2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24 #define lhrandom(MIN,MAX) ((rand() & 32767) * (((MAX)-(MIN)) * (1.0f / 32767.0f)) + (MIN))
25 #define NUMVERTEXNORMALS 162
26 siextern float r_avertexnormals[NUMVERTEXNORMALS][3];
27 #define m_bytenormals r_avertexnormals
28 #define VectorNormalizeFast VectorNormalize
29 #define CL_PointContents(v) (Mod_PointInLeaf(v,cl.worldmodel)->contents)
30 typedef unsigned char qbyte;
31 #define cl_stainmaps.integer 0
32 void R_Stain (vec3_t origin, float radius, int cr1, int cg1, int cb1, int ca1, int cr2, int cg2, int cb2, int ca2)
35 #define CL_EntityParticles R_EntityParticles
36 #define CL_ReadPointFile_f R_ReadPointFile_f
37 #define CL_ParseParticleEffect R_ParseParticleEffect
38 #define CL_ParticleExplosion R_ParticleExplosion
39 #define CL_ParticleExplosion2 R_ParticleExplosion2
40 #define CL_BlobExplosion R_BlobExplosion
41 #define CL_RunParticleEffect R_RunParticleEffect
42 #define CL_LavaSplash R_LavaSplash
43 #define CL_RocketTrail2 R_RocketTrail2
44 void R_CalcBeam_Vertex3f (float *vert, vec3_t org1, vec3_t org2, float width)
46 vec3_t right1, right2, diff, normal;
48 VectorSubtract (org2, org1, normal);
49 VectorNormalizeFast (normal);
51 // calculate 'right' vector for start
52 VectorSubtract (r_origin, org1, diff);
53 VectorNormalizeFast (diff);
54 CrossProduct (normal, diff, right1);
56 // calculate 'right' vector for end
57 VectorSubtract (r_origin, org2, diff);
58 VectorNormalizeFast (diff);
59 CrossProduct (normal, diff, right2);
61 vert[ 0] = org1[0] + width * right1[0];
62 vert[ 1] = org1[1] + width * right1[1];
63 vert[ 2] = org1[2] + width * right1[2];
64 vert[ 3] = org1[0] - width * right1[0];
65 vert[ 4] = org1[1] - width * right1[1];
66 vert[ 5] = org1[2] - width * right1[2];
67 vert[ 6] = org2[0] - width * right2[0];
68 vert[ 7] = org2[1] - width * right2[1];
69 vert[ 8] = org2[2] - width * right2[2];
70 vert[ 9] = org2[0] + width * right2[0];
71 vert[10] = org2[1] + width * right2[1];
72 vert[11] = org2[2] + width * right2[2];
74 void fractalnoise(qbyte *noise, int size, int startgrid)
76 int x, y, g, g2, amplitude, min, max, size1 = size - 1, sizepower, gridpower;
78 #define n(x,y) noisebuf[((y)&size1)*size+((x)&size1)]
80 for (sizepower = 0;(1 << sizepower) < size;sizepower++);
81 if (size != (1 << sizepower))
82 Sys_Error("fractalnoise: size must be power of 2\n");
84 for (gridpower = 0;(1 << gridpower) < startgrid;gridpower++);
85 if (startgrid != (1 << gridpower))
86 Sys_Error("fractalnoise: grid must be power of 2\n");
88 startgrid = bound(0, startgrid, size);
90 amplitude = 0xFFFF; // this gets halved before use
91 noisebuf = malloc(size*size*sizeof(int));
92 memset(noisebuf, 0, size*size*sizeof(int));
94 for (g2 = startgrid;g2;g2 >>= 1)
96 // brownian motion (at every smaller level there is random behavior)
98 for (y = 0;y < size;y += g2)
99 for (x = 0;x < size;x += g2)
100 n(x,y) += (rand()&litude);
105 // subdivide, diamond-square algorithm (really this has little to do with squares)
107 for (y = 0;y < size;y += g2)
108 for (x = 0;x < size;x += g2)
109 n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
111 for (y = 0;y < size;y += g2)
112 for (x = 0;x < size;x += g2)
114 n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
115 n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
119 // find range of noise values
121 for (y = 0;y < size;y++)
122 for (x = 0;x < size;x++)
124 if (n(x,y) < min) min = n(x,y);
125 if (n(x,y) > max) max = n(x,y);
129 // normalize noise and copy to output
130 for (y = 0;y < size;y++)
131 for (x = 0;x < size;x++)
132 *noise++ = (qbyte) (((n(x,y) - min) * 256) / max);
136 void VectorVectors(const vec3_t forward, vec3_t right, vec3_t up)
140 right[0] = forward[2];
141 right[1] = -forward[0];
142 right[2] = forward[1];
144 d = DotProduct(forward, right);
145 right[0] -= d * forward[0];
146 right[1] -= d * forward[1];
147 right[2] -= d * forward[2];
148 VectorNormalizeFast(right);
149 CrossProduct(right, forward, up);
153 extern qboolean PM_RecursiveHullCheck (hull_t *hull, int num, float p1f, float p2f, vec3_t p1, vec3_t p2, pmtrace_t *trace);
155 float CL_TraceLine (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal, int contents, int hitbmodels, void **hitent)
162 memset (&trace, 0, sizeof(trace));
164 VectorCopy (end, trace.endpos);
166 PM_RecursiveHullCheck (cl.model_precache[1]->brushq1.hulls, 0, 0, 1, start, end, &trace);
168 RecursiveHullCheck (cl.worldmodel->brushq1.hulls, 0, 0, 1, start, end, &trace);
170 VectorCopy(trace.endpos, impact);
171 VectorCopy(trace.plane.normal, normal);
172 return trace.fraction;
175 #include "cl_collision.h"
178 #define MAX_PARTICLES 32768 // default max # of particles at one time
179 #define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's on the command line
183 pt_static, pt_rain, pt_bubble, pt_blood, pt_grow, pt_decal
187 #define PARTICLE_INVALID 0
188 #define PARTICLE_BILLBOARD 1
189 #define PARTICLE_SPARK 2
190 #define PARTICLE_ORIENTED_DOUBLESIDED 3
191 #define PARTICLE_BEAM 4
193 #define PBLEND_ALPHA 0
197 typedef struct particle_s
208 float alpha; // 0-255
209 float alphafade; // how much alpha reduces per second
210 float time2; // used for various things (snow fluttering, for example)
211 float bounce; // how much bounce-back from a surface the particle hits (0 = no physics, 1 = stop and slide, 2 = keep bouncing forever, 1.5 is typical)
212 float gravity; // how much gravity affects this particle (1.0 = normal gravity, 0.0 = none)
214 vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
215 float friction; // how much air friction affects this object (objects with a low mass/size ratio tend to get more air friction)
216 float pressure; // if non-zero, apply pressure to other particles
218 #ifndef WORKINGLQUAKE
219 entity_render_t *owner; // decal stuck to this entity
220 model_t *ownermodel; // model the decal is stuck to (used to make sure the entity is still alive)
221 vec3_t relativeorigin; // decal at this location in entity's coordinate space
222 vec3_t relativedirection; // decal oriented this way relative to entity's coordinate space
227 static int particlepalette[256] =
229 0x000000,0x0f0f0f,0x1f1f1f,0x2f2f2f,0x3f3f3f,0x4b4b4b,0x5b5b5b,0x6b6b6b,
230 0x7b7b7b,0x8b8b8b,0x9b9b9b,0xababab,0xbbbbbb,0xcbcbcb,0xdbdbdb,0xebebeb,
231 0x0f0b07,0x170f0b,0x1f170b,0x271b0f,0x2f2313,0x372b17,0x3f2f17,0x4b371b,
232 0x533b1b,0x5b431f,0x634b1f,0x6b531f,0x73571f,0x7b5f23,0x836723,0x8f6f23,
233 0x0b0b0f,0x13131b,0x1b1b27,0x272733,0x2f2f3f,0x37374b,0x3f3f57,0x474767,
234 0x4f4f73,0x5b5b7f,0x63638b,0x6b6b97,0x7373a3,0x7b7baf,0x8383bb,0x8b8bcb,
235 0x000000,0x070700,0x0b0b00,0x131300,0x1b1b00,0x232300,0x2b2b07,0x2f2f07,
236 0x373707,0x3f3f07,0x474707,0x4b4b0b,0x53530b,0x5b5b0b,0x63630b,0x6b6b0f,
237 0x070000,0x0f0000,0x170000,0x1f0000,0x270000,0x2f0000,0x370000,0x3f0000,
238 0x470000,0x4f0000,0x570000,0x5f0000,0x670000,0x6f0000,0x770000,0x7f0000,
239 0x131300,0x1b1b00,0x232300,0x2f2b00,0x372f00,0x433700,0x4b3b07,0x574307,
240 0x5f4707,0x6b4b0b,0x77530f,0x835713,0x8b5b13,0x975f1b,0xa3631f,0xaf6723,
241 0x231307,0x2f170b,0x3b1f0f,0x4b2313,0x572b17,0x632f1f,0x733723,0x7f3b2b,
242 0x8f4333,0x9f4f33,0xaf632f,0xbf772f,0xcf8f2b,0xdfab27,0xefcb1f,0xfff31b,
243 0x0b0700,0x1b1300,0x2b230f,0x372b13,0x47331b,0x533723,0x633f2b,0x6f4733,
244 0x7f533f,0x8b5f47,0x9b6b53,0xa77b5f,0xb7876b,0xc3937b,0xd3a38b,0xe3b397,
245 0xab8ba3,0x9f7f97,0x937387,0x8b677b,0x7f5b6f,0x775363,0x6b4b57,0x5f3f4b,
246 0x573743,0x4b2f37,0x43272f,0x371f23,0x2b171b,0x231313,0x170b0b,0x0f0707,
247 0xbb739f,0xaf6b8f,0xa35f83,0x975777,0x8b4f6b,0x7f4b5f,0x734353,0x6b3b4b,
248 0x5f333f,0x532b37,0x47232b,0x3b1f23,0x2f171b,0x231313,0x170b0b,0x0f0707,
249 0xdbc3bb,0xcbb3a7,0xbfa39b,0xaf978b,0xa3877b,0x977b6f,0x876f5f,0x7b6353,
250 0x6b5747,0x5f4b3b,0x533f33,0x433327,0x372b1f,0x271f17,0x1b130f,0x0f0b07,
251 0x6f837b,0x677b6f,0x5f7367,0x576b5f,0x4f6357,0x475b4f,0x3f5347,0x374b3f,
252 0x2f4337,0x2b3b2f,0x233327,0x1f2b1f,0x172317,0x0f1b13,0x0b130b,0x070b07,
253 0xfff31b,0xefdf17,0xdbcb13,0xcbb70f,0xbba70f,0xab970b,0x9b8307,0x8b7307,
254 0x7b6307,0x6b5300,0x5b4700,0x4b3700,0x3b2b00,0x2b1f00,0x1b0f00,0x0b0700,
255 0x0000ff,0x0b0bef,0x1313df,0x1b1bcf,0x2323bf,0x2b2baf,0x2f2f9f,0x2f2f8f,
256 0x2f2f7f,0x2f2f6f,0x2f2f5f,0x2b2b4f,0x23233f,0x1b1b2f,0x13131f,0x0b0b0f,
257 0x2b0000,0x3b0000,0x4b0700,0x5f0700,0x6f0f00,0x7f1707,0x931f07,0xa3270b,
258 0xb7330f,0xc34b1b,0xcf632b,0xdb7f3b,0xe3974f,0xe7ab5f,0xefbf77,0xf7d38b,
259 0xa77b3b,0xb79b37,0xc7c337,0xe7e357,0x7fbfff,0xabe7ff,0xd7ffff,0x670000,
260 0x8b0000,0xb30000,0xd70000,0xff0000,0xfff393,0xfff7c7,0xffffff,0x9f5b53
263 //static int explosparkramp[8] = {0x4b0700, 0x6f0f00, 0x931f07, 0xb7330f, 0xcf632b, 0xe3974f, 0xffe7b5, 0xffffff};
265 // texture numbers in particle font
266 static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
267 static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
268 static const int tex_particle = 24;
269 static const int tex_raindrop = 25;
270 static const int tex_bubble = 26;
271 static const int tex_beam = 27;
272 static const int tex_blooddecal[8] = {32, 33, 34, 35, 36, 37, 38, 39};
274 static int cl_maxparticles;
275 static int cl_numparticles;
276 static particle_t *particles;
277 static particle_t **freeparticles; // list used only in compacting particles array
279 cvar_t cl_particles = {CVAR_SAVE, "cl_particles", "1"};
280 cvar_t cl_particles_size = {CVAR_SAVE, "cl_particles_size", "1"};
281 cvar_t cl_particles_bloodshowers = {CVAR_SAVE, "cl_particles_bloodshowers", "1"};
282 cvar_t cl_particles_blood = {CVAR_SAVE, "cl_particles_blood", "1"};
283 cvar_t cl_particles_blood_size = {CVAR_SAVE, "cl_particles_blood_size", "8"};
284 cvar_t cl_particles_blood_alpha = {CVAR_SAVE, "cl_particles_blood_alpha", "0.5"};
285 cvar_t cl_particles_bulletimpacts = {CVAR_SAVE, "cl_particles_bulletimpacts", "1"};
286 cvar_t cl_particles_smoke = {CVAR_SAVE, "cl_particles_smoke", "1"};
287 cvar_t cl_particles_smoke_size = {CVAR_SAVE, "cl_particles_smoke_size", "7"};
288 cvar_t cl_particles_smoke_alpha = {CVAR_SAVE, "cl_particles_smoke_alpha", "0.5"};
289 cvar_t cl_particles_smoke_alphafade = {CVAR_SAVE, "cl_particles_smoke_alphafade", "0.55"};
290 cvar_t cl_particles_sparks = {CVAR_SAVE, "cl_particles_sparks", "1"};
291 cvar_t cl_particles_bubbles = {CVAR_SAVE, "cl_particles_bubbles", "1"};
292 cvar_t cl_decals = {CVAR_SAVE, "cl_decals", "0"};
293 cvar_t cl_decals_time = {CVAR_SAVE, "cl_decals_time", "0"};
294 cvar_t cl_decals_fadetime = {CVAR_SAVE, "cl_decals_fadetime", "20"};
296 #ifndef WORKINGLQUAKE
297 static mempool_t *cl_part_mempool;
300 void CL_Particles_Clear(void)
310 void CL_ReadPointFile_f (void);
311 void CL_Particles_Init (void)
315 i = COM_CheckParm ("-particles");
317 if (i && i < com_argc - 1)
319 cl_maxparticles = (int)(atoi(com_argv[i+1]));
320 if (cl_maxparticles < ABSOLUTE_MIN_PARTICLES)
321 cl_maxparticles = ABSOLUTE_MIN_PARTICLES;
324 cl_maxparticles = MAX_PARTICLES;
326 Cmd_AddCommand ("pointfile", CL_ReadPointFile_f);
328 Cvar_RegisterVariable (&cl_particles);
329 Cvar_RegisterVariable (&cl_particles_size);
330 Cvar_RegisterVariable (&cl_particles_bloodshowers);
331 Cvar_RegisterVariable (&cl_particles_blood);
332 Cvar_RegisterVariable (&cl_particles_blood_size);
333 Cvar_RegisterVariable (&cl_particles_blood_alpha);
334 Cvar_RegisterVariable (&cl_particles_bulletimpacts);
335 Cvar_RegisterVariable (&cl_particles_smoke);
336 Cvar_RegisterVariable (&cl_particles_smoke_size);
337 Cvar_RegisterVariable (&cl_particles_smoke_alpha);
338 Cvar_RegisterVariable (&cl_particles_smoke_alphafade);
339 Cvar_RegisterVariable (&cl_particles_sparks);
340 Cvar_RegisterVariable (&cl_particles_bubbles);
341 Cvar_RegisterVariable (&cl_decals);
342 Cvar_RegisterVariable (&cl_decals_time);
343 Cvar_RegisterVariable (&cl_decals_fadetime);
346 particles = (particle_t *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t), "particles");
347 freeparticles = (void *) Hunk_AllocName(cl_maxparticles * sizeof(particle_t *), "particles");
349 cl_part_mempool = Mem_AllocPool("CL_Part");
350 particles = (particle_t *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t));
351 freeparticles = (void *) Mem_Alloc(cl_part_mempool, cl_maxparticles * sizeof(particle_t *));
356 #define particle(ptype, porientation, pcolor1, pcolor2, ptex, plight, pblendmode, pscalex, pscaley, palpha, palphafade, ptime, pgravity, pbounce, px, py, pz, pvx, pvy, pvz, ptime2, pvx2, pvy2, pvz2, pfriction, ppressure)\
358 if (cl_numparticles < cl_maxparticles)\
361 int ptempcolor, ptempcolor2, pcr1, pcg1, pcb1, pcr2, pcg2, pcb2;\
362 ptempcolor = (pcolor1);\
363 ptempcolor2 = (pcolor2);\
364 pcr2 = ((ptempcolor2) >> 16) & 0xFF;\
365 pcg2 = ((ptempcolor2) >> 8) & 0xFF;\
366 pcb2 = (ptempcolor2) & 0xFF;\
367 if (ptempcolor != ptempcolor2)\
369 pcr1 = ((ptempcolor) >> 16) & 0xFF;\
370 pcg1 = ((ptempcolor) >> 8) & 0xFF;\
371 pcb1 = (ptempcolor) & 0xFF;\
372 ptempcolor = rand() & 0xFF;\
373 pcr2 = (((pcr2 - pcr1) * ptempcolor) >> 8) + pcr1;\
374 pcg2 = (((pcg2 - pcg1) * ptempcolor) >> 8) + pcg1;\
375 pcb2 = (((pcb2 - pcb1) * ptempcolor) >> 8) + pcb1;\
377 part = &particles[cl_numparticles++];\
378 memset(part, 0, sizeof(*part));\
379 part->type = (ptype);\
380 part->color[0] = pcr2;\
381 part->color[1] = pcg2;\
382 part->color[2] = pcb2;\
383 part->color[3] = 0xFF;\
384 part->orientation = porientation;\
385 part->texnum = ptex;\
386 part->blendmode = pblendmode;\
387 part->scalex = (pscalex);\
388 part->scaley = (pscaley);\
389 part->alpha = (palpha);\
390 part->alphafade = (palphafade);\
391 part->die = cl.time + (ptime);\
392 part->gravity = (pgravity);\
393 part->bounce = (pbounce);\
394 part->org[0] = (px);\
395 part->org[1] = (py);\
396 part->org[2] = (pz);\
397 part->vel[0] = (pvx);\
398 part->vel[1] = (pvy);\
399 part->vel[2] = (pvz);\
400 part->time2 = (ptime2);\
401 part->vel2[0] = (pvx2);\
402 part->vel2[1] = (pvy2);\
403 part->vel2[2] = (pvz2);\
404 part->friction = (pfriction);\
405 part->pressure = (ppressure);\
414 void CL_EntityParticles (entity_t *ent)
418 float sp, sy, cp, cy;
422 static vec3_t avelocities[NUMVERTEXNORMALS];
423 if (!cl_particles.integer) return;
428 if (!avelocities[0][0])
429 for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
430 avelocities[0][i] = (rand()&255) * 0.01;
432 for (i=0 ; i<NUMVERTEXNORMALS ; i++)
434 angle = cl.time * avelocities[i][0];
437 angle = cl.time * avelocities[i][1];
446 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ADD, 2, 2, 255, 0, 0, 0, 0, ent->origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
448 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0x6f], particlepalette[0x6f], tex_particle, false, PBLEND_ADD, 2, 2, 255, 0, 0, 0, 0, ent->render.origin[0] + m_bytenormals[i][0]*dist + forward[0]*beamlength, ent->render.origin[1] + m_bytenormals[i][1]*dist + forward[1]*beamlength, ent->render.origin[2] + m_bytenormals[i][2]*dist + forward[2]*beamlength, 0, 0, 0, 0, 0, 0, 0, 0, 0);
454 void CL_ReadPointFile_f (void)
458 char *pointfile = NULL, *pointfilepos, *t, tchar;
459 char name[MAX_OSPATH];
464 FS_StripExtension(cl.worldmodel->name, name);
465 strcat(name, ".pts");
467 pointfile = COM_LoadTempFile (name);
469 pointfile = FS_LoadFile(name, true);
473 Con_Printf ("Could not open %s\n", name);
477 Con_Printf ("Reading %s...\n", name);
480 pointfilepos = pointfile;
481 while (*pointfilepos)
483 while (*pointfilepos == '\n' || *pointfilepos == '\r')
488 while (*t && *t != '\n' && *t != '\r')
492 r = sscanf (pointfilepos,"%f %f %f", &org[0], &org[1], &org[2]);
498 VectorCopy(org, leakorg);
501 if (cl_numparticles < cl_maxparticles - 3)
504 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[(-c)&15], particlepalette[(-c)&15], tex_particle, false, PBLEND_ALPHA, 2, 2, 255, 0, 99999, 0, 0, org[0], org[1], org[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
507 #ifndef WORKINGLQUAKE
510 VectorCopy(leakorg, org);
511 Con_Printf ("%i points read (%i particles spawned)\nLeak at %f %f %f\n", c, s, org[0], org[1], org[2]);
513 particle(pt_static, PARTICLE_BEAM, 0xFF0000, 0xFF0000, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0] - 4096, org[1], org[2], 0, 0, 0, 0, org[0] + 4096, org[1], org[2], 0, 0);
514 particle(pt_static, PARTICLE_BEAM, 0x00FF00, 0x00FF00, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0], org[1] - 4096, org[2], 0, 0, 0, 0, org[0], org[1] + 4096, org[2], 0, 0);
515 particle(pt_static, PARTICLE_BEAM, 0x0000FF, 0x0000FF, tex_beam, false, PBLEND_ALPHA, 64, 64, 255, 0, 99999, 0, 0, org[0], org[1], org[2] - 4096, 0, 0, 0, 0, org[0], org[1], org[2] + 4096, 0, 0);
520 CL_ParseParticleEffect
522 Parse an effect out of the server message
525 void CL_ParseParticleEffect (void)
528 int i, count, msgcount, color;
530 for (i=0 ; i<3 ; i++)
531 org[i] = MSG_ReadCoord ();
532 for (i=0 ; i<3 ; i++)
533 dir[i] = MSG_ReadChar () * (1.0/16);
534 msgcount = MSG_ReadByte ();
535 color = MSG_ReadByte ();
542 CL_RunParticleEffect (org, dir, color, count);
551 void CL_ParticleExplosion (vec3_t org)
556 if (cl_stainmaps.integer)
557 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
559 i = CL_PointContents(org);
560 if ((i == CONTENTS_SLIME || i == CONTENTS_WATER) && cl_particles.integer && cl_particles_bubbles.integer)
562 for (i = 0;i < 128;i++)
564 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, 2, 2, lhrandom(128, 255), 256, 9999, -0.25, 1.5, org[0] + lhrandom(-16, 16), org[1] + lhrandom(-16, 16), org[2] + lhrandom(-16, 16), lhrandom(-96, 96), lhrandom(-96, 96), lhrandom(-96, 96), 0, 0, 0, 0, (1.0 / 16.0), 0);
570 // LordHavoc: smoke effect similar to UT2003, chews fillrate too badly up close
572 if (cl_particles.integer && cl_particles_smoke.integer)
574 for (i = 0;i < 64;i++)
577 v2[0] = lhrandom(-64, 64);
578 v2[1] = lhrandom(-64, 64);
579 v2[2] = lhrandom(-8, 24);
581 for (k = 0;k < 16;k++)
583 v[0] = org[0] + lhrandom(-64, 64);
584 v[1] = org[1] + lhrandom(-64, 64);
585 v[2] = org[2] + lhrandom(-8, 24);
586 if (CL_TraceLine(org, v, v2, NULL, 0, true, NULL) >= 0.1)
589 VectorSubtract(v2, org, v2);
591 VectorScale(v2, 2.0f, v2);
592 particle(pt_static, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 12, 12, 255, 512, 9999, 0, 0, org[0], org[1], org[2], v2[0], v2[1], v2[2], 0, 0, 0, 0, 0, 0);
597 if (cl_particles.integer && cl_particles_sparks.integer)
600 for (i = 0;i < 256;i++)
602 k = particlepalette[0x68 + (rand() & 7)];
603 particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 1.5f, 0.05f, lhrandom(0, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192) + 160, 0, 0, 0, 0, 0, 0);
608 if (cl_explosions.integer)
614 CL_ParticleExplosion2
618 void CL_ParticleExplosion2 (vec3_t org, int colorStart, int colorLength)
621 if (!cl_particles.integer) return;
623 for (i = 0;i < 512;i++)
625 k = particlepalette[colorStart + (i % colorLength)];
626 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 1.5, 1.5, 255, 384, 0.3, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-192, 192), lhrandom(-192, 192), lhrandom(-192, 192), 0, 0, 0, 0, 1, 0);
636 void CL_BlobExplosion (vec3_t org)
638 if (cl_stainmaps.integer)
639 R_Stain(org, 96, 80, 80, 80, 64, 176, 176, 176, 64);
641 if (cl_explosions.integer)
651 void CL_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
657 CL_ParticleExplosion(org);
660 if (!cl_particles.integer) return;
663 k = particlepalette[color + (rand()&7)];
664 if (gamemode == GAME_GOODVSBAD2)
666 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 5, 5, 255, 300, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), lhrandom(-10, 10), lhrandom(-10, 10), lhrandom(-10, 10), 0, 0, 0, 0, 0, 0);
670 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 1, 1, 255, 512, 9999, 0, 0, org[0] + lhrandom(-8, 8), org[1] + lhrandom(-8, 8), org[2] + lhrandom(-8, 8), dir[0] + lhrandom(-15, 15), dir[1] + lhrandom(-15, 15), dir[2] + lhrandom(-15, 15), 0, 0, 0, 0, 0, 0);
675 // LordHavoc: added this for spawning sparks/dust (which have strong gravity)
681 void CL_SparkShower (vec3_t org, vec3_t dir, int count)
686 if (cl_stainmaps.integer)
687 R_Stain(org, 32, 96, 96, 96, 24, 128, 128, 128, 24);
689 if (!cl_particles.integer) return;
691 if (cl_particles_bulletimpacts.integer)
694 if (cl_particles_smoke.integer)
699 org2[0] = org[0] + 0.125f * lhrandom(-count, count);
700 org2[1] = org[1] + 0.125f * lhrandom(-count, count);
701 org2[2] = org[2] + 0.125f * lhrandom(-count, count);
702 CL_TraceLine(org, org2, org3, NULL, 0, true, NULL);
703 particle(pt_grow, PARTICLE_BILLBOARD, 0x101010, 0x202020, tex_smoke[rand()&7], true, PBLEND_ADD, 3, 3, 255, 1024, 9999, -0.2, 0, org3[0], org3[1], org3[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 16), 15, 0, 0, 0, 0, 0);
707 if (cl_particles_sparks.integer)
712 k = particlepalette[0x68 + (rand() & 7)];
713 particle(pt_static, PARTICLE_SPARK, k, k, tex_particle, false, PBLEND_ADD, 0.4f, 0.015f, lhrandom(64, 255), 512, 9999, 1, 0, org[0], org[1], org[2], lhrandom(-64, 64) + dir[0], lhrandom(-64, 64) + dir[1], lhrandom(0, 128) + dir[2], 0, 0, 0, 0, 0, 0);
719 void CL_PlasmaBurn (vec3_t org)
721 if (cl_stainmaps.integer)
722 R_Stain(org, 48, 96, 96, 96, 32, 128, 128, 128, 32);
725 static float bloodcount = 0;
726 void CL_BloodPuff (vec3_t org, vec3_t vel, int count)
730 // bloodcount is used to accumulate counts too small to cause a blood particle
731 if (!cl_particles.integer) return;
732 if (!cl_particles_blood.integer) return;
739 r = cl_particles_blood_size.value;
740 a = cl_particles_blood_alpha.value * 255;
741 while(bloodcount > 0)
743 org2[0] = org[0] + 0.125f * lhrandom(-bloodcount, bloodcount);
744 org2[1] = org[1] + 0.125f * lhrandom(-bloodcount, bloodcount);
745 org2[2] = org[2] + 0.125f * lhrandom(-bloodcount, bloodcount);
746 CL_TraceLine(org, org2, org3, NULL, 0, true, NULL);
747 particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_blooddecal[rand()&7], true, PBLEND_MOD, r, r, a * 3, a * 1.5, 9999, 0, -1, org3[0], org3[1], org3[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
748 //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, PBLEND_ALPHA, r, r, a, a * 0.5, 9999, 0, -1, org3[0], org3[1], org3[2], vel[0] + lhrandom(-s, s), vel[1] + lhrandom(-s, s), vel[2] + lhrandom(-s, s), 0, 0, 0, 0, 1, 0);
753 void CL_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
757 vec3_t diff, center, velscale;
758 if (!cl_particles.integer) return;
759 if (!cl_particles_bloodshowers.integer) return;
760 if (!cl_particles_blood.integer) return;
762 VectorSubtract(maxs, mins, diff);
763 center[0] = (mins[0] + maxs[0]) * 0.5;
764 center[1] = (mins[1] + maxs[1]) * 0.5;
765 center[2] = (mins[2] + maxs[2]) * 0.5;
766 // FIXME: change velspeed back to 2.0x after fixing mod
767 velscale[0] = velspeed * 2.0 / diff[0];
768 velscale[1] = velspeed * 2.0 / diff[1];
769 velscale[2] = velspeed * 2.0 / diff[2];
771 bloodcount += count * 5.0f;
772 r = cl_particles_blood_size.value;
773 a = cl_particles_blood_alpha.value * 255;
774 while (bloodcount > 0)
777 org[0] = lhrandom(mins[0], maxs[0]);
778 org[1] = lhrandom(mins[1], maxs[1]);
779 org[2] = lhrandom(mins[2], maxs[2]);
780 vel[0] = (org[0] - center[0]) * velscale[0];
781 vel[1] = (org[1] - center[1]) * velscale[1];
782 vel[2] = (org[2] - center[2]) * velscale[2];
784 particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_blooddecal[rand()&7], true, PBLEND_MOD, r, r, a * 3, a * 1.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
785 //particle(pt_blood, PARTICLE_BILLBOARD, 0x000000, 0x200000, tex_smoke[rand()&7], true, PBLEND_ALPHA, r, r, a, a * 0.5, 9999, 0, -1, org[0], org[1], org[2], vel[0], vel[1], vel[2], 0, 0, 0, 0, 1, 0);
789 void CL_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel)
793 if (!cl_particles.integer) return;
794 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
795 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
796 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
800 k = particlepalette[colorbase + (rand()&3)];
801 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ALPHA, 2, 2, 255, 0, lhrandom(1, 2), gravity ? 1 : 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), dir[0] + lhrandom(-randomvel, randomvel), dir[1] + lhrandom(-randomvel, randomvel), dir[2] + lhrandom(-randomvel, randomvel), 0, 0, 0, 0, 0, 0);
805 void CL_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type)
808 float t, z, minz, maxz;
809 if (!cl_particles.integer) return;
810 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
811 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
812 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
813 if (dir[2] < 0) // falling
815 t = (maxs[2] - mins[2]) / -dir[2];
820 t = (maxs[2] - mins[2]) / dir[2];
823 if (t < 0 || t > 2) // sanity check
826 minz = z - fabs(dir[2]) * 0.1;
827 maxz = z + fabs(dir[2]) * 0.1;
828 minz = bound(mins[2], minz, maxs[2]);
829 maxz = bound(mins[2], maxz, maxs[2]);
834 count *= 4; // ick, this should be in the mod or maps?
838 k = particlepalette[colorbase + (rand()&3)];
839 if (gamemode == GAME_GOODVSBAD2)
841 particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 20, 20, lhrandom(8, 16), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
845 particle(pt_rain, PARTICLE_SPARK, k, k, tex_particle, true, PBLEND_ADD, 0.5, 0.02, lhrandom(8, 16), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], cl.time + 9999, dir[0], dir[1], dir[2], 0, 0);
852 k = particlepalette[colorbase + (rand()&3)];
853 if (gamemode == GAME_GOODVSBAD2)
855 particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 20, 20, lhrandom(64, 128), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
859 particle(pt_rain, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 1, 1, lhrandom(64, 128), 0, t, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(minz, maxz), dir[0], dir[1], dir[2], 0, dir[0], dir[1], dir[2], 0, 0);
864 Host_Error("CL_ParticleRain: unknown type %i (0 = rain, 1 = snow)\n", type);
868 void CL_Stardust (vec3_t mins, vec3_t maxs, int count)
873 if (!cl_particles.integer) return;
875 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
876 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
877 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
879 center[0] = (mins[0] + maxs[0]) * 0.5f;
880 center[1] = (mins[1] + maxs[1]) * 0.5f;
881 center[2] = (mins[2] + maxs[2]) * 0.5f;
885 k = particlepalette[224 + (rand()&15)];
886 o[0] = lhrandom(mins[0], maxs[0]);
887 o[1] = lhrandom(mins[1], maxs[1]);
888 o[2] = lhrandom(mins[2], maxs[2]);
889 VectorSubtract(o, center, v);
890 VectorNormalizeFast(v);
891 VectorScale(v, 100, v);
892 v[2] += sv_gravity.value * 0.15f;
893 particle(pt_static, PARTICLE_BILLBOARD, 0x903010, 0xFFD030, tex_particle, false, PBLEND_ADD, 1.5, 1.5, lhrandom(64, 128), 128, 9999, 1, 0, o[0], o[1], o[2], v[0], v[1], v[2], 0, 0, 0, 0, 0, 0);
897 void CL_FlameCube (vec3_t mins, vec3_t maxs, int count)
901 if (!cl_particles.integer) return;
902 if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
903 if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
904 if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
908 k = particlepalette[224 + (rand()&15)];
909 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128), 384, 9999, -1, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-32, 32), lhrandom(-32, 32), lhrandom(0, 64), 0, 0, 0, 0, 1, 0);
911 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, 6, 6, lhrandom(48, 96), 64, 9999, 0, 0, lhrandom(mins[0], maxs[0]), lhrandom(mins[1], maxs[1]), lhrandom(mins[2], maxs[2]), lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(0, 32), 0, 0, 0, 0, 0, 0);
915 void CL_Flames (vec3_t org, vec3_t vel, int count)
918 if (!cl_particles.integer) return;
922 k = particlepalette[224 + (rand()&15)];
923 particle(pt_static, PARTICLE_BILLBOARD, k, k, tex_particle, false, PBLEND_ADD, 4, 4, lhrandom(64, 128), 384, 9999, -1, 1.1, org[0], org[1], org[2], vel[0] + lhrandom(-128, 128), vel[1] + lhrandom(-128, 128), vel[2] + lhrandom(-128, 128), 0, 0, 0, 0, 1, 0);
935 void CL_LavaSplash (vec3_t origin)
940 if (!cl_particles.integer) return;
943 for (i = -128;i < 128;i += inc)
945 for (j = -128;j < 128;j += inc)
947 dir[0] = j + lhrandom(0, 8);
948 dir[1] = i + lhrandom(0, 8);
950 org[0] = origin[0] + dir[0];
951 org[1] = origin[1] + dir[1];
952 org[2] = origin[2] + lhrandom(0, 64);
953 vel = lhrandom(50, 120) / VectorLength(dir); // normalize and scale
954 if (gamemode == GAME_GOODVSBAD2)
956 k = particlepalette[0 + (rand()&255)];
957 l = particlepalette[0 + (rand()&255)];
958 particle(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, 255, 240, 9999, 0.05, 1, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
962 k = l = particlepalette[224 + (rand()&7)];
963 particle(pt_static, PARTICLE_BILLBOARD, k, l, tex_particle, false, PBLEND_ADD, 12, 12, 255, 240, 9999, 0.05, 0, org[0], org[1], org[2], dir[0] * vel, dir[1] * vel, dir[2] * vel, 0, 0, 0, 0, 0, 0);
976 void R_TeleportSplash (vec3_t org)
979 if (!cl_particles.integer) return;
981 for (i=-16 ; i<16 ; i+=8)
982 for (j=-16 ; j<16 ; j+=8)
983 for (k=-24 ; k<32 ; k+=8)
984 particle(pt_static, PARTICLE_BILLBOARD, 0xA0A0A0, 0xFFFFFF, tex_particle, false, PBLEND_ADD, 10, 10, lhrandom(64, 128), 256, 9999, 0, 0, org[0] + i + lhrandom(0, 8), org[1] + j + lhrandom(0, 8), org[2] + k + lhrandom(0, 8), lhrandom(-64, 64), lhrandom(-64, 64), lhrandom(-256, 256), 0, 0, 0, 0, 1, 0);
989 void R_RocketTrail (vec3_t start, vec3_t end, int type)
991 void CL_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
994 vec3_t vec, dir, vel, pos;
995 float len, dec, speed, r;
996 int contents, smoke, blood, bubbles;
998 if (end[0] == start[0] && end[1] == start[1] && end[2] == start[2])
1001 VectorSubtract(end, start, dir);
1002 VectorNormalize(dir);
1004 VectorSubtract (end, start, vec);
1005 #ifdef WORKINGLQUAKE
1006 len = VectorNormalize (vec);
1008 speed = 1.0f / cl.frametime;
1009 VectorSubtract(end, start, vel);
1011 len = VectorNormalizeLength (vec);
1012 dec = -ent->persistent.trail_time;
1013 ent->persistent.trail_time += len;
1014 if (ent->persistent.trail_time < 0.01f)
1017 // if we skip out, leave it reset
1018 ent->persistent.trail_time = 0.0f;
1020 speed = 1.0f / (ent->state_current.time - ent->state_previous.time);
1021 VectorSubtract(ent->state_current.origin, ent->state_previous.origin, vel);
1023 VectorScale(vel, speed, vel);
1025 // advance into this frame to reach the first puff location
1026 VectorMA(start, dec, vec, pos);
1029 contents = CL_PointContents(pos);
1030 if (contents == CONTENTS_SKY || contents == CONTENTS_LAVA)
1033 smoke = cl_particles.integer && cl_particles_smoke.integer;
1034 blood = cl_particles.integer && cl_particles_blood.integer;
1035 bubbles = cl_particles.integer && cl_particles_bubbles.integer && (contents == CONTENTS_WATER || contents == CONTENTS_SLIME);
1041 case 0: // rocket trail
1045 particle(pt_grow, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, dec, dec, cl_particles_smoke_alpha.value*125, cl_particles_smoke_alphafade.value*125, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), cl_particles_smoke_size.value, 0, 0, 0, 0, 0);
1046 particle(pt_static, PARTICLE_BILLBOARD, 0x801010, 0xFFA020, tex_smoke[rand()&7], false, PBLEND_ADD, dec, dec, cl_particles_smoke_alpha.value*288, cl_particles_smoke_alphafade.value*1400, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-20, 20), lhrandom(-20, 20), lhrandom(-20, 20), 0, 0, 0, 0, 0, 0);
1051 particle(pt_bubble, PARTICLE_BILLBOARD, 0x404040, 0x808080, tex_bubble, false, PBLEND_ADD, r, r, lhrandom(64, 255), 256, 9999, -0.25, 1.5, pos[0], pos[1], pos[2], lhrandom(-16, 16), lhrandom(-16, 16), lhrandom(-16, 16), 0, 0, 0, 0, (1.0 / 16.0), 0);
1055 case 1: // grenade trail
1056 // FIXME: make it gradually stop smoking
1060 particle(pt_grow, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], false, PBLEND_ADD, dec, dec, cl_particles_smoke_alpha.value*100, cl_particles_smoke_alphafade.value*100, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-5, 5), lhrandom(-5, 5), lhrandom(-5, 5), cl_particles_smoke_size.value, 0, 0, 0, 0, 0);
1066 case 4: // slight blood
1067 dec = cl_particles_blood_size.value;
1070 particle(pt_blood, PARTICLE_BILLBOARD, 0xFFFFFF, 0xFFFFFF, tex_blooddecal[rand()&7], true, PBLEND_MOD, dec, dec, cl_particles_blood_alpha.value * 255.0f * 3.0f, cl_particles_blood_alpha.value * 255.0f * 0.5f * 1.5f, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
1071 //particle(pt_blood, PARTICLE_BILLBOARD, 0x100000, 0x280000, tex_smoke[rand()&7], true, PBLEND_ALPHA, dec, dec, cl_particles_blood_alpha.value * 255.0f, cl_particles_blood_alpha.value * 255.0f * 0.5, 9999, 0, -1, pos[0], pos[1], pos[2], vel[0] * 0.5f + lhrandom(-64, 64), vel[1] * 0.5f + lhrandom(-64, 64), vel[2] * 0.5f + lhrandom(-64, 64), 0, 0, 0, 0, 1, 0);
1075 case 3: // green tracer
1079 if (gamemode == GAME_GOODVSBAD2)
1081 particle(pt_static, PARTICLE_BILLBOARD, 0x00002E, 0x000030, tex_particle, false, PBLEND_ADD, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
1085 particle(pt_static, PARTICLE_BILLBOARD, 0x002000, 0x003000, tex_particle, false, PBLEND_ADD, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
1090 case 5: // flame tracer
1094 particle(pt_static, PARTICLE_BILLBOARD, 0x301000, 0x502000, tex_particle, false, PBLEND_ADD, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
1098 case 6: // voor trail
1102 if (gamemode == GAME_GOODVSBAD2)
1104 particle(pt_static, PARTICLE_BILLBOARD, particlepalette[0 + (rand()&255)], particlepalette[0 + (rand()&255)], tex_particle, false, PBLEND_ALPHA, dec, dec, 255, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
1108 particle(pt_static, PARTICLE_BILLBOARD, 0x502030, 0x502030, tex_particle, false, PBLEND_ADD, dec, dec, 128, 384, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-8, 8), lhrandom(-8, 8), lhrandom(-8, 8), 0, 0, 0, 0, 0, 0);
1113 case 7: // Nehahra smoke tracer
1117 particle(pt_static, PARTICLE_BILLBOARD, 0x303030, 0x606060, tex_smoke[rand()&7], true, PBLEND_ALPHA, dec, dec, 64, 320, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-4, 4), lhrandom(-4, 4), lhrandom(0, 16), 0, 0, 0, 0, 0, 0);
1120 case 8: // Nexuiz plasma trail
1124 //particle(pt_static, PARTICLE_BILLBOARD, 0x2030FF, 0x80C0FF, tex_particle, false, PBLEND_ADD, 3.0f, 3.0f, lhrandom(64, 255), 512, 9999, 0, 0, pos[0], pos[1], pos[2], lhrandom(-32, 32) + dir[0] * -64.0f, lhrandom(-32, 32) + dir[1] * -64.0f, lhrandom(-32, 32) + dir[2] * -64.0f, 0, 0, 0, 0, 0, 0);
1125 particle(pt_static, PARTICLE_BILLBOARD, 0x283880, 0x283880, tex_particle, false, PBLEND_ADD, dec, dec, 255, 1024, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
1129 // advance to next time and position
1131 VectorMA (pos, dec, vec, pos);
1133 #ifndef WORKINGLQUAKE
1134 ent->persistent.trail_time = len;
1138 void CL_RocketTrail2 (vec3_t start, vec3_t end, int color, entity_t *ent)
1142 if (!cl_particles.integer) return;
1143 if (!cl_particles_smoke.integer) return;
1145 VectorCopy(start, pos);
1146 VectorSubtract (end, start, vec);
1147 #ifdef WORKINGLQUAKE
1148 len = (int) (VectorNormalize (vec) * (1.0f / 3.0f));
1150 len = (int) (VectorNormalizeLength (vec) * (1.0f / 3.0f));
1152 VectorScale(vec, 3, vec);
1153 color = particlepalette[color];
1156 particle(pt_static, PARTICLE_BILLBOARD, color, color, tex_particle, false, PBLEND_ALPHA, 5, 5, 128, 320, 9999, 0, 0, pos[0], pos[1], pos[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
1157 VectorAdd (pos, vec, pos);
1161 void CL_BeamParticle (const vec3_t start, const vec3_t end, vec_t radius, float red, float green, float blue, float alpha, float lifetime)
1163 int tempcolor2, cr, cg, cb;
1167 tempcolor2 = (bound(0, cr, 255) << 16) | (bound(0, cg, 255) << 8) | bound(0, cb, 255);
1168 particle(pt_static, PARTICLE_BEAM, tempcolor2, tempcolor2, tex_beam, false, PBLEND_ADD, radius, radius, alpha * 255, alpha * 255 / lifetime, 9999, 0, 0, start[0], start[1], start[2], 0, 0, 0, 0, end[0], end[1], end[2], 0, 0);
1171 void CL_Tei_Smoke(const vec3_t org, const vec3_t dir, int count)
1174 if (!cl_particles.integer) return;
1177 if (cl_particles_smoke.integer)
1182 particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255, 512, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count) * 0.5f, dir[1] + lhrandom(-count, count) * 0.5f, dir[2] + lhrandom(-count, count) * 0.5f, 15, 0, 0, 0, 0, 0);
1187 void CL_Tei_PlasmaHit(const vec3_t org, const vec3_t dir, int count)
1190 if (!cl_particles.integer) return;
1192 if (cl_stainmaps.integer)
1193 R_Stain(org, 40, 96, 96, 96, 40, 128, 128, 128, 40);
1196 if (cl_particles_smoke.integer)
1201 particle(pt_grow, PARTICLE_BILLBOARD, 0x202020, 0x404040, tex_smoke[rand()&7], true, PBLEND_ADD, 5, 5, 255, 512, 9999, 0, 0, org[0] + 0.125f * lhrandom(-count, count), org[1] + 0.125f * lhrandom (-count, count), org[2] + 0.125f * lhrandom(-count, count), dir[0] + lhrandom(-count, count), dir[1] + lhrandom(-count, count), dir[2] + lhrandom(-count, count), 15, 0, 0, 0, 0, 0);
1205 if (cl_particles_sparks.integer)
1210 particle(pt_static, PARTICLE_SPARK, 0x2030FF, 0x80C0FF, tex_particle, false, PBLEND_ADD, 2.0f, 0.1f, lhrandom(64, 255), 512, 9999, 0, 0, org[0], org[1], org[2], lhrandom(-count, count) * 3.0f + dir[0], lhrandom(-count, count) * 3.0f + dir[1], lhrandom(-count, count) * 3.0f + dir[2], 0, 0, 0, 0, 0, 0);
1220 void CL_MoveParticles (void)
1223 int i, activeparticles, maxparticle, j, a, pressureused = false, content;
1224 float gravity, dvel, bloodwaterfade, frametime, f, dist, normal[3], v[3], org[3];
1225 #ifdef WORKINGLQUAKE
1228 entity_render_t *hitent;
1231 // LordHavoc: early out condition
1232 if (!cl_numparticles)
1235 #ifdef WORKINGLQUAKE
1236 frametime = cl.frametime;
1238 frametime = cl.time - cl.oldtime;
1240 gravity = frametime * sv_gravity.value;
1241 dvel = 1+4*frametime;
1242 bloodwaterfade = max(cl_particles_blood_alpha.value, 0.01f) * frametime * 128.0f;
1244 activeparticles = 0;
1247 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1250 VectorCopy(p->org, p->oldorg);
1251 VectorMA(p->org, frametime, p->vel, p->org);
1252 VectorCopy(p->org, org);
1255 if (CL_TraceLine(p->oldorg, p->org, v, normal, 0, true, &hitent) < 1)
1257 VectorCopy(v, p->org);
1260 // assume it's blood (lame, but...)
1261 #ifndef WORKINGLQUAKE
1262 if (cl_stainmaps.integer)
1263 R_Stain(v, 32, 32, 16, 16, p->alpha * p->scalex * (1.0f / 40.0f), 192, 48, 48, p->alpha * p->scalex * (1.0f / 40.0f));
1265 if (cl_decals.integer)
1268 p->orientation = PARTICLE_ORIENTED_DOUBLESIDED;
1269 #ifndef WORKINGLQUAKE
1271 p->ownermodel = hitent->model;
1272 Matrix4x4_Transform(&hitent->inversematrix, v, p->relativeorigin);
1273 Matrix4x4_Transform3x3(&hitent->inversematrix, normal, p->relativedirection);
1274 VectorAdd(p->relativeorigin, p->relativedirection, p->relativeorigin);
1276 p->time2 = cl.time + cl_decals_time.value;
1277 p->die = p->time2 + cl_decals_fadetime.value;
1279 VectorCopy(normal, p->vel2);
1280 VectorClear(p->vel);
1281 VectorAdd(p->org, normal, p->org);
1291 freeparticles[j++] = p;
1297 dist = DotProduct(p->vel, normal) * -p->bounce;
1298 VectorMA(p->vel, dist, normal, p->vel);
1299 if (DotProduct(p->vel, p->vel) < 0.03)
1300 VectorClear(p->vel);
1304 p->vel[2] -= p->gravity * gravity;
1305 p->alpha -= p->alphafade * frametime;
1308 f = p->friction * frametime;
1310 content = CL_PointContents(p->org);
1311 if (content != CONTENTS_EMPTY)
1314 VectorScale(p->vel, f, p->vel);
1317 if (p->type != pt_static)
1323 content = CL_PointContents(p->org);
1325 if (a != CONTENTS_EMPTY)
1327 if (a == CONTENTS_WATER || a == CONTENTS_SLIME)
1329 p->scalex += frametime * cl_particles_blood_size.value;
1330 p->scaley += frametime * cl_particles_blood_size.value;
1331 //p->alpha -= bloodwaterfade;
1337 p->vel[2] -= gravity;
1341 content = CL_PointContents(p->org);
1342 if (content != CONTENTS_WATER && content != CONTENTS_SLIME)
1349 if (cl.time > p->time2)
1352 p->time2 = cl.time + (rand() & 3) * 0.1;
1353 p->vel[0] = lhrandom(-32, 32) + p->vel2[0];
1354 p->vel[1] = lhrandom(-32, 32) + p->vel2[1];
1355 p->vel[2] = /*lhrandom(-32, 32) +*/ p->vel2[2];
1358 content = CL_PointContents(p->org);
1360 if (a != CONTENTS_EMPTY && a != CONTENTS_SKY)
1364 p->scalex += frametime * p->time2;
1365 p->scaley += frametime * p->time2;
1368 #ifndef WORKINGLQUAKE
1369 if (p->owner->model == p->ownermodel)
1371 Matrix4x4_Transform(&p->owner->matrix, p->relativeorigin, p->org);
1372 Matrix4x4_Transform3x3(&p->owner->matrix, p->relativedirection, p->vel2);
1377 if (cl.time > p->time2)
1379 p->alphafade = p->alpha / (p->die - cl.time);
1384 Con_Printf("unknown particle type %i\n", p->type);
1390 // remove dead particles
1391 if (p->alpha < 1 || p->die < cl.time)
1392 freeparticles[j++] = p;
1398 pressureused = true;
1401 // fill in gaps to compact the array
1403 while (maxparticle >= activeparticles)
1405 *freeparticles[i++] = particles[maxparticle--];
1406 while (maxparticle >= activeparticles && particles[maxparticle].die < cl.time)
1409 cl_numparticles = activeparticles;
1413 activeparticles = 0;
1414 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1416 freeparticles[activeparticles++] = p;
1418 if (activeparticles)
1420 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1422 for (j = 0;j < activeparticles;j++)
1424 if (freeparticles[j] != p)
1426 float dist, diff[3];
1427 VectorSubtract(p->org, freeparticles[j]->org, diff);
1428 dist = DotProduct(diff, diff);
1429 if (dist < 4096 && dist >= 1)
1431 dist = freeparticles[j]->scalex * 4.0f * frametime / sqrt(dist);
1432 VectorMA(p->vel, dist, diff, p->vel);
1441 #define MAX_PARTICLETEXTURES 64
1442 // particletexture_t is a rectangle in the particlefonttexture
1445 rtexture_t *texture;
1446 float s1, t1, s2, t2;
1451 static int particlefonttexture;
1453 static rtexturepool_t *particletexturepool;
1454 static rtexture_t *particlefonttexture;
1456 static particletexture_t particletexture[MAX_PARTICLETEXTURES];
1458 static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
1460 static qbyte shadebubble(float dx, float dy, vec3_t light)
1464 dz = 1 - (dx*dx+dy*dy);
1465 if (dz > 0) // it does hit the sphere
1469 normal[0] = dx;normal[1] = dy;normal[2] = dz;
1470 VectorNormalize(normal);
1471 dot = DotProduct(normal, light);
1472 if (dot > 0.5) // interior reflection
1473 f += ((dot * 2) - 1);
1474 else if (dot < -0.5) // exterior reflection
1475 f += ((dot * -2) - 1);
1477 normal[0] = dx;normal[1] = dy;normal[2] = -dz;
1478 VectorNormalize(normal);
1479 dot = DotProduct(normal, light);
1480 if (dot > 0.5) // interior reflection
1481 f += ((dot * 2) - 1);
1482 else if (dot < -0.5) // exterior reflection
1483 f += ((dot * -2) - 1);
1485 f += 16; // just to give it a haze so you can see the outline
1486 f = bound(0, f, 255);
1493 static void setuptex(int texnum, qbyte *data, qbyte *particletexturedata)
1495 int basex, basey, y;
1496 basex = ((texnum >> 0) & 7) * 32;
1497 basey = ((texnum >> 3) & 7) * 32;
1498 particletexture[texnum].s1 = (basex + 1) / 256.0f;
1499 particletexture[texnum].t1 = (basey + 1) / 256.0f;
1500 particletexture[texnum].s2 = (basex + 31) / 256.0f;
1501 particletexture[texnum].t2 = (basey + 31) / 256.0f;
1502 for (y = 0;y < 32;y++)
1503 memcpy(particletexturedata + ((basey + y) * 256 + basex) * 4, data + y * 32 * 4, 32 * 4);
1506 static void R_InitParticleTexture (void)
1508 int x, y, d, i, j, k, m;
1509 float cx, cy, dx, dy, radius, f, f2;
1510 qbyte data[32][32][4], noise1[64][64], noise2[64][64], data2[64][16][4];
1512 qbyte particletexturedata[256*256*4];
1514 memset(particletexturedata, 255, sizeof(particletexturedata));
1517 for (i = 0;i < 8;i++)
1521 fractalnoise(&noise1[0][0], 64, 4);
1522 fractalnoise(&noise2[0][0], 64, 8);
1524 for (y = 0;y < 32;y++)
1527 for (x = 0;x < 32;x++)
1529 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1531 d = (noise2[y][x] - 128) * 3 + 192;
1533 d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
1534 d = (d * noise1[y][x]) >> 7;
1535 d = bound(0, d, 255);
1536 data[y][x][3] = (qbyte) d;
1544 setuptex(tex_smoke[i], &data[0][0][0], particletexturedata);
1548 for (i = 0;i < 16;i++)
1550 radius = i * 3.0f / 16.0f;
1551 f2 = 255.0f * ((15.0f - i) / 15.0f);
1552 for (y = 0;y < 32;y++)
1554 dy = (y - 16) * 0.25f;
1555 for (x = 0;x < 32;x++)
1557 dx = (x - 16) * 0.25f;
1558 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1559 f = (1.0 - fabs(radius - sqrt(dx*dx+dy*dy))) * f2;
1560 f = bound(0.0f, f, 255.0f);
1561 data[y][x][3] = (int) f;
1564 setuptex(tex_rainsplash[i], &data[0][0][0], particletexturedata);
1568 for (y = 0;y < 32;y++)
1571 for (x = 0;x < 32;x++)
1573 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1575 d = (256 - (dx*dx+dy*dy));
1576 d = bound(0, d, 255);
1577 data[y][x][3] = (qbyte) d;
1580 setuptex(tex_particle, &data[0][0][0], particletexturedata);
1583 light[0] = 1;light[1] = 1;light[2] = 1;
1584 VectorNormalize(light);
1585 for (y = 0;y < 32;y++)
1587 for (x = 0;x < 32;x++)
1589 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1590 data[y][x][3] = shadebubble((x - 16) * (1.0 / 8.0), y < 24 ? (y - 24) * (1.0 / 24.0) : (y - 24) * (1.0 / 8.0), light);
1593 setuptex(tex_raindrop, &data[0][0][0], particletexturedata);
1596 light[0] = 1;light[1] = 1;light[2] = 1;
1597 VectorNormalize(light);
1598 for (y = 0;y < 32;y++)
1600 for (x = 0;x < 32;x++)
1602 data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
1603 data[y][x][3] = shadebubble((x - 16) * (1.0 / 16.0), (y - 16) * (1.0 / 16.0), light);
1606 setuptex(tex_bubble, &data[0][0][0], particletexturedata);
1609 for (i = 0;i < 8;i++)
1611 memset(&data[0][0][0], 255, sizeof(data));
1612 for (j = 1;j < 8;j++)
1614 for (k = 0;k < 3;k++)
1616 cx = lhrandom(j + 1, 30 - j);
1617 cy = lhrandom(j + 1, 30 - j);
1618 for (y = 0;y < 32;y++)
1620 for (x = 0;x < 32;x++)
1624 f = 1.0f - sqrt(dx * dx + dy * dy) / j;
1627 data[y][x][0] = data[y][x][0] + f * 0.5 * ( 160 - data[y][x][0]);
1628 data[y][x][1] = data[y][x][1] + f * 0.5 * ( 32 - data[y][x][1]);
1629 data[y][x][2] = data[y][x][2] + f * 0.5 * ( 32 - data[y][x][2]);
1635 // use inverted colors so we can scale them later using glColor and use an inverse blend
1636 for (y = 0;y < 32;y++)
1638 for (x = 0;x < 32;x++)
1640 data[y][x][0] = 255 - data[y][x][0];
1641 data[y][x][1] = 255 - data[y][x][1];
1642 data[y][x][2] = 255 - data[y][x][2];
1645 setuptex(tex_blooddecal[i], &data[0][0][0], particletexturedata);
1649 glBindTexture(GL_TEXTURE_2D, (particlefonttexture = gl_extension_number++));
1650 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1651 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
1653 particlefonttexture = R_LoadTexture2D(particletexturepool, "particlefont", 256, 256, particletexturedata, TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
1654 for (i = 0;i < MAX_PARTICLETEXTURES;i++)
1655 particletexture[i].texture = particlefonttexture;
1658 fractalnoise(&noise1[0][0], 64, 4);
1660 for (y = 0;y < 64;y++)
1662 for (x = 0;x < 16;x++)
1668 d = d * d * noise1[y][x] / (7 * 7);
1669 data2[y][x][0] = data2[y][x][1] = data2[y][x][2] = (qbyte) bound(0, d, 255);
1670 data2[y][x][3] = 255;
1674 particletexture[tex_beam].texture = R_LoadTexture2D(particletexturepool, "beam", 16, 64, &data2[0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
1675 particletexture[tex_beam].s1 = 0;
1676 particletexture[tex_beam].t1 = 0;
1677 particletexture[tex_beam].s2 = 1;
1678 particletexture[tex_beam].t2 = 1;
1682 static void r_part_start(void)
1684 particletexturepool = R_AllocTexturePool();
1685 R_InitParticleTexture ();
1688 static void r_part_shutdown(void)
1690 R_FreeTexturePool(&particletexturepool);
1693 static void r_part_newmap(void)
1695 cl_numparticles = 0;
1698 void R_Particles_Init (void)
1700 Cvar_RegisterVariable(&r_drawparticles);
1701 #ifdef WORKINGLQUAKE
1704 R_RegisterModule("R_Particles", r_part_start, r_part_shutdown, r_part_newmap);
1708 #ifdef WORKINGLQUAKE
1709 void R_InitParticles(void)
1711 CL_Particles_Init();
1716 float particle_vertex3f[12], particle_texcoord2f[8];
1718 #ifdef WORKINGLQUAKE
1719 void R_DrawParticle(particle_t *p)
1722 void R_DrawParticleCallback(const void *calldata1, int calldata2)
1724 const particle_t *p = calldata1;
1727 float org[3], up2[3], v[3], right[3], up[3], fog, ifog, fogvec[3], cr, cg, cb, ca;
1728 particletexture_t *tex;
1730 VectorCopy(p->org, org);
1732 tex = &particletexture[p->texnum];
1733 cr = p->color[0] * (1.0f / 255.0f);
1734 cg = p->color[1] * (1.0f / 255.0f);
1735 cb = p->color[2] * (1.0f / 255.0f);
1736 ca = p->alpha * (1.0f / 255.0f);
1737 if (p->blendmode == PBLEND_MOD)
1748 #ifndef WORKINGLQUAKE
1749 if (fogenabled && p->blendmode != PBLEND_MOD)
1751 VectorSubtract(org, r_origin, fogvec);
1752 fog = exp(fogdensity/DotProduct(fogvec,fogvec));
1757 if (p->blendmode == 0)
1759 cr += fogcolor[0] * fog;
1760 cg += fogcolor[1] * fog;
1761 cb += fogcolor[2] * fog;
1768 GL_Color(cr, cg, cb, ca);
1770 R_Mesh_Matrix(&r_identitymatrix);
1772 memset(&m, 0, sizeof(m));
1773 m.tex[0] = R_GetTexture(tex->texture);
1774 m.pointer_texcoord[0] = particle_texcoord2f;
1775 R_Mesh_State_Texture(&m);
1777 if (p->blendmode == 0)
1778 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1779 else if (p->blendmode == 1)
1780 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
1782 GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1783 GL_DepthMask(false);
1785 GL_VertexPointer(particle_vertex3f);
1787 if (p->orientation == PARTICLE_BILLBOARD || p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1789 if (p->orientation == PARTICLE_ORIENTED_DOUBLESIDED)
1792 if (DotProduct(p->vel2, r_origin) > DotProduct(p->vel2, org))
1794 VectorNegate(p->vel2, v);
1795 VectorVectors(v, right, up);
1798 VectorVectors(p->vel2, right, up);
1799 VectorScale(right, p->scalex, right);
1800 VectorScale(up, p->scaley, up);
1804 VectorScale(vright, p->scalex, right);
1805 VectorScale(vup, p->scaley, up);
1807 particle_vertex3f[ 0] = org[0] - right[0] - up[0];
1808 particle_vertex3f[ 1] = org[1] - right[1] - up[1];
1809 particle_vertex3f[ 2] = org[2] - right[2] - up[2];
1810 particle_vertex3f[ 3] = org[0] - right[0] + up[0];
1811 particle_vertex3f[ 4] = org[1] - right[1] + up[1];
1812 particle_vertex3f[ 5] = org[2] - right[2] + up[2];
1813 particle_vertex3f[ 6] = org[0] + right[0] + up[0];
1814 particle_vertex3f[ 7] = org[1] + right[1] + up[1];
1815 particle_vertex3f[ 8] = org[2] + right[2] + up[2];
1816 particle_vertex3f[ 9] = org[0] + right[0] - up[0];
1817 particle_vertex3f[10] = org[1] + right[1] - up[1];
1818 particle_vertex3f[11] = org[2] + right[2] - up[2];
1819 particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
1820 particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
1821 particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
1822 particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
1824 else if (p->orientation == PARTICLE_SPARK)
1826 VectorMA(p->org, -p->scaley, p->vel, v);
1827 VectorMA(p->org, p->scaley, p->vel, up2);
1828 R_CalcBeam_Vertex3f(particle_vertex3f, v, up2, p->scalex);
1829 particle_texcoord2f[0] = tex->s1;particle_texcoord2f[1] = tex->t2;
1830 particle_texcoord2f[2] = tex->s1;particle_texcoord2f[3] = tex->t1;
1831 particle_texcoord2f[4] = tex->s2;particle_texcoord2f[5] = tex->t1;
1832 particle_texcoord2f[6] = tex->s2;particle_texcoord2f[7] = tex->t2;
1834 else if (p->orientation == PARTICLE_BEAM)
1836 R_CalcBeam_Vertex3f(particle_vertex3f, p->org, p->vel2, p->scalex);
1837 VectorSubtract(p->vel2, p->org, up);
1838 VectorNormalizeFast(up);
1839 v[0] = DotProduct(p->org, up) * (1.0f / 64.0f) - cl.time * 0.25;
1840 v[1] = DotProduct(p->vel2, up) * (1.0f / 64.0f) - cl.time * 0.25;
1841 particle_texcoord2f[0] = 1;particle_texcoord2f[1] = v[0];
1842 particle_texcoord2f[2] = 0;particle_texcoord2f[3] = v[0];
1843 particle_texcoord2f[4] = 0;particle_texcoord2f[5] = v[1];
1844 particle_texcoord2f[6] = 1;particle_texcoord2f[7] = v[1];
1847 Host_Error("R_DrawParticles: unknown particle orientation %i\n", p->orientation);
1850 if (p->blendmode == 0)
1851 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1852 else if (p->blendmode == 1)
1853 glBlendFunc(GL_SRC_ALPHA, GL_ONE);
1855 glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
1856 glColor4f(cr, cg, cb, ca);
1858 glTexCoord2f(particle_texcoord2f[0], particle_texcoord2f[1]);glVertex3f(particle_vertex3f[ 0], particle_vertex3f[ 1], particle_vertex3f[ 2]);
1859 glTexCoord2f(particle_texcoord2f[2], particle_texcoord2f[3]);glVertex3f(particle_vertex3f[ 3], particle_vertex3f[ 4], particle_vertex3f[ 5]);
1860 glTexCoord2f(particle_texcoord2f[4], particle_texcoord2f[5]);glVertex3f(particle_vertex3f[ 6], particle_vertex3f[ 7], particle_vertex3f[ 8]);
1861 glTexCoord2f(particle_texcoord2f[6], particle_texcoord2f[7]);glVertex3f(particle_vertex3f[ 9], particle_vertex3f[10], particle_vertex3f[11]);
1864 R_Mesh_Draw(4, 2, polygonelements);
1868 void R_DrawParticles (void)
1871 float minparticledist;
1874 #ifdef WORKINGLQUAKE
1878 // LordHavoc: early out conditions
1879 if ((!cl_numparticles) || (!r_drawparticles.integer))
1882 minparticledist = DotProduct(r_origin, vpn) + 16.0f;
1884 #ifdef WORKINGLQUAKE
1885 glBindTexture(GL_TEXTURE_2D, particlefonttexture);
1887 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
1889 // LordHavoc: only render if not too close
1890 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1891 if (DotProduct(p->org, vpn) >= minparticledist)
1894 glDisable(GL_BLEND);
1895 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1897 // LordHavoc: only render if not too close
1898 c_particles += cl_numparticles;
1899 for (i = 0, p = particles;i < cl_numparticles;i++, p++)
1900 if (DotProduct(p->org, vpn) >= minparticledist || p->orientation == PARTICLE_BEAM)
1901 R_MeshQueue_AddTransparent(p->org, R_DrawParticleCallback, p, 0);