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Limit Zombie Skins and Muzzleflash variants on PSP 1000
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parent
702e2a9aa5
commit
aa440e3726
2 changed files with 74 additions and 2 deletions
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@ -79,8 +79,14 @@ typedef enum
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p_flare,
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p_dot,
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p_muzzleflash,
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#ifdef SLIM
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p_muzzleflash2,
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p_muzzleflash3,
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#endif // SLIM
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p_q3blood_trail,
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p_q3blood_decal,
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p_q3rocketsmoke,
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@ -117,8 +123,14 @@ typedef enum
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ptex_lightning,
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ptex_flame,
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ptex_muzzleflash,
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#ifdef SLIM
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ptex_muzzleflash2,
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ptex_muzzleflash3,
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#endif // SLIM
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ptex_bloodcloud,
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ptex_q3blood,
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ptex_q3blood_trail,
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@ -534,6 +546,10 @@ void QMB_InitParticles (void)
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loading_cur_step++;
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SCR_UpdateScreen ();
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// PSP PHAT: Only have 1 Muzzleflash graphic.. saves 32kB VRAM.
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#ifdef SLIM
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if (!(particleimage = loadtextureimage("textures/mzfl/mzfl1", 0, 0, qfalse, GU_LINEAR)))
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{
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//Clear_LoadingFill ();
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@ -554,6 +570,8 @@ void QMB_InitParticles (void)
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loading_cur_step++;
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SCR_UpdateScreen ();
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#endif // SLIM
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max_s = max_t = 64.0;
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if (!(particleimage = loadtextureimage("textures/particles/bloodcloud", 0, 0, qfalse, GU_LINEAR)))
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@ -634,8 +652,14 @@ void QMB_InitParticles (void)
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ADD_PARTICLE_TYPE(p_lightningbeam, pd_beam, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, ptex_lightning, 255, 0, 0, pm_die, 0);
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ADD_PARTICLE_TYPE(p_muzzleflash, pd_billboard, GU_SRC_ALPHA, GU_FIX, ptex_muzzleflash, 255, 0, 0, pm_static, 0);
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#ifdef SLIM
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ADD_PARTICLE_TYPE(p_muzzleflash2, pd_billboard, GU_SRC_ALPHA, GU_FIX, ptex_muzzleflash2, 255, 0, 0, pm_static, 0);
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ADD_PARTICLE_TYPE(p_muzzleflash3, pd_billboard, GU_SRC_ALPHA, GU_FIX, ptex_muzzleflash3, 255, 0, 0, pm_static, 0);
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#endif // SLIM
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ADD_PARTICLE_TYPE(p_rain, pd_billboard, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, ptex_generic, 255, -16, 0, pm_rain, 0);
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loading_cur_step++;
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@ -851,8 +875,14 @@ __inline static void AddParticle (part_type_t type, vec3_t org, int count, float
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break;
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case p_muzzleflash:
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#ifdef SLIM
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case p_muzzleflash2:
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case p_muzzleflash3:
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#endif // SLIM
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VectorCopy (org, p->org);
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p->rotspeed = (rand() & 45) - 90;
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//p->size = size * (rand() % 6) / 4;//r00k
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@ -1750,12 +1780,30 @@ void QMB_DrawParticles (void)
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}
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}
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if(pt->texture == ptex_muzzleflash || pt->texture == ptex_muzzleflash2 || pt->texture == ptex_muzzleflash3)
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#ifdef SLIM
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if (pt->texture == ptex_muzzleflash || pt->texture == ptex_muzzleflash2 || pt->texture == ptex_muzzleflash3)
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#else
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if (pt->texture == ptex_muzzleflash)
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#endif // SLIM
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sceGuDepthRange(0, 19660);
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DRAW_PARTICLE_BILLBOARD(ptex, p, billboard);
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if(pt->texture == ptex_muzzleflash || pt->texture == ptex_muzzleflash2 || pt->texture == ptex_muzzleflash3)
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#ifdef SLIM
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if (pt->texture == ptex_muzzleflash || pt->texture == ptex_muzzleflash2 || pt->texture == ptex_muzzleflash3)
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#else
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if (pt->texture == ptex_muzzleflash)
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#endif // SLIM
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sceGuDepthRange(0, 65535);
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}
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break;
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@ -2613,6 +2661,9 @@ void QMB_MuzzleFlash(vec3_t org)
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if(size == 0 || cl.stats[STAT_ZOOM] == 2)
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return;
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#ifdef SLIM
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switch(rand() % 3 + 1)
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{
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case 1:
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@ -2628,6 +2679,13 @@ void QMB_MuzzleFlash(vec3_t org)
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AddParticle (p_muzzleflash, org, 1, size, 0.04 * frametime, color, zerodir);
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break;
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}
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#else
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AddParticle (p_muzzleflash, org, 1, size, 0.04 * frametime, color, zerodir);
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#endif // SLIM
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}
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}
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@ -551,9 +551,23 @@ void Draw_Init (void)
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sniper_scope = Draw_CachePic ("gfx/hud/scope_256");
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zombie_skins[0][0] = loadtextureimage ("models/ai/zfull.mdl_0", 0, 0, qtrue, GU_LINEAR);
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// PSP PHAT: Only have 1 Zombie skin.. this saves 192kB of VRAM, well worth it.
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#ifdef SLIM
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zombie_skins[0][1] = loadtextureimage ("models/ai/zfull.mdl_1", 0, 0, qtrue, GU_LINEAR);
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zombie_skins[1][0] = loadtextureimage ("models/ai/zfull.mdl_2", 0, 0, qtrue, GU_LINEAR);
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zombie_skins[1][1] = loadtextureimage ("models/ai/zfull.mdl_3", 0, 0, qtrue, GU_LINEAR);
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#else
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zombie_skins[0][1] = loadtextureimage ("models/ai/zfull.mdl_0", 0, 0, qtrue, GU_LINEAR);
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zombie_skins[1][0] = loadtextureimage ("models/ai/zfull.mdl_0", 0, 0, qtrue, GU_LINEAR);
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zombie_skins[1][1] = loadtextureimage ("models/ai/zfull.mdl_0", 0, 0, qtrue, GU_LINEAR);
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#endif // SLIM
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Clear_LoadingFill ();
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}
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