-.float dphitcontentsmask;
-
-.int cnt; // effect number
-.vector velocity; // particle velocity
-.float waterlevel; // direction jitter
-.int count; // count multiplier
-.int impulse; // density
-.string noise; // sound
-.float atten;
-.float volume;
-.float absolute; // 1 = count per second is absolute, 2 = only spawn at toggle
-.vector movedir; // trace direction
+#include "particles.qh"
+#include "_.qh"
+
+#include "bgmscript.qh"
+
+#include "../common/stats.qh"
+#include "../common/util.qh"
+
+#include "../warpzonelib/common.qh"
void Draw_PointParticles()
{
for(i = random(); i <= n && fail <= 64*n; ++i)
{
p = o + self.mins;
- p_x += random() * sz_x;
- p_y += random() * sz_y;
- p_z += random() * sz_z;
+ p.x += random() * sz.x;
+ p.y += random() * sz.y;
+ p.z += random() * sz.z;
if(WarpZoneLib_BoxTouchesBrush(p, p, self, world))
{
if(self.movedir != '0 0 0')
if(!self.absolute)
{
v = self.maxs - self.mins;
- self.impulse *= -v_x * v_y * v_z / 262144; // relative: particles per 64^3 cube
+ self.impulse *= -v.x * v.y * v.z / 262144; // relative: particles per 64^3 cube
}
}
self.entremove = Ent_PointParticles_Remove;
}
-.float glow_color; // palette index
void Draw_Rain()
{
te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
{
vector shotorg, endpos;
float charge;
- shotorg_x = ReadCoord(); shotorg_y = ReadCoord(); shotorg_z = ReadCoord();
- endpos_x = ReadCoord(); endpos_y = ReadCoord(); endpos_z = ReadCoord();
+ shotorg.x = ReadCoord(); shotorg.y = ReadCoord(); shotorg.z = ReadCoord();
+ endpos.x = ReadCoord(); endpos.y = ReadCoord(); endpos.z = ReadCoord();
charge = ReadByte() / 255.0;
pointparticles(particleeffectnum("nex_muzzleflash"), shotorg, normalize(endpos - shotorg) * 1000, 1);