mirror of
https://git.code.sf.net/p/quake/newtree
synced 2025-02-16 16:41:30 +00:00
gl_fires/r_firecolor patch. Software client still builds and runs correctly,
but as I don't have GL at work, I have no idea if gl client still works, or if rocket trails work (default to off). This is mostly a blind patch taking the code from oldtree to newtree.
This commit is contained in:
parent
6024c0ce7f
commit
1246b26046
6 changed files with 231 additions and 3 deletions
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@ -148,7 +148,8 @@ typedef struct
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float die; // stop lighting after this time
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float decay; // drop this each second
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float minlight; // don't add when contributing less
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float color[3]; // Don't use alpha --KB
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float _color[3]; // Don't use alpha --KB
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float *color;
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} dlight_t;
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typedef struct
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@ -250,6 +250,24 @@ void GL_DisableMultitexture (void);
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void GL_EnableMultitexture (void);
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void GL_SelectTexture (GLenum target);
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//
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// gl_rpart.c
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//
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typedef struct {
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int key; // allows reusability
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vec3_t origin, owner;
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float size;
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float die, decay; // duration settings
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float minlight; // lighting threshold
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float _color[4]; // RGBA
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float *color;
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} fire_t;
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void R_AddFire (vec3_t, vec3_t, entity_t *ent);
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fire_t *R_AllocFire (int);
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void R_DrawFire (fire_t *);
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void R_UpdateFires (void);
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//
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// gl_warp.c
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//
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@ -79,6 +79,7 @@ dlight_t *CL_AllocDlight (int key)
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{
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memset (dl, 0, sizeof(*dl));
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dl->key = key;
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dl->color = dl->_color;
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return dl;
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}
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}
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@ -92,6 +93,7 @@ dlight_t *CL_AllocDlight (int key)
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{
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memset (dl, 0, sizeof(*dl));
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dl->key = key;
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dl->color = dl->_color;
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return dl;
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}
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}
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@ -99,6 +101,7 @@ dlight_t *CL_AllocDlight (int key)
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dl = &cl_dlights[0];
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memset (dl, 0, sizeof(*dl));
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dl->key = key;
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dl->color = dl->_color;
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return dl;
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}
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199
source/gl_part.c
199
source/gl_part.c
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@ -58,6 +58,7 @@
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#define MAX_PARTICLES 2048 // default max # of particles at one
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// time
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#define MAX_FIRES 128 // rocket flames
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#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's
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// on the command line
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@ -72,6 +73,7 @@ int r_numparticles;
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vec3_t r_pright, r_pup, r_ppn;
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fire_t r_firs[MAX_FIRES];
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/*
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===============
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@ -435,6 +437,7 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type)
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}
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else if (type == 0)
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{ // rocket trail
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R_AddFire (start, end, ent);
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p->ramp = (rand()&3);
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p->color = ramp3[(int)p->ramp];
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p->type = pt_fire;
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@ -627,3 +630,199 @@ void R_DrawParticles (void)
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glEnable(GL_ALPHA_TEST);
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}
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/*
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R_AddFire
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Nifty ball of fire GL effect. Kinda a meshing of the dlight and
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particle engine code.
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*/
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float r_firecolor_flame[4]={0.9,0.7,0.3,1.0};
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float r_firecolor_light[4]={0.9,0.7,0.3,0}; // alpha not used
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void
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R_AddFire (vec3_t start, vec3_t end, entity_t *ent)
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{
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float len;
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fire_t *f;
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dlight_t *dl;
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vec3_t vec;
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int key;
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if (!gl_fires->value)
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return;
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VectorSubtract (end, start, vec);
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len = VectorNormalize (vec);
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key = ent-cl_entities+1;
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if (len)
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{
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f = R_AllocFire (key);
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VectorCopy (end, f->origin);
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VectorCopy (start, f->owner);
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f->size = 20;
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f->die = cl.time + 0.5;
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f->decay = -1;
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f->color=r_firecolor_flame;
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dl = CL_AllocDlight (key);
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VectorCopy (end, dl->origin);
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dl->radius = 200;
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dl->die = cl.time + 0.5;
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dl->color=r_firecolor_light;
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}
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}
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/*
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R_AllocFire
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Clears out and returns a new fireball
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*/
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fire_t *
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R_AllocFire (int key)
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{
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int i;
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fire_t *f;
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if (key) // first try to find/reuse a keyed spot
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{
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f = r_fires;
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for (i = 0; i < MAX_FIRES; i++, f++)
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if (f->key == key)
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{
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memset (f, 0, sizeof(*f));
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f->key = key;
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f->color = f->_color;
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return f;
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}
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}
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f = r_fires; // no match, look for a free spot
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for (i = 0; i < MAX_FIRES; i++, f++)
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{
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if (f->die < cl.time)
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{
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memset (f, 0, sizeof(*f));
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f->key = key;
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f->color = f->_color;
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return f;
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}
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}
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f = &r_fires[0];
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memset (f, 0, sizeof(*f));
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f->key = key;
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f->color = f->_color;
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return f;
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}
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/*
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R_DrawFire
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draws one fireball - probably never need to call this directly
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*/
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void
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R_DrawFire (fire_t *f)
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{
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int i, j;
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vec3_t vec,vec2;
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float radius;
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float *b_sin, *b_cos;
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b_sin = bubble_sintable;
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b_cos = bubble_costable;
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radius = f->size + 0.35;
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// figure out if we're inside the area of effect
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VectorSubtract (f->origin, r_origin, vec);
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if (Length (vec) < radius)
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{
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AddLightBlend (1, 0.5, 0, f->size * 0.0003); // we are
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return;
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}
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// we're not - draw it
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glBegin (GL_TRIANGLE_FAN);
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glColor4fv (f->color);
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for (i=0 ; i<3 ; i++)
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vec[i] = f->origin[i] - vpn[i] * radius;
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glVertex3fv (vec);
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glColor3f (0.0, 0.0, 0.0);
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// don't panic, this just draws a bubble...
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for (i=16 ; i>=0 ; i--)
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{
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for (j=0 ; j<3 ; j++) {
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vec[j] = f->origin[j] + (*b_cos * vright[j]
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+ vup[j]*(*b_sin)) * radius;
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vec2[j] = f->owner[j] + (*b_cos * vright[j]
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+ vup[j]*(*b_sin)) * radius;
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}
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glVertex3fv (vec);
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glVertex3fv (vec2);
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b_sin++;
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b_cos++;
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}
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glEnd ();
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}
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/*
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R_UpdateFires
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Draws each fireball in sequence
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*/
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void
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R_UpdateFires (void)
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{
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int i;
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fire_t *f;
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if (!gl_fires->value)
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return;
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glDepthMask (0);
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glDisable (GL_TEXTURE_2D);
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glShadeModel (GL_SMOOTH);
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glEnable (GL_BLEND);
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glBlendFunc (GL_ONE, GL_ONE);
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f = r_fires;
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for (i = 0; i < MAX_FIRES; i++, f++)
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{
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if (f->die < cl.time || !f->size)
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continue;
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f->size += f->decay;
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f->color[3] /= 2.0;
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R_DrawFire (f);
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}
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glColor3f (1.0, 1.0, 1.0);
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glDisable (GL_BLEND);
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glEnable (GL_TEXTURE_2D);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glDepthMask (1);
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}
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void
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R_FireColor_f(void)
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{
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int i;
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if (Cmd_Argc() == 1) {
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Con_Printf ("r_firecolor %f %f %f %f\n",
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r_firecolor_flame[0],
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r_firecolor_flame[1],
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r_firecolor_flame[2],
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r_firecolor_flame[3]);
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return;
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}
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if (Cmd_Argc() !=6) {
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Con_Printf ("Usage r_firecolor R G B A\n");
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return;
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}
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for (i=0; i<4; i++) {
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r_firecolor_flame[i]=atof(Cmd_Argv(i+1));
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r_firecolor_light[i]=r_firecolor_flame[i];
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}
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}
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@ -1023,7 +1023,7 @@ void R_RenderScene (void)
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GL_DisableMultitexture();
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R_RenderDlights ();
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R_UpdateFires ();
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R_DrawParticles ();
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#ifdef GLTEST
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@ -57,8 +57,10 @@
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#include "glquake.h"
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qboolean VID_Is8bit(void);
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extern void R_InitBubble();
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void R_InitBubble();
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void R_FireColor_f(void);
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cvar_t *gl_fires;
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qboolean allowskybox; // allow skyboxes? --KB
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/*
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@ -230,6 +232,8 @@ void R_Init (void)
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Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
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Cmd_AddCommand ("loadsky", R_LoadSky_f);
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Cmd_AddCommand ("r_firecolor", R_FireColor_f);
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r_norefresh = Cvar_Get("r_norefresh", "0", CVAR_NONE, "None");
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r_lightmap = Cvar_Get("r_lightmap", "0", CVAR_NONE, "None");
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r_fullbright = Cvar_Get("r_fullbright", "0", CVAR_NONE, "None");
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gl_playermip = Cvar_Get("gl_playermip", "0", CVAR_NONE, "None");
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gl_nocolors = Cvar_Get("gl_nocolors", "0", CVAR_NONE, "None");
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gl_fires = Cvar_Get ("gl_fires", "0", CVAR_ARCHIVE,
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"Toggles lavaball and rocket fireballs");
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gl_keeptjunctions = Cvar_Get("gl_keeptjunctions", "1", CVAR_NONE, "None");
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gl_reporttjunctions = Cvar_Get("gl_reporttjunctions", "0", CVAR_NONE, "None");
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