Limit Zombie Skins and Muzzleflash variants on PSP 1000

This commit is contained in:
Steam Deck User 2023-03-27 15:20:34 -04:00
parent 702e2a9aa5
commit aa440e3726
2 changed files with 74 additions and 2 deletions

View File

@ -79,8 +79,14 @@ typedef enum
p_flare, p_flare,
p_dot, p_dot,
p_muzzleflash, p_muzzleflash,
#ifdef SLIM
p_muzzleflash2, p_muzzleflash2,
p_muzzleflash3, p_muzzleflash3,
#endif // SLIM
p_q3blood_trail, p_q3blood_trail,
p_q3blood_decal, p_q3blood_decal,
p_q3rocketsmoke, p_q3rocketsmoke,
@ -117,8 +123,14 @@ typedef enum
ptex_lightning, ptex_lightning,
ptex_flame, ptex_flame,
ptex_muzzleflash, ptex_muzzleflash,
#ifdef SLIM
ptex_muzzleflash2, ptex_muzzleflash2,
ptex_muzzleflash3, ptex_muzzleflash3,
#endif // SLIM
ptex_bloodcloud, ptex_bloodcloud,
ptex_q3blood, ptex_q3blood,
ptex_q3blood_trail, ptex_q3blood_trail,
@ -534,6 +546,10 @@ void QMB_InitParticles (void)
loading_cur_step++; loading_cur_step++;
SCR_UpdateScreen (); SCR_UpdateScreen ();
// PSP PHAT: Only have 1 Muzzleflash graphic.. saves 32kB VRAM.
#ifdef SLIM
if (!(particleimage = loadtextureimage("textures/mzfl/mzfl1", 0, 0, qfalse, GU_LINEAR))) if (!(particleimage = loadtextureimage("textures/mzfl/mzfl1", 0, 0, qfalse, GU_LINEAR)))
{ {
//Clear_LoadingFill (); //Clear_LoadingFill ();
@ -554,6 +570,8 @@ void QMB_InitParticles (void)
loading_cur_step++; loading_cur_step++;
SCR_UpdateScreen (); SCR_UpdateScreen ();
#endif // SLIM
max_s = max_t = 64.0; max_s = max_t = 64.0;
if (!(particleimage = loadtextureimage("textures/particles/bloodcloud", 0, 0, qfalse, GU_LINEAR))) if (!(particleimage = loadtextureimage("textures/particles/bloodcloud", 0, 0, qfalse, GU_LINEAR)))
@ -634,8 +652,14 @@ void QMB_InitParticles (void)
ADD_PARTICLE_TYPE(p_lightningbeam, pd_beam, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, ptex_lightning, 255, 0, 0, pm_die, 0); ADD_PARTICLE_TYPE(p_lightningbeam, pd_beam, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, ptex_lightning, 255, 0, 0, pm_die, 0);
ADD_PARTICLE_TYPE(p_muzzleflash, pd_billboard, GU_SRC_ALPHA, GU_FIX, ptex_muzzleflash, 255, 0, 0, pm_static, 0); ADD_PARTICLE_TYPE(p_muzzleflash, pd_billboard, GU_SRC_ALPHA, GU_FIX, ptex_muzzleflash, 255, 0, 0, pm_static, 0);
#ifdef SLIM
ADD_PARTICLE_TYPE(p_muzzleflash2, pd_billboard, GU_SRC_ALPHA, GU_FIX, ptex_muzzleflash2, 255, 0, 0, pm_static, 0); ADD_PARTICLE_TYPE(p_muzzleflash2, pd_billboard, GU_SRC_ALPHA, GU_FIX, ptex_muzzleflash2, 255, 0, 0, pm_static, 0);
ADD_PARTICLE_TYPE(p_muzzleflash3, pd_billboard, GU_SRC_ALPHA, GU_FIX, ptex_muzzleflash3, 255, 0, 0, pm_static, 0); ADD_PARTICLE_TYPE(p_muzzleflash3, pd_billboard, GU_SRC_ALPHA, GU_FIX, ptex_muzzleflash3, 255, 0, 0, pm_static, 0);
#endif // SLIM
ADD_PARTICLE_TYPE(p_rain, pd_billboard, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, ptex_generic, 255, -16, 0, pm_rain, 0); ADD_PARTICLE_TYPE(p_rain, pd_billboard, GU_SRC_ALPHA, GU_ONE_MINUS_SRC_ALPHA, ptex_generic, 255, -16, 0, pm_rain, 0);
loading_cur_step++; loading_cur_step++;
@ -851,8 +875,14 @@ __inline static void AddParticle (part_type_t type, vec3_t org, int count, float
break; break;
case p_muzzleflash: case p_muzzleflash:
#ifdef SLIM
case p_muzzleflash2: case p_muzzleflash2:
case p_muzzleflash3: case p_muzzleflash3:
#endif // SLIM
VectorCopy (org, p->org); VectorCopy (org, p->org);
p->rotspeed = (rand() & 45) - 90; p->rotspeed = (rand() & 45) - 90;
//p->size = size * (rand() % 6) / 4;//r00k //p->size = size * (rand() % 6) / 4;//r00k
@ -1750,12 +1780,30 @@ void QMB_DrawParticles (void)
} }
} }
if(pt->texture == ptex_muzzleflash || pt->texture == ptex_muzzleflash2 || pt->texture == ptex_muzzleflash3) #ifdef SLIM
if (pt->texture == ptex_muzzleflash || pt->texture == ptex_muzzleflash2 || pt->texture == ptex_muzzleflash3)
#else
if (pt->texture == ptex_muzzleflash)
#endif // SLIM
sceGuDepthRange(0, 19660); sceGuDepthRange(0, 19660);
DRAW_PARTICLE_BILLBOARD(ptex, p, billboard); DRAW_PARTICLE_BILLBOARD(ptex, p, billboard);
if(pt->texture == ptex_muzzleflash || pt->texture == ptex_muzzleflash2 || pt->texture == ptex_muzzleflash3) #ifdef SLIM
if (pt->texture == ptex_muzzleflash || pt->texture == ptex_muzzleflash2 || pt->texture == ptex_muzzleflash3)
#else
if (pt->texture == ptex_muzzleflash)
#endif // SLIM
sceGuDepthRange(0, 65535); sceGuDepthRange(0, 65535);
} }
break; break;
@ -2613,6 +2661,9 @@ void QMB_MuzzleFlash(vec3_t org)
if(size == 0 || cl.stats[STAT_ZOOM] == 2) if(size == 0 || cl.stats[STAT_ZOOM] == 2)
return; return;
#ifdef SLIM
switch(rand() % 3 + 1) switch(rand() % 3 + 1)
{ {
case 1: case 1:
@ -2628,6 +2679,13 @@ void QMB_MuzzleFlash(vec3_t org)
AddParticle (p_muzzleflash, org, 1, size, 0.04 * frametime, color, zerodir); AddParticle (p_muzzleflash, org, 1, size, 0.04 * frametime, color, zerodir);
break; break;
} }
#else
AddParticle (p_muzzleflash, org, 1, size, 0.04 * frametime, color, zerodir);
#endif // SLIM
} }
} }

View File

@ -551,9 +551,23 @@ void Draw_Init (void)
sniper_scope = Draw_CachePic ("gfx/hud/scope_256"); sniper_scope = Draw_CachePic ("gfx/hud/scope_256");
zombie_skins[0][0] = loadtextureimage ("models/ai/zfull.mdl_0", 0, 0, qtrue, GU_LINEAR); zombie_skins[0][0] = loadtextureimage ("models/ai/zfull.mdl_0", 0, 0, qtrue, GU_LINEAR);
// PSP PHAT: Only have 1 Zombie skin.. this saves 192kB of VRAM, well worth it.
#ifdef SLIM
zombie_skins[0][1] = loadtextureimage ("models/ai/zfull.mdl_1", 0, 0, qtrue, GU_LINEAR); zombie_skins[0][1] = loadtextureimage ("models/ai/zfull.mdl_1", 0, 0, qtrue, GU_LINEAR);
zombie_skins[1][0] = loadtextureimage ("models/ai/zfull.mdl_2", 0, 0, qtrue, GU_LINEAR); zombie_skins[1][0] = loadtextureimage ("models/ai/zfull.mdl_2", 0, 0, qtrue, GU_LINEAR);
zombie_skins[1][1] = loadtextureimage ("models/ai/zfull.mdl_3", 0, 0, qtrue, GU_LINEAR); zombie_skins[1][1] = loadtextureimage ("models/ai/zfull.mdl_3", 0, 0, qtrue, GU_LINEAR);
#else
zombie_skins[0][1] = loadtextureimage ("models/ai/zfull.mdl_0", 0, 0, qtrue, GU_LINEAR);
zombie_skins[1][0] = loadtextureimage ("models/ai/zfull.mdl_0", 0, 0, qtrue, GU_LINEAR);
zombie_skins[1][1] = loadtextureimage ("models/ai/zfull.mdl_0", 0, 0, qtrue, GU_LINEAR);
#endif // SLIM
Clear_LoadingFill (); Clear_LoadingFill ();
} }