_origin, 0, 20);
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// LordHavoc: changed to dust shower
- R_SparkShower(pos, vec3_origin, 30, 0);
+ R_SparkShower(pos, vec3_origin, 30);
//R_RunParticleEffect (pos, vec3_origin, 0, 20);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dir[1] = MSG_ReadChar ();
dir[2] = MSG_ReadChar ();
count = MSG_ReadByte (); // amount of particles
- R_SparkShower(pos, dir, count, 1);
+ R_BloodPuff(pos);
+ break;
+ case TE_BLOOD2: // blood puff
+ pos[0] = MSG_ReadCoord ();
+ pos[1] = MSG_ReadCoord ();
+ pos[2] = MSG_ReadCoord ();
+ R_BloodPuff(pos);
break;
case TE_SPARK: // spark shower
pos[0] = MSG_ReadCoord ();
dir[1] = MSG_ReadChar ();
dir[2] = MSG_ReadChar ();
count = MSG_ReadByte (); // amount of particles
- R_SparkShower(pos, dir, count, 0);
+ R_SparkShower(pos, dir, count);
break;
// LordHavoc: added for improved gore
case TE_BLOODSHOWER: // vaporized body
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// LordHavoc: changed to dust shower
- R_SparkShower(pos, vec3_origin, 15, 0);
+ R_SparkShower(pos, vec3_origin, 15);
//R_RunParticleEffect (pos, vec3_origin, 0, 20);
break;
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
- R_SparkShower(pos, vec3_origin, 15, 0);
+ R_SparkShower(pos, vec3_origin, 15);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 200;
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
+ FindNonSolidLocation(pos);
R_ParticleExplosion (pos, false);
// R_BlastParticles (pos, 120, 120);
dl = CL_AllocDlight (0);
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
+ FindNonSolidLocation(pos);
R_ParticleExplosion (pos, false);
// R_BlastParticles (pos, 120, 480);
dl = CL_AllocDlight (0);
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
+ FindNonSolidLocation(pos);
R_ParticleExplosion (pos, true);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
+ FindNonSolidLocation(pos);
R_ParticleExplosion (pos, false);
// R_BlastParticles (pos, 120, 120);
dl = CL_AllocDlight (0);
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
+ FindNonSolidLocation(pos);
R_ParticleExplosion (pos, false);
// R_BlastParticles (pos, 120, 120);
dl = CL_AllocDlight (0);
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
+ FindNonSolidLocation(pos);
R_BlobExplosion (pos);
// R_BlastParticles (pos, 120, 120);
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
+ FindNonSolidLocation(pos);
colorStart = MSG_ReadByte ();
colorLength = MSG_ReadByte ();
R_ParticleExplosion2 (pos, colorStart, colorLength);
cl_visedicts[cl_numvisedicts] = ent;
cl_numvisedicts++;
-// ent->colormap = vid.colormap;
- ent->colormap = 0;
+ ent->colormap = -1; // no special coloring
ent->scale = 1;
ent->alpha = 1;
ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = 1;
ent->angles[1] = yaw;
ent->angles[2] = rand()%360;
- dl = CL_AllocDlight (0);
- VectorCopy (ent->origin, dl->origin);
- dl->radius = 100 + (rand()&31);
- dl->die = cl.time + 0.001;
- dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 1;
+ if (r_glowinglightning.value)
+ {
+ dl = CL_AllocDlight (0);
+ VectorCopy (ent->origin, dl->origin);
+ dl->radius = 100 + (rand()&31);
+ dl->die = cl.time + 0.001;
+ dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 1;
+ }
VectorMA(org, 30, dist, org);
d -= 30;