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42 if (value1[1] == 0 && value1[0] == 0)
54 yaw = (atan2(value1[1], value1[0]) * 180 /
M_PI);
55 else if (value1[1] > 0)
63 forward =
sqrt (value1[0]*value1[0] + value1[1]*value1[1]);
69 angles[
PITCH] = -pitch;
167 p->
color = 0x74 + (rand()&7);
218 p->
color = colorStart + (rand() % colorRun);
219 for (
j=0 ;
j<3 ;
j++)
265 for (
j=0 ;
j<3 ;
j++)
285 count = rand() & 0xF;
302 p->
color = 226 + (rand() % 4);
303 for (
j=0 ;
j<3 ;
j++)
312 count = rand() & 0x7;
328 p->
color = 0 + (rand() % 4);
329 for (
j=0 ;
j<3 ;
j++)
361 p->
color = color + (rand() & numcolors);
365 d = rand() & dirspread;
366 for (
j=0 ;
j<3 ;
j++)
368 p->
org[
j] = org[
j] + ((rand()&7)-4) + d*dir[
j];
404 for (
i=0 ;
i<len ;
i+=dec)
419 p->
color = 4 + (rand()&7);
420 for (
j=0 ;
j<3 ;
j++)
464 ltime = (float)
cl.
time/1000.0;
467 for (
i=0 ;
i<len ;
i+=step)
469 d =
i * 0.1 - fmod(ltime,16.0)*
M_PI;
473 for (k=-1; k<2; k+=2)
510 for (
j=0 ;
j<3 ;
j++)
512 p->
org[
j] = move[
j] + dir[
j]*3;
537 float step = 32.0, rstep;
560 ltime = (float)
cl.
time/1000.0;
561 start_pt = fmod(ltime*96.0,step);
562 VectorMA (move, start_pt, vec, move);
568 for (
i=start_pt ;
i<len ;
i+=step)
573 for (rot = 0; rot <
M_PI*2; rot += rstep)
591 c = cos(rot)*variance;
592 s = sin(rot)*variance;
610 p->
color = 223 - (rand()&7);
611 for (
j=0 ;
j<3 ;
j++)
613 p->
org[
j] = move[
j] + dir[
j]*3;
635 float step = 32.0, rstep;
669 p->
color = 223 - (rand()&7);
671 for (
j=0 ;
j<3 ;
j++)
771 p->
color = color + (rand()&7);
773 for (
j=0 ;
j<3 ;
j++)
779 d =
crand()*magnitude/3;
781 d =
crand()*magnitude/3;
807 for (
i=0 ;
i<
self->count ;
i++)
817 p->
color =
self->color + (rand()&7);
819 for (
j=0 ;
j<3 ;
j++)
821 p->
org[
j] =
self->org[
j] +
self->magnitude*0.1*
crand();
825 d =
crand()*
self->magnitude/3;
827 d =
crand()*
self->magnitude/3;
836 self->nextthink +=
self->thinkinterval;
883 p->
color = particleColor;
886 for (
j=0 ;
j<3 ;
j++)
966 static int colortable[4] = {2*8,13*8,21*8,18*8};
969 ratio = 1.0 - (((float)self->endtime - (
float)
cl.
time)/2100.0);
985 p->
color = colortable[rand()&3];
1002 static int colortable[4] = {110, 112, 114, 116};
1005 ratio = 1.0 - (((float)self->endtime - (
float)
cl.
time)/1000.0);
1021 p->
color = colortable[rand()&3];
1028 VectorMA(self->org, (200.0 * ratio), dir, p->
org);
1035 static int colortable[4] = {2*8,13*8,21*8,18*8};
1040 for (
i=0 ;
i<256 ;
i++)
1050 p->
color = colortable[rand()&3];
1140 for (
j=0 ;
j<3 ;
j++)
1161 for (
i=0 ;
i<128 ;
i++)
1171 p->
color = color + (rand() % run);
1173 for (
j=0 ;
j<3 ;
j++)
1175 p->
org[
j] = org[
j] + ((rand()%32)-16);
1176 p->
vel[
j] = (rand()%256)-128;
1211 p->
color = color + (rand()&7);
1213 for (
j=0 ;
j<3 ;
j++)
1219 d =
crand()*magnitude/3;
1221 d =
crand()*magnitude/3;
1256 p->
color = color + (rand()&7);
1259 for (
j=0 ;
j<3 ;
j++)
1261 p->
org[
j] = org[
j] + ((rand()&7)-4) + d*dir[
j];
1314 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)
void CL_ForceWall(vec3_t start, vec3_t end, int color)
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
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)
vec_t VectorNormalize(vec3_t v)
void CL_MonsterPlasma_Shell(vec3_t origin)
void CL_Tracker_Explode(vec3_t origin)
void CL_ColorExplosionParticles(vec3_t org, int color, int run)
void CL_ParticleSteamEffect2(cl_sustain_t *self)
#define VectorAdd(a, b, c)
void CL_Nukeblast(cl_sustain_t *self)
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 CL_ParticleSteamEffect(vec3_t org, vec3_t dir, int color, int count, int magnitude)