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https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-10 15:22:04 +00:00
Tweak particle effects extensively. Grenades and blood far cheaper, and better looking.
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parent
9bdc1f02c4
commit
0c00970ae1
2 changed files with 17 additions and 18 deletions
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@ -484,56 +484,55 @@ R_RocketTrail (int type, entity_t *ent)
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pdie = cl.time + 2;
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ptype = pt_static;
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ptex = part_tex_dot;
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pcolor = 0;
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pscale = .75;
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palpha = 255;
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dist = 1;
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pcolor = 0;
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pscale = 6;
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dist = 40;
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switch (type) {
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case 0: // rocket trail
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dist = 40;
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pdie = cl.time + 60;
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ptype = pt_smokering;
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pscale = lhrandom (10, 15);
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pscale = lhrandom (9, 12);
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// Misty-chan: Temporary easter egg
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pcolor = (rand () & 255);
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// pcolor = (rand () & 3) + 12;
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palpha = 220 + (rand () & 31);
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palpha = 128 + (rand () & 31);
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VectorVectors(vec, right, up);
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VectorCopy (ent->old_origin, porg);
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ptex = part_tex_smoke_ring[rand () & 7];
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break;
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case 1: // grenade trail
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dist = 4;
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pdie = cl.time + 1;
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ptype = pt_smoke;
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pscale = lhrandom (6, 9);
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// Misty-chan: Temporary easter egg.
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pcolor = (rand () & 255);
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// pcolor = (rand () & 3) + 3;
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palpha = 48 + (rand () & 31);
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// pcolor = (rand () & 2);
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palpha = 128 + (rand () & 31);
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VectorCopy (ent->old_origin, porg);
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ptex = part_tex_smoke[rand () & 7];
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break;
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case 4: // slight blood
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dist = 4;
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case 2: // blood
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dist = 4;
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pscale = 12;
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case 4: // slight blood
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pscale += lhrandom (0, 3);
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ptex = part_tex_smoke[rand () & 7];
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pcolor = 68 + (rand () & 3);
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for (j = 0; j < 3; j++) {
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pvel[j] = (rand () & 15) - 8;
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porg[j] = ent->old_origin[j] + ((rand () % 3) - 2);
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pvel[j] = lhrandom (-3, 3) * type;
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porg[j] = ent->old_origin[j] + lhrandom (-1.5, 1.5);
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}
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ptype = pt_grav;
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break;
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case 6: // voor trail
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// Use smoke ring effects here, once merged with nq? --Despair
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dist = 3;
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pcolor = 9 * 16 + 8 + (rand () & 3);
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ptype = pt_static;
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pscale = lhrandom (.75, 1.5);
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pdie = cl.time + 0.3;
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for (j = 0; j < 3; j++)
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porg[j] = ent->old_origin[j] + ((rand () & 15) - 8);
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porg[j] = ent->old_origin[j] + lhrandom (-8, 8);
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break;
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case 3:
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case 5: // tracer
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@ -137,7 +137,7 @@ GDT_InitSmokeParticleTexture (void)
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c = 255 - (dx*dx + dy2);
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if (c < 1)
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c = 0;
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d = (noise1[y][x] + noise2[y][x]) / 3;
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d = (noise1[y][x] + noise2[y][x]) / 2;
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if (d > 0) {
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data[y][x][0] = 255;
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data[y][x][1] = (d * c)/255;
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@ -180,7 +180,7 @@ GDT_InitSmokeRingParticleTexture (void)
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//b = ((c / 255) * (c2 / 255)) * 512;
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b = (c * c2) * 512 / (255*255);
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if (b < 1) b = 0;
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d = (noise1[y][x] + noise2[y][x]) / 3;
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d = (noise1[y][x] + noise2[y][x]) / 2;
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if (d > 0) {
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data[y][x][0] = 255;
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data[y][x][1] = (d * b)/255;
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