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https://git.code.sf.net/p/quake/newtree
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Explosions are temporarily PURPLE, deal with it.
Made dlight colors RGB as opposed to RGBA, the alpha doesn't make a whole lot of sense.
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parent
eb38ab097c
commit
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4 changed files with 33 additions and 27 deletions
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@ -148,7 +148,7 @@ 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[4];
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float color[3]; // Don't use alpha --KB
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} dlight_t;
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typedef struct
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@ -118,26 +118,29 @@ void CL_NewDlight (int key, float x, float y, float z, float radius, float time,
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dl->origin[2] = z;
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dl->radius = radius;
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dl->die = cl.time + time;
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if (type == 0) {
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dl->color[0] = 0.2;
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dl->color[1] = 0.1;
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dl->color[2] = 0.05;
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dl->color[3] = 0.7;
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} else if (type == 1) {
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dl->color[0] = 0.05;
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dl->color[1] = 0.05;
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dl->color[2] = 0.3;
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dl->color[3] = 0.7;
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} else if (type == 2) {
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dl->color[0] = 0.5;
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dl->color[1] = 0.05;
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dl->color[2] = 0.05;
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dl->color[3] = 0.7;
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} else if (type == 3) {
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dl->color[0]=0.5;
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dl->color[1] = 0.05;
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dl->color[2] = 0.4;
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dl->color[3] = 0.7;
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switch (type)
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{
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default:
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case 0:
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dl->color[0] = 0.2;
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dl->color[1] = 0.1;
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dl->color[2] = 0.05;
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break;
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case 1: // blue
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dl->color[0] = 0.05;
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dl->color[1] = 0.05;
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dl->color[2] = 0.3;
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break;
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case 2: // red
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dl->color[0] = 0.5;
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dl->color[1] = 0.05;
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dl->color[2] = 0.05;
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break;
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case 3: // purple
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dl->color[0] = 0.5;
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dl->color[1] = 0.05;
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dl->color[2] = 0.4;
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break;
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}
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}
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@ -259,10 +259,14 @@ void CL_ParseTEnt (void)
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dl->radius = 350;
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dl->die = cl.time + 0.5;
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dl->decay = 300;
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dl->color[0] = 0.2;
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dl->color[1] = 0.1;
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dl->color[2] = 0.05;
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dl->color[3] = 0.7;
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// dl->color[0] = 0.2;
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// dl->color[1] = 0.1;
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// dl->color[2] = 0.05;
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// dl->color[3] = 0.7;
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dl->color[0] = 0.8;
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dl->color[1] = 0.2;
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dl->color[2] = 0.8;
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dl->color[3] = 1;
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// sound
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S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
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@ -147,8 +147,7 @@ void R_RenderDlight (dlight_t *light)
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glBegin (GL_TRIANGLE_FAN);
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// glColor3f (0.2,0.1,0.0);
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// glColor3f (0.2,0.1,0.05); // changed dimlight effect
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glColor4f (light->color[0], light->color[1], light->color[2],
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light->color[3]);
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glColor3fv (light->color);
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for (i=0 ; i<3 ; i++)
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v[i] = light->origin[i] - vpn[i]*rad;
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glVertex3fv (v);
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