Try to make lightning beam particles not endlessly spawn without dying while paused.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5910 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 11 additions and 10 deletions
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@ -2878,7 +2878,7 @@ void CSQC_GetEntityOrigin(unsigned int csqcent, float *out);
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CL_UpdateBeams
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CL_UpdateBeams
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=================
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=================
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*/
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*/
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void CL_UpdateBeams (void)
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void CL_UpdateBeams (float frametime)
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{
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{
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int bnum;
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int bnum;
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int i, j;
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int i, j;
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@ -3053,7 +3053,7 @@ void CL_UpdateBeams (void)
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}
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}
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if (ruleset_allow_particle_lightning.ival || !type->modelname)
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if (ruleset_allow_particle_lightning.ival || !type->modelname)
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if (type->ef_beam >= 0 && !P_ParticleTrail(org, b->end, type->ef_beam, host_frametime, b->entity, NULL, &b->trailstate))
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if (type->ef_beam >= 0 && !P_ParticleTrail(org, b->end, type->ef_beam, frametime, b->entity, NULL, &b->trailstate))
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continue;
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continue;
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if (!type->model)
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if (!type->model)
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{
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{
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@ -3111,7 +3111,7 @@ void CL_UpdateBeams (void)
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CL_UpdateExplosions
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CL_UpdateExplosions
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=================
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=================
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*/
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*/
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void CL_UpdateExplosions (void)
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void CL_UpdateExplosions (float frametime)
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{
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{
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int i;
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int i;
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float f;
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float f;
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@ -3122,12 +3122,7 @@ void CL_UpdateExplosions (void)
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entity_t *ent;
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entity_t *ent;
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int lastrunningexplosion = -1;
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int lastrunningexplosion = -1;
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vec3_t pos, norm;
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vec3_t pos, norm;
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static float oldtime;
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float scale;
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float scale;
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float frametime = cl.time - oldtime;
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if (frametime < 0 || frametime > 100)
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frametime = 0;
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oldtime = cl.time;
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for (i=0, ex=cl_explosions; i < explosions_running; i++, ex++)
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for (i=0, ex=cl_explosions; i < explosions_running; i++, ex++)
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{
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{
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@ -3264,7 +3259,13 @@ CL_UpdateTEnts
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*/
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*/
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void CL_UpdateTEnts (void)
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void CL_UpdateTEnts (void)
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{
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{
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CL_UpdateBeams ();
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static float oldtime;
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CL_UpdateExplosions ();
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float frametime = cl.time - oldtime;
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if (frametime < 0 || frametime > 100)
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frametime = 0;
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oldtime = cl.time;
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CL_UpdateBeams (frametime);
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CL_UpdateExplosions (frametime);
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CL_RunPCustomTEnts ();
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CL_RunPCustomTEnts ();
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}
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}
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