icculus quake2 doxygen
1.0 dev
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Go to the source code of this file.
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void | CL_LogoutEffect (vec3_t org, int type) |
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void | CL_ItemRespawnParticles (vec3_t org) |
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void | CL_ClearLightStyles (void) |
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void | CL_RunLightStyles (void) |
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void | CL_SetLightstyle (int i) |
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void | CL_AddLightStyles (void) |
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void | CL_ClearDlights (void) |
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cdlight_t * | CL_AllocDlight (int key) |
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void | CL_NewDlight (int key, float x, float y, float z, float radius, float time) |
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void | CL_RunDLights (void) |
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void | CL_ParseMuzzleFlash (void) |
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void | CL_ParseMuzzleFlash2 (void) |
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void | CL_AddDLights (void) |
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void | CL_ClearParticles (void) |
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void | CL_ParticleEffect (vec3_t org, vec3_t dir, int color, int count) |
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void | CL_ParticleEffect2 (vec3_t org, vec3_t dir, int color, int count) |
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void | CL_ParticleEffect3 (vec3_t org, vec3_t dir, int color, int count) |
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void | CL_TeleporterParticles (entity_state_t *ent) |
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void | CL_ExplosionParticles (vec3_t org) |
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void | CL_BigTeleportParticles (vec3_t org) |
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void | CL_BlasterParticles (vec3_t org, vec3_t dir) |
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void | CL_BlasterTrail (vec3_t start, vec3_t end) |
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void | CL_QuadTrail (vec3_t start, vec3_t end) |
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void | CL_FlagTrail (vec3_t start, vec3_t end, float color) |
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void | CL_DiminishingTrail (vec3_t start, vec3_t end, centity_t *old, int flags) |
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void | MakeNormalVectors (vec3_t forward, vec3_t right, vec3_t up) |
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void | CL_RocketTrail (vec3_t start, vec3_t end, centity_t *old) |
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void | CL_RailTrail (vec3_t start, vec3_t end) |
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void | CL_IonripperTrail (vec3_t start, vec3_t ent) |
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void | CL_BubbleTrail (vec3_t start, vec3_t end) |
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void | CL_FlyParticles (vec3_t origin, int count) |
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void | CL_FlyEffect (centity_t *ent, vec3_t origin) |
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void | CL_BfgParticles (entity_t *ent) |
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void | CL_TrapParticles (entity_t *ent) |
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void | CL_BFGExplosionParticles (vec3_t org) |
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void | CL_TeleportParticles (vec3_t org) |
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void | CL_AddParticles (void) |
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void | CL_EntityEvent (entity_state_t *ent) |
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void | CL_ClearEffects (void) |
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◆ BEAMLENGTH [1/2]
◆ BEAMLENGTH [2/2]
◆ CL_AddDLights()
◆ CL_AddLightStyles()
◆ CL_AddParticles()
◆ CL_AllocDlight()
Definition at line 249 of file cl_fx.c.
262 memset (dl, 0,
sizeof(*dl));
275 memset (dl, 0,
sizeof(*dl));
282 memset (dl, 0,
sizeof(*dl));
Referenced by CL_ColorFlash(), CL_Flashlight(), CL_NewDlight(), CL_ParseMuzzleFlash(), and CL_ParseMuzzleFlash2().
◆ CL_BFGExplosionParticles()
Definition at line 2245 of file cl_fx.c.
2250 for (
i=0 ;
i<256 ;
i++)
2261 p->
color = 0xd0 + (rand()&7);
2263 for (
j=0 ;
j<3 ;
j++)
2265 p->
org[
j] = org[
j] + ((rand()%32)-16);
2266 p->
vel[
j] = (rand()%384)-192;
◆ CL_BfgParticles()
Definition at line 2065 of file cl_fx.c.
2070 float sr, sp, sy, cr, cp, cy;
2083 ltime = (float)
cl.
time / 1000.0;
2109 dist = sin(ltime +
i)*64;
2120 p->
color = floor (0xd0 + dist * 7);
2123 p->
alpha = 1.0 - dist;
Referenced by CL_AddPacketEntities().
◆ CL_BigTeleportParticles()
Definition at line 1313 of file cl_fx.c.
1318 static int colortable[4] = {2*8,13*8,21*8,18*8};
1320 for (
i=0 ;
i<4096 ;
i++)
1331 p->
color = colortable[rand()&3];
1333 angle =
M_PI*2*(rand()&1023)/1023.0;
1335 p->
org[0] = org[0] + cos(angle)*dist;
1336 p->
vel[0] = cos(angle)*(70+(rand()&63));
1337 p->
accel[0] = -cos(angle)*100;
1339 p->
org[1] = org[1] + sin(angle)*dist;
1340 p->
vel[1] = sin(angle)*(70+(rand()&63));
1341 p->
accel[1] = -sin(angle)*100;
1343 p->
org[2] = org[2] + 8 + (rand()%90);
1344 p->
vel[2] = -100 + (rand()&31);
Referenced by CL_ParseTEnt().
◆ CL_BlasterParticles()
◆ CL_BlasterTrail()
◆ CL_BubbleTrail()
◆ CL_ClearDlights()
◆ CL_ClearEffects()
◆ CL_ClearLightStyles()
◆ CL_ClearParticles()
◆ CL_DiminishingTrail()
◆ CL_EntityEvent()
◆ CL_ExplosionParticles()
Definition at line 1278 of file cl_fx.c.
1283 for (
i=0 ;
i<256 ;
i++)
1293 p->
color = 0xe0 + (rand()&7);
1294 for (
j=0 ;
j<3 ;
j++)
1296 p->
org[
j] = org[
j] + ((rand()%32)-16);
1297 p->
vel[
j] = (rand()%384)-192;
◆ CL_FlagTrail()
◆ CL_FlyEffect()
◆ CL_FlyParticles()
Definition at line 1962 of file cl_fx.c.
1967 float sr, sp, sy, cr, cp, cy;
1983 ltime = (float)
cl.
time / 1000.0;
2009 dist = sin(ltime +
i)*64;
Referenced by CL_FlyEffect().
◆ CL_IonripperTrail()
◆ CL_ItemRespawnParticles()
◆ CL_LogoutEffect()
◆ CL_NewDlight()
void CL_NewDlight |
( |
int |
key, |
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float |
x, |
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float |
y, |
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float |
z, |
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float |
radius, |
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float |
time |
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) |
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◆ CL_ParseMuzzleFlash()
Definition at line 338 of file cl_fx.c.
364 dl->
radius = 100 + (rand()&31);
366 dl->
radius = 200 + (rand()&31);
391 Com_sprintf(soundname,
sizeof(soundname),
"weapons/machgf%ib.wav", (rand() % 5) + 1);
404 dl->
radius = 200 + (rand()&31);
406 Com_sprintf(soundname,
sizeof(soundname),
"weapons/machgf%ib.wav", (rand() % 5) + 1);
410 dl->
radius = 225 + (rand()&31);
413 Com_sprintf(soundname,
sizeof(soundname),
"weapons/machgf%ib.wav", (rand() % 5) + 1);
415 Com_sprintf(soundname,
sizeof(soundname),
"weapons/machgf%ib.wav", (rand() % 5) + 1);
419 dl->
radius = 250 + (rand()&31);
422 Com_sprintf(soundname,
sizeof(soundname),
"weapons/machgf%ib.wav", (rand() % 5) + 1);
424 Com_sprintf(soundname,
sizeof(soundname),
"weapons/machgf%ib.wav", (rand() % 5) + 1);
426 Com_sprintf(soundname,
sizeof(soundname),
"weapons/machgf%ib.wav", (rand() % 5) + 1);
Referenced by CL_ParseServerMessage().
◆ CL_ParseMuzzleFlash2()
◆ CL_ParticleEffect()
◆ CL_ParticleEffect2()
◆ CL_ParticleEffect3()
◆ CL_QuadTrail()
◆ CL_RailTrail()
Definition at line 1750 of file cl_fx.c.
1770 for (
i=0 ;
i<len ;
i++)
1793 p->
color = clr + (rand()&7);
1795 for (
j=0 ;
j<3 ;
j++)
1797 p->
org[
j] = move[
j] + dir[
j]*3;
1798 p->
vel[
j] = dir[
j]*6;
1825 p->
color = 0x0 + (rand()&15);
1827 for (
j=0 ;
j<3 ;
j++)
Referenced by CL_ParseTEnt().
◆ CL_RocketTrail()
◆ CL_RunDLights()
◆ CL_RunLightStyles()
◆ CL_SetLightstyle()
◆ CL_TeleporterParticles()
◆ CL_TeleportParticles()
Definition at line 2284 of file cl_fx.c.
2291 for (
i=-16 ;
i<=16 ;
i+=4)
2292 for (
j=-16 ;
j<=16 ;
j+=4)
2293 for (k=-16 ; k<=32 ; k+=4)
2304 p->
color = 7 + (rand()&7);
2307 p->
alphavel = -1.0 / (0.3 + (rand()&7) * 0.02);
2309 p->
org[0] = org[0] +
i + (rand()&3);
2310 p->
org[1] = org[1] +
j + (rand()&3);
2311 p->
org[2] = org[2] + k + (rand()&3);
2318 vel = 50 + (rand()&63);
Referenced by CL_EntityEvent().
◆ CL_TrapParticles()
Definition at line 2135 of file cl_fx.c.
2177 for (
j=0 ;
j<3 ;
j++)
2202 for (
i=-2 ;
i<=2 ;
i+=4)
2203 for (
j=-2 ;
j<=2 ;
j+=4)
2204 for (k=-2 ; k<=4 ; k+=4)
2215 p->
color = 0xe0 + (rand()&3);
2218 p->
alphavel = -1.0 / (0.3 + (rand()&7) * 0.02);
2220 p->
org[0] = org[0] +
i + ((rand()&23) *
crand());
2221 p->
org[1] = org[1] +
j + ((rand()&23) *
crand());
2222 p->
org[2] = org[2] + k + ((rand()&23) *
crand());
2229 vel = 50 + (rand()&63);
Referenced by CL_AddPacketEntities().
◆ MakeNormalVectors()
◆ active_particles
Definition at line 62 of file cl_fx.c.
Referenced by CL_AddParticles(), CL_BFGExplosionParticles(), CL_BfgParticles(), CL_BigTeleportParticles(), CL_BlasterParticles(), CL_BlasterTrail(), CL_BubbleTrail(), CL_ClearParticles(), CL_DiminishingTrail(), CL_ExplosionParticles(), CL_FlagTrail(), CL_FlyParticles(), CL_IonripperTrail(), CL_ItemRespawnParticles(), CL_LogoutEffect(), CL_ParticleEffect(), CL_ParticleEffect2(), CL_ParticleEffect3(), CL_QuadTrail(), CL_RailTrail(), CL_RocketTrail(), CL_TeleporterParticles(), CL_TeleportParticles(), and CL_TrapParticles().
◆ avelocities
◆ cl_dlights
◆ cl_lightstyle
◆ cl_mod_flash
◆ cl_mod_smoke
◆ cl_numparticles
◆ cl_sfx_footsteps
struct sfx_s* cl_sfx_footsteps[4] |
◆ free_particles
Definition at line 62 of file cl_fx.c.
Referenced by CL_AddParticles(), CL_BFGExplosionParticles(), CL_BfgParticles(), CL_BigTeleportParticles(), CL_BlasterParticles(), CL_BlasterTrail(), CL_BubbleTrail(), CL_ClearParticles(), CL_DiminishingTrail(), CL_ExplosionParticles(), CL_FlagTrail(), CL_FlyParticles(), CL_IonripperTrail(), CL_ItemRespawnParticles(), CL_LogoutEffect(), CL_ParticleEffect(), CL_ParticleEffect2(), CL_ParticleEffect3(), CL_QuadTrail(), CL_RailTrail(), CL_RocketTrail(), CL_TeleporterParticles(), CL_TeleportParticles(), and CL_TrapParticles().
◆ lastofs
◆ particles
#define MZ2_WIDOW_BLASTER_SWEEP3
#define MZ2_CARRIER_MACHINEGUN_R1
#define MZ2_WIDOW_BLASTER_70L
#define MZ2_MAKRON_BLASTER_16
#define MZ2_WIDOW_PLASMABEAM
#define MZ2_CARRIER_MACHINEGUN_L1
#define MZ2_WIDOW_BLASTER_SWEEP4
#define MZ2_BOSS2_MACHINEGUN_R4
#define MZ2_WIDOW_BLASTER_SWEEP1
#define MZ2_SUPERTANK_ROCKET_2
#define MZ2_SOLDIER_SHOTGUN_4
#define MZ2_BOSS2_ROCKET_1
#define MZ2_TANK_MACHINEGUN_10
#define VectorSubtract(a, b, c)
#define MZ2_SOLDIER_MACHINEGUN_3
void CL_ClearLightStyles(void)
#define MZ2_TANK_MACHINEGUN_17
#define MZ2_WIDOW_BLASTER_SWEEP7
#define MZ2_WIDOW2_BEAM_SWEEP_10
void MakeNormalVectors(vec3_t forward, vec3_t right, vec3_t up)
#define MZ2_TANK_ROCKET_3
void CL_DiminishingTrail(vec3_t start, vec3_t end, centity_t *old, int flags)
#define MZ2_TANK_BLASTER_2
#define MZ2_ACTOR_MACHINEGUN_1
#define MZ2_TURRET_ROCKET
#define MZ2_TANK_MACHINEGUN_8
#define MZ2_WIDOW2_BEAM_SWEEP_6
#define MZ2_BOSS2_MACHINEGUN_R1
#define MZ2_INFANTRY_MACHINEGUN_4
#define MZ2_MEDIC_BLASTER_2
#define MZ2_JORG_MACHINEGUN_R1
cdlight_t * CL_AllocDlight(int key)
#define MZ2_BOSS2_MACHINEGUN_L4
#define MZ2_GUNNER_MACHINEGUN_1
#define MZ2_TANK_MACHINEGUN_15
#define MZ2_SOLDIER_BLASTER_5
int MSG_ReadShort(sizebuf_t *msg_read)
#define MZ2_BOSS2_ROCKET_3
#define MZ2_GUNNER_GRENADE_3
#define MZ2_TURRET_BLASTER
#define MZ2_WIDOW_BLASTER_SWEEP2
#define MZ2_WIDOW_BLASTER_80
#define MZ2_JORG_MACHINEGUN_L4
#define MZ2_WIDOW2_BEAMER_4
#define MZ2_WIDOW_BLASTER
#define MZ2_WIDOW_BLASTER_30L
#define MZ2_SOLDIER_MACHINEGUN_6
#define MZ2_SOLDIER_SHOTGUN_8
void VectorScale(vec3_t in, vec_t scale, vec3_t out)
#define MZ2_SOLDIER_MACHINEGUN_1
#define MZ2_WIDOW2_BEAM_SWEEP_11
#define MZ2_WIDOW2_BEAM_SWEEP_4
#define MZ2_TANK_MACHINEGUN_12
#define MZ2_MAKRON_BLASTER_9
#define MZ2_GUNNER_GRENADE_4
#define MZ2_SOLDIER_SHOTGUN_6
#define MZ2_INFANTRY_MACHINEGUN_3
#define MZ2_INFANTRY_MACHINEGUN_7
#define MZ2_WIDOW2_BEAM_SWEEP_1
#define MZ2_JORG_MACHINEGUN_R6
#define MZ2_TANK_ROCKET_1
#define MZ2_WIDOW_BLASTER_SWEEP5
#define MZ2_SOLDIER_MACHINEGUN_7
#define MZ2_SOLDIER_SHOTGUN_1
#define MZ2_TANK_MACHINEGUN_13
#define MZ2_WIDOW_DISRUPTOR
#define MZ2_INFANTRY_MACHINEGUN_8
#define MZ2_WIDOW_BLASTER_90
#define MZ2_WIDOW2_BEAMER_2
#define MZ2_HOVER_BLASTER_1
#define MZ2_BOSS2_MACHINEGUN_L3
void CL_ClearParticles(void)
#define MZ2_TANK_MACHINEGUN_9
#define MZ2_TANK_MACHINEGUN_14
#define MZ2_MAKRON_BLASTER_2
#define MZ2_INFANTRY_MACHINEGUN_6
#define MZ2_SUPERTANK_ROCKET_1
#define MZ2_MEDIC_BLASTER_1
#define MZ_BLUEHYPERBLASTER
static vec3_t avelocities[NUMVERTEXNORMALS]
#define MZ2_WIDOW_BLASTER_SWEEP6
#define MZ2_INFANTRY_MACHINEGUN_2
#define MZ2_MAKRON_BLASTER_7
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
#define MZ2_WIDOW_BLASTER_20L
void CL_FlyParticles(vec3_t origin, int count)
#define MZ2_TANK_MACHINEGUN_1
#define MZ2_INFANTRY_MACHINEGUN_11
vec3_t bytedirs[NUMVERTEXNORMALS]
vec3_t monster_flash_offset[]
#define MZ2_JORG_MACHINEGUN_R4
#define MZ2_WIDOW_BLASTER_40L
#define MZ2_GUNNER_MACHINEGUN_2
#define MZ2_SOLDIER_SHOTGUN_3
void CrossProduct(vec3_t v1, vec3_t v2, vec3_t cross)
#define MZ2_TANK_MACHINEGUN_16
#define MZ2_CARRIER_ROCKET_1
#define MZ2_WIDOW2_BEAM_SWEEP_7
#define MZ2_JORG_MACHINEGUN_L2
sfx_t * S_RegisterSound(char *name)
#define MZ2_INFANTRY_MACHINEGUN_10
void CL_SmokeAndFlash(vec3_t origin)
#define MZ2_CHICK_ROCKET_1
#define MZ2_GUNNER_MACHINEGUN_6
#define MZ2_WIDOW_BLASTER_30
#define MZ2_WIDOW2_BEAM_SWEEP_2
#define MZ2_TANK_MACHINEGUN_4
#define MZ2_SUPERTANK_ROCKET_3
#define MZ2_WIDOW_BLASTER_60
void CL_ClearDlights(void)
#define MZ2_INFANTRY_MACHINEGUN_5
#define MZ2_WIDOW_BLASTER_50L
vec_t VectorLength(vec3_t v)
#define MZ2_WIDOW2_BEAMER_1
#define MZ2_SUPERTANK_MACHINEGUN_2
#define MZ2_STALKER_BLASTER
void V_AddParticle(vec3_t org, int color, float alpha)
#define MZ2_WIDOW2_BEAMER_3
#define MZ2_BOSS2_MACHINEGUN_L1
void CL_TeleportParticles(vec3_t org)
#define MZ2_MAKRON_BLASTER_17
#define MZ2_MAKRON_BLASTER_15
#define MZ2_TANK_MACHINEGUN_6
#define MZ2_MAKRON_BLASTER_13
int MSG_ReadByte(sizebuf_t *msg_read)
#define MZ2_SOLDIER_BLASTER_8
#define MZ2_BOSS2_MACHINEGUN_R2
#define MZ2_WIDOW_BLASTER_SWEEP9
vec_t VectorNormalize(vec3_t v)
#define MZ2_GUNNER_MACHINEGUN_3
#define MZ2_SOLDIER_SHOTGUN_7
#define MZ2_CARRIER_MACHINEGUN_R2
#define MZ2_MAKRON_BLASTER_10
#define MZ2_WIDOW_BLASTER_100
void V_AddLightStyle(int style, float r, float g, float b)
#define MZ2_GUNNER_MACHINEGUN_4
void Com_Error(int code, char *fmt,...)
#define MZ2_TANK_MACHINEGUN_3
#define MZ2_BOSS2_ROCKET_2
#define MZ2_JORG_MACHINEGUN_L6
cdlight_t cl_dlights[MAX_DLIGHTS]
GLfloat GLfloat GLfloat alpha
#define MZ2_MAKRON_BLASTER_8
#define MZ2_SOLDIER_BLASTER_6
#define MZ2_SOLDIER_BLASTER_4
#define MZ2_GUNNER_MACHINEGUN_5
#define MZ2_CARRIER_RAILGUN
#define MZ2_WIDOW_BLASTER_20
#define MZ2_WIDOW_BLASTER_40
#define MZ2_FLOAT_BLASTER_1
#define MZ2_TANK_ROCKET_2
#define MZ2_SOLDIER_BLASTER_7
#define MZ2_SOLDIER_BLASTER_3
#define MZ2_SOLDIER_BLASTER_1
#define MZ2_MAKRON_BLASTER_14
#define VectorAdd(a, b, c)
#define MZ2_GUNNER_MACHINEGUN_7
#define MZ2_BOSS2_MACHINEGUN_L5
#define MZ2_TANK_BLASTER_3
#define MZ2_MAKRON_BLASTER_1
#define MZ2_WIDOW2_BEAM_SWEEP_8
#define MZ2_JORG_MACHINEGUN_R2
#define MZ2_SOLDIER_MACHINEGUN_8
#define MZ2_WIDOW_BLASTER_SWEEP8
#define MZ2_WIDOW_BLASTER_0
#define MZ2_WIDOW_BLASTER_10L
#define MZ2_MAKRON_BLASTER_5
#define MZ2_INFANTRY_MACHINEGUN_13
#define MZ2_MAKRON_BLASTER_6
#define MZ2_JORG_MACHINEGUN_L3
#define MZ2_BOSS2_MACHINEGUN_R5
#define MZ2_BOSS2_MACHINEGUN_R3
#define MZ2_INFANTRY_MACHINEGUN_1
void CL_ItemRespawnParticles(vec3_t org)
#define MZ2_TANK_MACHINEGUN_2
#define MZ2_DAEDALUS_BLASTER
#define MZ2_TANK_MACHINEGUN_19
struct sfx_s * cl_sfx_footsteps[4]
void VectorMA(vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
#define MZ2_WIDOW2_BEAMER_5
#define MZ2_SUPERTANK_MACHINEGUN_6
#define MZ2_BOSS2_MACHINEGUN_L2
#define MZ2_INFANTRY_MACHINEGUN_12
#define MZ2_TANK_MACHINEGUN_7
char configstrings[MAX_CONFIGSTRINGS][MAX_QPATH]
#define MZ2_GUNNER_GRENADE_2
#define MZ2_WIDOW_BLASTER_70
void CL_LogoutEffect(vec3_t org, int type)
#define MZ2_INFANTRY_MACHINEGUN_9
#define MZ2_SOLDIER_BLASTER_2
#define MZ2_TANK_MACHINEGUN_5
#define MZ2_TANK_MACHINEGUN_11
#define MZ2_WIDOW2_BEAM_SWEEP_3
#define MZ2_WIDOW_BLASTER_10
cparticle_t * active_particles
#define MZ2_WIDOW2_BEAM_SWEEP_9
#define MZ2_TURRET_MACHINEGUN
#define MZ2_SUPERTANK_MACHINEGUN_3
#define MZ2_GUNNER_GRENADE_1
#define MZ2_JORG_MACHINEGUN_L1
#define MZ2_WIDOW_BLASTER_60L
cparticle_t particles[MAX_PARTICLES]
#define MZ2_WIDOW2_BEAM_SWEEP_5
#define MZ2_CARRIER_MACHINEGUN_L2
#define MZ2_SUPERTANK_MACHINEGUN_5
#define MZ2_SUPERTANK_MACHINEGUN_1
#define MZ2_FLYER_BLASTER_1
#define MZ2_WIDOW_BLASTER_50
cparticle_t * free_particles
centity_t cl_entities[MAX_EDICTS]
#define MZ2_SUPERTANK_MACHINEGUN_4
#define MZ2_SOLDIER_MACHINEGUN_4
#define MZ2_SOLDIER_SHOTGUN_2
clightstyle_t cl_lightstyle[MAX_LIGHTSTYLES]
#define MZ2_TANK_MACHINEGUN_18
#define MZ2_MAKRON_BLASTER_4
#define MZ2_GLADIATOR_RAILGUN_1
void Com_sprintf(char *dest, int size, char *fmt,...)
#define MZ2_JORG_MACHINEGUN_R5
#define MZ2_JORG_MACHINEGUN_L5
#define MZ2_TANK_BLASTER_1
void CL_ParticleEffect(vec3_t org, vec3_t dir, int color, int count)
#define MZ2_SOLDIER_SHOTGUN_5
#define MZ2_JORG_MACHINEGUN_R3
#define MZ2_MAKRON_BLASTER_3
#define MZ2_SOLDIER_MACHINEGUN_2
#define MZ2_BOSS2_ROCKET_4
#define MZ2_GUNNER_MACHINEGUN_8
#define MZ2_MAKRON_BLASTER_11
void S_StartSound(vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol, float attenuation, float timeofs)
#define MZ2_FLYER_BLASTER_2
void V_AddLight(vec3_t org, float intensity, float r, float g, float b)
#define MZ2_MAKRON_BLASTER_12
#define MZ2_SOLDIER_MACHINEGUN_5