Go to the documentation of this file.
105 for (k=0 ; k<
j ; k++)
162 memset (dl, 0,
sizeof(*dl));
175 memset (dl, 0,
sizeof(*dl));
182 memset (dl, 0,
sizeof(*dl));
264 dl->
radius = 100 + (rand()&31);
266 dl->
radius = 200 + (rand()&31);
291 Com_sprintf(soundname,
sizeof(soundname),
"weapons/machgf%ib.wav", (rand() % 5) + 1);
304 dl->
radius = 200 + (rand()&31);
306 Com_sprintf(soundname,
sizeof(soundname),
"weapons/machgf%ib.wav", (rand() % 5) + 1);
310 dl->
radius = 225 + (rand()&31);
313 Com_sprintf(soundname,
sizeof(soundname),
"weapons/machgf%ib.wav", (rand() % 5) + 1);
315 Com_sprintf(soundname,
sizeof(soundname),
"weapons/machgf%ib.wav", (rand() % 5) + 1);
319 dl->
radius = 250 + (rand()&31);
322 Com_sprintf(soundname,
sizeof(soundname),
"weapons/machgf%ib.wav", (rand() % 5) + 1);
324 Com_sprintf(soundname,
sizeof(soundname),
"weapons/machgf%ib.wav", (rand() % 5) + 1);
326 Com_sprintf(soundname,
sizeof(soundname),
"weapons/machgf%ib.wav", (rand() % 5) + 1);
452 dl->
radius = 200 + (rand()&31);
456 switch (flash_number)
610 Com_sprintf(soundname,
sizeof(soundname),
"tank/tnkatk2%c.wav",
'a' + rand() % 5);
793 dl->
radius = 300 + (rand()&100);
932 p->
color = color + (rand()&7);
935 for (
j=0 ;
j<3 ;
j++)
937 p->
org[
j] = org[
j] + ((rand()&7)-4) + d*dir[
j];
974 for (
j=0 ;
j<3 ;
j++)
976 p->
org[
j] = org[
j] + ((rand()&7)-4) + d*dir[
j];
1014 for (
j=0 ;
j<3 ;
j++)
1016 p->
org[
j] = org[
j] + ((rand()&7)-4) + d*dir[
j];
1038 for (
i=0 ;
i<8 ;
i++)
1050 for (
j=0 ;
j<2 ;
j++)
1056 p->
org[2] = ent->
origin[2] - 8 + (rand()&7);
1057 p->
vel[2] = 80 + (rand()&7);
1079 for (
i=0 ;
i<500 ;
i++)
1091 p->
color = 0xd0 + (rand()&7);
1093 p->
color = 0x40 + (rand()&7);
1095 p->
color = 0xe0 + (rand()&7);
1097 p->
org[0] = org[0] - 16 +
frand()*32;
1098 p->
org[1] = org[1] - 16 +
frand()*32;
1099 p->
org[2] = org[2] - 24 +
frand()*56;
1101 for (
j=0 ;
j<3 ;
j++)
1124 for (
i=0 ;
i<64 ;
i++)
1135 p->
color = 0xd4 + (rand()&3);
1141 for (
j=0 ;
j<3 ;
j++)
1163 for (
i=0 ;
i<256 ;
i++)
1173 p->
color = 0xe0 + (rand()&7);
1175 for (
j=0 ;
j<3 ;
j++)
1177 p->
org[
j] = org[
j] + ((rand()%32)-16);
1178 p->
vel[
j] = (rand()%384)-192;
1200 static int colortable[4] = {2*8,13*8,21*8,18*8};
1202 for (
i=0 ;
i<4096 ;
i++)
1213 p->
color = colortable[rand()&3];
1215 angle =
M_PI*2*(rand()&1023)/1023.0;
1217 p->
org[0] = org[0] + cos(angle)*dist;
1218 p->
vel[0] = cos(angle)*(70+(rand()&63));
1219 p->
accel[0] = -cos(angle)*100;
1221 p->
org[1] = org[1] + sin(angle)*dist;
1222 p->
vel[1] = sin(angle)*(70+(rand()&63));
1223 p->
accel[1] = -sin(angle)*100;
1225 p->
org[2] = org[2] + 8 + (rand()%90);
1226 p->
vel[2] = -100 + (rand()&31);
1260 p->
color = 0xe0 + (rand()&7);
1263 for (
j=0 ;
j<3 ;
j++)
1265 p->
org[
j] = org[
j] + ((rand()&7)-4) + d*dir[
j];
1318 for (
j=0 ;
j<3 ;
j++)
1368 for (
j=0 ;
j<3 ;
j++)
1418 for (
j=0 ;
j<3 ;
j++)
1491 p->
color = 0xe8 + (rand()&7);
1492 for (
j=0 ;
j<3 ;
j++)
1504 p->
color = 0xdb + (rand()&7);
1505 for (
j=0;
j< 3;
j++)
1517 p->
color = 4 + (rand()&7);
1518 for (
j=0 ;
j<3 ;
j++)
1583 if ( (rand()&7) == 0)
1595 p->
color = 0xdc + (rand()&3);
1596 for (
j=0 ;
j<3 ;
j++)
1633 for (
i=0 ;
i<len ;
i++)
1655 p->
color = clr + (rand()&7);
1656 for (
j=0 ;
j<3 ;
j++)
1658 p->
org[
j] = move[
j] + dir[
j]*3;
1659 p->
vel[
j] = dir[
j]*6;
1685 p->
color = 0x0 + rand()&15;
1687 for (
j=0 ;
j<3 ;
j++)
1736 p->
color = 0xe4 + (rand()&3);
1740 p->
org[
j] = move[
j];
1784 for (
i=0 ;
i<len ;
i+=dec)
1799 p->
color = 4 + (rand()&7);
1800 for (
j=0 ;
j<3 ;
j++)
1818 #define BEAMLENGTH 16
1824 float sr, sp, sy, cr, cp, cy;
1844 ltime = (float)
cl.
time / 1000.0;
1870 dist = sin(ltime +
i)*64;
1904 count = n * 162 / 20000.0;
1909 count = n * 162 / 20000.0;
1924 #define BEAMLENGTH 16
1930 float sr, sp, sy, cr, cp, cy;
1947 ltime = (float)
cl.
time / 1000.0;
1973 dist = sin(ltime +
i)*64;
1983 p->
color = floor (0xd0 + dist * 7);
1986 p->
alpha = 1.0 - dist;
2038 for (
j=0 ;
j<3 ;
j++)
2063 for (
i=-2 ;
i<=2 ;
i+=4)
2064 for (
j=-2 ;
j<=2 ;
j+=4)
2065 for (k=-2 ; k<=4 ; k+=4)
2075 p->
color = 0xe0 + (rand()&3);
2078 p->
alphavel = -1.0 / (0.3 + (rand()&7) * 0.02);
2080 p->
org[0] = org[0] +
i + ((rand()&23) *
crand());
2081 p->
org[1] = org[1] +
j + ((rand()&23) *
crand());
2082 p->
org[2] = org[2] + k + ((rand()&23) *
crand());
2089 vel = 50 + rand()&63;
2110 for (
i=0 ;
i<256 ;
i++)
2120 p->
color = 0xd0 + (rand()&7);
2122 for (
j=0 ;
j<3 ;
j++)
2124 p->
org[
j] = org[
j] + ((rand()%32)-16);
2125 p->
vel[
j] = (rand()%384)-192;
2150 for (
i=-16 ;
i<=16 ;
i+=4)
2151 for (
j=-16 ;
j<=16 ;
j+=4)
2152 for (k=-16 ; k<=32 ; k+=4)
2162 p->
color = 7 + (rand()&7);
2165 p->
alphavel = -1.0 / (0.3 + (rand()&7) * 0.02);
2167 p->
org[0] = org[0] +
i + (rand()&3);
2168 p->
org[1] = org[1] +
j + (rand()&3);
2169 p->
org[2] = org[2] + k + (rand()&3);
2176 vel = 50 + (rand()&63);
2194 float time = 0, time2;
2238 org[0] = p->
org[0] + p->
vel[0]*time + p->
accel[0]*time2;
2239 org[1] = p->
org[1] + p->
vel[1]*time + p->
accel[1]*time2;
2240 org[2] = p->
org[2] + p->
vel[2]*time + p->
accel[2]*time2;
#define MZ2_WIDOW_BLASTER_SWEEP3
#define MZ2_CARRIER_MACHINEGUN_R1
void CL_QuadTrail(vec3_t start, vec3_t end)
#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
void CL_BlasterTrail(vec3_t start, vec3_t end)
#define MZ2_BOSS2_ROCKET_1
#define MZ2_TANK_MACHINEGUN_10
void CL_RailTrail(vec3_t start, vec3_t end)
CONST PIXELFORMATDESCRIPTOR int
#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)
void CL_ParticleEffect2(vec3_t org, vec3_t dir, int color, int count)
#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
void CL_ExplosionParticles(vec3_t org)
#define MZ2_WIDOW2_BEAMER_4
#define MZ2_WIDOW_BLASTER
void CL_FlagTrail(vec3_t start, vec3_t end, float color)
#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)
void CL_TeleporterParticles(entity_state_t *ent)
#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
struct model_s * cl_mod_flash
#define MZ2_TANK_ROCKET_1
#define MZ2_WIDOW_BLASTER_SWEEP5
#define MZ2_SOLDIER_MACHINEGUN_7
#define MZ2_SOLDIER_SHOTGUN_1
void CL_BlasterParticles(vec3_t org, vec3_t dir)
void CL_BfgParticles(entity_t *ent)
#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
void CL_BFGExplosionParticles(vec3_t org)
#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
void CL_NewDlight(int key, float x, float y, float z, float radius, float time)
void CL_ParseMuzzleFlash2(void)
void CL_RunLightStyles(void)
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)
void CL_IonripperTrail(vec3_t start, vec3_t ent)
#define MZ2_MAKRON_BLASTER_17
#define MZ2_MAKRON_BLASTER_15
#define MZ2_TANK_MACHINEGUN_6
#define MZ2_MAKRON_BLASTER_13
void CL_AddLightStyles(void)
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
void CL_ParseMuzzleFlash(void)
#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
void CL_ClearEffects(void)
#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
struct model_s * cl_mod_smoke
#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
void CL_TrapParticles(entity_t *ent)
#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
void CL_SetLightstyle(int i)
#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
void CL_BigTeleportParticles(vec3_t org)
void CL_BubbleTrail(vec3_t start, vec3_t end)
#define MZ2_SUPERTANK_MACHINEGUN_1
#define MZ2_FLYER_BLASTER_1
void CL_RocketTrail(vec3_t start, vec3_t end, centity_t *old)
#define MZ2_WIDOW_BLASTER_50
void CL_AddParticles(void)
void CL_EntityEvent(entity_state_t *ent)
cparticle_t * free_particles
void CL_ParticleEffect3(vec3_t org, vec3_t dir, int color, int count)
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)
void CL_FlyEffect(centity_t *ent, vec3_t origin)
#define MZ2_MAKRON_BLASTER_12
#define MZ2_SOLDIER_MACHINEGUN_5