/* * CL_tent.java * Copyright (C) 2004 * * $Id: CL_tent.java,v 1.4 2004-07-09 10:19:57 hzi Exp $ */ /* Copyright (C) 1997-2001 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. */ package jake2.client; import jake2.Globals; import jake2.game.player_state_t; import jake2.qcommon.Com; import jake2.qcommon.MSG; import jake2.render.model_t; import jake2.sound.*; /** * CL_tent */ public class CL_tent extends Globals { static final int ex_free = 0; static final int ex_explosion = 1; static final int ex_misc = 2; static final int ex_flash = 3; static final int ex_mflash = 4; static final int ex_poly = 5; static final int ex_poly2 = 6; static class explosion_t { int type; entity_t ent = new entity_t(); int frames; float light; float[] lightcolor = new float[3]; float start; int baseframe; void clear() { lightcolor[0] = lightcolor[1] = lightcolor[2] = light = start = type = frames = baseframe = 0; ent = new entity_t(); } } static final int MAX_EXPLOSIONS = 32; static explosion_t[] cl_explosions = new explosion_t[MAX_EXPLOSIONS]; static { for (int i = 0; i < cl_explosions.length; i++) cl_explosions[i] = new explosion_t(); } static final int MAX_BEAMS = 32; static class beam_t { int entity; int dest_entity; model_t model; int endtime; float[] offset = new float[3]; float[] start = new float[3]; float[] end = new float[3]; void clear() { offset[0] = offset[1] = offset[2] = start[0] = start[1] = start[2] = end[0] = end[1] = end[2] = entity = dest_entity = endtime = 0; model = null; } } static beam_t[] cl_beams = new beam_t[MAX_BEAMS]; // PMM - added this for player-linked beams. Currently only used by the plasma beam static beam_t[] cl_playerbeams = new beam_t[MAX_BEAMS]; static { for (int i = 0; i < cl_beams.length; i++) cl_beams[i] = new beam_t(); for (int i = 0; i < cl_playerbeams.length; i++) cl_playerbeams[i] = new beam_t(); } static final int MAX_LASERS = 32; static class laser_t { entity_t ent = new entity_t(); int endtime; void clear() { endtime = 0; ent = new entity_t(); } } static laser_t[] cl_lasers = new laser_t[MAX_LASERS]; static { for (int i = 0; i < cl_lasers.length; i++) cl_lasers[i] = new laser_t(); } // ROGUE static final int MAX_SUSTAINS = 32; static cl_sustain_t[] cl_sustains = new cl_sustain_t[MAX_SUSTAINS]; static { for (int i = 0; i < cl_sustains.length; i++) cl_sustains[i] = new cl_sustain_t(); } // ROGUE // all are references; static sfx_t cl_sfx_ric1; static sfx_t cl_sfx_ric2; static sfx_t cl_sfx_ric3; static sfx_t cl_sfx_lashit; static sfx_t cl_sfx_spark5; static sfx_t cl_sfx_spark6; static sfx_t cl_sfx_spark7; static sfx_t cl_sfx_railg; static sfx_t cl_sfx_rockexp; static sfx_t cl_sfx_grenexp; static sfx_t cl_sfx_watrexp; // RAFAEL static sfx_t cl_sfx_plasexp; static sfx_t cl_sfx_footsteps[] = new sfx_t[4]; static model_t cl_mod_explode; static model_t cl_mod_smoke; static model_t cl_mod_flash; static model_t cl_mod_parasite_segment; static model_t cl_mod_grapple_cable; static model_t cl_mod_parasite_tip; static model_t cl_mod_explo4; static model_t cl_mod_bfg_explo; static model_t cl_mod_powerscreen; // RAFAEL static model_t cl_mod_plasmaexplo; // ROGUE static sfx_t cl_sfx_lightning; static sfx_t cl_sfx_disrexp; static model_t cl_mod_lightning; static model_t cl_mod_heatbeam; static model_t cl_mod_monster_heatbeam; static model_t cl_mod_explo4_big; // ROGUE /* ================= CL_RegisterTEntSounds ================= */ static void RegisterTEntSounds() { int i; String name; // PMM - version stuff // Com_Printf ("%s\n", ROGUE_VERSION_STRING); // PMM cl_sfx_ric1 = S.RegisterSound("world/ric1.wav"); cl_sfx_ric2 = S.RegisterSound("world/ric2.wav"); cl_sfx_ric3 = S.RegisterSound("world/ric3.wav"); cl_sfx_lashit = S.RegisterSound("weapons/lashit.wav"); cl_sfx_spark5 = S.RegisterSound("world/spark5.wav"); cl_sfx_spark6 = S.RegisterSound("world/spark6.wav"); cl_sfx_spark7 = S.RegisterSound("world/spark7.wav"); cl_sfx_railg = S.RegisterSound("weapons/railgf1a.wav"); cl_sfx_rockexp = S.RegisterSound("weapons/rocklx1a.wav"); cl_sfx_grenexp = S.RegisterSound("weapons/grenlx1a.wav"); cl_sfx_watrexp = S.RegisterSound("weapons/xpld_wat.wav"); // RAFAEL // cl_sfx_plasexp = S.RegisterSound ("weapons/plasexpl.wav"); S.RegisterSound("player/land1.wav"); S.RegisterSound("player/fall2.wav"); S.RegisterSound("player/fall1.wav"); for (i = 0; i < 4; i++) { //Com_sprintf (name, sizeof(name), "player/step%i.wav", i+1); name = "player/step" + (i + 1) + ".wav"; cl_sfx_footsteps[i] = S.RegisterSound(name); } // PGM cl_sfx_lightning = S.RegisterSound("weapons/tesla.wav"); cl_sfx_disrexp = S.RegisterSound("weapons/disrupthit.wav"); // version stuff // sprintf (name, "weapons/sound%d.wav", ROGUE_VERSION_ID); // if (name[0] == 'w') // name[0] = 'W'; // PGM } /* ================= CL_RegisterTEntModels ================= */ static void RegisterTEntModels() { cl_mod_explode = re.RegisterModel("models/objects/explode/tris.md2"); cl_mod_smoke = re.RegisterModel("models/objects/smoke/tris.md2"); cl_mod_flash = re.RegisterModel("models/objects/flash/tris.md2"); cl_mod_parasite_segment = re.RegisterModel("models/monsters/parasite/segment/tris.md2"); cl_mod_grapple_cable = re.RegisterModel("models/ctf/segment/tris.md2"); cl_mod_parasite_tip = re.RegisterModel("models/monsters/parasite/tip/tris.md2"); cl_mod_explo4 = re.RegisterModel("models/objects/r_explode/tris.md2"); cl_mod_bfg_explo = re.RegisterModel("sprites/s_bfg2.sp2"); cl_mod_powerscreen = re.RegisterModel("models/items/armor/effect/tris.md2"); re.RegisterModel("models/objects/laser/tris.md2"); re.RegisterModel("models/objects/grenade2/tris.md2"); re.RegisterModel("models/weapons/v_machn/tris.md2"); re.RegisterModel("models/weapons/v_handgr/tris.md2"); re.RegisterModel("models/weapons/v_shotg2/tris.md2"); re.RegisterModel("models/objects/gibs/bone/tris.md2"); re.RegisterModel("models/objects/gibs/sm_meat/tris.md2"); re.RegisterModel("models/objects/gibs/bone2/tris.md2"); // RAFAEL // re.RegisterModel ("models/objects/blaser/tris.md2"); re.RegisterPic("w_machinegun"); re.RegisterPic("a_bullets"); re.RegisterPic("i_health"); re.RegisterPic("a_grenades"); // ROGUE cl_mod_explo4_big = re.RegisterModel("models/objects/r_explode2/tris.md2"); cl_mod_lightning = re.RegisterModel("models/proj/lightning/tris.md2"); cl_mod_heatbeam = re.RegisterModel("models/proj/beam/tris.md2"); cl_mod_monster_heatbeam = re.RegisterModel("models/proj/widowbeam/tris.md2"); // ROGUE } /* ================= CL_ClearTEnts ================= */ static void ClearTEnts() { // memset (cl_beams, 0, sizeof(cl_beams)); for (int i = 0; i < cl_beams.length; i++) cl_beams[i].clear(); // memset (cl_explosions, 0, sizeof(cl_explosions)); for (int i = 0; i < cl_explosions.length; i++) cl_explosions[i].clear(); // memset (cl_lasers, 0, sizeof(cl_lasers)); for (int i = 0; i < cl_lasers.length; i++) cl_lasers[i].clear(); // // ROGUE // memset (cl_playerbeams, 0, sizeof(cl_playerbeams)); for (int i = 0; i < cl_playerbeams.length; i++) cl_playerbeams[i].clear(); // memset (cl_sustains, 0, sizeof(cl_sustains)); for (int i = 0; i < cl_sustains.length; i++) cl_sustains[i].clear(); // ROGUE } /* ================= CL_AllocExplosion ================= */ static explosion_t AllocExplosion() { int i; int time; int index; for (i = 0; i < MAX_EXPLOSIONS; i++) { if (cl_explosions[i].type == ex_free) { //memset (&cl_explosions[i], 0, sizeof (cl_explosions[i])); cl_explosions[i].clear(); return cl_explosions[i]; } } // find the oldest explosion time = cl.time; index = 0; for (i = 0; i < MAX_EXPLOSIONS; i++) if (cl_explosions[i].start < time) { time = (int)cl_explosions[i].start; index = i; } //memset (&cl_explosions[index], 0, sizeof (cl_explosions[index])); cl_explosions[index].clear(); return cl_explosions[index]; } /* ================= CL_SmokeAndFlash ================= */ static void SmokeAndFlash(float[] origin) { explosion_t ex; ex = CL.AllocExplosion(); VectorCopy(origin, ex.ent.origin); ex.type = ex_misc; ex.frames = 4; ex.ent.flags = RF_TRANSLUCENT; ex.start = cl.frame.servertime - 100; ex.ent.model = cl_mod_smoke; ex = CL.AllocExplosion(); VectorCopy(origin, ex.ent.origin); ex.type = ex_flash; ex.ent.flags = RF_FULLBRIGHT; ex.frames = 2; ex.start = cl.frame.servertime - 100; ex.ent.model = cl_mod_flash; } /* ================= CL_ParseParticles ================= */ static void ParseParticles() { int color, count; float[] pos = new float[3]; float[] dir = new float[3]; MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); color = MSG.ReadByte(net_message); count = MSG.ReadByte(net_message); CL.ParticleEffect(pos, dir, color, count); } /* ================= CL_ParseBeam ================= */ static int ParseBeam(model_t model) { int ent; float[] start = new float[3]; float[] end = new float[3]; beam_t[] b; int i; ent = MSG.ReadShort(net_message); MSG.ReadPos(net_message, start); MSG.ReadPos(net_message, end); // override any beam with the same entity b = cl_beams; for (i = 0; i < MAX_BEAMS; i++) if (b[i].entity == ent) { b[i].entity = ent; b[i].model = model; b[i].endtime = cl.time + 200; VectorCopy(start, b[i].start); VectorCopy(end, b[i].end); VectorClear(b[i].offset); return ent; } // find a free beam b = cl_beams; for (i = 0; i < MAX_BEAMS; i++) { if (b[i].model == null || b[i].endtime < cl.time) { b[i].entity = ent; b[i].model = model; b[i].endtime = cl.time + 200; VectorCopy(start, b[i].start); VectorCopy(end, b[i].end); VectorClear(b[i].offset); return ent; } } Com.Printf("beam list overflow!\n"); return ent; } /* ================= CL_ParseBeam2 ================= */ static int ParseBeam2(model_t model) { int ent; float[] start = new float[3]; float[] end = new float[3]; float[] offset = new float[3]; beam_t[] b; int i; ent = MSG.ReadShort(net_message); MSG.ReadPos(net_message, start); MSG.ReadPos(net_message, end); MSG.ReadPos(net_message, offset); // Com_Printf ("end- %f %f %f\n", end[0], end[1], end[2]); // override any beam with the same entity b = cl_beams; for (i = 0; i < MAX_BEAMS; i++) if (b[i].entity == ent) { b[i].entity = ent; b[i].model = model; b[i].endtime = cl.time + 200; VectorCopy(start, b[i].start); VectorCopy(end, b[i].end); VectorCopy(offset, b[i].offset); return ent; } // find a free beam b = cl_beams; for (i = 0; i < MAX_BEAMS; i++) { if (b[i].model == null || b[i].endtime < cl.time) { b[i].entity = ent; b[i].model = model; b[i].endtime = cl.time + 200; VectorCopy(start, b[i].start); VectorCopy(end, b[i].end); VectorCopy(offset, b[i].offset); return ent; } } Com.Printf("beam list overflow!\n"); return ent; } // ROGUE /* ================= CL_ParsePlayerBeam - adds to the cl_playerbeam array instead of the cl_beams array ================= */ static int ParsePlayerBeam(model_t model) { int ent; float[] start = new float[3]; float[] end = new float[3]; float[] offset = new float[3]; beam_t[] b; int i; ent = MSG.ReadShort(net_message); MSG.ReadPos(net_message, start); MSG.ReadPos(net_message, end); // PMM - network optimization if (model == cl_mod_heatbeam) VectorSet(offset, 2, 7, -3); else if (model == cl_mod_monster_heatbeam) { model = cl_mod_heatbeam; VectorSet(offset, 0, 0, 0); } else MSG.ReadPos(net_message, offset); // Com_Printf ("end- %f %f %f\n", end[0], end[1], end[2]); // override any beam with the same entity // PMM - For player beams, we only want one per player (entity) so.. b = cl_playerbeams; for (i = 0; i < MAX_BEAMS; i++) { if (b[i].entity == ent) { b[i].entity = ent; b[i].model = model; b[i].endtime = cl.time + 200; VectorCopy(start, b[i].start); VectorCopy(end, b[i].end); VectorCopy(offset, b[i].offset); return ent; } } // find a free beam b = cl_playerbeams; for (i = 0; i < MAX_BEAMS; i++) { if (b[i].model == null || b[i].endtime < cl.time) { b[i].entity = ent; b[i].model = model; b[i].endtime = cl.time + 100; // PMM - this needs to be 100 to prevent multiple heatbeams VectorCopy(start, b[i].start); VectorCopy(end, b[i].end); VectorCopy(offset, b[i].offset); return ent; } } Com.Printf("beam list overflow!\n"); return ent; } // rogue /* ================= CL_ParseLightning ================= */ static int ParseLightning(model_t model) { int srcEnt, destEnt; float[] start = new float[3]; float[] end = new float[3]; beam_t[] b; int i; srcEnt = MSG.ReadShort(net_message); destEnt = MSG.ReadShort(net_message); MSG.ReadPos(net_message, start); MSG.ReadPos(net_message, end); // override any beam with the same source AND destination entities b = cl_beams; for (i = 0; i < MAX_BEAMS; i++) if (b[i].entity == srcEnt && b[i].dest_entity == destEnt) { // Com_Printf("%d: OVERRIDE %d . %d\n", cl.time, srcEnt, destEnt); b[i].entity = srcEnt; b[i].dest_entity = destEnt; b[i].model = model; b[i].endtime = cl.time + 200; VectorCopy(start, b[i].start); VectorCopy(end, b[i].end); VectorClear(b[i].offset); return srcEnt; } // find a free beam b = cl_beams; for (i = 0; i < MAX_BEAMS; i++) { if (b[i].model == null || b[i].endtime < cl.time) { // Com_Printf("%d: NORMAL %d . %d\n", cl.time, srcEnt, destEnt); b[i].entity = srcEnt; b[i].dest_entity = destEnt; b[i].model = model; b[i].endtime = cl.time + 200; VectorCopy(start, b[i].start); VectorCopy(end, b[i].end); VectorClear(b[i].offset); return srcEnt; } } Com.Printf("beam list overflow!\n"); return srcEnt; } /* ================= CL_ParseLaser ================= */ static void ParseLaser(int colors) { float[] start = new float[3]; float[] end = new float[3]; laser_t[] l; int i; MSG.ReadPos(net_message, start); MSG.ReadPos(net_message, end); l = cl_lasers; for (i = 0; i < MAX_LASERS; i++) { if (l[i].endtime < cl.time) { l[i].ent.flags = RF_TRANSLUCENT | RF_BEAM; VectorCopy(start, l[i].ent.origin); VectorCopy(end, l[i].ent.oldorigin); l[i].ent.alpha = 0.30f; l[i].ent.skinnum = (colors >> ((rand() % 4) * 8)) & 0xff; l[i].ent.model = null; l[i].ent.frame = 4; l[i].endtime = cl.time + 100; return; } } } // ============= // ROGUE static void ParseSteam() { float[] pos = new float[3]; float[] dir = new float[3]; int id, i; int r; int cnt; int color; int magnitude; cl_sustain_t[] s; cl_sustain_t free_sustain; id = MSG.ReadShort(net_message); // an id of -1 is an instant effect if (id != -1) // sustains { // Com_Printf ("Sustain effect id %d\n", id); free_sustain = null; s = cl_sustains; for (i = 0; i < MAX_SUSTAINS; i++) { if (s[i].id == 0) { free_sustain = s[i]; break; } } if (free_sustain != null) { s[i].id = id; s[i].count = MSG.ReadByte(net_message); MSG.ReadPos(net_message, s[i].org); MSG.ReadDir(net_message, s[i].dir); r = MSG.ReadByte(net_message); s[i].color = r & 0xff; s[i].magnitude = MSG.ReadShort(net_message); s[i].endtime = cl.time + MSG.ReadLong(net_message); s[i].think = new cl_sustain_t.ThinkAdapter() { void think(cl_sustain_t self) { CL.ParticleSteamEffect2(self); } }; s[i].thinkinterval = 100; s[i].nextthink = cl.time; } else { // Com_Printf ("No free sustains!\n"); // FIXME - read the stuff anyway cnt = MSG.ReadByte(net_message); MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); r = MSG.ReadByte(net_message); magnitude = MSG.ReadShort(net_message); magnitude = MSG.ReadLong(net_message); // really interval } } else // instant { cnt = MSG.ReadByte(net_message); MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); r = MSG.ReadByte(net_message); magnitude = MSG.ReadShort(net_message); color = r & 0xff; CL.ParticleSteamEffect(pos, dir, color, cnt, magnitude); // S_StartSound (pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0); } } static void ParseWidow() { float[] pos = new float[3]; int id, i; cl_sustain_t[] s; cl_sustain_t free_sustain; id = MSG.ReadShort(net_message); free_sustain = null; s = cl_sustains; for (i = 0; i < MAX_SUSTAINS; i++) { if (s[i].id == 0) { free_sustain = s[i]; break; } } if (free_sustain != null) { s[i].id = id; MSG.ReadPos(net_message, s[i].org); s[i].endtime = cl.time + 2100; s[i].think = new cl_sustain_t.ThinkAdapter() { void think(cl_sustain_t self) { CL.Widowbeamout(self); } }; s[i].thinkinterval = 1; s[i].nextthink = cl.time; } else // no free sustains { // FIXME - read the stuff anyway MSG.ReadPos(net_message, pos); } } static void ParseNuke() { float[] pos = new float[3]; int i; cl_sustain_t[] s; cl_sustain_t free_sustain; free_sustain = null; s = cl_sustains; for (i = 0; i < MAX_SUSTAINS; i++) { if (s[i].id == 0) { free_sustain = s[i]; break; } } if (free_sustain != null) { s[i].id = 21000; MSG.ReadPos(net_message, s[i].org); s[i].endtime = cl.time + 1000; s[i].think = new cl_sustain_t.ThinkAdapter() { void think(cl_sustain_t self) { CL.Nukeblast(self); } }; s[i].thinkinterval = 1; s[i].nextthink = cl.time; } else // no free sustains { // FIXME - read the stuff anyway MSG.ReadPos(net_message, pos); } } // ROGUE // ============= /* ================= CL_ParseTEnt ================= */ static int[] splash_color = {0x00, 0xe0, 0xb0, 0x50, 0xd0, 0xe0, 0xe8}; static void ParseTEnt() { int type; float[] pos = new float[3]; float[] pos2 = new float[3]; float[] dir = new float[3]; explosion_t ex; int cnt; int color; int r; int ent; int magnitude; type = MSG.ReadByte(net_message); switch (type) { case TE_BLOOD : // bullet hitting flesh MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); CL.ParticleEffect(pos, dir, 0xe8, 60); break; case TE_GUNSHOT : // bullet hitting wall case TE_SPARKS : case TE_BULLET_SPARKS : MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); if (type == TE_GUNSHOT) CL.ParticleEffect(pos, dir, 0, 40); else CL.ParticleEffect(pos, dir, 0xe0, 6); if (type != TE_SPARKS) { CL.SmokeAndFlash(pos); // impact sound cnt = rand() & 15; if (cnt == 1) S.StartSound(pos, 0, 0, cl_sfx_ric1, 1, ATTN_NORM, 0); else if (cnt == 2) S.StartSound(pos, 0, 0, cl_sfx_ric2, 1, ATTN_NORM, 0); else if (cnt == 3) S.StartSound(pos, 0, 0, cl_sfx_ric3, 1, ATTN_NORM, 0); } break; case TE_SCREEN_SPARKS : case TE_SHIELD_SPARKS : MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); if (type == TE_SCREEN_SPARKS) CL.ParticleEffect(pos, dir, 0xd0, 40); else CL.ParticleEffect(pos, dir, 0xb0, 40); //FIXME : replace or remove this sound S.StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0); break; case TE_SHOTGUN : // bullet hitting wall MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); CL.ParticleEffect(pos, dir, 0, 20); CL.SmokeAndFlash(pos); break; case TE_SPLASH : // bullet hitting water cnt = MSG.ReadByte(net_message); MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); r = MSG.ReadByte(net_message); if (r > 6) color = 0x00; else color = splash_color[r]; CL.ParticleEffect(pos, dir, color, cnt); if (r == SPLASH_SPARKS) { r = rand() & 3; if (r == 0) S.StartSound(pos, 0, 0, cl_sfx_spark5, 1, ATTN_STATIC, 0); else if (r == 1) S.StartSound(pos, 0, 0, cl_sfx_spark6, 1, ATTN_STATIC, 0); else S.StartSound(pos, 0, 0, cl_sfx_spark7, 1, ATTN_STATIC, 0); } break; case TE_LASER_SPARKS : cnt = MSG.ReadByte(net_message); MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); color = MSG.ReadByte(net_message); CL.ParticleEffect2(pos, dir, color, cnt); break; // RAFAEL case TE_BLUEHYPERBLASTER : MSG.ReadPos(net_message, pos); MSG.ReadPos(net_message, dir); CL.BlasterParticles(pos, dir); break; case TE_BLASTER : // blaster hitting wall MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); CL.BlasterParticles(pos, dir); ex = CL.AllocExplosion(); VectorCopy(pos, ex.ent.origin); ex.ent.angles[0] = (float) (Math.acos(dir[2]) / Math.PI * 180); // PMM - fixed to correct for pitch of 0 if (dir[0] != 0.0f) ex.ent.angles[1] = (float) (Math.atan2(dir[1], dir[0]) / Math.PI * 180); else if (dir[1] > 0) ex.ent.angles[1] = 90; else if (dir[1] < 0) ex.ent.angles[1] = 270; else ex.ent.angles[1] = 0; ex.type = ex_misc; ex.ent.flags = RF_FULLBRIGHT | RF_TRANSLUCENT; ex.start = cl.frame.servertime - 100; ex.light = 150; ex.lightcolor[0] = 1; ex.lightcolor[1] = 1; ex.ent.model = cl_mod_explode; ex.frames = 4; S.StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0); break; case TE_RAILTRAIL : // railgun effect MSG.ReadPos(net_message, pos); MSG.ReadPos(net_message, pos2); CL.RailTrail(pos, pos2); S.StartSound(pos2, 0, 0, cl_sfx_railg, 1, ATTN_NORM, 0); break; case TE_EXPLOSION2 : case TE_GRENADE_EXPLOSION : case TE_GRENADE_EXPLOSION_WATER : MSG.ReadPos(net_message, pos); ex = CL.AllocExplosion(); VectorCopy(pos, ex.ent.origin); ex.type = ex_poly; ex.ent.flags = RF_FULLBRIGHT; ex.start = cl.frame.servertime - 100; ex.light = 350; ex.lightcolor[0] = 1.0f; ex.lightcolor[1] = 0.5f; ex.lightcolor[2] = 0.5f; ex.ent.model = cl_mod_explo4; ex.frames = 19; ex.baseframe = 30; ex.ent.angles[1] = rand() % 360; CL.ExplosionParticles(pos); if (type == TE_GRENADE_EXPLOSION_WATER) S.StartSound(pos, 0, 0, cl_sfx_watrexp, 1, ATTN_NORM, 0); else S.StartSound(pos, 0, 0, cl_sfx_grenexp, 1, ATTN_NORM, 0); break; // RAFAEL case TE_PLASMA_EXPLOSION : MSG.ReadPos(net_message, pos); ex = CL.AllocExplosion(); VectorCopy(pos, ex.ent.origin); ex.type = ex_poly; ex.ent.flags = RF_FULLBRIGHT; ex.start = cl.frame.servertime - 100; ex.light = 350; ex.lightcolor[0] = 1.0f; ex.lightcolor[1] = 0.5f; ex.lightcolor[2] = 0.5f; ex.ent.angles[1] = rand() % 360; ex.ent.model = cl_mod_explo4; if (Globals.rnd.nextFloat() < 0.5) ex.baseframe = 15; ex.frames = 15; CL.ExplosionParticles(pos); S.StartSound(pos, 0, 0, cl_sfx_rockexp, 1, ATTN_NORM, 0); break; case TE_EXPLOSION1 : case TE_EXPLOSION1_BIG : // PMM case TE_ROCKET_EXPLOSION : case TE_ROCKET_EXPLOSION_WATER : case TE_EXPLOSION1_NP : // PMM MSG.ReadPos(net_message, pos); ex = CL.AllocExplosion(); VectorCopy(pos, ex.ent.origin); ex.type = ex_poly; ex.ent.flags = RF_FULLBRIGHT; ex.start = cl.frame.servertime - 100; ex.light = 350; ex.lightcolor[0] = 1.0f; ex.lightcolor[1] = 0.5f; ex.lightcolor[2] = 0.5f; ex.ent.angles[1] = rand() % 360; if (type != TE_EXPLOSION1_BIG) // PMM ex.ent.model = cl_mod_explo4; // PMM else ex.ent.model = cl_mod_explo4_big; if (Globals.rnd.nextFloat() < 0.5) ex.baseframe = 15; ex.frames = 15; if ((type != TE_EXPLOSION1_BIG) && (type != TE_EXPLOSION1_NP)) // PMM CL.ExplosionParticles(pos); // PMM if (type == TE_ROCKET_EXPLOSION_WATER) S.StartSound(pos, 0, 0, cl_sfx_watrexp, 1, ATTN_NORM, 0); else S.StartSound(pos, 0, 0, cl_sfx_rockexp, 1, ATTN_NORM, 0); break; case TE_BFG_EXPLOSION : MSG.ReadPos(net_message, pos); ex = CL.AllocExplosion(); VectorCopy(pos, ex.ent.origin); ex.type = ex_poly; ex.ent.flags = RF_FULLBRIGHT; ex.start = cl.frame.servertime - 100; ex.light = 350; ex.lightcolor[0] = 0.0f; ex.lightcolor[1] = 1.0f; ex.lightcolor[2] = 0.0f; ex.ent.model = cl_mod_bfg_explo; ex.ent.flags |= RF_TRANSLUCENT; ex.ent.alpha = 0.30f; ex.frames = 4; break; case TE_BFG_BIGEXPLOSION : MSG.ReadPos(net_message, pos); CL.BFGExplosionParticles(pos); break; case TE_BFG_LASER : CL.ParseLaser(0xd0d1d2d3); break; case TE_BUBBLETRAIL : MSG.ReadPos(net_message, pos); MSG.ReadPos(net_message, pos2); CL.BubbleTrail(pos, pos2); break; case TE_PARASITE_ATTACK : case TE_MEDIC_CABLE_ATTACK : ent = CL.ParseBeam(cl_mod_parasite_segment); break; case TE_BOSSTPORT : // boss teleporting to station MSG.ReadPos(net_message, pos); CL.BigTeleportParticles(pos); S.StartSound(pos, 0, 0, S.RegisterSound("misc/bigtele.wav"), 1, ATTN_NONE, 0); break; case TE_GRAPPLE_CABLE : ent = CL.ParseBeam2(cl_mod_grapple_cable); break; // RAFAEL case TE_WELDING_SPARKS : cnt = MSG.ReadByte(net_message); MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); color = MSG.ReadByte(net_message); CL.ParticleEffect2(pos, dir, color, cnt); ex = CL.AllocExplosion(); VectorCopy(pos, ex.ent.origin); ex.type = ex_flash; // note to self // we need a better no draw flag ex.ent.flags = RF_BEAM; ex.start = cl.frame.servertime - 0.1f; ex.light = 100 + (rand() % 75); ex.lightcolor[0] = 1.0f; ex.lightcolor[1] = 1.0f; ex.lightcolor[2] = 0.3f; ex.ent.model = cl_mod_flash; ex.frames = 2; break; case TE_GREENBLOOD : MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); CL.ParticleEffect2(pos, dir, 0xdf, 30); break; // RAFAEL case TE_TUNNEL_SPARKS : cnt = MSG.ReadByte(net_message); MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); color = MSG.ReadByte(net_message); CL.ParticleEffect3(pos, dir, color, cnt); break; // ============= // PGM // PMM -following code integrated for flechette (different color) case TE_BLASTER2 : // green blaster hitting wall case TE_FLECHETTE : // flechette MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); // PMM if (type == TE_BLASTER2) CL.BlasterParticles2(pos, dir, 0xd0); else CL.BlasterParticles2(pos, dir, 0x6f); // 75 ex = CL.AllocExplosion(); VectorCopy(pos, ex.ent.origin); ex.ent.angles[0] = (float) (Math.acos(dir[2]) / Math.PI * 180); // PMM - fixed to correct for pitch of 0 if (dir[0] != 0.0f) ex.ent.angles[1] = (float) (Math.atan2(dir[1], dir[0]) / Math.PI * 180); else if (dir[1] > 0) ex.ent.angles[1] = 90; else if (dir[1] < 0) ex.ent.angles[1] = 270; else ex.ent.angles[1] = 0; ex.type = ex_misc; ex.ent.flags = RF_FULLBRIGHT | RF_TRANSLUCENT; // PMM if (type == TE_BLASTER2) ex.ent.skinnum = 1; else // flechette ex.ent.skinnum = 2; ex.start = cl.frame.servertime - 100; ex.light = 150; // PMM if (type == TE_BLASTER2) ex.lightcolor[1] = 1; else // flechette { ex.lightcolor[0] = 0.19f; ex.lightcolor[1] = 0.41f; ex.lightcolor[2] = 0.75f; } ex.ent.model = cl_mod_explode; ex.frames = 4; S.StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0); break; case TE_LIGHTNING : ent = CL.ParseLightning(cl_mod_lightning); S.StartSound(null, ent, CHAN_WEAPON, cl_sfx_lightning, 1, ATTN_NORM, 0); break; case TE_DEBUGTRAIL : MSG.ReadPos(net_message, pos); MSG.ReadPos(net_message, pos2); CL.DebugTrail(pos, pos2); break; case TE_PLAIN_EXPLOSION : MSG.ReadPos(net_message, pos); ex = CL.AllocExplosion(); VectorCopy(pos, ex.ent.origin); ex.type = ex_poly; ex.ent.flags = RF_FULLBRIGHT; ex.start = cl.frame.servertime - 100; ex.light = 350; ex.lightcolor[0] = 1.0f; ex.lightcolor[1] = 0.5f; ex.lightcolor[2] = 0.5f; ex.ent.angles[1] = rand() % 360; ex.ent.model = cl_mod_explo4; if (Globals.rnd.nextFloat() < 0.5) ex.baseframe = 15; ex.frames = 15; if (type == TE_ROCKET_EXPLOSION_WATER) S.StartSound(pos, 0, 0, cl_sfx_watrexp, 1, ATTN_NORM, 0); else S.StartSound(pos, 0, 0, cl_sfx_rockexp, 1, ATTN_NORM, 0); break; case TE_FLASHLIGHT : MSG.ReadPos(net_message, pos); ent = MSG.ReadShort(net_message); CL.Flashlight(ent, pos); break; case TE_FORCEWALL : MSG.ReadPos(net_message, pos); MSG.ReadPos(net_message, pos2); color = MSG.ReadByte(net_message); CL.ForceWall(pos, pos2, color); break; case TE_HEATBEAM : ent = CL.ParsePlayerBeam(cl_mod_heatbeam); break; case TE_MONSTER_HEATBEAM : ent = CL.ParsePlayerBeam(cl_mod_monster_heatbeam); break; case TE_HEATBEAM_SPARKS : // cnt = MSG.ReadByte (net_message); cnt = 50; MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); // r = MSG.ReadByte (net_message); // magnitude = MSG.ReadShort (net_message); r = 8; magnitude = 60; color = r & 0xff; CL.ParticleSteamEffect(pos, dir, color, cnt, magnitude); S.StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0); break; case TE_HEATBEAM_STEAM : // cnt = MSG.ReadByte (net_message); cnt = 20; MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); // r = MSG.ReadByte (net_message); // magnitude = MSG.ReadShort (net_message); // color = r & 0xff; color = 0xe0; magnitude = 60; CL.ParticleSteamEffect(pos, dir, color, cnt, magnitude); S.StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0); break; case TE_STEAM : CL.ParseSteam(); break; case TE_BUBBLETRAIL2 : // cnt = MSG.ReadByte (net_message); cnt = 8; MSG.ReadPos(net_message, pos); MSG.ReadPos(net_message, pos2); CL.BubbleTrail2(pos, pos2, cnt); S.StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0); break; case TE_MOREBLOOD : MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); CL.ParticleEffect(pos, dir, 0xe8, 250); break; case TE_CHAINFIST_SMOKE : dir[0] = 0; dir[1] = 0; dir[2] = 1; MSG.ReadPos(net_message, pos); CL.ParticleSmokeEffect(pos, dir, 0, 20, 20); break; case TE_ELECTRIC_SPARKS : MSG.ReadPos(net_message, pos); MSG.ReadDir(net_message, dir); // CL_ParticleEffect (pos, dir, 109, 40); CL.ParticleEffect(pos, dir, 0x75, 40); //FIXME : replace or remove this sound S.StartSound(pos, 0, 0, cl_sfx_lashit, 1, ATTN_NORM, 0); break; case TE_TRACKER_EXPLOSION : MSG.ReadPos(net_message, pos); CL.ColorFlash(pos, 0, 150, -1, -1, -1); CL.ColorExplosionParticles(pos, 0, 1); // CL_Tracker_Explode (pos); S.StartSound(pos, 0, 0, cl_sfx_disrexp, 1, ATTN_NORM, 0); break; case TE_TELEPORT_EFFECT : case TE_DBALL_GOAL : MSG.ReadPos(net_message, pos); CL.TeleportParticles(pos); break; case TE_WIDOWBEAMOUT : CL.ParseWidow(); break; case TE_NUKEBLAST : ParseNuke(); break; case TE_WIDOWSPLASH : MSG.ReadPos(net_message, pos); CL.WidowSplash(pos); break; // PGM // ============== default : Com.Error(ERR_DROP, "CL_ParseTEnt: bad type"); } } /* ================= CL_AddBeams ================= */ static void AddBeams() { int i, j; beam_t[] b; float[] dist = new float[3]; float[] org = new float[3]; float d; entity_t ent = new entity_t(); float yaw, pitch; float forward; float len, steps; float model_length; // update beams b = cl_beams; for (i = 0; i < MAX_BEAMS; i++) { if (b[i].model == null || b[i].endtime < cl.time) continue; // if coming from the player, update the start position if (b[i].entity == cl.playernum + 1) // entity 0 is the world { VectorCopy(cl.refdef.vieworg, b[i].start); b[i].start[2] -= 22; // adjust for view height } VectorAdd(b[i].start, b[i].offset, org); // calculate pitch and yaw VectorSubtract(b[i].end, org, dist); if (dist[1] == 0 && dist[0] == 0) { yaw = 0; if (dist[2] > 0) pitch = 90; else pitch = 270; } else { // PMM - fixed to correct for pitch of 0 if (dist[0] != 0.0f) yaw = (float) (Math.atan2(dist[1], dist[0]) * 180 / Math.PI); else if (dist[1] > 0) yaw = 90; else yaw = 270; if (yaw < 0) yaw += 360; forward = (float)Math.sqrt(dist[0] * dist[0] + dist[1] * dist[1]); pitch = (float) (Math.atan2(dist[2], forward) * -180.0 / Math.PI); if (pitch < 0) pitch += 360.0; } // add new entities for the beams d = VectorNormalize(dist); //memset (&ent, 0, sizeof(ent)); ent = new entity_t(); if (b[i].model == cl_mod_lightning) { model_length = 35.0f; d -= 20.0; // correction so it doesn't end in middle of tesla } else { model_length = 30.0f; } steps = (float)Math.ceil(d / model_length); len = (d - model_length) / (steps - 1); // PMM - special case for lightning model .. if the real length is shorter than the model, // flip it around & draw it from the end to the start. This prevents the model from going // through the tesla mine (instead it goes through the target) if ((b[i].model == cl_mod_lightning) && (d <= model_length)) { // Com_Printf ("special case\n"); VectorCopy(b[i].end, ent.origin); // offset to push beam outside of tesla model (negative because dist is from end to start // for this beam) // for (j=0 ; j<3 ; j++) // ent.origin[j] -= dist[j]*10.0; ent.model = b[i].model; ent.flags = RF_FULLBRIGHT; ent.angles[0] = pitch; ent.angles[1] = yaw; ent.angles[2] = rand() % 360; V.AddEntity(ent); return; } while (d > 0) { VectorCopy(org, ent.origin); ent.model = b[i].model; if (b[i].model == cl_mod_lightning) { ent.flags = RF_FULLBRIGHT; ent.angles[0] = -pitch; ent.angles[1] = yaw + 180.0f; ent.angles[2] = rand() % 360; } else { ent.angles[0] = pitch; ent.angles[1] = yaw; ent.angles[2] = rand() % 360; } // Com_Printf("B: %d . %d\n", b[i].entity, b[i].dest_entity); V.AddEntity(ent); for (j = 0; j < 3; j++) org[j] += dist[j] * len; d -= model_length; } } } //extern cvar_t *hand; /* ================= ROGUE - draw player locked beams CL_AddPlayerBeams ================= */ static void AddPlayerBeams() { float[] dist = new float[3]; float[] org = new float[3]; float d; entity_t ent = new entity_t(); float yaw, pitch; float forward; float len, steps; int framenum = 0; float model_length; float hand_multiplier; frame_t oldframe; player_state_t ps, ops; // PMM if (hand != null) { if (hand.value == 2) hand_multiplier = 0; else if (hand.value == 1) hand_multiplier = -1; else hand_multiplier = 1; } else { hand_multiplier = 1; } // PMM // update beams beam_t[] b = cl_playerbeams; float[] f = new float[3]; float[] u = new float[3]; float[] r = new float[3]; for (int i = 0; i < MAX_BEAMS; i++) { if (b[i].model == null || b[i].endtime < cl.time) continue; if (cl_mod_heatbeam != null && (b[i].model == cl_mod_heatbeam)) { // if coming from the player, update the start position if (b[i].entity == cl.playernum + 1) // entity 0 is the world { // set up gun position // code straight out of CL_AddViewWeapon ps = cl.frame.playerstate; int j = (cl.frame.serverframe - 1) & UPDATE_MASK; oldframe = cl.frames[j]; if (oldframe.serverframe != cl.frame.serverframe - 1 || !oldframe.valid) oldframe = cl.frame; // previous frame was dropped or involid ops = oldframe.playerstate; for (j = 0; j < 3; j++) { b[i].start[j] = cl.refdef.vieworg[j] + ops.gunoffset[j] + cl.lerpfrac * (ps.gunoffset[j] - ops.gunoffset[j]); } VectorMA(b[i].start, (hand_multiplier * b[i].offset[0]), cl.v_right, org); VectorMA(org, b[i].offset[1], cl.v_forward, org); VectorMA(org, b[i].offset[2], cl.v_up, org); if ((hand != null) && (hand.value == 2)) { VectorMA(org, -1, cl.v_up, org); } // FIXME - take these out when final VectorCopy(cl.v_right, r); VectorCopy(cl.v_forward, f); VectorCopy(cl.v_up, u); } else VectorCopy(b[i].start, org); } else { // if coming from the player, update the start position if (b[i].entity == cl.playernum + 1) // entity 0 is the world { VectorCopy(cl.refdef.vieworg, b[i].start); b[i].start[2] -= 22; // adjust for view height } VectorAdd(b[i].start, b[i].offset, org); } // calculate pitch and yaw VectorSubtract(b[i].end, org, dist); // PMM if (cl_mod_heatbeam != null && (b[i].model == cl_mod_heatbeam) && (b[i].entity == cl.playernum + 1)) { len = VectorLength(dist); VectorScale(f, len, dist); VectorMA(dist, (hand_multiplier * b[i].offset[0]), r, dist); VectorMA(dist, b[i].offset[1], f, dist); VectorMA(dist, b[i].offset[2], u, dist); if ((hand != null) && (hand.value == 2)) { VectorMA(org, -1, cl.v_up, org); } } // PMM if (dist[1] == 0 && dist[0] == 0) { yaw = 0; if (dist[2] > 0) pitch = 90; else pitch = 270; } else { // PMM - fixed to correct for pitch of 0 if (dist[0] != 0.0f) yaw = (float) (Math.atan2(dist[1], dist[0]) * 180 / Math.PI); else if (dist[1] > 0) yaw = 90; else yaw = 270; if (yaw < 0) yaw += 360; forward = (float)Math.sqrt(dist[0] * dist[0] + dist[1] * dist[1]); pitch = (float) (Math.atan2(dist[2], forward) * -180.0 / Math.PI); if (pitch < 0) pitch += 360.0; } if (cl_mod_heatbeam != null && (b[i].model == cl_mod_heatbeam)) { if (b[i].entity != cl.playernum + 1) { framenum = 2; // Com_Printf ("Third person\n"); ent.angles[0] = -pitch; ent.angles[1] = yaw + 180.0f; ent.angles[2] = 0; // Com_Printf ("%f %f - %f %f %f\n", -pitch, yaw+180.0, b[i].offset[0], b[i].offset[1], b[i].offset[2]); AngleVectors(ent.angles, f, r, u); // if it's a non-origin offset, it's a player, so use the hardcoded player offset if (VectorCompare(b[i].offset, vec3_origin) == 0) { VectorMA(org, - (b[i].offset[0]) + 1, r, org); VectorMA(org, - (b[i].offset[1]), f, org); VectorMA(org, - (b[i].offset[2]) - 10, u, org); } else { // if it's a monster, do the particle effect CL.MonsterPlasma_Shell(b[i].start); } } else { framenum = 1; } } // if it's the heatbeam, draw the particle effect if ((cl_mod_heatbeam != null && (b[i].model == cl_mod_heatbeam) && (b[i].entity == cl.playernum + 1))) { CL.Heatbeam(org, dist); } // add new entities for the beams d = VectorNormalize(dist); //memset (&ent, 0, sizeof(ent)); //ent = new entity_t(); // this is not required. hoz if (b[i].model == cl_mod_heatbeam) { model_length = 32.0f; } else if (b[i].model == cl_mod_lightning) { model_length = 35.0f; d -= 20.0; // correction so it doesn't end in middle of tesla } else { model_length = 30.0f; } steps = (float)Math.ceil(d / model_length); len = (d - model_length) / (steps - 1); // PMM - special case for lightning model .. if the real length is shorter than the model, // flip it around & draw it from the end to the start. This prevents the model from going // through the tesla mine (instead it goes through the target) if ((b[i].model == cl_mod_lightning) && (d <= model_length)) { // Com_Printf ("special case\n"); VectorCopy(b[i].end, ent.origin); // offset to push beam outside of tesla model (negative because dist is from end to start // for this beam) // for (j=0 ; j<3 ; j++) // ent.origin[j] -= dist[j]*10.0; ent.model = b[i].model; ent.flags = RF_FULLBRIGHT; ent.angles[0] = pitch; ent.angles[1] = yaw; ent.angles[2] = rand() % 360; V.AddEntity(ent); return; } while (d > 0) { VectorCopy(org, ent.origin); ent.model = b[i].model; if (cl_mod_heatbeam != null && (b[i].model == cl_mod_heatbeam)) { // ent.flags = RF_FULLBRIGHT|RF_TRANSLUCENT; // ent.alpha = 0.3; ent.flags = RF_FULLBRIGHT; ent.angles[0] = -pitch; ent.angles[1] = yaw + 180.0f; ent.angles[2] = (cl.time) % 360; // ent.angles[2] = rand()%360; ent.frame = framenum; } else if (b[i].model == cl_mod_lightning) { ent.flags = RF_FULLBRIGHT; ent.angles[0] = -pitch; ent.angles[1] = yaw + 180.0f; ent.angles[2] = rand() % 360; } else { ent.angles[0] = pitch; ent.angles[1] = yaw; ent.angles[2] = rand() % 360; } // Com_Printf("B: %d . %d\n", b[i].entity, b[i].dest_entity); V.AddEntity(ent); for (int j = 0; j < 3; j++) org[j] += dist[j] * len; d -= model_length; } } } /* ================= CL_AddExplosions ================= */ static void AddExplosions() { entity_t ent; int i; explosion_t[] ex; float frac; int f; //memset (&ent, 0, sizeof(ent)); Pointer! ent = null; ex = cl_explosions; for (i = 0; i < MAX_EXPLOSIONS; i++) { if (ex[i].type == ex_free) continue; frac = (cl.time - ex[i].start) / 100.0f; f = (int)Math.floor(frac); ent = ex[i].ent; switch (ex[i].type) { case ex_mflash : if (f >= ex[i].frames - 1) ex[i].type = ex_free; break; case ex_misc : if (f >= ex[i].frames - 1) { ex[i].type = ex_free; break; } ent.alpha = 1.0f - frac / (ex[i].frames - 1); break; case ex_flash : if (f >= 1) { ex[i].type = ex_free; break; } ent.alpha = 1.0f; break; case ex_poly : if (f >= ex[i].frames - 1) { ex[i].type = ex_free; break; } ent.alpha = (16.0f - (float)f) / 16.0f; if (f < 10) { ent.skinnum = (f >> 1); if (ent.skinnum < 0) ent.skinnum = 0; } else { ent.flags |= RF_TRANSLUCENT; if (f < 13) ent.skinnum = 5; else ent.skinnum = 6; } break; case ex_poly2 : if (f >= ex[i].frames - 1) { ex[i].type = ex_free; break; } ent.alpha = (5.0f - (float)f) / 5.0f; ent.skinnum = 0; ent.flags |= RF_TRANSLUCENT; break; } if (ex[i].type == ex_free) continue; if (ex[i].light != 0.0f) { V.AddLight( ent.origin, ex[i].light * ent.alpha, ex[i].lightcolor[0], ex[i].lightcolor[1], ex[i].lightcolor[2]); } VectorCopy(ent.origin, ent.oldorigin); if (f < 0) f = 0; ent.frame = ex[i].baseframe + f + 1; ent.oldframe = ex[i].baseframe + f; ent.backlerp = 1.0f - cl.lerpfrac; V.AddEntity(ent); } } /* ================= CL_AddLasers ================= */ static void AddLasers() { laser_t[] l; int i; l = cl_lasers; for (i = 0; i < MAX_LASERS; i++) { if (l[i].endtime >= cl.time) V.AddEntity(l[i].ent); } } /* PMM - CL_Sustains */ static void ProcessSustain() { cl_sustain_t[] s; int i; s = cl_sustains; for (i = 0; i < MAX_SUSTAINS; i++) { if (s[i].id != 0) if ((s[i].endtime >= cl.time) && (cl.time >= s[i].nextthink)) { s[i].think.think(s[i]); } else if (s[i].endtime < cl.time) s[i].id = 0; } } /* ================= CL_AddTEnts ================= */ static void AddTEnts() { CL.AddBeams(); // PMM - draw plasma beams CL.AddPlayerBeams(); CL.AddExplosions(); CL.AddLasers(); // PMM - set up sustain CL.ProcessSustain(); } }