icculus quake2 doxygen
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33 float angle0,
float angle1,
float angle2,
34 float org0,
float org1,
float org2,
35 float vel0,
float vel1,
float vel2,
36 float accel0,
float accel1,
float accel2,
37 float color0,
float color1,
float color2,
38 float colorvel0,
float colorvel1,
float colorvel2,
39 float alpha,
float alphavel,
40 float size,
float sizevel,
59 if (value1[1] == 0 && value1[0] == 0)
71 yaw = (atan2(value1[1], value1[0]) * 180 /
M_PI);
72 else if (value1[1] > 0)
80 forward =
sqrt (value1[0]*value1[0] + value1[1]*value1[1]);
86 angles[
PITCH] = -pitch;
171 move[0], move[1], move[2],
195 p->
color = 0x74 + (rand()&7);
248 p->
color = colorStart + (rand() % colorRun);
250 for (
j=0 ;
j<3 ;
j++)
294 0, 0, -40 - (
crand()*10),
296 color[0]+5, color[1]+5, color[2]+5,
298 1, -1.0 / (3.0+
frand()*0.5),
315 for (
j=0 ;
j<3 ;
j++)
337 count = rand() & 0xF;
355 p->
color = 226 + (rand() % 4);
357 for (
j=0 ;
j<3 ;
j++)
366 count = rand() & 0x7;
383 p->
color = 0 + (rand() % 4);
385 for (
j=0 ;
j<3 ;
j++)
418 p->
color = color + (rand() & numcolors);
422 d = rand() & dirspread;
423 for (
j=0 ;
j<3 ;
j++)
425 p->
org[
j] = org[
j] + ((rand()&7)-4) + d*dir[
j];
464 for (
i=0 ;
i<len ;
i+=dec)
474 0.75, -1.0 / (1 +
frand() * 0.2),
477 PART_TRANS|PART_SHADED,
493 p->
color = 4 + (rand()&7);
494 for (
j=0 ;
j<3 ;
j++)
538 ltime = (float)
cl.
time/1000.0;
541 for (
i=0 ;
i<len ;
i+=step)
543 d =
i * 0.1 - fmod(ltime,16.0)*
M_PI;
547 for (k=-1; k<2; k+=2)
588 move[0]+dir[0]*3, move[1]+dir[1]*3, move[2]+dir[2]*3,
591 200+rand()*50, 200+rand()*25, rand()*50,
599 for (
j=0 ;
j<3 ;
j++)
601 p->
org[
j] = move[
j] + dir[
j]*3;
627 float step = 32.0, rstep;
650 ltime = (float)
cl.
time/1000.0;
651 start_pt = fmod(ltime*96.0,step);
652 VectorMA (move, start_pt, vec, move);
658 for (
i=start_pt ;
i<len ;
i+=step)
663 for (rot = 0; rot <
M_PI*2; rot += rstep)
681 c = cos(rot)*variance;
682 s = sin(rot)*variance;
701 p->
color = 223 - (rand()&7);
703 for (
j=0 ;
j<3 ;
j++)
705 p->
org[
j] = move[
j] + dir[
j]*3;
727 float step = 32.0, rstep;
762 p->
color = 223 - (rand()&7);
764 for (
j=0 ;
j<3 ;
j++)
867 p->
color = color + (rand()&7);
869 for (
j=0 ;
j<3 ;
j++)
875 d =
crand()*magnitude/3;
877 d =
crand()*magnitude/3;
903 for (
i=0 ;
i<
self->count ;
i++)
914 p->
color =
self->color + (rand()&7);
916 for (
j=0 ;
j<3 ;
j++)
918 p->
org[
j] =
self->org[
j] +
self->magnitude*0.1*
crand();
922 d =
crand()*
self->magnitude/3;
924 d =
crand()*
self->magnitude/3;
933 self->nextthink +=
self->thinkinterval;
981 p->
color = particleColor;
985 for (
j=0 ;
j<3 ;
j++)
1068 static int colortable[4] = {2*8,13*8,21*8,18*8};
1072 ratio = 1.0 - (((float)self->endtime - (
float)
cl.
time)/2100.0);
1089 p->
color = colortable[rand()&3];
1107 static int colortable[4] = {110, 112, 114, 116};
1111 ratio = 1.0 - (((float)self->endtime - (
float)
cl.
time)/1000.0);
1128 p->
color = colortable[rand()&3];
1135 VectorMA(self->org, (200.0 * ratio), dir, p->
org);
1143 static int colortable[4] = {2*8,13*8,21*8,18*8};
1149 for (
i=0 ;
i<256 ;
i++)
1160 p->
color = colortable[rand()&3];
1253 for (
j=0 ;
j<3 ;
j++)
1278 for (
i=0 ;
i<128 ;
i++)
1283 org[0] + ((rand()%32)-16), org[1] + ((rand()%32)-16), org[2] + ((rand()%32)-16),
1284 (rand()%256)-128, (rand()%256)-128, (rand()%256)-128,
1286 color[0] + (rand() % run), color[1] + (rand() % run), color[2] + (rand() % run),
1288 1.0, -0.4 / (0.6 +
frand()*0.2),
1302 p->
color = color8 + (rand() % run);
1303 for (
j=0 ;
j<3 ;
j++)
1305 p->
org[
j] = org[
j] + ((rand()%32)-16);
1306 p->
vel[
j] = (rand()%256)-128;
1326 angle[2] = angle[0] + *time*angle[1] + *time**time*angle[2];
1351 p->
color = color + (rand()&7);
1353 for (
j=0 ;
j<3 ;
j++)
1359 d =
crand()*magnitude/3;
1361 d =
crand()*magnitude/3;
1397 p->
color = color + (rand()&7);
1400 for (
j=0 ;
j<3 ;
j++)
1402 p->
org[
j] = org[
j] + ((rand()&7)-4) + d*dir[
j];
1457 for (
j=0 ;
j<3 ;
j++)
void CL_SmokeTrail(vec3_t start, vec3_t end, int colorStart, int colorRun, int spacing)
void CL_WidowSplash(vec3_t org)
#define VectorSubtract(a, b, c)
cdlight_t * CL_AllocDlight(int key)
void CL_ParticleSmokeEffect(vec3_t org, vec3_t dir, int color, int count, int magnitude)
void VectorScale(vec3_t in, vec_t scale, vec3_t out)
void CL_Tracker_Shell(vec3_t origin)
void CL_DebugTrail(vec3_t start, vec3_t end)
void CL_GenericParticleEffect(vec3_t org, vec3_t dir, int color, int count, int numcolors, int dirspread, float alphavel)
cparticle_t * free_particles
void CL_Heatbeam(vec3_t start, vec3_t forward)
void vectoangles2(vec3_t value1, vec3_t angles)
void MakeNormalVectors(vec3_t forward, vec3_t right, vec3_t up)
void CL_Widowbeamout(cl_sustain_t *self)
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
cparticle_t * active_particles
int color8green(int color8)
void CL_TagTrail(vec3_t start, vec3_t end, float color)
void CL_TrackerTrail(vec3_t start, vec3_t end, int particleColor)
void CL_Flashlight(int ent, vec3_t pos)
void CL_ColorFlash(vec3_t pos, int ent, int intensity, float r, float g, float b)
void CL_ColorExplosionParticles(vec3_t org, int color8, int run)
vec_t VectorNormalize(vec3_t v)
void CL_ForceWall(vec3_t start, vec3_t end, int color8)
cparticle_t * setupParticle(float angle0, float angle1, float angle2, float org0, float org1, float org2, float vel0, float vel1, float vel2, float accel0, float accel1, float accel2, float color0, float color1, float color2, float colorvel0, float colorvel1, float colorvel2, float alpha, float alphavel, float size, float sizevel, int image, int flags, void(*think)(cparticle_t *p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time), qboolean thinknext)
void CL_MonsterPlasma_Shell(vec3_t origin)
void CL_Tracker_Explode(vec3_t origin)
int color8red(int color8)
GLfloat GLfloat GLfloat alpha
void CL_ParticleSteamEffect2(cl_sustain_t *self)
#define VectorAdd(a, b, c)
void CL_Nukeblast(cl_sustain_t *self)
int color8blue(int color8)
void VectorMA(vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
void CL_FlameEffects(centity_t *ent, vec3_t origin)
cparticle_t particles[MAX_PARTICLES]
void CL_BubbleTrail2(vec3_t start, vec3_t end, int dist)
void CL_BlasterTrail2(vec3_t start, vec3_t end)
void CL_BlasterParticles2(vec3_t org, vec3_t dir, unsigned int color)
void pRotateThink(cparticle_t *p, vec3_t org, vec3_t angle, float *alpha, float *size, int *image, float *time)
void CL_ParticleSteamEffect(vec3_t org, vec3_t dir, int color, int count, int magnitude)