mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-24 21:01:17 +00:00
Particle code cleanup and optimizations..
Also fix a bug theoddone interduced by not cleaning up old particles if they were turned off (would crash when it ran out of free particles)
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b7f3d61625
commit
b7df9b7d1f
1 changed files with 88 additions and 94 deletions
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@ -61,98 +61,91 @@ void R_DrawParticles (void)
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float scale;
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qboolean alphaTestEnabled;
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if (gl_particles->value)
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{
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GL_Bind(particletexture);
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alphaTestEnabled = glIsEnabled(GL_ALPHA_TEST);
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if (alphaTestEnabled)
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glDisable(GL_ALPHA_TEST);
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glEnable (GL_BLEND);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glBegin (GL_TRIANGLES);
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VectorScale (vup, 1.5, up);
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VectorScale (vright, 1.5, right);
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#ifdef UQUAKE
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frametime = cl.time - cl.oldtime;
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#else
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frametime = host_frametime;
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#endif
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time3 = frametime * 15;
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time2 = frametime * 10; // 15;
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time1 = frametime * 5;
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#ifdef UQUAKE
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grav = frametime * sv_gravity->value * 0.05;
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#else
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grav = frametime * 800 * 0.05;
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#endif
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dvel = 4*frametime;
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for ( ;; )
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// Do we actually want to render particles in the first place?
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if (!gl_particles->value) {
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// We still need to prune the particles...
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for (p=active_particles ; p ;)
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{
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kill = active_particles;
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if (kill && kill->die < cl.time)
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{
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active_particles = kill->next;
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// Is it dead?
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if (p->next && (p->next->die < cl.time)) {
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// First save our place..
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kill = p->next;
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p->next = p->next->next;
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// Remove from list and continue.
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kill->next = free_particles;
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free_particles = kill;
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continue;
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}
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break;
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p = p->next;
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}
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for (p=active_particles ; p ; p=p->next)
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{
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for ( ;; )
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{
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kill = p->next;
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if (kill && kill->die < cl.time)
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{
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p->next = kill->next;
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kill->next = free_particles;
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free_particles = kill;
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continue;
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}
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break;
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}
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// hack a scale up to keep particles from disapearing
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scale = (p->org[0] - r_origin[0])*vpn[0]
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+ (p->org[1] - r_origin[1])*vpn[1]
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+ (p->org[2] - r_origin[2])*vpn[2];
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if (scale < 20)
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scale = gl_particles->value;
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else
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scale = gl_particles->value + scale * 0.004;
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#if 0 // was in uquake, but give it a go
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glColor3ubv ((byte *)&d_8to24table[(int)p->color]);
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return;
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}
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GL_Bind(particletexture);
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alphaTestEnabled = glIsEnabled(GL_ALPHA_TEST);
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if (alphaTestEnabled)
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glDisable(GL_ALPHA_TEST);
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glEnable (GL_BLEND);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glBegin (GL_TRIANGLES);
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VectorScale (vup, 1.5, up);
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VectorScale (vright, 1.5, right);
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#ifdef UQUAKE
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frametime = cl.time - cl.oldtime;
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#else
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at = (byte *)&d_8to24table[(int)p->color];
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if (p->type==pt_fire)
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theAlpha = 255*(6-p->ramp)/6;
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// theAlpha = 192;
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// else if (p->type==pt_explode || p->type==pt_explode2)
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// theAlpha = 255*(8-p->ramp)/8;
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else
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theAlpha = 255;
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glColor4ub (*at, *(at+1), *(at+2), theAlpha);
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// glColor3ubv (at);
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// glColor3ubv ((byte *)&d_8to24table[(int)p->color]);
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frametime = host_frametime;
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#endif
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glTexCoord2f (0,0);
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glVertex3fv (p->org);
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glTexCoord2f (1,0);
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glVertex3f (p->org[0] + up[0]*scale, p->org[1] + up[1]*scale, p->org[2] + up[2]*scale);
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glTexCoord2f (0,1);
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glVertex3f (p->org[0] + right[0]*scale, p->org[1] + right[1]*scale, p->org[2] + right[2]*scale);
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time3 = frametime * 15;
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time2 = frametime * 10; // 15;
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time1 = frametime * 5;
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#ifdef UQUAKE
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grav = frametime * sv_gravity->value * 0.05;
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#else
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grav = frametime * 800 * 0.05;
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#endif
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dvel = 4*frametime;
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p->org[0] += p->vel[0]*frametime;
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p->org[1] += p->vel[1]*frametime;
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p->org[2] += p->vel[2]*frametime;
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for (p=active_particles ; p ;)
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{
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// Is it dead?
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if (p->next && (p->next->die < cl.time)) {
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// First save our place..
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kill = p->next;
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p->next = p->next->next;
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// Remove from list and continue.
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kill->next = free_particles;
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free_particles = kill;
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}
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switch (p->type)
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{
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// hack a scale up to keep particles from disapearing
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scale = (p->org[0] - r_origin[0])*vpn[0]
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+ (p->org[1] - r_origin[1])*vpn[1]
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+ (p->org[2] - r_origin[2])*vpn[2];
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if (scale < 20)
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scale = gl_particles->value;
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else
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scale = gl_particles->value + scale * 0.004;
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at = (byte *)&d_8to24table[(int)p->color];
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if (p->type==pt_fire)
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theAlpha = 255*(6-p->ramp)/6;
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else
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theAlpha = 255;
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glColor4ub (*at, *(at+1), *(at+2), theAlpha);
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glTexCoord2f (0,0);
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glVertex3fv (p->org);
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glTexCoord2f (1,0);
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glVertex3f (p->org[0] + up[0]*scale, p->org[1] + up[1]*scale, p->org[2] + up[2]*scale);
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glTexCoord2f (0,1);
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glVertex3f (p->org[0] + right[0]*scale, p->org[1] + right[1]*scale, p->org[2] + right[2]*scale);
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p->org[0] += p->vel[0]*frametime;
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p->org[1] += p->vel[1]*frametime;
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p->org[2] += p->vel[2]*frametime;
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switch (p->type)
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{
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case pt_static:
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break;
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case pt_fire:
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@ -163,7 +156,7 @@ void R_DrawParticles (void)
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p->color = ramp3[(int)p->ramp];
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p->vel[2] += grav;
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break;
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case pt_explode:
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p->ramp += time2;
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if (p->ramp >=8)
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@ -174,7 +167,7 @@ void R_DrawParticles (void)
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p->vel[i] += p->vel[i]*dvel;
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p->vel[2] -= grav;
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break;
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case pt_explode2:
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p->ramp += time3;
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if (p->ramp >=8)
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@ -185,13 +178,13 @@ void R_DrawParticles (void)
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p->vel[i] -= p->vel[i]*frametime;
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p->vel[2] -= grav;
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break;
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case pt_blob:
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for (i=0 ; i<3 ; i++)
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p->vel[i] += p->vel[i]*dvel;
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p->vel[2] -= grav;
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break;
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case pt_blob2:
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for (i=0 ; i<2 ; i++)
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p->vel[i] -= p->vel[i]*dvel;
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@ -203,19 +196,20 @@ void R_DrawParticles (void)
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// so for now it's being fixed.
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// We can implement it as a feature, but it's
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// not all that cool.
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// p->vel[2] -= grav * 20;
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// break;
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case pt_slowgrav:
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p->vel[2] -= grav;
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break;
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}
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}
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p = p->next;
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}
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glEnd ();
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glDisable (GL_BLEND);
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if (alphaTestEnabled)
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glEnable(GL_ALPHA_TEST);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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} // if (gl_particles->value)
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glEnd ();
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glDisable (GL_BLEND);
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if (alphaTestEnabled)
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glEnable(GL_ALPHA_TEST);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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}
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