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https://git.code.sf.net/p/quake/quakeforge-old
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Cleaning up some of the ifdefs in the particle code..
Marcus Sundberg, using Mesa with GL support is PREFERED to using the MiniGL!! I have requests from 3Dfx and Zoid to drop support for the MiniGL completely.. Thats now fixed..
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cefeaf6ecf
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2 changed files with 30 additions and 41 deletions
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@ -106,7 +106,7 @@ void R_DarkFieldParticles (entity_t *ent)
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p->org[1] = org[1] + j + (rand()&3);
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p->org[2] = org[2] + k + (rand()&3);
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VectorNormalize (dir);
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VectorNormalize (dir);
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vel = 50 + (rand()&63);
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VectorScale (dir, vel, p->vel);
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}
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@ -141,11 +141,11 @@ void R_EntityParticles (entity_t *ent)
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dist = 64;
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count = 50;
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if (!avelocities[0][0])
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{
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for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
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avelocities[0][i] = (rand()&255) * 0.01;
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}
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if (!avelocities[0][0])
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{
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for (i=0 ; i<NUMVERTEXNORMALS*3 ; i++)
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avelocities[0][i] = (rand()&255) * 0.01;
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}
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for (i=0 ; i<NUMVERTEXNORMALS ; i++)
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@ -175,9 +175,9 @@ avelocities[0][i] = (rand()&255) * 0.01;
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p->color = 0x6f;
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p->type = pt_explode;
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p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength;
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p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength;
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p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength;
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p->org[0] = ent->origin[0] + r_avertexnormals[i][0]*dist + forward[0]*beamlength;
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p->org[1] = ent->origin[1] + r_avertexnormals[i][1]*dist + forward[1]*beamlength;
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p->org[2] = ent->origin[2] + r_avertexnormals[i][2]*dist + forward[2]*beamlength;
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}
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}
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@ -270,10 +270,10 @@ void R_ParseParticleEffect (void)
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msgcount = MSG_ReadByte ();
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color = MSG_ReadByte ();
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if (msgcount == 255)
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count = 1024;
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else
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count = msgcount;
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if (msgcount == 255)
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count = 1024;
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else
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count = msgcount;
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R_RunParticleEffect (org, dir, color, count);
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}
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@ -421,9 +421,8 @@ void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
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else
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scale = 1;
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#endif
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for (i=0 ; i<count ; i++)
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{
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for (i=0 ; i<count ; i++) {
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if (!free_particles)
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return;
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p = free_particles;
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@ -435,49 +434,39 @@ void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
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p->die = cl.time + 0.1*(rand()%5);
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p->color = (color&~7) + (rand()&7);
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p->type = pt_grav;
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for (j=0 ; j<3 ; j++)
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#else
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if (count == 1024)
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{ // rocket explosion
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for (j=0 ; j<3 ; j++) {
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p->org[j] = org[j] + scale*((rand()&15)-8);
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p->vel[j] = dir[j]*15;// + (rand()%300)-150;
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}
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#elif UQUAKE
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if (count == 1024) {
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// rocket explosion
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p->die = cl.time + 5;
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p->color = ramp1[0];
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p->ramp = rand()&3;
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if (i & 1)
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{
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if (i & 1) {
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p->type = pt_explode;
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for (j=0 ; j<3 ; j++)
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{
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for (j=0 ; j<3 ; j++) {
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p->org[j] = org[j] + ((rand()%32)-16);
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p->vel[j] = (rand()%512)-256;
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}
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}
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else
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{
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} else {
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p->type = pt_explode2;
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for (j=0 ; j<3 ; j++)
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{
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for (j=0 ; j<3 ; j++) {
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p->org[j] = org[j] + ((rand()%32)-16);
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p->vel[j] = (rand()%512)-256;
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}
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}
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}
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else
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#endif
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{
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#ifdef QUAKEWORLD
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p->org[j] = org[j] + scale*((rand()&15)-8);
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p->vel[j] = dir[j]*15;// + (rand()%300)-150;
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#else
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} else {
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p->die = cl.time + 0.1*(rand()%5);
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p->color = (color&~7) + (rand()&7);
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p->type = pt_slowgrav;
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for (j=0 ; j<3 ; j++)
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{
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for (j=0 ; j<3 ; j++) {
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p->org[j] = org[j] + ((rand()&15)-8);
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p->vel[j] = dir[j]*15;// + (rand()%300)-150;
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}
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#endif
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}
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#endif
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}
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}
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@ -465,7 +465,7 @@ if test "x$HAS_3dfx" != "xno" -a "x$HAS_SVGA" = "xyes" \
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fi
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if test -z "$TDFXGL_NAME"; then
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dnl Check in reverse order of preference
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for a in $OGL_NAME 3dfxgl; do
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for a in 3dfxgl $OGL_NAME; do
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AC_CHECK_LIB($a, fxMesaCreateContext, TDFXGL_NAME=$a, qwfoo=qwfoo,
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[$GLIDE_LIBS $TDFXGL_LIBS])
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done
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