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cl_tent.c
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cl_tent.c
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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
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.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// cl_tent.c -- client side temporary entities
#include "quakedef.h"
#include "gl_rpart.h"
int num_temp_entities;
entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
beam_t cl_beams[MAX_BEAMS];
sfx_t *cl_sfx_wizhit;
sfx_t *cl_sfx_knighthit;
sfx_t *cl_sfx_tink1;
sfx_t *cl_sfx_ric1;
sfx_t *cl_sfx_ric2;
sfx_t *cl_sfx_ric3;
sfx_t *cl_sfx_r_exp3;
#ifdef QUAKE2
sfx_t *cl_sfx_imp;
sfx_t *cl_sfx_rail;
#endif
/*
=================
CL_ParseTEnt
=================
*/
void CL_InitTEnts (void)
{
cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav");
cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav");
cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav");
cl_sfx_ric1 = S_PrecacheSound ("weapons/ric1.wav");
cl_sfx_ric2 = S_PrecacheSound ("weapons/ric2.wav");
cl_sfx_ric3 = S_PrecacheSound ("weapons/ric3.wav");
cl_sfx_r_exp3 = S_PrecacheSound ("weapons/r_exp3.wav");
#ifdef QUAKE2
cl_sfx_imp = S_PrecacheSound ("shambler/sattck1.wav");
cl_sfx_rail = S_PrecacheSound ("weapons/lstart.wav");
#endif
}
/*
=================
CL_ParseBeam
=================
*/
void CL_ParseBeam (model_t *m)
{
int ent;
vec3_t start, end;
beam_t *b;
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 ();
// override any beam with the same entity
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
if (b->entity == ent)
{
b->entity = ent;
b->model = m;
b->endtime = cl.time + 0.2;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
return;
}
// find a free beam
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
{
if (!b->model || b->endtime < cl.time)
{
b->entity = ent;
b->model = m;
b->endtime = cl.time + 0.2;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
return;
}
}
Con_Printf ("beam list overflow!\n");
}
void CL_ParseBeam2 ()
{
extern vec3_t zerodir;
int ent;
vec3_t start, end, point;
beam_t *b;
dlight_t *dl;
int i;//, count;
// vec3_t last, next;
vec3_t colour;
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 ();
//qmb :lightning dlight
dl = CL_AllocDlight (0);
VectorCopy (end, dl->origin);
dl->radius = 300;
dl->die = cl.time + 0.1;
dl->decay = 300;
// CDL - [email protected]
dl->colour[0] = 0.0f; dl->colour[1] = 0.2f; dl->colour[2] = 1.0f; //qmb :coloured lighting
// CDL
VectorSubtract(end, start, point);
VectorScale(point, 0.5f, point);
VectorAdd(start, point, point);
dl = CL_AllocDlight (0);
VectorCopy (point, dl->origin);
dl->radius = 300;
dl->die = cl.time + 0.1;
dl->decay = 300;
// CDL - [email protected]
dl->colour[0] = 0.0f; dl->colour[1] = 0.2f; dl->colour[2] = 1.0f; //qmb :coloured lighting
// CDL
dl = CL_AllocDlight (0);
VectorCopy (start, dl->origin);
dl->radius = 300;
dl->die = cl.time + 0.1;
dl->decay = 300;
// CDL - [email protected]
dl->colour[0] = 0.0f; dl->colour[1] = 0.2f; dl->colour[2] = 1.0f; //qmb :coloured lighting
// CDL
/*
//set colour for main beam
colour[0] = 0.7f; colour[1] = 0.7f; colour[2] = 1.0f;
VectorSubtract(start, end, point);
//work out the length and therefore the amount of trails
count = Length(point)/5;
// count /= 10;
VectorScale(point, 1.0/count, point);
VectorCopy(start, last);
for (i=0; i<count; i++){
VectorMA (start, -i, point, next);
AddTrailColor(last, next, p_lightning, 0.15f, 3, colour, zerodir);
VectorCopy(next, last);
}*/
// replaced by particles
// override any beam with the same entity
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
if (b->entity == ent && cl.time < b->endtime)
{
b->entity = ent;
b->endtime = cl.time + 0.2f;
if (!b->p1 || !b->p2 || !b->p3) // causes problems if the particles aren't there
continue;
VectorCopy(start,b->p1->org);
VectorCopy(end,b->p1->org2);
b->p1->start = cl.time;
b->p1->die = b->endtime;
VectorCopy(start,b->p2->org);
VectorCopy(end,b->p2->org2);
b->p2->start = cl.time;
b->p2->die = b->endtime;
VectorCopy(start,b->p3->org);
VectorCopy(end,b->p3->org2);
b->p3->start = cl.time;
b->p3->die = b->endtime;
VectorCopy (start, b->start);
VectorCopy (end, b->end);
return;
}
// find a free beam
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
{
if (b->endtime < cl.time)
{
colour[0] = 0.4f; colour[1] = 0.7f; colour[2] = 1.0f;
b->entity = ent;
b->endtime = cl.time + 0.2f;
b->model = NULL;
b->p1 = AddTrailColor(start, end, p_lightning, 0.2f, 3, colour, zerodir);
b->p2 = AddTrailColor(start, end, p_lightning, 0.2f, 4, colour, zerodir);
b->p3 = AddTrailColor(start, end, p_lightning, 0.2f, 5, colour, zerodir);
VectorCopy (start, b->start);
VectorCopy (end, b->end);
return;
}
}
Con_Printf ("beam list overflow!\n");
//*/
}
extern void R_WaterSplash(vec3_t org);
extern void R_EventSplash(vec3_t org);
extern void R_ParticleExplosionQuad(vec3_t org), R_ParticleSpikeQuad(vec3_t org), R_ParticleSuperSpikeQuad(vec3_t org), R_ParticlePlasma(vec3_t org);
extern void R_ParticleExplosionRGB(vec3_t org, float color0, float color1, float color2);
extern void R_ParticleExplosionCustom(vec3_t org, float color0, float color1, float color2, int size);
extern ls_t *partscript;
extern cvar_t r_part_scripts, r_part_lightning, r_decaltime;
extern int script_setcount;
/*
=================
CL_ParseTEnt
=================
*/
void CL_ParseTEnt (void)
{
extern void R_ParticleScript (char *section, vec3_t org);
extern void R_ParticleBloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
extern void R_ParticleRain (vec3_t org1, vec3_t org2, vec3_t dir, int count, int color, int type);
extern vec3_t zerodir;
int type, count, velspeed;
vec3_t pos, pos2, dir;
vec3_t endpos;
dlight_t *dl;
int rnd;
int colorStart, colorLength;
unsigned char *colourByte;
vec3_t color;
int size;
char script[32];
type = MSG_ReadByte ();
switch (type)
{
case TE_VEN_PARTSCRIPT:
// scripted particles
MSG_ReadVector(pos);
count = MSG_ReadByte ();
sprintf(script, "script_%i", count);
if (hasSection(partscript, script) != -1)
{
R_ParticleScript(script, pos);
}
break;
case TE_GUNSHOT: // bullet hitting wall
MSG_ReadVector(pos);
if (r_part_scripts.value && hasSection(partscript, "TE_GUNSHOT") != -1)
{
R_ParticleScript("TE_GUNSHOT", pos);
}
else
R_ParticleGunshot(pos);
break;
case TE_SPIKE: // spike hitting wall
MSG_ReadVector(pos);
if (r_part_scripts.value && hasSection(partscript, "TE_SPIKE") != -1)
R_ParticleScript("TE_SPIKE", pos);
else
R_ParticleSpike (pos);
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
else if (rnd == 2)
S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
else
S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
}
break;
case TE_SUPERSPIKE: // super spike hitting wall
MSG_ReadVector(pos);
if (r_part_scripts.value && hasSection(partscript, "TE_SUPERSPIKE") != -1)
{
R_ParticleScript("TE_SUPERSPIKE", pos);
}
else
R_ParticleSuperSpike (pos);
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
else if (rnd == 2)
S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
else
S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
}
break;
case TE_EXPLOSION: // rocket explosion
MSG_ReadVector(pos);
R_ParticleExplosion (pos);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 300;
dl->colour[0] = 0.8f; dl->colour[1] = 0.4f; dl->colour[2] = 0.2f; //qmb :coloured lighting
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_WIZSPIKE:
// spike hitting wall
MSG_ReadVector(pos);
R_ParticleWizSpike (pos);
S_StartSound (-1, 0, cl_sfx_wizhit, pos, 1, 1);
break;
case TE_KNIGHTSPIKE:
// spike hitting wall
MSG_ReadVector(pos);
R_ParticleSuperSpike(pos);
S_StartSound (-1, 0, cl_sfx_knighthit, pos, 1, 1);
break;
case TE_TELEPORT:
MSG_ReadVector(pos);
if (r_part_scripts.value && hasSection(partscript, "TE_TELEPORT") != -1)
{
R_ParticleScript("TE_TELEPORT", pos);
}
else
R_TeleportSplash (pos);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 300;
// CDL - [email protected]
dl->colour[0] = 1.0f; dl->colour[1] = 1.0f; dl->colour[2] = 1.0f; //qmb :coloured lighting
// CDL
break;
case TE_LIGHTNING1: // lightning bolts
if (r_part_lightning.value)
CL_ParseBeam2 ();
else
CL_ParseBeam(Mod_ForName("progs/bolt.mdl", true));
break;
case TE_LIGHTNING2: // lightning bolts
if (r_part_lightning.value)
CL_ParseBeam2 ();
else
CL_ParseBeam(Mod_ForName("progs/bolt2.mdl", true));
break;
case TE_LIGHTNING3: // lightning bolts
if (r_part_lightning.value)
CL_ParseBeam2 ();
else
CL_ParseBeam(Mod_ForName("progs/bolt3.mdl", true));
break;
// PGM 01/21/97
case TE_BEAM: // grappling hook beam
if (r_part_lightning.value)
CL_ParseBeam2 ();
else
CL_ParseBeam(Mod_ForName("progs/beam.mdl", true));
break;
// PGM 01/21/97
case TE_LAVASPLASH:
MSG_ReadVector(pos);
if (r_part_scripts.value && hasSection(partscript, "TE_LAVASPLASH") != -1)
{
R_ParticleScript("TE_LAVASPLASH", pos);
}
else
R_LavaSplash (pos);
break;
case TE_SPIKEQUAD:
// quad spike hitting wall
MSG_ReadVector(pos);
// LordHavoc: changed to spark shower
if (r_part_scripts.value && hasSection(partscript, "TE_SPIKEQUAD") != -1)
{
R_ParticleScript("TE_SPIKEQUAD", pos);
}
else
R_ParticleSpikeQuad(pos);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 200;
dl->die = cl.time + 0.2;
dl->decay = 1000;
dl->colour[0] = 0.1f; dl->colour[1] = 0.1f; dl->colour[2] = 1.0f; //qmb :coloured lighting
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
else if (rnd == 2)
S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
else
S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
}
break;
case TE_SUPERSPIKEQUAD:
// quad super spike hitting wall
MSG_ReadVector(pos);
// LordHavoc: changed to dust shower
if (r_part_scripts.value && hasSection(partscript, "TE_SUPERSPIKEQUAD") != -1)
{
R_ParticleScript("TE_SUPERSPIKEQUAD", pos);
}
else
R_ParticleSuperSpikeQuad (pos);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 200;
dl->die = cl.time + 0.2;
dl->decay = 1000;
dl->colour[0] = 0.1f; dl->colour[1] = 0.1f; dl->colour[2] = 1.0f; //qmb :coloured lighting
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
else
{
rnd = rand() & 3;
if (rnd == 1)
S_StartSound (-1, 0, cl_sfx_ric1, pos, 1, 1);
else if (rnd == 2)
S_StartSound (-1, 0, cl_sfx_ric2, pos, 1, 1);
else
S_StartSound (-1, 0, cl_sfx_ric3, pos, 1, 1);
}
break;
// LordHavoc: added for improved blood splatters
case TE_BLOOD:
// blood puff
MSG_ReadVector(pos);
MSG_ReadVector(dir);
count = MSG_ReadByte ();
if (r_part_scripts.value && hasSection(partscript, "TE_BLOOD") != -1)
{
script_setcount = count;
R_ParticleScript("TE_BLOOD", pos);
}
else
AddParticle(pos, count, 12, r_decaltime.value, p_blood, dir);
break;
case TE_BLOOD2:
// blood puff
MSG_ReadVector(pos);
if (r_part_scripts.value && hasSection(partscript, "TE_BLOOD2") != -1)
{
R_ParticleScript("TE_BLOOD2", pos);
}
else
AddParticle(pos, 10, 2, 1.5f, p_blood, zerodir);
break;
case TE_SPARK:
// spark shower
MSG_ReadVector(pos);
dir[0] = MSG_ReadCoord ();
dir[1] = MSG_ReadCoord ();
dir[2] = MSG_ReadCoord ();
count = MSG_ReadByte ();
if (r_part_scripts.value && hasSection(partscript, "TE_SPARK") != -1)
{
script_setcount = count;
R_ParticleScript("TE_SPARK", pos);
}
else
AddParticle(pos, count, 1, 1.5f, p_sparks, dir);
break;
case TE_PLASMABURN: // plasma effect
MSG_ReadVector(pos);
if (r_part_scripts.value && hasSection(partscript, "TE_PLASMABURN") != -1)
{
R_ParticleScript("TE_PLASMABURN", pos);
}
else
R_ParticlePlasma(pos);
break;
// LordHavoc: added for improved gore
case TE_BLOODSHOWER:
// vaporized body
MSG_ReadVector(pos); // mins
MSG_ReadVector(pos2); // maxs
velspeed = MSG_ReadCoord (); // speed
count = MSG_ReadShort (); // number of particles
R_ParticleBloodShower(pos, pos2, velspeed, count);
break;
case TE_GUNSHOTQUAD: // quad bullet hitting wall
MSG_ReadVector(pos);
if (r_part_scripts.value && hasSection(partscript, "TE_GUNSHOTQUAD") != -1)
{
R_ParticleScript("TE_GUNSHOTQUAD", pos);
}
else
R_RunParticleEffect (pos, vec3_origin, 0, 270);
break;
case TE_EXPLOSIONQUAD: // quad rocket explosion
MSG_ReadVector(pos);
if (r_part_scripts.value && hasSection(partscript, "TE_EXPLOSIONQUAD") != -1)
{
R_ParticleScript("TE_EXPLOSIONQUAD", pos);
}
else
R_ParticleExplosionQuad (pos);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 300;
dl->colour[0] = 0.8f; dl->colour[1] = 0.4f; dl->colour[2] = 0.2f; //qmb :coloured lighting
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_EXPLOSIONRGB: // colored explosion
MSG_ReadVector(pos);
//CL_FindNonSolidLocation(pos, pos, 10);
//CL_ParticleExplosion(pos);
color[0] = MSG_ReadByte() * (2.0f / 255.0f);
color[1] = MSG_ReadByte() * (2.0f / 255.0f);
color[2] = MSG_ReadByte() * (2.0f / 255.0f);
R_ParticleExplosionRGB(pos, color[0], color[1], color[2]);
//Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
//CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
CL_AllocDlightDP(pos, 10 + (rand() & 2), color[0], color[1], color[2], 700, 15);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_VEN_EXPLOSIONCUSTOM: // custom colored/resized explosion
MSG_ReadVector(pos);
color[0] = MSG_ReadByte() * (2.0f / 255.0f);
color[1] = MSG_ReadByte() * (2.0f / 255.0f);
color[2] = MSG_ReadByte() * (2.0f / 255.0f);
size = MSG_ReadByte (); // size
R_ParticleExplosionCustom(pos, color[0], color[1], color[2], size);
CL_AllocDlightDP(pos, 10 + (rand() & 2), color[0], color[1], color[2], 700, 15);
S_StartSound(-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_TAREXPLOSION: // tarbaby explosion
MSG_ReadVector(pos);
if (r_part_scripts.value && hasSection(partscript, "TE_TAREXPLOSION") != -1)
{
R_ParticleScript("TE_TAREXPLOSION", pos);
}
else
R_BlobExplosion (pos);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
case TE_FLAMEJET: // Entar : in terrible need of some bugfixing
MSG_ReadVector(pos);
MSG_ReadVector(dir);
count = MSG_ReadByte();
AddParticle(pos, count, 12, 1.07f, p_fire, dir);
break;
case TE_VEN_WATERSPLASH: // water splash effect
MSG_ReadVector(pos);
if (r_part_scripts.value && hasSection(partscript, "TE_VEN_WATERSPLASH") != -1)
{
R_ParticleScript("TE_VEN_WATERSPLASH", pos);
}
else
R_WaterSplash (pos);
break;
case TE_VEN_EVENTSPLASH: // 'event' splash effect
MSG_ReadVector(pos);
if (r_part_scripts.value && hasSection(partscript, "TE_VEN_EVENTSPLASH") != -1)
{
R_ParticleScript("TE_VEN_EVENTSPLASH", pos);
}
else
R_EventSplash (pos);
break;
case TE_PARTICLERAIN:
// general purpose particle effect
MSG_ReadVector(pos); // mins
MSG_ReadVector(pos2); // maxs
MSG_ReadVector(dir); // dir
count = (unsigned short) MSG_ReadShort(); // number of particles
colorStart = MSG_ReadByte(); // color
//CL_ParticleRain(pos, pos2, dir, count, colorStart, 0);
R_ParticleRain(pos, pos2, dir, count, colorStart, 0);
break;
case TE_PARTICLESNOW:
// general purpose particle effect
MSG_ReadVector(pos); // mins
MSG_ReadVector(pos2); // maxs
MSG_ReadVector(dir); // dir
count = (unsigned short) MSG_ReadShort(); // number of particles
colorStart = MSG_ReadByte(); // color
//CL_ParticleRain(pos, pos2, dir, count, colorStart, 0);
R_ParticleRain(pos, pos2, dir, count, colorStart, 1);
break;
case TE_EXPLOSION2: // color mapped explosion
MSG_ReadVector(pos);
colorStart = MSG_ReadByte ();
colorLength = MSG_ReadByte ();
R_ParticleExplosion2 (pos, colorStart, colorLength);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 300;
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
//qmb :coloured lighting
colourByte = (byte *)&d_8to24table[colorStart];
dl->colour[0] = (float)colourByte[0]/255.0;
dl->colour[1] = (float)colourByte[1]/255.0;
dl->colour[2] = (float)colourByte[2]/255.0;
break;
#ifdef QUAKE2
case TE_IMPLOSION:
MSG_ReadVector(pos);
S_StartSound (-1, 0, cl_sfx_imp, pos, 1, 1);
break;
#endif
case TE_RAILTRAIL:
MSG_ReadVector(pos);
MSG_ReadVector(endpos);
// S_StartSound (-1, 0, cl_sfx_rail, pos, 1, 1);
// S_StartSound (-1, 1, cl_sfx_r_exp3, endpos, 1, 1);
R_RocketTrail (pos, endpos, 0+128);
R_ParticleExplosion (endpos);
dl = CL_AllocDlight (-1);
VectorCopy (endpos, dl->origin);
dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 300;
break;
default:
Con_Printf ("CL_ParseTEnt: temp ent type not supported: %i", type);
//Sys_Error ("CL_ParseTEnt: bad type");
}
}
/*
=================
CL_NewTempEntity
=================
*/
entity_t *CL_NewTempEntity (void)
{
entity_t *ent;
if (cl_numvisedicts == MAX_VISEDICTS)
return NULL;
if (num_temp_entities == MAX_TEMP_ENTITIES)
return NULL;
ent = &cl_temp_entities[num_temp_entities];
memset (ent, 0, sizeof(*ent));
num_temp_entities++;
cl_visedicts[cl_numvisedicts] = ent;
cl_numvisedicts++;
ent->colormap = vid.colormap;
ent->alpha = 1; // LH
return ent;
}
/*
=================
CL_UpdateTEnts
=================
*/
void CL_UpdateTEnts (void)
{
int i;
beam_t *b;
vec3_t dist, org;
float d;
entity_t *ent;
float yaw, pitch;
float forward;
num_temp_entities = 0;
// update lightning
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
{
if (b->endtime < cl.time)
continue;
// if coming from the player, update the start position
if (b->entity == cl.viewentity)
{
VectorCopy (cl_entities[cl.viewentity].origin, b->start);
if (b->p1)
VectorCopy (cl_entities[cl.viewentity].origin, b->p1->org);
if (b->p2)
VectorCopy (cl_entities[cl.viewentity].origin, b->p2->org);
if (b->p3)
VectorCopy (cl_entities[cl.viewentity].origin, b->p3->org);
}
// calculate pitch and yaw
VectorSubtract (b->end, b->start, dist);
if (dist[1] == 0 && dist[0] == 0)
{
yaw = 0;
if (dist[2] > 0)
pitch = 90;
else
pitch = 270;
}
else
{
yaw = (int) (atan2(dist[1], dist[0]) * 180 / M_PI);
if (yaw < 0)
yaw += 360;
forward = sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
pitch = (int) (atan2(dist[2], forward) * 180 / M_PI);
if (pitch < 0)
pitch += 360;
}
// add new entities for the lightning
if (b->model)
{
VectorCopy (b->start, org);
d = VectorNormalize(dist);
while (d > 0)
{
ent = CL_NewTempEntity ();
if (!ent)
return;
VectorCopy (org, ent->origin);
ent->model = b->model;
ent->angles[0] = pitch;
ent->angles[1] = yaw;
ent->angles[2] = rand()%360;
for (i=0 ; i<3 ; i++)
org[i] += dist[i]*30;
d -= 30;
}
}
}
}
void R_ClearBeams (void)
{
int i;
beam_t *b;
// clear lightning
for (i=0, b=cl_beams ; i< MAX_BEAMS ; i++, b++)
{
b->endtime = cl.time - 1;
b->entity = 0;
b->p1 = NULL;
b->p2 = NULL;
b->p3 = NULL;
}
}