/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // cl_flash.c #include "client.h" /* ============== CL_ParseMuzzleFlash ============== */ void CL_ParseMuzzleFlash (void) { vec3_t fv, rv; cdlight_t *dl; int i, weapon; centity_t *pl; int silenced; float volume; char soundname[64]; #if defined(PARTICLESYSTEM) vec3_t smoke_origin; #endif i = MSG_ReadShort (&net_message); if (i < 1 || i >= MAX_EDICTS) Com_Error (ERR_DROP, "CL_ParseMuzzleFlash: bad entity"); weapon = MSG_ReadByte (&net_message); silenced = weapon & MZ_SILENCED; weapon &= ~MZ_SILENCED; pl = &cl_entities[i]; dl = CL_AllocDlight (i); VectorCopy (pl->current.origin, dl->origin); AngleVectors (pl->current.angles, fv, rv, NULL); VectorMA (dl->origin, 18, fv, dl->origin); VectorMA (dl->origin, 16, rv, dl->origin); #if defined(PARTICLESYSTEM) /* Gun smoke origin */ VectorCopy(viewweapon, smoke_origin); VectorMA(smoke_origin, 4.4, fv, smoke_origin); VectorMA(smoke_origin, 1.5, rv, smoke_origin); #endif if (silenced) dl->radius = 100 + (rand()&31); else dl->radius = 200 + (rand()&31); dl->minlight = 32; dl->die = cl.stime; // + 0.1; if (silenced) volume = 0.2; else volume = 1; switch (weapon) { case MZ_BLASTER: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_BLUEHYPERBLASTER: dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_HYPERBLASTER: #if defined(PARTICLESYSTEM) dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0.5; #else dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; #endif S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_MACHINEGUN: #if defined(PARTICLESYSTEM) dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0.5; if (cl_gunsmoke->value == 2) { CL_ParticleSmokeEffect(smoke_origin, vec3_origin, 0.5, 0.6f); CL_WeapSmokeEffect(smoke_origin, vec3_origin, 255, 255, 255, 0.1, 0.2f); } #else dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; #endif Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); break; case MZ_SHOTGUN: #if defined(PARTICLESYSTEM) dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0.5; if (cl_gunsmoke->value == 2) { CL_ParticleSmokeEffect(smoke_origin, vec3_origin, 2.0, 0.3f); CL_WeapSmokeEffect(smoke_origin, vec3_origin, 255, 255, 255, 1.0, 0.7f); } #else dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; #endif S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0); S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1); break; case MZ_SSHOTGUN: #if defined(PARTICLESYSTEM) dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0.5; if (cl_gunsmoke->value == 2) { //CL_ParticleSmokeEffect(smoke_origin, vec3_origin, 4.0, 0.3f); CL_WeapSmokeEffect(smoke_origin, vec3_origin, 255, 255, 255, 1.5, 0.7f); } #else dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; #endif S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0); break; case MZ_CHAINGUN1: dl->radius = 200 + (rand()&31); #if defined(PARTICLESYSTEM) dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0.25; if (cl_gunsmoke->value == 2) { //CL_ParticleSmokeEffect(smoke_origin, vec3_origin, 8, 0.4f); CL_WeapSmokeEffect(smoke_origin, vec3_origin, 255, 255, 255, 2.5, 0.5f); } #else dl->color[0] = 1;dl->color[1] = 0.25;dl->color[2] = 0; #endif Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); break; case MZ_CHAINGUN2: dl->radius = 225 + (rand()&31); #if defined(PARTICLESYSTEM) dl->color[0] = 1; dl->color[1] = 0.5; dl->color[2] = 0.1; if (cl_gunsmoke->value == 2) { //CL_ParticleSmokeEffect(smoke_origin, vec3_origin, 8, 0.4f); CL_WeapSmokeEffect(smoke_origin, vec3_origin, 255, 255, 255, 2.5, 0.5f); } #else dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0; #endif dl->die = cl.stime + 0.1; // long delay Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.05); break; case MZ_CHAINGUN3: dl->radius = 250 + (rand()&31); #if defined(PARTICLESYSTEM) dl->color[0] = 1; dl->color[1] = 1; dl->color[2] = 0.25; if (cl_gunsmoke->value == 2) { //CL_ParticleSmokeEffect(smoke_origin, vec3_origin, 8, 0.4f); CL_WeapSmokeEffect(smoke_origin, vec3_origin, 255, 255, 255, 2.5, 0.5f); } #else dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; #endif dl->die = cl.stime + 0.1; // long delay Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.033); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.066); break; case MZ_RAILGUN: #if defined(PARTICLESYSTEM) dl->color[0] = cl_railred->value / 255; dl->color[1] = cl_railgreen->value / 255; dl->color[2] = cl_railblue->value / 255; dl->die += 10000; dl->decay = 100; #else dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0; #endif S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_ROCKET: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0); S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1); break; case MZ_GRENADE: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0); S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1); break; case MZ_BFG: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0; #if defined(PARTICLESYSTEM) if (cl_gunsmoke->value == 2) CL_WeapSmokeEffect(smoke_origin, vec3_origin, 50, 255, 50, 3.0, 0.5f); #endif S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0); break; case MZ_LOGIN: dl->color[0] = 0;dl->color[1] = 1; dl->color[2] = 0; dl->die = cl.stime + 1.0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); CL_LogoutEffect (pl->current.origin, weapon); break; case MZ_LOGOUT: dl->color[0] = 1;dl->color[1] = 0; dl->color[2] = 0; dl->die = cl.stime + 1.0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); CL_LogoutEffect (pl->current.origin, weapon); break; case MZ_RESPAWN: dl->color[0] = 1;dl->color[1] = 1; dl->color[2] = 0; dl->die = cl.stime + 1.0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); CL_LogoutEffect (pl->current.origin, weapon); break; // RAFAEL case MZ_PHALANX: dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0); break; // RAFAEL case MZ_IONRIPPER: dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0); break; // ====================== // PGM case MZ_ETF_RIFLE: dl->color[0] = 0.9;dl->color[1] = 0.7;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/nail1.wav"), volume, ATTN_NORM, 0); break; case MZ_SHOTGUN2: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0); break; case MZ_HEATBEAM: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.stime + 100; // S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0); break; case MZ_BLASTER2: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0; // FIXME - different sound for blaster2 ?? S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_TRACKER: // negative flashes handled the same in gl/soft until CL_AddDLights dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), volume, ATTN_NORM, 0); break; case MZ_NUKE1: dl->color[0] = 1;dl->color[1] = 0;dl->color[2] = 0; dl->die = cl.stime + 100; break; case MZ_NUKE2: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.stime + 100; break; case MZ_NUKE4: dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1; dl->die = cl.stime + 100; break; case MZ_NUKE8: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 1; dl->die = cl.stime + 100; break; // PGM // ====================== } } /* ============== CL_ParseMuzzleFlash2 ============== */ void CL_ParseMuzzleFlash2 (void) { int ent; vec3_t origin; int flash_number; cdlight_t *dl; vec3_t forward, right; char soundname[64]; ent = MSG_ReadShort (&net_message); if (ent < 1 || ent >= MAX_EDICTS) Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: bad entity"); flash_number = MSG_ReadByte (&net_message); // locate the origin AngleVectors (cl_entities[ent].current.angles, forward, right, NULL); origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number][0] + right[0] * monster_flash_offset[flash_number][1]; origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number][0] + right[1] * monster_flash_offset[flash_number][1]; origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number][0] + right[2] * monster_flash_offset[flash_number][1] + monster_flash_offset[flash_number][2]; dl = CL_AllocDlight (ent); VectorCopy (origin, dl->origin); dl->radius = 200 + (rand()&31); dl->minlight = 32; dl->die = cl.stime; // + 0.1; switch (flash_number) { case MZ2_INFANTRY_MACHINEGUN_1: case MZ2_INFANTRY_MACHINEGUN_2: case MZ2_INFANTRY_MACHINEGUN_3: case MZ2_INFANTRY_MACHINEGUN_4: case MZ2_INFANTRY_MACHINEGUN_5: case MZ2_INFANTRY_MACHINEGUN_6: case MZ2_INFANTRY_MACHINEGUN_7: case MZ2_INFANTRY_MACHINEGUN_8: case MZ2_INFANTRY_MACHINEGUN_9: case MZ2_INFANTRY_MACHINEGUN_10: case MZ2_INFANTRY_MACHINEGUN_11: case MZ2_INFANTRY_MACHINEGUN_12: case MZ2_INFANTRY_MACHINEGUN_13: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; #if defined(PARTICLESYSTEM) CL_ImpactSmokeEffect(origin, vec3_origin, 0.5); #else CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_SOLDIER_MACHINEGUN_1: case MZ2_SOLDIER_MACHINEGUN_2: case MZ2_SOLDIER_MACHINEGUN_3: case MZ2_SOLDIER_MACHINEGUN_4: case MZ2_SOLDIER_MACHINEGUN_5: case MZ2_SOLDIER_MACHINEGUN_6: case MZ2_SOLDIER_MACHINEGUN_7: case MZ2_SOLDIER_MACHINEGUN_8: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; #if defined(PARTICLESYSTEM) CL_ImpactSmokeEffect(origin, vec3_origin, 0.75); #else CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_GUNNER_MACHINEGUN_1: case MZ2_GUNNER_MACHINEGUN_2: case MZ2_GUNNER_MACHINEGUN_3: case MZ2_GUNNER_MACHINEGUN_4: case MZ2_GUNNER_MACHINEGUN_5: case MZ2_GUNNER_MACHINEGUN_6: case MZ2_GUNNER_MACHINEGUN_7: case MZ2_GUNNER_MACHINEGUN_8: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; #if defined(PARTICLESYSTEM) CL_ImpactSmokeEffect(origin, vec3_origin, 1); #else CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0); break; case MZ2_ACTOR_MACHINEGUN_1: case MZ2_SUPERTANK_MACHINEGUN_1: case MZ2_SUPERTANK_MACHINEGUN_2: case MZ2_SUPERTANK_MACHINEGUN_3: case MZ2_SUPERTANK_MACHINEGUN_4: case MZ2_SUPERTANK_MACHINEGUN_5: case MZ2_SUPERTANK_MACHINEGUN_6: case MZ2_TURRET_MACHINEGUN: // PGM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; #if defined(PARTICLESYSTEM) CL_ImpactSmokeEffect(origin, vec3_origin, 2); #else CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_BOSS2_MACHINEGUN_L1: case MZ2_BOSS2_MACHINEGUN_L2: case MZ2_BOSS2_MACHINEGUN_L3: case MZ2_BOSS2_MACHINEGUN_L4: case MZ2_BOSS2_MACHINEGUN_L5: case MZ2_CARRIER_MACHINEGUN_L1: // PMM case MZ2_CARRIER_MACHINEGUN_L2: // PMM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; #if defined(PARTICLESYSTEM) CL_ImpactSmokeEffect(origin, vec3_origin, 2); #else CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0); break; case MZ2_SOLDIER_BLASTER_1: case MZ2_SOLDIER_BLASTER_2: case MZ2_SOLDIER_BLASTER_3: case MZ2_SOLDIER_BLASTER_4: case MZ2_SOLDIER_BLASTER_5: case MZ2_SOLDIER_BLASTER_6: case MZ2_SOLDIER_BLASTER_7: case MZ2_SOLDIER_BLASTER_8: case MZ2_TURRET_BLASTER: // PGM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0); break; case MZ2_FLYER_BLASTER_1: case MZ2_FLYER_BLASTER_2: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_MEDIC_BLASTER_1: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("medic/medatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_HOVER_BLASTER_1: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_FLOAT_BLASTER_1: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_SOLDIER_SHOTGUN_1: case MZ2_SOLDIER_SHOTGUN_2: case MZ2_SOLDIER_SHOTGUN_3: case MZ2_SOLDIER_SHOTGUN_4: case MZ2_SOLDIER_SHOTGUN_5: case MZ2_SOLDIER_SHOTGUN_6: case MZ2_SOLDIER_SHOTGUN_7: case MZ2_SOLDIER_SHOTGUN_8: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; #if defined(PARTICLESYSTEM) CL_ImpactSmokeEffect(origin, vec3_origin, 0.75); #else CL_SmokeAndFlash(origin); #endif S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_TANK_BLASTER_1: case MZ2_TANK_BLASTER_2: case MZ2_TANK_BLASTER_3: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_TANK_MACHINEGUN_1: case MZ2_TANK_MACHINEGUN_2: case MZ2_TANK_MACHINEGUN_3: case MZ2_TANK_MACHINEGUN_4: case MZ2_TANK_MACHINEGUN_5: case MZ2_TANK_MACHINEGUN_6: case MZ2_TANK_MACHINEGUN_7: case MZ2_TANK_MACHINEGUN_8: case MZ2_TANK_MACHINEGUN_9: case MZ2_TANK_MACHINEGUN_10: case MZ2_TANK_MACHINEGUN_11: case MZ2_TANK_MACHINEGUN_12: case MZ2_TANK_MACHINEGUN_13: case MZ2_TANK_MACHINEGUN_14: case MZ2_TANK_MACHINEGUN_15: case MZ2_TANK_MACHINEGUN_16: case MZ2_TANK_MACHINEGUN_17: case MZ2_TANK_MACHINEGUN_18: case MZ2_TANK_MACHINEGUN_19: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; #if defined(PARTICLESYSTEM) CL_ImpactSmokeEffect(origin, vec3_origin, 2); #else CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif Com_sprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav", 'a' + rand() % 5); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound(soundname), 1, ATTN_NORM, 0); break; case MZ2_CHICK_ROCKET_1: case MZ2_TURRET_ROCKET: // PGM dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0); break; case MZ2_TANK_ROCKET_1: case MZ2_TANK_ROCKET_2: case MZ2_TANK_ROCKET_3: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_SUPERTANK_ROCKET_1: case MZ2_SUPERTANK_ROCKET_2: case MZ2_SUPERTANK_ROCKET_3: case MZ2_BOSS2_ROCKET_1: case MZ2_BOSS2_ROCKET_2: case MZ2_BOSS2_ROCKET_3: case MZ2_BOSS2_ROCKET_4: case MZ2_CARRIER_ROCKET_1: // case MZ2_CARRIER_ROCKET_2: // case MZ2_CARRIER_ROCKET_3: // case MZ2_CARRIER_ROCKET_4: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/rocket.wav"), 1, ATTN_NORM, 0); break; case MZ2_GUNNER_GRENADE_1: case MZ2_GUNNER_GRENADE_2: case MZ2_GUNNER_GRENADE_3: case MZ2_GUNNER_GRENADE_4: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_GLADIATOR_RAILGUN_1: // PMM case MZ2_CARRIER_RAILGUN: case MZ2_WIDOW_RAIL: // pmm dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0; break; // --- Xian's shit starts --- case MZ2_MAKRON_BFG: dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5; //S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0); break; case MZ2_MAKRON_BLASTER_1: case MZ2_MAKRON_BLASTER_2: case MZ2_MAKRON_BLASTER_3: case MZ2_MAKRON_BLASTER_4: case MZ2_MAKRON_BLASTER_5: case MZ2_MAKRON_BLASTER_6: case MZ2_MAKRON_BLASTER_7: case MZ2_MAKRON_BLASTER_8: case MZ2_MAKRON_BLASTER_9: case MZ2_MAKRON_BLASTER_10: case MZ2_MAKRON_BLASTER_11: case MZ2_MAKRON_BLASTER_12: case MZ2_MAKRON_BLASTER_13: case MZ2_MAKRON_BLASTER_14: case MZ2_MAKRON_BLASTER_15: case MZ2_MAKRON_BLASTER_16: case MZ2_MAKRON_BLASTER_17: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/blaster.wav"), 1, ATTN_NORM, 0); break; case MZ2_JORG_MACHINEGUN_L1: case MZ2_JORG_MACHINEGUN_L2: case MZ2_JORG_MACHINEGUN_L3: case MZ2_JORG_MACHINEGUN_L4: case MZ2_JORG_MACHINEGUN_L5: case MZ2_JORG_MACHINEGUN_L6: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; #if defined(PARTICLESYSTEM) CL_ImpactSmokeEffect(origin, vec3_origin, 3); #else CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("boss3/xfire.wav"), 1, ATTN_NORM, 0); break; case MZ2_JORG_MACHINEGUN_R1: case MZ2_JORG_MACHINEGUN_R2: case MZ2_JORG_MACHINEGUN_R3: case MZ2_JORG_MACHINEGUN_R4: case MZ2_JORG_MACHINEGUN_R5: case MZ2_JORG_MACHINEGUN_R6: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; #if defined(PARTICLESYSTEM) CL_ImpactSmokeEffect(origin, vec3_origin, 3); #else CL_ParticleEffect(origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif break; case MZ2_JORG_BFG_1: dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5; break; case MZ2_BOSS2_MACHINEGUN_R1: case MZ2_BOSS2_MACHINEGUN_R2: case MZ2_BOSS2_MACHINEGUN_R3: case MZ2_BOSS2_MACHINEGUN_R4: case MZ2_BOSS2_MACHINEGUN_R5: case MZ2_CARRIER_MACHINEGUN_R1: // PMM case MZ2_CARRIER_MACHINEGUN_R2: // PMM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; #if defined(PARTICLESYSTEM) CL_ImpactSmokeEffect(origin, vec3_origin, 3); #else CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); #endif break; // ====== // ROGUE case MZ2_STALKER_BLASTER: case MZ2_DAEDALUS_BLASTER: case MZ2_MEDIC_BLASTER_2: case MZ2_WIDOW_BLASTER: case MZ2_WIDOW_BLASTER_SWEEP1: case MZ2_WIDOW_BLASTER_SWEEP2: case MZ2_WIDOW_BLASTER_SWEEP3: case MZ2_WIDOW_BLASTER_SWEEP4: case MZ2_WIDOW_BLASTER_SWEEP5: case MZ2_WIDOW_BLASTER_SWEEP6: case MZ2_WIDOW_BLASTER_SWEEP7: case MZ2_WIDOW_BLASTER_SWEEP8: case MZ2_WIDOW_BLASTER_SWEEP9: case MZ2_WIDOW_BLASTER_100: case MZ2_WIDOW_BLASTER_90: case MZ2_WIDOW_BLASTER_80: case MZ2_WIDOW_BLASTER_70: case MZ2_WIDOW_BLASTER_60: case MZ2_WIDOW_BLASTER_50: case MZ2_WIDOW_BLASTER_40: case MZ2_WIDOW_BLASTER_30: case MZ2_WIDOW_BLASTER_20: case MZ2_WIDOW_BLASTER_10: case MZ2_WIDOW_BLASTER_0: case MZ2_WIDOW_BLASTER_10L: case MZ2_WIDOW_BLASTER_20L: case MZ2_WIDOW_BLASTER_30L: case MZ2_WIDOW_BLASTER_40L: case MZ2_WIDOW_BLASTER_50L: case MZ2_WIDOW_BLASTER_60L: case MZ2_WIDOW_BLASTER_70L: case MZ2_WIDOW_RUN_1: case MZ2_WIDOW_RUN_2: case MZ2_WIDOW_RUN_3: case MZ2_WIDOW_RUN_4: case MZ2_WIDOW_RUN_5: case MZ2_WIDOW_RUN_6: case MZ2_WIDOW_RUN_7: case MZ2_WIDOW_RUN_8: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_WIDOW_DISRUPTOR: dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), 1, ATTN_NORM, 0); break; case MZ2_WIDOW_PLASMABEAM: case MZ2_WIDOW2_BEAMER_1: case MZ2_WIDOW2_BEAMER_2: case MZ2_WIDOW2_BEAMER_3: case MZ2_WIDOW2_BEAMER_4: case MZ2_WIDOW2_BEAMER_5: case MZ2_WIDOW2_BEAM_SWEEP_1: case MZ2_WIDOW2_BEAM_SWEEP_2: case MZ2_WIDOW2_BEAM_SWEEP_3: case MZ2_WIDOW2_BEAM_SWEEP_4: case MZ2_WIDOW2_BEAM_SWEEP_5: case MZ2_WIDOW2_BEAM_SWEEP_6: case MZ2_WIDOW2_BEAM_SWEEP_7: case MZ2_WIDOW2_BEAM_SWEEP_8: case MZ2_WIDOW2_BEAM_SWEEP_9: case MZ2_WIDOW2_BEAM_SWEEP_10: case MZ2_WIDOW2_BEAM_SWEEP_11: dl->radius = 300 + (rand()&100); dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.stime + 200; break; // ROGUE // ====== // --- Xian's shit ends --- } }