fteqw/quakec/basemod/effects.qc

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// Effects code (EFF) --
// TE effects/muzzleflash/messages
// modular efs
var float ef_red = 0; // used for glow on pent item
var float ef_pent = EF_DIMLIGHT; // used for pent effect on player
var float ef_blue = 0; // used for glow on quad
var float ef_quad = EF_DIMLIGHT; // used for quad effect on player
// base te write functions
void WriteVector (float msg, vector org) =
{
WriteCoord (msg, org_x);
WriteCoord (msg, org_y);
WriteCoord (msg, org_z);
};
#ifdef NETQUAKE
void(vector org, float effect) _EFF_PointEffect =
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, effect);
WriteVector (MSG_BROADCAST, org);
};
void(entity ent, vector org, vector org2, float effect) _EFF_BeamEffect =
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, effect);
WriteEntity (MSG_BROADCAST, ent);
WriteVector (MSG_BROADCAST, org);
WriteVector (MSG_BROADCAST, org2);
};
void(vector org, float damage, float effect) _EFF_CountEffect =
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, effect);
WriteByte (MSG_BROADCAST, damage);
WriteVector (MSG_BROADCAST, org);
};
#define EFF_PointEffect(a,b,c) _EFF_PointEffect(a,b)
#define EFF_BeamEffect(a,b,c,d,e) _EFF_BeamEffect(a,b,c,d)
#define EFF_CountEffect(a,b,c,d) _EFF_CountEffect(a,b,c)
#else
void(vector org, float effect, float mcast) EFF_PointEffect =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, effect);
WriteVector (MSG_MULTICAST, org);
multicast (org, mcast);
};
void(entity ent, vector org, vector org2, float effect, float mcast) EFF_BeamEffect =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, effect);
WriteEntity (MSG_MULTICAST, ent);
WriteVector (MSG_MULTICAST, org);
WriteVector (MSG_MULTICAST, org2);
multicast (org, mcast);
};
void(vector org, float damage, float effect, float mcast) EFF_CountEffect =
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, effect);
WriteByte (MSG_MULTICAST, damage);
WriteVector (MSG_MULTICAST, org);
multicast (org, mcast);
};
#endif
/*
================
SpawnBlood
================
*/
void(vector org, float damage) _SpawnBlood_TEBlood =
{
te_blood(org, '0 0 0', damage*2);
};
void(vector org, float damage) _SpawnBlood =
{
#ifdef NETQUAKE
particle (org, '0 0 0', 73, damage*2);
#else
EFF_CountEffect(org, damage, TE_BLOOD, MULTICAST_PVS);
#endif
};
// #if defined(NETQUAKE) || defined(MONSTERS)
void() s_explode6 = [5, SUB_Remove] {};
void() s_explode5 = [4, s_explode6] {};
void() s_explode4 = [3, s_explode5] {};
void() s_explode3 = [2, s_explode4] {};
void() s_explode2 = [1, s_explode3] {};
void() s_explode1 = [0, s_explode2] {};
void(vector org) CreateExplosion =
{
local entity s;
s = self; // save old self
self = spawn();
self.movetype = MOVETYPE_NONE;
self.velocity = '0 0 0';
self.touch = SUB_Null;
setmodel (self, "progs/s_explod.spr");
setorigin (self, org);
self.solid = SOLID_NOT;
s_explode1 ();
self = s; // restore old self
};
// #endif
void(vector org) _TE_explosion =
{
EFF_PointEffect(org, TE_EXPLOSION, MULTICAST_PHS);
#ifdef NETQUAKE
CreateExplosion(org);
#endif
};
void(vector org) _TE_gunshot =
{
#ifdef NETQUAKE
EFF_PointEffect(org, TE_GUNSHOT, MULTICAST_PVS);
#else
EFF_CountEffect(org, 3, TE_GUNSHOT, MULTICAST_PVS);
#endif
};
void(vector org) _TE_spike =
{
EFF_PointEffect(org, TE_SPIKE, MULTICAST_PHS);
};
void(vector org) _TE_knightspike =
{
EFF_PointEffect(org, TE_KNIGHTSPIKE, MULTICAST_PHS);
};
void(vector org) _TE_wizspike =
{
EFF_PointEffect(org, TE_WIZSPIKE, MULTICAST_PHS);
};
void(vector org) _TE_superspike =
{
EFF_PointEffect(org, TE_SUPERSPIKE, MULTICAST_PHS);
};
void(vector org) _TE_teleport =
{
EFF_PointEffect(org, TE_TELEPORT, MULTICAST_PHS);
};
void(vector org) _TE_lavasplash =
{
EFF_PointEffect(org, TE_LAVASPLASH, MULTICAST_PVS);
};
void(vector org) _TE_tarexplosion =
{
EFF_PointEffect(org, TE_TAREXPLOSION, MULTICAST_PHS);
};
void(entity ent, vector start, vector end) _TE_lightning1 =
{
EFF_BeamEffect (ent, start, end, TE_LIGHTNING1, MULTICAST_PHS);
};
void(entity ent, vector start, vector end) _TE_lightning2 =
{
EFF_BeamEffect (ent, start, end, TE_LIGHTNING2, MULTICAST_PHS);
};
void(entity ent, vector start, vector end) _TE_lightning3 =
{
EFF_BeamEffect (ent, start, end, TE_LIGHTNING3, MULTICAST_PHS);
};
void(vector org) TE_lightningblood =
{
#ifdef NETQUAKE
particle(org, '0 0 100', 225, 120);
#else
EFF_PointEffect(org, TE_LIGHTNINGBLOOD, MULTICAST_PVS);
#endif
};
// function pointers for TE calls
var void(vector org, float damage) SpawnBlood = _SpawnBlood;
var void(vector org) TE_explosion = _TE_explosion;
var void(vector org) TE_gunshot = _TE_gunshot;
var void(vector org) TE_spike = _TE_spike;
var void(vector org) TE_knightspike = _TE_knightspike;
var void(vector org) TE_wizspike = _TE_wizspike;
var void(vector org) TE_superspike = _TE_superspike;
var void(vector org) TE_teleport = _TE_teleport;
var void(vector org) TE_lavasplash = _TE_lavasplash;
var void(vector org) TE_tarexplosion = _TE_tarexplosion;
var void(entity ent, vector start, vector end) TE_lightning1 = _TE_lightning1;
var void(entity ent, vector start, vector end) TE_lightning2 = _TE_lightning2;
var void(entity ent, vector start, vector end) TE_lightning3 = _TE_lightning3;
// set effects function, takes function pointers and assigns them based on detected builtins
void() EFF_SetEffects =
{
if (eng_support & ENG_EFRED)
{
ef_pent = 128;
ef_red = 128;
}
if (eng_support & ENG_EFBLUE)
{
ef_blue = 64;
ef_quad = 64;
}
if (eng_support & ENG_TEBUILTINS)
{
// use TE_ builtins instead
TE_explosion = _te_explosion;
TE_gunshot = _te_gunshot;
TE_spike = _te_spike;
TE_knightspike = _te_knightspike;
TE_wizspike = _te_wizspike;
TE_superspike = _te_superspike;
TE_teleport = _te_teleport;
TE_lavasplash = _te_lavasplash;
TE_tarexplosion = _te_tarexplosion;
TE_lightning1 = _te_lightning1;
TE_lightning2 = _te_lightning2;
TE_lightning3 = _te_lightning3;
}
if (eng_support & ENG_TEBLOOD)
SpawnBlood = _SpawnBlood_TEBlood; // use TE_Blood builtin instead
};
// view kicks
void(entity ent) VK_smallkick =
{
#ifdef NETQUAKE
self.punchangle_x = -2;
#else
msg_entity = ent;
WriteByte (MSG_ONE, SVC_SMALLKICK);
#endif
}
void(entity ent) VK_bigkick =
{
#ifdef NETQUAKE
self.punchangle_x = -4;
#else
msg_entity = ent;
WriteByte (MSG_ONE, SVC_BIGKICK);
#endif
}
// muzzle flash
void() muzzleflash =
{
#ifdef NETQUAKE
self.effects |= EF_MUZZLEFLASH;
#else
WriteByte (MSG_MULTICAST, SVC_MUZZLEFLASH);
WriteEntity (MSG_MULTICAST, self);
multicast (self.origin, MULTICAST_PVS);
#endif
};
// touch blood functions
void(float damage) spawn_touchblood =
{
local vector vel;
vel = normalize (self.velocity);
vel = normalize(vel + v_up*(random()- 0.5) + v_right*(random()- 0.5));
vel = vel + 2*trace_plane_normal;
vel = vel * 0.4;
SpawnBlood (self.origin + vel, damage);
};