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https://github.com/ioquake/jedi-academy.git
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869 lines
19 KiB
C
869 lines
19 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_localents.c -- every frame, generate renderer commands for locally
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// processed entities, like smoke puffs, gibs, shells, etc.
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#include "cg_local.h"
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#define MAX_LOCAL_ENTITIES 512
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localEntity_t cg_localEntities[MAX_LOCAL_ENTITIES];
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localEntity_t cg_activeLocalEntities; // double linked list
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localEntity_t *cg_freeLocalEntities; // single linked list
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/*
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===================
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CG_InitLocalEntities
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This is called at startup and for tournement restarts
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===================
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*/
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void CG_InitLocalEntities( void ) {
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int i;
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memset( cg_localEntities, 0, sizeof( cg_localEntities ) );
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cg_activeLocalEntities.next = &cg_activeLocalEntities;
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cg_activeLocalEntities.prev = &cg_activeLocalEntities;
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cg_freeLocalEntities = cg_localEntities;
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for ( i = 0 ; i < MAX_LOCAL_ENTITIES - 1 ; i++ ) {
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cg_localEntities[i].next = &cg_localEntities[i+1];
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}
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}
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/*
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==================
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CG_FreeLocalEntity
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==================
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*/
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void CG_FreeLocalEntity( localEntity_t *le ) {
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if ( !le->prev ) {
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CG_Error( "CG_FreeLocalEntity: not active" );
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}
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// remove from the doubly linked active list
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le->prev->next = le->next;
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le->next->prev = le->prev;
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// the free list is only singly linked
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le->next = cg_freeLocalEntities;
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cg_freeLocalEntities = le;
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}
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/*
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===================
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CG_AllocLocalEntity
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Will allways succeed, even if it requires freeing an old active entity
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===================
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*/
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localEntity_t *CG_AllocLocalEntity( void ) {
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localEntity_t *le;
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if ( !cg_freeLocalEntities ) {
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// no free entities, so free the one at the end of the chain
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// remove the oldest active entity
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CG_FreeLocalEntity( cg_activeLocalEntities.prev );
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}
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le = cg_freeLocalEntities;
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cg_freeLocalEntities = cg_freeLocalEntities->next;
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memset( le, 0, sizeof( *le ) );
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// link into the active list
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le->next = cg_activeLocalEntities.next;
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le->prev = &cg_activeLocalEntities;
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cg_activeLocalEntities.next->prev = le;
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cg_activeLocalEntities.next = le;
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return le;
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}
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/*
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====================================================================================
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FRAGMENT PROCESSING
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A fragment localentity interacts with the environment in some way (hitting walls),
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or generates more localentities along a trail.
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====================================================================================
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*/
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/*
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================
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CG_BloodTrail
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Leave expanding blood puffs behind gibs
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================
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*/
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void CG_BloodTrail( localEntity_t *le ) {
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int t;
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int t2;
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int step;
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vec3_t newOrigin;
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localEntity_t *blood;
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step = 150;
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t = step * ( (cg.time - cg.frametime + step ) / step );
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t2 = step * ( cg.time / step );
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for ( ; t <= t2; t += step ) {
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BG_EvaluateTrajectory( &le->pos, t, newOrigin );
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blood = CG_SmokePuff( newOrigin, vec3_origin,
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20, // radius
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1, 1, 1, 1, // color
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2000, // trailTime
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t, // startTime
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0, // fadeInTime
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0, // flags
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/*cgs.media.bloodTrailShader*/0 );
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// use the optimized version
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blood->leType = LE_FALL_SCALE_FADE;
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// drop a total of 40 units over its lifetime
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blood->pos.trDelta[2] = 40;
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}
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}
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/*
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================
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CG_FragmentBounceMark
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================
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*/
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void CG_FragmentBounceMark( localEntity_t *le, trace_t *trace ) {
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int radius;
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if ( le->leMarkType == LEMT_BLOOD ) {
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radius = 16 + (rand()&31);
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// CG_ImpactMark( cgs.media.bloodMarkShader, trace->endpos, trace->plane.normal, random()*360,
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// 1,1,1,1, qtrue, radius, qfalse );
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} else if ( le->leMarkType == LEMT_BURN ) {
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radius = 8 + (rand()&15);
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// CG_ImpactMark( cgs.media.burnMarkShader, trace->endpos, trace->plane.normal, random()*360,
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// 1,1,1,1, qtrue, radius, qfalse );
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}
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// don't allow a fragment to make multiple marks, or they
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// pile up while settling
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le->leMarkType = LEMT_NONE;
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}
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/*
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================
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CG_FragmentBounceSound
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================
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*/
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void CG_FragmentBounceSound( localEntity_t *le, trace_t *trace ) {
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// half the fragments will make a bounce sounds
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if ( rand() & 1 )
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{
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sfxHandle_t s = 0;
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switch( le->leBounceSoundType )
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{
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case LEBS_ROCK:
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s = cgs.media.rockBounceSound[Q_irand(0,1)];
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break;
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case LEBS_METAL:
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s = cgs.media.metalBounceSound[Q_irand(0,1)];// FIXME: make sure that this sound is registered properly...might still be rock bounce sound....
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break;
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default:
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return;
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}
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if ( s )
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{
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trap_S_StartSound( trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, s );
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}
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// bouncers only make the sound once...
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// FIXME: arbitrary...change if it bugs you
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le->leBounceSoundType = LEBS_NONE;
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}
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else if ( rand() & 1 )
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{
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// we may end up bouncing again, but each bounce reduces the chance of playing the sound again or they may make a lot of noise when they settle
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// FIXME: maybe just always do this??
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le->leBounceSoundType = LEBS_NONE;
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}
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}
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/*
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================
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CG_ReflectVelocity
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================
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*/
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void CG_ReflectVelocity( localEntity_t *le, trace_t *trace ) {
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vec3_t velocity;
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float dot;
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int hitTime;
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// reflect the velocity on the trace plane
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hitTime = cg.time - cg.frametime + cg.frametime * trace->fraction;
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BG_EvaluateTrajectoryDelta( &le->pos, hitTime, velocity );
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dot = DotProduct( velocity, trace->plane.normal );
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VectorMA( velocity, -2*dot, trace->plane.normal, le->pos.trDelta );
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VectorScale( le->pos.trDelta, le->bounceFactor, le->pos.trDelta );
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VectorCopy( trace->endpos, le->pos.trBase );
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le->pos.trTime = cg.time;
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// check for stop, making sure that even on low FPS systems it doesn't bobble
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if ( trace->allsolid ||
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( trace->plane.normal[2] > 0 &&
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( le->pos.trDelta[2] < 40 || le->pos.trDelta[2] < -cg.frametime * le->pos.trDelta[2] ) ) ) {
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le->pos.trType = TR_STATIONARY;
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} else {
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}
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}
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/*
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================
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CG_AddFragment
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================
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*/
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void CG_AddFragment( localEntity_t *le ) {
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vec3_t newOrigin;
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trace_t trace;
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if (le->forceAlpha)
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{
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le->refEntity.renderfx |= RF_FORCE_ENT_ALPHA;
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le->refEntity.shaderRGBA[3] = le->forceAlpha;
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}
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if ( le->pos.trType == TR_STATIONARY ) {
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// sink into the ground if near the removal time
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int t;
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float t_e;
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t = le->endTime - cg.time;
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if ( t < (SINK_TIME*2) ) {
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le->refEntity.renderfx |= RF_FORCE_ENT_ALPHA;
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t_e = (float)((float)(le->endTime - cg.time)/(SINK_TIME*2));
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t_e = (int)((t_e)*255);
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if (t_e > 255)
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{
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t_e = 255;
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}
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if (t_e < 1)
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{
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t_e = 1;
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}
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if (le->refEntity.shaderRGBA[3] && t_e > le->refEntity.shaderRGBA[3])
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{
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t_e = le->refEntity.shaderRGBA[3];
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}
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le->refEntity.shaderRGBA[3] = t_e;
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trap_R_AddRefEntityToScene( &le->refEntity );
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} else {
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trap_R_AddRefEntityToScene( &le->refEntity );
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}
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return;
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}
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// calculate new position
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BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin );
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// trace a line from previous position to new position
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CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID );
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if ( trace.fraction == 1.0 ) {
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// still in free fall
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VectorCopy( newOrigin, le->refEntity.origin );
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if ( le->leFlags & LEF_TUMBLE ) {
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vec3_t angles;
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BG_EvaluateTrajectory( &le->angles, cg.time, angles );
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AnglesToAxis( angles, le->refEntity.axis );
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ScaleModelAxis(&le->refEntity);
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}
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trap_R_AddRefEntityToScene( &le->refEntity );
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// add a blood trail
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if ( le->leBounceSoundType == LEBS_BLOOD ) {
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CG_BloodTrail( le );
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}
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return;
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}
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// if it is in a nodrop zone, remove it
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// this keeps gibs from waiting at the bottom of pits of death
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// and floating levels
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if ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
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CG_FreeLocalEntity( le );
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return;
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}
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if (!trace.startsolid)
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{
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// leave a mark
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CG_FragmentBounceMark( le, &trace );
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// do a bouncy sound
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CG_FragmentBounceSound( le, &trace );
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if (le->bounceSound)
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{ //specified bounce sound (debris)
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trap_S_StartSound(le->pos.trBase, ENTITYNUM_WORLD, CHAN_AUTO, le->bounceSound);
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}
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// reflect the velocity on the trace plane
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CG_ReflectVelocity( le, &trace );
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trap_R_AddRefEntityToScene( &le->refEntity );
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}
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}
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/*
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=====================================================================
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TRIVIAL LOCAL ENTITIES
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These only do simple scaling or modulation before passing to the renderer
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=====================================================================
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*/
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/*
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====================
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CG_AddFadeRGB
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====================
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*/
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void CG_AddFadeRGB( localEntity_t *le ) {
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refEntity_t *re;
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float c;
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re = &le->refEntity;
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c = ( le->endTime - cg.time ) * le->lifeRate;
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c *= 0xff;
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re->shaderRGBA[0] = le->color[0] * c;
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re->shaderRGBA[1] = le->color[1] * c;
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re->shaderRGBA[2] = le->color[2] * c;
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re->shaderRGBA[3] = le->color[3] * c;
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trap_R_AddRefEntityToScene( re );
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}
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static void CG_AddFadeScaleModel( localEntity_t *le )
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{
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refEntity_t *ent = &le->refEntity;
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float frac = ( cg.time - le->startTime )/((float)( le->endTime - le->startTime ));
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frac *= frac * frac; // yes, this is completely ridiculous...but it causes the shell to grow slowly then "explode" at the end
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ent->nonNormalizedAxes = qtrue;
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AxisCopy( axisDefault, ent->axis );
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VectorScale( ent->axis[0], le->radius * frac, ent->axis[0] );
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VectorScale( ent->axis[1], le->radius * frac, ent->axis[1] );
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VectorScale( ent->axis[2], le->radius * 0.5f * frac, ent->axis[2] );
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frac = 1.0f - frac;
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ent->shaderRGBA[0] = le->color[0] * frac;
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ent->shaderRGBA[1] = le->color[1] * frac;
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ent->shaderRGBA[2] = le->color[2] * frac;
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ent->shaderRGBA[3] = le->color[3] * frac;
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// add the entity
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trap_R_AddRefEntityToScene( ent );
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}
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/*
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==================
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CG_AddMoveScaleFade
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==================
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*/
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static void CG_AddMoveScaleFade( localEntity_t *le ) {
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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if ( le->fadeInTime > le->startTime && cg.time < le->fadeInTime ) {
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// fade / grow time
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c = 1.0 - (float) ( le->fadeInTime - cg.time ) / ( le->fadeInTime - le->startTime );
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}
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else {
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// fade / grow time
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c = ( le->endTime - cg.time ) * le->lifeRate;
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}
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re->shaderRGBA[3] = 0xff * c * le->color[3];
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if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) {
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re->radius = le->radius * ( 1.0 - c ) + 8;
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}
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BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( re->origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < le->radius ) {
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CG_FreeLocalEntity( le );
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return;
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}
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trap_R_AddRefEntityToScene( re );
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}
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/*
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==================
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CG_AddPuff
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==================
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*/
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static void CG_AddPuff( localEntity_t *le ) {
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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// fade / grow time
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c = ( le->endTime - cg.time ) / (float)( le->endTime - le->startTime );
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re->shaderRGBA[0] = le->color[0] * c;
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re->shaderRGBA[1] = le->color[1] * c;
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re->shaderRGBA[2] = le->color[2] * c;
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if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) {
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re->radius = le->radius * ( 1.0 - c ) + 8;
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}
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BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( re->origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < le->radius ) {
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CG_FreeLocalEntity( le );
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return;
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}
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trap_R_AddRefEntityToScene( re );
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}
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/*
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===================
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CG_AddScaleFade
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For rocket smokes that hang in place, fade out, and are
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removed if the view passes through them.
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There are often many of these, so it needs to be simple.
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===================
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*/
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static void CG_AddScaleFade( localEntity_t *le ) {
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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// fade / grow time
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c = ( le->endTime - cg.time ) * le->lifeRate;
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re->shaderRGBA[3] = 0xff * c * le->color[3];
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re->radius = le->radius * ( 1.0 - c ) + 8;
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( re->origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < le->radius ) {
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CG_FreeLocalEntity( le );
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return;
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}
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trap_R_AddRefEntityToScene( re );
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}
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/*
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=================
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CG_AddFallScaleFade
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This is just an optimized CG_AddMoveScaleFade
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For blood mists that drift down, fade out, and are
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removed if the view passes through them.
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There are often 100+ of these, so it needs to be simple.
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=================
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*/
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static void CG_AddFallScaleFade( localEntity_t *le ) {
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refEntity_t *re;
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float c;
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vec3_t delta;
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float len;
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re = &le->refEntity;
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// fade time
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c = ( le->endTime - cg.time ) * le->lifeRate;
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re->shaderRGBA[3] = 0xff * c * le->color[3];
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re->origin[2] = le->pos.trBase[2] - ( 1.0 - c ) * le->pos.trDelta[2];
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re->radius = le->radius * ( 1.0 - c ) + 16;
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( re->origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < le->radius ) {
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CG_FreeLocalEntity( le );
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return;
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}
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trap_R_AddRefEntityToScene( re );
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}
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/*
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================
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CG_AddExplosion
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================
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*/
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static void CG_AddExplosion( localEntity_t *ex ) {
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refEntity_t *ent;
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ent = &ex->refEntity;
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// add the entity
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trap_R_AddRefEntityToScene(ent);
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// add the dlight
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if ( ex->light ) {
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float light;
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light = (float)( cg.time - ex->startTime ) / ( ex->endTime - ex->startTime );
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if ( light < 0.5 ) {
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light = 1.0;
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} else {
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light = 1.0 - ( light - 0.5 ) * 2;
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}
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light = ex->light * light;
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trap_R_AddLightToScene(ent->origin, light, ex->lightColor[0], ex->lightColor[1], ex->lightColor[2] );
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}
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}
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/*
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================
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CG_AddSpriteExplosion
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================
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*/
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static void CG_AddSpriteExplosion( localEntity_t *le ) {
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refEntity_t re;
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float c;
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re = le->refEntity;
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c = ( le->endTime - cg.time ) / ( float ) ( le->endTime - le->startTime );
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if ( c > 1 ) {
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c = 1.0; // can happen during connection problems
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}
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re.shaderRGBA[0] = 0xff;
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re.shaderRGBA[1] = 0xff;
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re.shaderRGBA[2] = 0xff;
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re.shaderRGBA[3] = 0xff * c * 0.33;
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re.reType = RT_SPRITE;
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re.radius = 42 * ( 1.0 - c ) + 30;
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trap_R_AddRefEntityToScene( &re );
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// add the dlight
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if ( le->light ) {
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float light;
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light = (float)( cg.time - le->startTime ) / ( le->endTime - le->startTime );
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if ( light < 0.5 ) {
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light = 1.0;
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} else {
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light = 1.0 - ( light - 0.5 ) * 2;
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}
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light = le->light * light;
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trap_R_AddLightToScene(re.origin, light, le->lightColor[0], le->lightColor[1], le->lightColor[2] );
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}
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}
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/*
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===================
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CG_AddRefEntity
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===================
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*/
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void CG_AddRefEntity( localEntity_t *le ) {
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if (le->endTime < cg.time) {
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CG_FreeLocalEntity( le );
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return;
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}
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trap_R_AddRefEntityToScene( &le->refEntity );
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}
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/*
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===================
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CG_AddScorePlum
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===================
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*/
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#define NUMBER_SIZE 8
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void CG_AddScorePlum( localEntity_t *le ) {
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refEntity_t *re;
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vec3_t origin, delta, dir, vec, up = {0, 0, 1};
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float c, len;
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int i, score, digits[10], numdigits, negative;
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re = &le->refEntity;
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c = ( le->endTime - cg.time ) * le->lifeRate;
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score = le->radius;
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if (score < 0) {
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re->shaderRGBA[0] = 0xff;
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re->shaderRGBA[1] = 0x11;
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re->shaderRGBA[2] = 0x11;
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}
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else {
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re->shaderRGBA[0] = 0xff;
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re->shaderRGBA[1] = 0xff;
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re->shaderRGBA[2] = 0xff;
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if (score >= 50) {
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re->shaderRGBA[1] = 0;
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} else if (score >= 20) {
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re->shaderRGBA[0] = re->shaderRGBA[1] = 0;
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} else if (score >= 10) {
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re->shaderRGBA[2] = 0;
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} else if (score >= 2) {
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re->shaderRGBA[0] = re->shaderRGBA[2] = 0;
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}
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}
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if (c < 0.25)
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re->shaderRGBA[3] = 0xff * 4 * c;
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else
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re->shaderRGBA[3] = 0xff;
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re->radius = NUMBER_SIZE / 2;
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VectorCopy(le->pos.trBase, origin);
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origin[2] += 110 - c * 100;
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VectorSubtract(cg.refdef.vieworg, origin, dir);
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CrossProduct(dir, up, vec);
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VectorNormalize(vec);
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VectorMA(origin, -10 + 20 * sin(c * 2 * M_PI), vec, origin);
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// if the view would be "inside" the sprite, kill the sprite
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// so it doesn't add too much overdraw
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VectorSubtract( origin, cg.refdef.vieworg, delta );
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len = VectorLength( delta );
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if ( len < 20 ) {
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CG_FreeLocalEntity( le );
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return;
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}
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negative = qfalse;
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if (score < 0) {
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negative = qtrue;
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score = -score;
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}
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for (numdigits = 0; !(numdigits && !score); numdigits++) {
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digits[numdigits] = score % 10;
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score = score / 10;
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}
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if (negative) {
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digits[numdigits] = 10;
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numdigits++;
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}
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for (i = 0; i < numdigits; i++) {
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VectorMA(origin, (float) (((float) numdigits / 2) - i) * NUMBER_SIZE, vec, re->origin);
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re->customShader = cgs.media.numberShaders[digits[numdigits-1-i]];
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trap_R_AddRefEntityToScene( re );
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}
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}
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/*
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===================
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CG_AddOLine
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For forcefields/other rectangular things
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===================
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*/
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void CG_AddOLine( localEntity_t *le )
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{
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refEntity_t *re;
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float frac, alpha;
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re = &le->refEntity;
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frac = (cg.time - le->startTime) / ( float ) ( le->endTime - le->startTime );
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if ( frac > 1 )
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frac = 1.0; // can happen during connection problems
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else if (frac < 0)
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frac = 0.0;
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// Use the liferate to set the scale over time.
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re->data.line.width = le->data.line.width + (le->data.line.dwidth * frac);
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if (re->data.line.width <= 0)
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{
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CG_FreeLocalEntity( le );
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return;
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}
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// We will assume here that we want additive transparency effects.
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alpha = le->alpha + (le->dalpha * frac);
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re->shaderRGBA[0] = 0xff * alpha;
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re->shaderRGBA[1] = 0xff * alpha;
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re->shaderRGBA[2] = 0xff * alpha;
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re->shaderRGBA[3] = 0xff * alpha; // Yes, we could apply c to this too, but fading the color is better for lines.
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re->shaderTexCoord[0] = 1;
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re->shaderTexCoord[1] = 1;
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re->rotation = 90;
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re->reType = RT_ORIENTEDLINE;
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trap_R_AddRefEntityToScene( re );
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}
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/*
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===================
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CG_AddLine
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for beams and the like.
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===================
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*/
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void CG_AddLine( localEntity_t *le )
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{
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refEntity_t *re;
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re = &le->refEntity;
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re->reType = RT_LINE;
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trap_R_AddRefEntityToScene( re );
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}
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//==============================================================================
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/*
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===================
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CG_AddLocalEntities
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===================
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*/
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void CG_AddLocalEntities( void ) {
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localEntity_t *le, *next;
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// walk the list backwards, so any new local entities generated
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// (trails, marks, etc) will be present this frame
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le = cg_activeLocalEntities.prev;
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for ( ; le != &cg_activeLocalEntities ; le = next ) {
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// grab next now, so if the local entity is freed we
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// still have it
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next = le->prev;
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if ( cg.time >= le->endTime ) {
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CG_FreeLocalEntity( le );
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continue;
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}
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switch ( le->leType ) {
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default:
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CG_Error( "Bad leType: %i", le->leType );
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break;
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case LE_MARK:
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break;
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case LE_SPRITE_EXPLOSION:
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CG_AddSpriteExplosion( le );
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break;
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case LE_EXPLOSION:
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CG_AddExplosion( le );
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break;
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case LE_FADE_SCALE_MODEL:
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CG_AddFadeScaleModel( le );
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break;
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case LE_FRAGMENT: // gibs and brass
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CG_AddFragment( le );
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break;
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case LE_PUFF:
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CG_AddPuff( le );
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break;
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case LE_MOVE_SCALE_FADE: // water bubbles
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CG_AddMoveScaleFade( le );
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break;
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case LE_FADE_RGB: // teleporters, railtrails
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CG_AddFadeRGB( le );
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break;
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case LE_FALL_SCALE_FADE: // gib blood trails
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CG_AddFallScaleFade( le );
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break;
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case LE_SCALE_FADE: // rocket trails
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CG_AddScaleFade( le );
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break;
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case LE_SCOREPLUM:
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CG_AddScorePlum( le );
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break;
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case LE_OLINE:
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CG_AddOLine( le );
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break;
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case LE_SHOWREFENTITY:
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CG_AddRefEntity( le );
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break;
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case LE_LINE: // oriented lines for FX
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CG_AddLine( le );
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break;
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}
|
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}
|
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}
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