icculus quake2 doxygen
1.0 dev
|
|
Go to the documentation of this file.
43 #define MAX_EXPLOSIONS 32
93 #define EXPLOSION_PARTICLES(x) CL_ExplosionParticles((x));
97 #define EXPLOSION_PARTICLES(x) CL_ExplosionParticles((x));
167 for (
i=0 ;
i<4 ;
i++)
243 void CL_R_Explode_SP (
vec3_t origin)
248 void CL_G_Explode_SP (
vec3_t origin)
389 vec3_t start, end, offset;
443 vec3_t start, end, offset;
575 l->
ent.
skinnum = (colors >> ((rand() % 4)*8)) & 0xff;
590 for (
j=0 ;
j<3 ;
j++)
592 origin[
j] = org[
j] + dir[
j]*10;
593 velocity[
j] = 10*dir[
j];
738 static byte splash_color[] = {0x00, 0xe0, 0xb0, 0x50, 0xd0, 0xe0, 0xe8};
774 re.AddStain(pos, 5, -175, -175, -175);
804 vec3_t color = { 255, 125, 10 };
828 vec3_t color = { 200, 100, 10 };
831 re.AddStain(pos, 7, -175, -175, -175);
925 CL_G_Explode_SP(pos);
957 CL_R_Explode_SP(pos);
1018 CL_R_Explode_SP(pos);
1110 ex->
light = 100 + (rand()%75);
1153 else if (dir[1] > 0)
1155 else if (dir[1] < 0)
1293 dir[0]=0; dir[1]=0; dir[2]=1;
1336 case TE_LIGHTNINGFLARE:
1370 re.AddStain(pos, intens,
1432 case TE_DISRUPTOR_EXPLOSION:
1444 case TE_DISINTEGRATE:
1523 if (dist[1] == 0 && dist[0] == 0)
1535 yaw = (atan2(dist[1], dist[0]) * 180 /
M_PI);
1536 else if (dist[1] > 0)
1543 forward =
sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1544 pitch = (atan2(dist[2],
forward) * -180.0 /
M_PI);
1552 memset (&ent, 0,
sizeof(ent));
1555 model_length = 35.0;
1560 model_length = 30.0;
1562 steps = ceil(d/model_length);
1563 len = (d-model_length)/(steps-1);
1580 ent.
angles[2] = rand()%360;
1592 ent.
angles[1] = yaw + 180.0;
1593 ent.
angles[2] = rand()%360;
1599 ent.
angles[2] = rand()%360;
1605 for (
j=0 ;
j<3 ;
j++)
1606 org[
j] += dist[
j]*len;
1647 float hand_multiplier;
1657 hand_multiplier = 0;
1659 hand_multiplier = -1;
1661 hand_multiplier = 1;
1665 hand_multiplier = 1;
1690 for (
j=0 ;
j<3 ;
j++)
1740 if (dist[1] == 0 && dist[0] == 0)
1752 yaw = (atan2(dist[1], dist[0]) * 180 /
M_PI);
1753 else if (dist[1] > 0)
1760 forward =
sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1761 pitch = (atan2(dist[2],
forward) * -180.0 /
M_PI);
1773 ent.
angles[1] = yaw + 180.0;
1806 memset (&ent, 0,
sizeof(ent));
1809 model_length = 32.0;
1813 model_length = 35.0;
1818 model_length = 30.0;
1820 steps = ceil(d/model_length);
1821 len = (d-model_length)/(steps-1);
1838 ent.
angles[2] = rand()%360;
1852 ent.
angles[1] = yaw + 180.0;
1855 ent.
frame = framenum;
1861 ent.
angles[1] = yaw + 180.0;
1862 ent.
angles[2] = rand()%360;
1868 ent.
angles[2] = rand()%360;
1874 for (
j=0 ;
j<3 ;
j++)
1875 org[
j] += dist[
j]*len;
1894 memset (&ent, 0,
sizeof(ent));
1934 ent->
alpha = (16.0 - (float)f)/16.0;
1958 ent->
alpha = (5.0 - (float)f)/5.0;
struct sfx_s * cl_sfx_ric2
struct model_s * cl_mod_monster_heatbeam
struct model_s * cl_mod_parasite_segment
struct sfx_s * cl_sfx_spark5
explosion_t * CL_AllocExplosion(void)
int CL_ParsePlayerBeam(struct model_s *model)
void CL_AddExplosions(void)
void CL_WidowSplash(vec3_t org)
cl_sustain_t cl_sustains[MAX_SUSTAINS]
void CL_RailTrail(vec3_t start, vec3_t end)
frame_t frames[UPDATE_BACKUP]
@ TE_GRENADE_EXPLOSION_WATER
void CL_BlasterParticles(vec3_t org, vec3_t dir)
#define VectorSubtract(a, b, c)
void CL_ParticleEffect2(vec3_t org, vec3_t dir, int color, int count)
void CL_FlameBurst(vec3_t pos, float size)
@ TE_ROCKET_EXPLOSION_WATER
struct sfx_s * cl_sfx_grenexp
int MSG_ReadShort(sizebuf_t *msg_read)
struct model_s * cl_mod_explo4
void CL_TeleportParticles(vec3_t org)
int CL_ParseBeam2(struct model_s *model)
struct image_s *(* RegisterPic)(char *name)
void CL_ParticleSmokeEffect(vec3_t org, vec3_t dir, int color, int count, int magnitude)
explosion_t cl_explosions[MAX_EXPLOSIONS]
void VectorScale(vec3_t in, vec_t scale, vec3_t out)
void CL_RegisterTEntSounds(void)
void CL_LightningFlare(vec3_t start, int srcEnt, int dstEnt)
void CL_DebugTrail(vec3_t start, vec3_t end)
struct sfx_s * cl_sfx_disrexp
static byte splash_color[]
struct model_s * cl_mod_plasmaexplo
void CL_Heatbeam(vec3_t start, vec3_t forward)
int CL_ParseBeam(struct model_s *model)
void CL_Widowbeamout(cl_sustain_t *self)
void CL_Disintegrate(vec3_t pos, int ent)
void AngleVectors(vec3_t angles, vec3_t forward, vec3_t right, vec3_t up)
struct sfx_s * cl_sfx_watrexp
struct model_s * cl_mod_bfg_explo
struct sfx_s * cl_sfx_lightning
sfx_t * S_RegisterSound(char *name)
void CL_SmokeAndFlash(vec3_t origin)
struct sfx_s * cl_sfx_lashit
void CL_Disruptor_Explosion_Particle(vec3_t org, float size)
struct sfx_s * cl_sfx_railg
void MSG_ReadDir(sizebuf_t *sb, vec3_t dir)
vec_t VectorLength(vec3_t v)
beam_t cl_beams[MAX_BEAMS]
int CL_ParseLightning(struct model_s *model)
struct model_s * cl_mod_flash
void CL_Flashlight(int ent, vec3_t pos)
struct model_s * cl_mod_heatbeam
struct sfx_s * cl_sfx_footsteps[4]
int MSG_ReadByte(sizebuf_t *msg_read)
void CL_ColorFlash(vec3_t pos, int ent, int intensity, float r, float g, float b)
void CL_GunSmokeEffect(vec3_t org, vec3_t dir)
struct model_s * cl_mod_smoke
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)
struct model_s * cl_mod_parasite_tip
void CL_MonsterPlasma_Shell(vec3_t origin)
void Com_Error(int code, char *fmt,...)
#define EXPLOSION_PARTICLES(x)
struct sfx_s * cl_sfx_plasexp
struct model_s *(* RegisterModel)(char *name)
struct model_s * cl_mod_powerscreen
void CL_ParseLaser(int colors)
void CL_ParticleSteamEffect2(cl_sustain_t *self)
#define VectorAdd(a, b, c)
void CL_Nukeblast(cl_sustain_t *self)
void(* think)(struct cl_sustain *self)
player_state_t playerstate
void V_AddEntity(entity_t *ent)
float MSG_ReadFloat(sizebuf_t *msg_read)
struct model_s * cl_mod_explo4_big
void CL_ParseParticles(void)
int MSG_ReadLong(sizebuf_t *msg_read)
void VectorMA(vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
struct model_s * cl_mod_grapple_cable
void CL_BloodHit(vec3_t org, vec3_t dir)
struct sfx_s * cl_sfx_ric1
struct model_s * cl_mod_explode
void CL_BubbleTrail2(vec3_t start, vec3_t end, int dist)
void MSG_ReadPos(sizebuf_t *msg_read, vec3_t pos)
void CL_RegisterTEntModels(void)
void CL_LensFlare(vec3_t pos, vec3_t color, float size, float time)
void CL_ParticleEffectSparks(vec3_t org, vec3_t dir, vec3_t color, int count)
void CL_BlueBlasterParticles(vec3_t org, vec3_t dir)
#define VectorSet(v, x, y, z)
void Com_Printf(char *fmt,...)
struct sfx_s * cl_sfx_ric3
int VectorCompare(vec3_t v1, vec3_t v2)
void CL_BlasterParticles2(vec3_t org, vec3_t dir, unsigned int color)
void CL_BigTeleportParticles(vec3_t org)
void CL_BubbleTrail(vec3_t start, vec3_t end)
void CL_BFGExplosionParticles(vec3_t org)
void CL_Explosion_Particle(vec3_t org, float size, qboolean large, qboolean rocket)
void CL_StunBlast(vec3_t pos, vec3_t color, float size)
void CL_WeatherFx(vec3_t org, vec3_t vec, vec3_t color, int type, float size, float time)
void CL_ParticleEffect3(vec3_t org, vec3_t dir, int color, int count)
struct sfx_s * cl_sfx_spark6
void CL_LaserStun(vec3_t pos, vec3_t direction, vec3_t color, float size)
void Com_sprintf(char *dest, int size, char *fmt,...)
beam_t cl_playerbeams[MAX_BEAMS]
void CL_ParticleEffect(vec3_t org, vec3_t dir, int color, int count)
void CL_AddPlayerBeams(void)
void CL_ParticleFootPrint(vec3_t org, vec3_t angle, float size, vec3_t color)
struct model_s * cl_mod_lightning
struct sfx_s * cl_sfx_rockexp
void S_StartSound(vec3_t origin, int entnum, int entchannel, sfx_t *sfx, float fvol, float attenuation, float timeofs)
void CL_ParticleSteamEffect(vec3_t org, vec3_t dir, int color, int count, int magnitude)
void V_AddLight(vec3_t org, float intensity, float r, float g, float b)
struct sfx_s * cl_sfx_spark7
laser_t cl_lasers[MAX_LASERS]
void CL_ExplosionParticles(vec3_t org)