Esempio n. 1
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 public void Clear()
 {
     this.leaf = null;
     this.leafnext = null;
     this.entity = null;
     this.entnext = null;
 }
Esempio n. 2
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        static entity_t[] _TempEntities = new entity_t[MAX_TEMP_ENTITIES]; // cl_temp_entities[MAX_TEMP_ENTITIES]

        #endregion Fields

        #region Methods

        // CL_InitTEnts
        static void InitTempEntities()
        {
            _SfxWizHit =  Sound.PrecacheSound ("wizard/hit.wav");
            _SfxKnigtHit = Sound.PrecacheSound ("hknight/hit.wav");
            _SfxTink1 = Sound.PrecacheSound ("weapons/tink1.wav");
            _SfxRic1 = Sound.PrecacheSound ("weapons/ric1.wav");
            _SfxRic2 = Sound.PrecacheSound ("weapons/ric2.wav");
            _SfxRic3 = Sound.PrecacheSound ("weapons/ric3.wav");
            _SfxRExp3 = Sound.PrecacheSound ("weapons/r_exp3.wav");

            for (int i = 0; i < _TempEntities.Length; i++)
                _TempEntities[i] = new entity_t();

            for (int i = 0; i < _Beams.Length; i++)
                _Beams[i] = new beam_t();
        }
Esempio n. 3
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        static object _LastObj; // see comments

        #endregion Fields

        #region Methods

        /// <summary>
        /// R_AddEfrags
        /// </summary>
        public static void AddEfrags(entity_t ent)
        {
            if (ent.model == null)
                return;

            _AddEnt = ent;
            _LastObj = ent; //  lastlink = &ent->efrag;
            _EfragTopNode = null;

            model_t entmodel = ent.model;
            _EMins = ent.origin + entmodel.mins;
            _EMaxs = ent.origin + entmodel.maxs;

            SplitEntityOnNode(Client.cl.worldmodel.nodes[0]);
            ent.topnode = _EfragTopNode;
        }
Esempio n. 4
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        /// <summary>
        /// R_DrawBrushModel
        /// </summary>
        private static void DrawBrushModel(entity_t e)
        {
            _CurrentEntity = e;
            Drawer.CurrentTexture = -1;

            model_t clmodel = e.model;
            bool rotated = false;
            Vector3 mins, maxs;
            if (e.angles.X != 0 || e.angles.Y != 0 || e.angles.Z != 0)
            {
                rotated = true;
                mins = e.origin;
                mins.X -= clmodel.radius;
                mins.Y -= clmodel.radius;
                mins.Z -= clmodel.radius;
                maxs = e.origin;
                maxs.X += clmodel.radius;
                maxs.Y += clmodel.radius;
                maxs.Z += clmodel.radius;
            }
            else
            {
                mins = e.origin + clmodel.mins;
                maxs = e.origin + clmodel.maxs;
            }

            if (CullBox(ref mins, ref maxs))
                return;

            GL.Color3(1f, 1, 1);
            Array.Clear(_LightMapPolys, 0, _LightMapPolys.Length);
            _ModelOrg = _RefDef.vieworg - e.origin;
            if (rotated)
            {
                Vector3 temp = _ModelOrg;
                Vector3 forward, right, up;
                Mathlib.AngleVectors(ref e.angles, out forward, out right, out up);
                _ModelOrg.X = Vector3.Dot(temp, forward);
                _ModelOrg.Y = -Vector3.Dot(temp, right);
                _ModelOrg.Z = Vector3.Dot(temp, up);
            }

            // calculate dynamic lighting for bmodel if it's not an
            // instanced model
            if (clmodel.firstmodelsurface != 0 && _glFlashBlend.Value == 0)
            {
                for (int k = 0; k < Client.MAX_DLIGHTS; k++)
                {
                    if ((Client.DLights[k].die < Client.cl.time) || (Client.DLights[k].radius == 0))
                        continue;

                    MarkLights(Client.DLights[k], 1 << k, clmodel.nodes[clmodel.hulls[0].firstclipnode]);
                }
            }

            GL.PushMatrix();
            e.angles.X = -e.angles.X;	// stupid quake bug
            RotateForEntity(e);
            e.angles.X = -e.angles.X;	// stupid quake bug

            int surfOffset = clmodel.firstmodelsurface;
            msurface_t[] psurf = clmodel.surfaces; //[clmodel.firstmodelsurface];

            //
            // draw texture
            //
            for (int i = 0; i < clmodel.nummodelsurfaces; i++, surfOffset++)
            {
                // find which side of the node we are on
                mplane_t pplane = psurf[surfOffset].plane;

                float dot = Vector3.Dot(_ModelOrg, pplane.normal) - pplane.dist;

                // draw the polygon
                bool planeBack = (psurf[surfOffset].flags & Surf.SURF_PLANEBACK) != 0;
                if ((planeBack && (dot < -QDef.BACKFACE_EPSILON)) || (!planeBack && (dot > QDef.BACKFACE_EPSILON)))
                {
                    if (_glTexSort.Value != 0)
                        RenderBrushPoly(psurf[surfOffset]);
                    else
                        DrawSequentialPoly(psurf[surfOffset]);
                }
            }

            BlendLightmaps();

            GL.PopMatrix();
        }
Esempio n. 5
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        /// <summary>
        /// R_DrawViewModel
        /// </summary>
        static void DrawViewModel()
        {
            if (_DrawViewModel.Value == 0)
                return;

            if (Chase.IsActive)
                return;

            if (_IsEnvMap)
                return;

            if (_DrawEntities.Value == 0)
                return;

            if (Client.cl.HasItems(QItems.IT_INVISIBILITY))
                return;

            if (Client.cl.stats[QStats.STAT_HEALTH] <= 0)
                return;

            _CurrentEntity = Client.ViewEnt;
            if (_CurrentEntity.model == null)
                return;

            int j = LightPoint(ref _CurrentEntity.origin);

            if (j < 24)
                j = 24;		// allways give some light on gun
            _AmbientLight = j;
            _ShadeLight = j;

            // add dynamic lights
            for (int lnum = 0; lnum < Client.MAX_DLIGHTS; lnum++)
            {
                dlight_t dl = Client.DLights[lnum];
                if (dl.radius == 0)
                    continue;
                if (dl.die < Client.cl.time)
                    continue;

                Vector3 dist = _CurrentEntity.origin - dl.origin;
                float add = dl.radius - dist.Length;
                if (add > 0)
                    _AmbientLight += add;
            }

            // hack the depth range to prevent view model from poking into walls
            GL.DepthRange(_glDepthMin, _glDepthMin + 0.3f * (_glDepthMax - _glDepthMin));
            DrawAliasModel(_CurrentEntity);
            GL.DepthRange(_glDepthMin, _glDepthMax);
        }
Esempio n. 6
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        /// <summary>
        /// R_DrawSpriteModel
        /// </summary>
        private static void DrawSpriteModel(entity_t e)
        {
            // don't even bother culling, because it's just a single
            // polygon without a surface cache
            mspriteframe_t frame = GetSpriteFrame(e);
            msprite_t psprite = (msprite_t)e.model.cache.data; // Uze: changed from _CurrentEntity to e

            Vector3 v_forward, right, up;
            if (psprite.type == SPR.SPR_ORIENTED)
            {
                // bullet marks on walls
                Mathlib.AngleVectors(ref e.angles, out v_forward, out right, out up); // Uze: changed from _CurrentEntity to e
            }
            else
            {	// normal sprite
                up = Render.ViewUp;// vup;
                right = Render.ViewRight;// vright;
            }

            GL.Color3(1f, 1, 1);

            DisableMultitexture();

            Drawer.Bind(frame.gl_texturenum);

            GL.Enable(EnableCap.AlphaTest);
            GL.Begin(BeginMode.Quads);

            GL.TexCoord2(0f, 1);
            Vector3 point = e.origin + up * frame.down + right * frame.left;
            GL.Vertex3(point);

            GL.TexCoord2(0f, 0);
            point = e.origin + up * frame.up + right * frame.left;
            GL.Vertex3(point);

            GL.TexCoord2(1f, 0);
            point = e.origin + up * frame.up + right * frame.right;
            GL.Vertex3(point);

            GL.TexCoord2(1f, 1);
            point = e.origin + up * frame.down + right * frame.right;
            GL.Vertex3(point);

            GL.End();
            GL.Disable(EnableCap.AlphaTest);
        }
Esempio n. 7
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        /// <summary>
        /// R_DrawEntitiesOnList
        /// </summary>
        private static void DrawEntitiesOnList()
        {
            if (_DrawEntities.Value == 0)
                return;

            // draw sprites seperately, because of alpha blending
            for (int i = 0; i < Client.NumVisEdicts; i++)
            {
                _CurrentEntity = Client.VisEdicts[i];

                switch (_CurrentEntity.model.type)
                {
                    case modtype_t.mod_alias:
                        DrawAliasModel(_CurrentEntity);
                        break;

                    case modtype_t.mod_brush:
                        DrawBrushModel(_CurrentEntity);
                        break;

                    default:
                        break;
                }
            }

            for (int i = 0; i < Client.NumVisEdicts; i++)
            {
                _CurrentEntity = Client.VisEdicts[i];

                switch (_CurrentEntity.model.type)
                {
                    case modtype_t.mod_sprite:
                        DrawSpriteModel(_CurrentEntity);
                        break;
                }
            }
        }
Esempio n. 8
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        /// <summary>
        /// R_DrawAliasModel
        /// </summary>
        private static void DrawAliasModel(entity_t e)
        {
            model_t clmodel = _CurrentEntity.model;
            Vector3 mins = _CurrentEntity.origin + clmodel.mins;
            Vector3 maxs = _CurrentEntity.origin + clmodel.maxs;

            if (CullBox(ref mins, ref maxs))
                return;

            _EntOrigin = _CurrentEntity.origin;
            _ModelOrg = Render.Origin - _EntOrigin;

            //
            // get lighting information
            //

            _AmbientLight = _ShadeLight = LightPoint(ref _CurrentEntity.origin);

            // allways give the gun some light
            if (e == Client.cl.viewent && _AmbientLight < 24)
                _AmbientLight = _ShadeLight = 24;

            for (int lnum = 0; lnum < Client.MAX_DLIGHTS; lnum++)
            {
                if (Client.DLights[lnum].die >= Client.cl.time)
                {
                    Vector3 dist = _CurrentEntity.origin - Client.DLights[lnum].origin;
                    float add = Client.DLights[lnum].radius - dist.Length;
                    if (add > 0)
                    {
                        _AmbientLight += add;
                        //ZOID models should be affected by dlights as well
                        _ShadeLight += add;
                    }
                }
            }

            // clamp lighting so it doesn't overbright as much
            if (_AmbientLight > 128)
                _AmbientLight = 128;
            if (_AmbientLight + _ShadeLight > 192)
                _ShadeLight = 192 - _AmbientLight;

            // ZOID: never allow players to go totally black
            int playernum = Array.IndexOf(Client.Entities, _CurrentEntity, 0, Client.cl.maxclients);
            if (playernum >= 1)// && i <= cl.maxclients)
                if (_AmbientLight < 8)
                    _AmbientLight = _ShadeLight = 8;

            // HACK HACK HACK -- no fullbright colors, so make torches full light
            if (clmodel.name == "progs/flame2.mdl" || clmodel.name == "progs/flame.mdl")
                _AmbientLight = _ShadeLight = 256;

            _ShadeDots = AnormDots.Values[((int)(e.angles.Y * (AnormDots.SHADEDOT_QUANT / 360.0))) & (AnormDots.SHADEDOT_QUANT - 1)];
            _ShadeLight = _ShadeLight / 200.0f;

            double an = e.angles.Y / 180.0 * Math.PI;
            _ShadeVector.X = (float)Math.Cos(-an);
            _ShadeVector.Y = (float)Math.Sin(-an);
            _ShadeVector.Z = 1;
            Mathlib.Normalize(ref _ShadeVector);

            //
            // locate the proper data
            //
            aliashdr_t paliashdr = Mod.GetExtraData(_CurrentEntity.model);

            _AliasPolys += paliashdr.numtris;

            //
            // draw all the triangles
            //

            DisableMultitexture();

            GL.PushMatrix();
            RotateForEntity(e);
            if (clmodel.name == "progs/eyes.mdl" && _glDoubleEyes.Value != 0)
            {
                Vector3 v = paliashdr.scale_origin;
                v.Z -= (22 + 8);
                GL.Translate(v);
                // double size of eyes, since they are really hard to see in gl
                GL.Scale(paliashdr.scale * 2.0f);
            }
            else
            {
                GL.Translate(paliashdr.scale_origin);
                GL.Scale(paliashdr.scale);
            }

            int anim = (int)(Client.cl.time * 10) & 3;
            Drawer.Bind(paliashdr.gl_texturenum[_CurrentEntity.skinnum, anim]);

            // we can't dynamically colormap textures, so they are cached
            // seperately for the players.  Heads are just uncolored.
            if (_CurrentEntity.colormap != Scr.vid.colormap && _glNoColors.Value == 0 && playernum >= 1)
            {
                Drawer.Bind(_PlayerTextures - 1 + playernum);
            }

            if (_glSmoothModels.Value != 0)
                GL.ShadeModel(ShadingModel.Smooth);

            GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvMode.Modulate);

            if (_glAffineModels.Value != 0)
                GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Fastest);

            SetupAliasFrame(_CurrentEntity.frame, paliashdr);

            GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvMode.Replace);

            GL.ShadeModel(ShadingModel.Flat);
            if (_glAffineModels.Value != 0)
                GL.Hint(HintTarget.PerspectiveCorrectionHint, HintMode.Nicest);

            GL.PopMatrix();

            if (_Shadows.Value != 0)
            {
                GL.PushMatrix();
                RotateForEntity(e);
                GL.Disable(EnableCap.Texture2D);
                GL.Enable(EnableCap.Blend);
                GL.Color4(0, 0, 0, 0.5f);
                DrawAliasShadow(paliashdr, _LastPoseNum);
                GL.Enable(EnableCap.Texture2D);
                GL.Disable(EnableCap.Blend);
                GL.Color4(1f, 1, 1, 1);
                GL.PopMatrix();
            }
        }
Esempio n. 9
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        /// <summary>
        /// R_TranslatePlayerSkin 
        /// Translates a skin texture by the per-player color lookup
        /// </summary>
        public static void TranslatePlayerSkin(int playernum)
        {
            DisableMultitexture();

            int top = Client.cl.scores[playernum].colors & 0xf0;
            int bottom = (Client.cl.scores[playernum].colors & 15) << 4;

            byte[] translate = new byte[256];
            for (int i = 0; i < 256; i++)
                translate[i] = (byte)i;

            for (int i = 0; i < 16; i++)
            {
                if (top < 128)	// the artists made some backwards ranges.  sigh.
                    translate[TOP_RANGE + i] = (byte)(top + i);
                else
                    translate[TOP_RANGE + i] = (byte)(top + 15 - i);

                if (bottom < 128)
                    translate[BOTTOM_RANGE + i] = (byte)(bottom + i);
                else
                    translate[BOTTOM_RANGE + i] = (byte)(bottom + 15 - i);
            }

            //
            // locate the original skin pixels
            //
            _CurrentEntity = Client.Entities[1 + playernum];
            model_t model = _CurrentEntity.model;
            if (model == null)
                return;		// player doesn't have a model yet
            if (model.type != modtype_t.mod_alias)
                return; // only translate skins on alias models

            aliashdr_t paliashdr = Mod.GetExtraData(model);
            int s = paliashdr.skinwidth * paliashdr.skinheight;
            if ((s & 3) != 0)
                Sys.Error("R_TranslateSkin: s&3");

            byte[] original;
            if (_CurrentEntity.skinnum < 0 || _CurrentEntity.skinnum >= paliashdr.numskins)
            {
                Con.Print("({0}): Invalid player skin #{1}\n", playernum, _CurrentEntity.skinnum);
                original = (byte[])paliashdr.texels[0];// (byte *)paliashdr + paliashdr.texels[0];
            }
            else
                original = (byte[])paliashdr.texels[_CurrentEntity.skinnum];

            int inwidth = paliashdr.skinwidth;
            int inheight = paliashdr.skinheight;

            // because this happens during gameplay, do it fast
            // instead of sending it through gl_upload 8
            Drawer.Bind(_PlayerTextures + playernum);

            int scaled_width = (int)(Drawer.glMaxSize < 512 ? Drawer.glMaxSize : 512);
            int scaled_height = (int)(Drawer.glMaxSize < 256 ? Drawer.glMaxSize : 256);

            // allow users to crunch sizes down even more if they want
            scaled_width >>= (int)_glPlayerMip.Value;
            scaled_height >>= (int)_glPlayerMip.Value;

            uint fracstep, frac;
            int destOffset;

            uint[] translate32 = new uint[256];
            for (int i = 0; i < 256; i++)
                translate32[i] = Vid.Table8to24[translate[i]];

            uint[] dest = new uint[512 * 256];
            destOffset = 0;
            fracstep = (uint)(inwidth * 0x10000 / scaled_width);
            for (int i = 0; i < scaled_height; i++, destOffset += scaled_width)
            {
                int srcOffset = inwidth * (i * inheight / scaled_height);
                frac = fracstep >> 1;
                for (int j = 0; j < scaled_width; j += 4)
                {
                    dest[destOffset + j] = translate32[original[srcOffset + (frac >> 16)]];
                    frac += fracstep;
                    dest[destOffset + j + 1] = translate32[original[srcOffset + (frac >> 16)]];
                    frac += fracstep;
                    dest[destOffset + j + 2] = translate32[original[srcOffset + (frac >> 16)]];
                    frac += fracstep;
                    dest[destOffset + j + 3] = translate32[original[srcOffset + (frac >> 16)]];
                    frac += fracstep;
                }
            }
            GCHandle handle = GCHandle.Alloc(dest, GCHandleType.Pinned);
            try
            {
                GL.TexImage2D(TextureTarget.Texture2D, 0, Drawer.SolidFormat, scaled_width, scaled_height, 0,
                     PixelFormat.Rgba, PixelType.UnsignedByte, handle.AddrOfPinnedObject());
            }
            finally
            {
                handle.Free();
            }
            GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvMode.Modulate);
            Drawer.SetTextureFilters(TextureMinFilter.Linear, TextureMagFilter.Linear);
        }
Esempio n. 10
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        /// <summary>
        /// R_RotateForEntity
        /// </summary>
        static void RotateForEntity(entity_t e)
        {
            GL.Translate(e.origin);

            GL.Rotate(e.angles.Y, 0, 0, 1);
            GL.Rotate(-e.angles.X, 0, 1, 0);
            GL.Rotate(e.angles.Z, 1, 0, 0);
        }
Esempio n. 11
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        /// <summary>
        /// R_RemoveEfrags
        /// Call when removing an object from the world or moving it to another position
        /// </summary>
        public static void RemoveEfrags(entity_t ent)
        {
            efrag_t ef = ent.efrag;

            while (ef != null)
            {
                mleaf_t leaf = ef.leaf;
                while (true)
                {
                    efrag_t walk = leaf.efrags;
                    if (walk == null)
                        break;
                    if (walk == ef)
                    {
                        // remove this fragment
                        leaf.efrags = ef.leafnext;
                        break;
                    }
                    else
                        leaf = (mleaf_t)(object)walk.leafnext;
                }

                efrag_t old = ef;
                ef = ef.entnext;

                // put it on the free list
                old.entnext = Client.cl.free_efrags;
                Client.cl.free_efrags = old;
            }

            ent.efrag = null;
        }
Esempio n. 12
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        /// <summary>
        /// R_GetSpriteFrame
        /// </summary>
        static mspriteframe_t GetSpriteFrame(entity_t currententity)
        {
            msprite_t psprite = (msprite_t)currententity.model.cache.data;
            int frame = currententity.frame;

            if ((frame >= psprite.numframes) || (frame < 0))
            {
                Con.Print("R_DrawSprite: no such frame {0}\n", frame);
                frame = 0;
            }

            mspriteframe_t pspriteframe;
            if (psprite.frames[frame].type == spriteframetype_t.SPR_SINGLE)
            {
                pspriteframe = (mspriteframe_t)psprite.frames[frame].frameptr;
            }
            else
            {
                mspritegroup_t pspritegroup = (mspritegroup_t)psprite.frames[frame].frameptr;
                float[] pintervals = pspritegroup.intervals;
                int numframes = pspritegroup.numframes;
                float fullinterval = pintervals[numframes - 1];
                float time = (float)Client.cl.time + currententity.syncbase;

                // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
                // are positive, so we don't have to worry about division by 0
                float targettime = time - ((int)(time / fullinterval)) * fullinterval;
                int i;
                for (i = 0; i < (numframes - 1); i++)
                {
                    if (pintervals[i] > targettime)
                        break;
                }
                pspriteframe = pspritegroup.frames[i];
            }

            return pspriteframe;
        }
Esempio n. 13
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 /// <summary>
 /// CL_ParseBaseline
 /// </summary>
 /// <param name="ent"></param>
 static void ParseBaseline(entity_t ent)
 {
     ent.baseline.modelindex = Net.Reader.ReadByte();
     ent.baseline.frame = Net.Reader.ReadByte();
     ent.baseline.colormap = Net.Reader.ReadByte();
     ent.baseline.skin = Net.Reader.ReadByte();
     ent.baseline.origin.x = Net.Reader.ReadCoord();
     ent.baseline.angles.x = Net.Reader.ReadAngle();
     ent.baseline.origin.y = Net.Reader.ReadCoord();
     ent.baseline.angles.y = Net.Reader.ReadAngle();
     ent.baseline.origin.z = Net.Reader.ReadCoord();
     ent.baseline.angles.z = Net.Reader.ReadAngle();
 }
Esempio n. 14
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        // CL_Init
        public static void Init()
        {
            InitInput();
            InitTempEntities();

            if (_Name == null)
            {
                _Name = new Cvar("_cl_name", "player", true);
                _Color = new Cvar("_cl_color", "0", true);
                _ShowNet = new Cvar("cl_shownet", "0");	// can be 0, 1, or 2
                _NoLerp = new Cvar("cl_nolerp", "0");
                _LookSpring = new Cvar("lookspring", "0", true);
                _LookStrafe = new Cvar("lookstrafe", "0", true);
                _Sensitivity = new Cvar("sensitivity", "3", true);
                _MPitch = new Cvar("m_pitch", "0.022", true);
                _MYaw = new Cvar("m_yaw", "0.022", true);
                _MForward = new Cvar("m_forward", "1", true);
                _MSide = new Cvar("m_side", "0.8", true);
                _UpSpeed = new Cvar("cl_upspeed", "200");
                _ForwardSpeed = new Cvar("cl_forwardspeed", "200", true);
                _BackSpeed = new Cvar("cl_backspeed", "200", true);
                _SideSpeed = new Cvar("cl_sidespeed", "350");
                _MoveSpeedKey = new Cvar("cl_movespeedkey", "2.0");
                _YawSpeed = new Cvar("cl_yawspeed", "140");
                _PitchSpeed = new Cvar("cl_pitchspeed", "150");
                _AngleSpeedKey = new Cvar("cl_anglespeedkey", "1.5");
            }

            for (int i = 0; i < _EFrags.Length; i++)
                _EFrags[i] = new efrag_t();

            for (int i = 0; i < _Entities.Length; i++)
                _Entities[i] = new entity_t();

            for (int i = 0; i < _StaticEntities.Length; i++)
                _StaticEntities[i] = new entity_t();

            for (int i = 0; i < _DLights.Length; i++)
                _DLights[i] = new dlight_t();

            //
            // register our commands
            //
            Cmd.Add("entities", PrintEntities_f);
            Cmd.Add("disconnect", Disconnect_f);
            Cmd.Add("record", Record_f);
            Cmd.Add("stop", Stop_f);
            Cmd.Add("playdemo", PlayDemo_f);
            Cmd.Add("timedemo", TimeDemo_f);
        }
Esempio n. 15
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        public model_t worldmodel; // cl_entitites[0].model

        #endregion Fields

        #region Constructors

        public client_state_t()
        {
            this.stats = new int[QStats.MAX_CL_STATS];
            this.item_gettime = new float[32]; // ???????????

            this.cshifts = new cshift_t[ColorShift.NUM_CSHIFTS];
            for (int i = 0; i < ColorShift.NUM_CSHIFTS; i++)
                this.cshifts[i] = new cshift_t();

            this.prev_cshifts = new cshift_t[ColorShift.NUM_CSHIFTS];
            for (int i = 0; i < ColorShift.NUM_CSHIFTS; i++)
                this.prev_cshifts[i] = new cshift_t();

            this.mviewangles = new Vector3[2]; //??????
            this.mvelocity = new Vector3[2];
            this.mtime = new double[2];
            this.model_precache = new model_t[QDef.MAX_MODELS];
            this.sound_precache = new sfx_t[QDef.MAX_SOUNDS];
            this.viewent = new entity_t();
        }
Esempio n. 16
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        /// <summary>
        /// R_EntityParticles
        /// </summary>
        public static void EntityParticles(entity_t ent)
        {
            float dist = 64;

            if (_AVelocities[0].X == 0)
            {
                for (int i = 0; i < NUMVERTEXNORMALS; i++)
                {
                    _AVelocities[i].X = (Sys.Random() & 255) * 0.01f;
                    _AVelocities[i].Y = (Sys.Random() & 255) * 0.01f;
                    _AVelocities[i].Z = (Sys.Random() & 255) * 0.01f;
                }
            }

            for (int i = 0; i < NUMVERTEXNORMALS; i++)
            {
                double angle = Client.cl.time * _AVelocities[i].X;
                double sy = Math.Sin(angle);
                double cy = Math.Cos(angle);
                angle = Client.cl.time * _AVelocities[i].Y;
                double sp = Math.Sin(angle);
                double cp = Math.Cos(angle);
                angle = Client.cl.time * _AVelocities[i].Z;
                double sr = Math.Sin(angle);
                double cr = Math.Cos(angle);

                Vector3 forward = new Vector3((float)(cp * cy), (float)(cp * sy), (float)-sp);
                particle_t p = AllocParticle();
                if (p == null)
                    return;

                p.die = (float)(Client.cl.time + 0.01);
                p.color = 0x6f;
                p.type = ptype_t.pt_explode;

                p.org = ent.origin + Anorms.Values[i] * dist + forward * _BeamLength;
            }
        }