This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
#include "quakedef.h"
-cvar_t r_glowinglightning = {"r_glowinglightning", "1", true};
+cvar_t r_glowinglightning = {CVAR_SAVE, "r_glowinglightning", "1"};
int num_temp_entities;
entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
int i;
ent = MSG_ReadShort ();
-
- start[0] = MSG_ReadCoord ();
- start[1] = MSG_ReadCoord ();
- start[2] = MSG_ReadCoord ();
-
- end[0] = MSG_ReadCoord ();
- end[1] = MSG_ReadCoord ();
- end[2] = MSG_ReadCoord ();
+ MSG_ReadVector(start);
+ MSG_ReadVector(end);
// override any beam with the same entity
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
vec3_t pos;
vec3_t dir;
vec3_t pos2;
- dlight_t *dl;
int rnd;
int colorStart, colorLength, count;
- float velspeed;
+ float velspeed, radius;
byte *tempcolor;
type = MSG_ReadByte ();
switch (type)
{
case TE_WIZSPIKE: // spike hitting wall
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
R_RunParticleEffect (pos, vec3_origin, 20, 30);
S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
break;
case TE_KNIGHTSPIKE: // spike hitting wall
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
R_RunParticleEffect (pos, vec3_origin, 226, 20);
S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
break;
case TE_SPIKE: // spike hitting wall
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
// LordHavoc: changed to spark shower
R_SparkShower(pos, vec3_origin, 15);
//R_RunParticleEffect (pos, vec3_origin, 0, 10);
}
break;
case TE_SPIKEQUAD: // quad spike hitting wall
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
// LordHavoc: changed to spark shower
R_SparkShower(pos, vec3_origin, 15);
//R_RunParticleEffect (pos, vec3_origin, 0, 10);
- dl = CL_AllocDlight (0);
- VectorCopy (pos, dl->origin);
- dl->radius = 200;
- dl->die = cl.time + 0.2;
- dl->decay = 1000;
- dl->color[0] = 0.05;dl->color[1] = 0.05;dl->color[2] = 0.8;
+ CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
}
break;
case TE_SUPERSPIKE: // super spike hitting wall
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
// LordHavoc: changed to dust shower
R_SparkShower(pos, vec3_origin, 30);
//R_RunParticleEffect (pos, vec3_origin, 0, 20);
}
break;
case TE_SUPERSPIKEQUAD: // quad super spike hitting wall
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
// LordHavoc: changed to dust shower
R_SparkShower(pos, vec3_origin, 30);
//R_RunParticleEffect (pos, vec3_origin, 0, 20);
- dl = CL_AllocDlight (0);
- VectorCopy (pos, dl->origin);
- dl->radius = 200;
- dl->die = cl.time + 0.2;
- dl->decay = 1000;
- dl->color[0] = 0.05;dl->color[1] = 0.05;dl->color[2] = 0.8;
+ CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
else
break;
// LordHavoc: added for improved blood splatters
case TE_BLOOD: // blood puff
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
dir[0] = MSG_ReadChar ();
dir[1] = MSG_ReadChar ();
dir[2] = MSG_ReadChar ();
count = MSG_ReadByte (); // amount of particles
- R_BloodPuff(pos);
+ R_BloodPuff(pos, dir, count);
break;
case TE_BLOOD2: // blood puff
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
- R_BloodPuff(pos);
+ MSG_ReadVector(pos);
+ R_BloodPuff(pos, vec3_origin, 10);
break;
case TE_SPARK: // spark shower
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
dir[0] = MSG_ReadChar ();
dir[1] = MSG_ReadChar ();
dir[2] = MSG_ReadChar ();
break;
// LordHavoc: added for improved gore
case TE_BLOODSHOWER: // vaporized body
- pos[0] = MSG_ReadCoord (); // mins
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
- dir[0] = MSG_ReadCoord (); // maxs
- dir[1] = MSG_ReadCoord ();
- dir[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos); // mins
+ MSG_ReadVector(pos2); // maxs
velspeed = MSG_ReadCoord (); // speed
count = MSG_ReadShort (); // number of particles
- R_BloodShower(pos, dir, velspeed, count);
+ R_BloodShower(pos, pos2, velspeed, count);
break;
case TE_PARTICLECUBE: // general purpose particle effect
- pos[0] = MSG_ReadCoord (); // mins
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
- pos2[0] = MSG_ReadCoord (); // maxs
- pos2[1] = MSG_ReadCoord ();
- pos2[2] = MSG_ReadCoord ();
- dir[0] = MSG_ReadCoord (); // dir
- dir[1] = MSG_ReadCoord ();
- dir[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos); // mins
+ MSG_ReadVector(pos2); // maxs
+ MSG_ReadVector(dir); // dir
count = MSG_ReadShort (); // number of particles
colorStart = MSG_ReadByte (); // color
colorLength = MSG_ReadByte (); // gravity (1 or 0)
break;
case TE_PARTICLERAIN: // general purpose particle effect
- pos[0] = MSG_ReadCoord (); // mins
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
- pos2[0] = MSG_ReadCoord (); // maxs
- pos2[1] = MSG_ReadCoord ();
- pos2[2] = MSG_ReadCoord ();
- dir[0] = MSG_ReadCoord (); // dir
- dir[1] = MSG_ReadCoord ();
- dir[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos); // mins
+ MSG_ReadVector(pos2); // maxs
+ MSG_ReadVector(dir); // dir
count = MSG_ReadShort (); // number of particles
colorStart = MSG_ReadByte (); // color
R_ParticleRain(pos, pos2, dir, count, colorStart, 0);
break;
case TE_PARTICLESNOW: // general purpose particle effect
- pos[0] = MSG_ReadCoord (); // mins
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
- pos2[0] = MSG_ReadCoord (); // maxs
- pos2[1] = MSG_ReadCoord ();
- pos2[2] = MSG_ReadCoord ();
- dir[0] = MSG_ReadCoord (); // dir
- dir[1] = MSG_ReadCoord ();
- dir[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos); // mins
+ MSG_ReadVector(pos2); // maxs
+ MSG_ReadVector(dir); // dir
count = MSG_ReadShort (); // number of particles
colorStart = MSG_ReadByte (); // color
R_ParticleRain(pos, pos2, dir, count, colorStart, 1);
break;
case TE_GUNSHOT: // bullet hitting wall
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
// LordHavoc: changed to dust shower
R_SparkShower(pos, vec3_origin, 15);
//R_RunParticleEffect (pos, vec3_origin, 0, 20);
break;
case TE_GUNSHOTQUAD: // quad bullet hitting wall
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
R_SparkShower(pos, vec3_origin, 15);
- dl = CL_AllocDlight (0);
- VectorCopy (pos, dl->origin);
- dl->radius = 200;
- dl->die = cl.time + 0.2;
- dl->decay = 1000;
- dl->color[0] = 0.05;dl->color[1] = 0.05;dl->color[2] = 0.8;
+ CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
break;
case TE_EXPLOSION: // rocket explosion
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
FindNonSolidLocation(pos);
R_ParticleExplosion (pos, false);
// R_BlastParticles (pos, 120, 120);
- dl = CL_AllocDlight (0);
- VectorCopy (pos, dl->origin);
- dl->radius = 350;
- dl->die = cl.time + 0.5;
- dl->decay = 700;
- dl->color[0] = 1.0;dl->color[1] = 0.8;dl->color[2] = 0.4;
+ CL_AllocDlight (NULL, pos, 350, 1.0f, 0.8f, 0.4f, 700, 0.5);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_EXPLOSIONQUAD: // quad rocket explosion
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
FindNonSolidLocation(pos);
R_ParticleExplosion (pos, false);
// R_BlastParticles (pos, 120, 480);
- dl = CL_AllocDlight (0);
- VectorCopy (pos, dl->origin);
- dl->radius = 600;
- dl->die = cl.time + 0.5;
- dl->decay = 1200;
- dl->color[0] = 0.5;dl->color[1] = 0.4;dl->color[2] = 1.0;
+ CL_AllocDlight (NULL, pos, 600, 0.5f, 0.4f, 1.0f, 1200, 0.5);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
/*
case TE_SMOKEEXPLOSION: // rocket explosion with a cloud of smoke
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
FindNonSolidLocation(pos);
R_ParticleExplosion (pos, true);
- dl = CL_AllocDlight (0);
- VectorCopy (pos, dl->origin);
- dl->radius = 350;
- dl->die = cl.time + 0.5;
- dl->decay = 300;
- dl->color[0] = 1.0;dl->color[1] = 0.8;dl->color[2] = 0.4;
+ CL_AllocDlight (NULL, pos, 350, 1.0f, 0.8f, 0.4f, 700, 0.5);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
*/
case TE_EXPLOSION3: // Nehahra movie colored lighting explosion
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
FindNonSolidLocation(pos);
R_ParticleExplosion (pos, false);
// R_BlastParticles (pos, 120, 120);
- dl = CL_AllocDlight (0);
- VectorCopy (pos, dl->origin);
- dl->radius = 350;
- dl->die = cl.time + 0.5;
- dl->decay = 700;
- dl->color[0] = MSG_ReadCoord();dl->color[1] = MSG_ReadCoord();dl->color[2] = MSG_ReadCoord();
+ CL_AllocDlight (NULL, pos, 350, MSG_ReadCoord(), MSG_ReadCoord(), MSG_ReadCoord(), 700, 0.5);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_EXPLOSIONRGB: // colored lighting explosion
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
FindNonSolidLocation(pos);
R_ParticleExplosion (pos, false);
// R_BlastParticles (pos, 120, 120);
- dl = CL_AllocDlight (0);
- VectorCopy (pos, dl->origin);
- dl->radius = 350;
- dl->die = cl.time + 0.5;
- dl->decay = 700;
- dl->color[0] = MSG_ReadByte() * (1.0 / 255.0);dl->color[1] = MSG_ReadByte() * (1.0 / 255.0);dl->color[2] = MSG_ReadByte() * (1.0 / 255.0);
+ CL_AllocDlight (NULL, pos, 350, MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), 700, 0.5);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_TAREXPLOSION: // tarbaby explosion
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
FindNonSolidLocation(pos);
R_BlobExplosion (pos);
// R_BlastParticles (pos, 120, 120);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
- dl = CL_AllocDlight (0);
- VectorCopy (pos, dl->origin);
- dl->radius = 600;
- dl->die = cl.time + 0.5;
- dl->decay = 1200;
- dl->color[0] = 0.8;dl->color[1] = 0.4;dl->color[2] = 1.0;
+ CL_AllocDlight (NULL, pos, 600, 0.8f, 0.4f, 1.0f, 1200, 0.5);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
+ case TE_SMALLFLASH:
+ MSG_ReadVector(pos);
+ FindNonSolidLocation(pos);
+ CL_AllocDlight (NULL, pos, 200, 1, 1, 1, 1000, 0.2);
+ break;
+
+ case TE_CUSTOMFLASH:
+ MSG_ReadVector(pos);
+ FindNonSolidLocation(pos);
+ radius = MSG_ReadByte() * 8;
+ velspeed = (MSG_ReadByte() + 1) * (1.0 / 256.0);
+ CL_AllocDlight (NULL, pos, radius, MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), MSG_ReadByte() * (1.0 / 255.0), radius / velspeed, velspeed);
+ break;
+
+ case TE_FLAMEJET:
+ MSG_ReadVector(pos);
+ MSG_ReadVector(dir);
+ count = MSG_ReadByte();
+ R_Flames(pos, dir, count);
+ break;
+
case TE_LIGHTNING1: // lightning bolts
CL_ParseBeam (Mod_ForName("progs/bolt.mdl", true));
break;
break;
case TE_EXPLOSION2: // color mapped explosion
- pos[0] = MSG_ReadCoord ();
- pos[1] = MSG_ReadCoord ();
- pos[2] = MSG_ReadCoord ();
+ MSG_ReadVector(pos);
FindNonSolidLocation(pos);
colorStart = MSG_ReadByte ();
colorLength = MSG_ReadByte ();
R_ParticleExplosion2 (pos, colorStart, colorLength);
// R_BlastParticles (pos, 80, 80);
- dl = CL_AllocDlight (0);
- VectorCopy (pos, dl->origin);
- dl->radius = 350;
- dl->die = cl.time + 0.5;
- dl->decay = 700;
tempcolor = (byte *)&d_8to24table[(rand()%colorLength) + colorStart];
- dl->color[0] = tempcolor[0] * (1.0f / 255.0f);dl->color[1] = tempcolor[1] * (1.0f / 255.0f);dl->color[2] = tempcolor[2] * (1.0f / 255.0f);
+ CL_AllocDlight (NULL, pos, 350, tempcolor[0] * (1.0f / 255.0f), tempcolor[1] * (1.0f / 255.0f), tempcolor[2] * (1.0f / 255.0f), 700, 0.5);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
{
entity_t *ent;
- if (cl_numvisedicts == MAX_VISEDICTS)
+ if (cl_numvisedicts >= MAX_VISEDICTS)
return NULL;
- if (num_temp_entities == MAX_TEMP_ENTITIES)
+ if (num_temp_entities >= MAX_TEMP_ENTITIES)
return NULL;
- ent = &cl_temp_entities[num_temp_entities];
+ ent = &cl_temp_entities[num_temp_entities++];
memset (ent, 0, sizeof(*ent));
- num_temp_entities++;
- cl_visedicts[cl_numvisedicts] = ent;
- cl_numvisedicts++;
-
- ent->colormap = -1; // no special coloring
- ent->scale = 1;
- ent->alpha = 1;
- ent->colormod[0] = ent->colormod[1] = ent->colormod[2] = 1;
+ cl_visedicts[cl_numvisedicts++] = ent;
+
+ ent->render.colormap = -1; // no special coloring
+ ent->render.scale = 1;
+ ent->render.alpha = 1;
+ ent->render.colormod[0] = ent->render.colormod[1] = ent->render.colormod[2] = 1;
return ent;
}
entity_t *ent;
float yaw, pitch;
float forward;
- dlight_t *dl;
num_temp_entities = 0;
if (!b->model || b->endtime < cl.time)
continue;
- // if coming from the player, update the start position
+ // if coming from the player, update the start position
if (b->entity == cl.viewentity)
- {
- VectorCopy (cl_entities[cl.viewentity].origin, b->start);
- }
+ VectorCopy (cl_entities[cl.viewentity].render.origin, b->start);
- // calculate pitch and yaw
+ // calculate pitch and yaw
VectorSubtract (b->end, b->start, dist);
if (dist[1] == 0 && dist[0] == 0)
pitch += 360;
}
- // add new entities for the lightning
+ // add new entities for the lightning
VectorCopy (b->start, org);
d = VectorNormalizeLength(dist);
while (d > 0)
ent = CL_NewTempEntity ();
if (!ent)
return;
- VectorCopy (org, ent->origin);
- ent->model = b->model;
- ent->effects = EF_FULLBRIGHT;
- ent->angles[0] = pitch;
- ent->angles[1] = yaw;
- ent->angles[2] = rand()%360;
-
- 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;
- }
+ VectorCopy (org, ent->render.origin);
+ ent->render.model = b->model;
+ ent->render.effects = EF_FULLBRIGHT;
+ ent->render.angles[0] = pitch;
+ ent->render.angles[1] = yaw;
+ ent->render.angles[2] = rand()%360;
+
+ if (r_glowinglightning.value > 0)
+ CL_AllocDlight(ent, ent->render.origin, lhrandom(100, 120), r_glowinglightning.value * 0.25f, r_glowinglightning.value * 0.25f, r_glowinglightning.value * 0.25f, 0, 0);
VectorMA(org, 30, dist, org);
d -= 30;
}
}
-
+
}