1 vector PointInBrush_vec;
2 entity PointInBrush_brush;
3 .float dphitcontentsmask;
4 float PointInBrush_Recurse()
10 traceline(PointInBrush_vec, PointInBrush_vec, 0, world);
13 if(trace_ent == PointInBrush_brush)
19 f = PointInBrush_Recurse();
24 float PointInBrush(entity brush, vector point)
28 if not(brush.modelindex)
32 brush.solid = SOLID_BSP;
33 PointInBrush_vec = point;
34 PointInBrush_brush = brush;
35 f = PointInBrush_Recurse();
41 .float cnt; // effect number
42 .vector velocity; // particle velocity
43 .float waterlevel; // direction jitter
44 .float count; // count multiplier
45 .float glow_color; // palette color
46 .float impulse; // density
47 .string noise; // sound
49 .vector movedir; // trace direction
51 void Draw_PointParticles()
58 sz = self.maxs - self.mins;
59 n = self.impulse * drawframetime;
63 for(i = random(); i <= n && fail <= 64*n; ++i)
66 p_x += random() * sz_x;
67 p_y += random() * sz_y;
68 p_z += random() * sz_z;
69 if(PointInBrush(self, p))
71 if(self.movedir != '0 0 0')
73 traceline(p, p + normalize(self.movedir) * 4096, 0, world);
75 pointparticles(self.cnt, p, trace_plane_normal * vlen(self.movedir) + self.velocity + randomvec() * self.waterlevel, self.count, self.glow_color);
78 pointparticles(self.cnt, p, self.velocity + randomvec() * self.waterlevel, self.count, self.glow_color);
82 sound(self, CHAN_AUTO, self.noise, 1, ATTN_NORM);
85 else if(self.absolute)
94 void Ent_PointParticles_Remove()
97 strunzone(self.noise);
98 self.noise = string_null;
101 void Ent_PointParticles()
108 self.impulse = ReadCoord(); // density (<0: point, >0: volume)
112 self.origin_x = ReadCoord();
113 self.origin_y = ReadCoord();
114 self.origin_z = ReadCoord();
118 self.modelindex = ReadShort();
121 self.mins_x = ReadCoord();
122 self.mins_y = ReadCoord();
123 self.mins_z = ReadCoord();
124 self.maxs_x = ReadCoord();
125 self.maxs_y = ReadCoord();
126 self.maxs_z = ReadCoord();
131 self.maxs_x = ReadCoord();
132 self.maxs_y = ReadCoord();
133 self.maxs_z = ReadCoord();
136 self.cnt = ReadShort(); // effect number
138 self.velocity = decompressShortVector(ReadShort());
139 self.movedir = decompressShortVector(ReadShort());
140 self.waterlevel = ReadCoord();
141 self.count = ReadCoord();
142 self.glow_color = ReadByte();
144 strunzone(self.noise);
145 self.noise = strzone(ReadString());
150 self.absolute = (self.impulse >= 0);
153 v = self.maxs - self.mins;
154 self.impulse *= -v_x * v_y * v_z / 262144; // relative: particles per 64^3 cube
158 setorigin(self, self.origin);
159 setsize(self, self.mins, self.maxs);
160 self.solid = SOLID_NOT;
161 self.draw = Draw_PointParticles;
162 self.entremove = Ent_PointParticles_Remove;
167 te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, self.count * drawframetime, self.glow_color);
172 te_particlesnow(self.origin + self.mins, self.origin + self.maxs, self.velocity, self.count * drawframetime, self.glow_color);
175 void Ent_RainOrSnow()
177 self.impulse = ReadByte(); // Rain, Snow, or Whatever
178 self.origin_x = ReadCoord();
179 self.origin_y = ReadCoord();
180 self.origin_z = ReadCoord();
181 self.maxs_x = ReadCoord();
182 self.maxs_y = ReadCoord();
183 self.maxs_z = ReadCoord();
184 self.velocity = decompressShortVector(ReadShort());
185 self.count = ReadShort() * 10;
186 self.glow_color = ReadByte(); // color
188 self.mins = -0.5 * self.maxs;
189 self.maxs = 0.5 * self.maxs;
190 self.origin = self.origin - self.mins;
192 setorigin(self, self.origin);
193 setsize(self, self.mins, self.maxs);
194 self.solid = SOLID_NOT;
196 self.draw = Draw_Rain;
198 self.draw = Draw_Snow;
202 void zcurveparticles(float effectnum, vector start, vector end, float end_dz, float speed, float depth)
205 // IF IT WERE A STRAIGHT LINE, it'd end end_dz above end
208 mid = (start + end) * 0.5;
214 if(depth < 0 || normalize(mid - start) * normalize(end - start) > 0.999999)
215 // TODO make this a variable threshold
216 // currently: 0.081 degrees
217 // 0.99999 would be 0.256 degrees and is visible
219 zcurve.velocity = speed * normalize(end - start);
220 trailparticles(zcurve, effectnum, start, end);
224 zcurveparticles(effectnum, start, mid, end_dz, speed, depth);
225 zcurveparticles(effectnum, mid, end, end_dz, speed, depth);
229 void Net_ReadZCurveParticles()
233 float effectnum, speed;
238 zcurve.classname = "zcurve";
241 effectnum = ReadShort();
243 start_x = ReadCoord();
244 start_y = ReadCoord();
245 start_z = ReadCoord();
249 end_dz = ReadCoord();
250 speed = ReadShort() * 16;
252 zcurveparticles(effectnum, start, end, end_dz, speed, 5); // at most 32 segments
255 void Net_ReadNexgunBeamParticle()
257 vector shotorg, endpos;
258 shotorg_x = ReadCoord(); shotorg_y = ReadCoord(); shotorg_z = ReadCoord();
259 endpos_x = ReadCoord(); endpos_y = ReadCoord(); endpos_z = ReadCoord();
261 pointparticles(particleeffectnum("nex_muzzleflash"), shotorg, normalize(endpos - shotorg) * 1000, 1);
263 //draw either the old v2.3 beam or the new beam
264 if (cvar("cl_particles_oldnexbeam") && (getstati(STAT_ALLOW_OLDNEXBEAM) || isdemo()))
265 trailparticles(world, particleeffectnum("TE_TEI_G3"), shotorg, endpos);
267 trailparticles(world, particleeffectnum("nex_beam"), shotorg, endpos);