Go to the documentation of this file.
43 #define MAX_EXPLOSIONS 32
151 for (
i=0 ;
i<4 ;
i++)
360 vec3_t start, end, offset;
414 vec3_t start, end, offset;
546 l->
ent.
skinnum = (colors >> ((rand() % 4)*8)) & 0xff;
591 s->thinkinterval = 100;
642 s->thinkinterval = 1;
673 s->thinkinterval = 1;
692 static byte splash_color[] = {0x00, 0xe0, 0xb0, 0x50, 0xd0, 0xe0, 0xe8};
974 ex->
light = 100 + (rand()%75);
1017 else if (dir[1] > 0)
1019 else if (dir[1] < 0)
1153 dir[0]=0; dir[1]=0; dir[2]=1;
1235 if (dist[1] == 0 && dist[0] == 0)
1247 yaw = (atan2(dist[1], dist[0]) * 180 /
M_PI);
1248 else if (dist[1] > 0)
1255 forward =
sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1256 pitch = (atan2(dist[2],
forward) * -180.0 /
M_PI);
1264 memset (&ent, 0,
sizeof(ent));
1267 model_length = 35.0;
1272 model_length = 30.0;
1274 steps = ceil(d/model_length);
1275 len = (d-model_length)/(steps-1);
1292 ent.
angles[2] = rand()%360;
1304 ent.
angles[1] = yaw + 180.0;
1305 ent.
angles[2] = rand()%360;
1311 ent.
angles[2] = rand()%360;
1317 for (
j=0 ;
j<3 ;
j++)
1318 org[
j] += dist[
j]*len;
1359 float hand_multiplier;
1367 hand_multiplier = 0;
1369 hand_multiplier = -1;
1371 hand_multiplier = 1;
1375 hand_multiplier = 1;
1400 for (
j=0 ;
j<3 ;
j++)
1450 if (dist[1] == 0 && dist[0] == 0)
1462 yaw = (atan2(dist[1], dist[0]) * 180 /
M_PI);
1463 else if (dist[1] > 0)
1470 forward =
sqrt (dist[0]*dist[0] + dist[1]*dist[1]);
1471 pitch = (atan2(dist[2],
forward) * -180.0 /
M_PI);
1483 ent.
angles[1] = yaw + 180.0;
1516 memset (&ent, 0,
sizeof(ent));
1519 model_length = 32.0;
1523 model_length = 35.0;
1528 model_length = 30.0;
1530 steps = ceil(d/model_length);
1531 len = (d-model_length)/(steps-1);
1548 ent.
angles[2] = rand()%360;
1562 ent.
angles[1] = yaw + 180.0;
1565 ent.
frame = framenum;
1571 ent.
angles[1] = yaw + 180.0;
1572 ent.
angles[2] = rand()%360;
1578 ent.
angles[2] = rand()%360;
1584 for (
j=0 ;
j<3 ;
j++)
1585 org[
j] += dist[
j]*len;
1604 memset (&ent, 0,
sizeof(ent));
1644 ent->
alpha = (16.0 - (float)f)/16.0;
1668 ent->
alpha = (5.0 - (float)f)/5.0;
1728 else if (
s->endtime <
cl.
time)
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_ForceWall(vec3_t start, vec3_t end, int color)
@ 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_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 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
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)
struct model_s * cl_mod_smoke
vec_t VectorNormalize(vec3_t v)
struct model_s * cl_mod_parasite_tip
void CL_MonsterPlasma_Shell(vec3_t origin)
void Com_Error(int code, char *fmt,...)
struct sfx_s * cl_sfx_plasexp
struct model_s *(* RegisterModel)(char *name)
struct model_s * cl_mod_powerscreen
void CL_ColorExplosionParticles(vec3_t org, int color, int run)
void CL_ParseLaser(int colors)
void CL_ParticleSteamEffect2(cl_sustain_t *self)
#define VectorAdd(a, b, c)
void CL_Nukeblast(cl_sustain_t *self)
player_state_t playerstate
void V_AddEntity(entity_t *ent)
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
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_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_ParticleEffect3(vec3_t org, vec3_t dir, int color, int count)
struct sfx_s * cl_sfx_spark6
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)
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)