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Convert a few rand to qfrandom, and a tiny optimization (more of a cleanup, really).
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1 changed files with 8 additions and 12 deletions
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@ -449,26 +449,26 @@ R_RocketTrail (int type, entity_t *ent)
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dist = 3;
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/*
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This switch isn't just to avoid unnecessary variable unassignments, the main
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reason for it is to set the first pscale, since you need both it and the next
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to calculate the distance to the 2nd particle -- Despair
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use is to set the first pscale, since you need both it and the next to
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calculate the distance to the 2nd particle -- Despair
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*/
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switch (type) {
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case 0: // rocket trail
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pscale = 1.5 + (float) (1.5 * rand() / (RAND_MAX + 1.0));
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pscale = 1.5 + qfrandom (1.5);
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ptype = pt_smoke;
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break;
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case 1: // grenade trail
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pscale = 6.0 + (float) (7.0 * rand() / (RAND_MAX + 1.0));
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pscale = 6.0 + qfrandom (7.0);
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ptype = pt_smoke;
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break;
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case 2: // blood
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pscale = 5.0 + (float) (10.0 * rand() / (RAND_MAX + 1.0));
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pscale = 5.0 + qfrandom (10.0);
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ptype = pt_grav;
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break;
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case 4: // slight blood
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palpha = 192;
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pdie = r_realtime + 1.5;
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pscale = 1.5 + (float) (7.5 * rand() / (RAND_MAX + 1.0));
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pscale = 1.5 + qfrandom (7.5);
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ptype = pt_grav;
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break;
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case 3: // green tracer
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@ -577,7 +577,6 @@ R_DrawParticles (void)
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float dvel, grav, fast_grav, minparticledist, scale;
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int activeparticles, maxparticle, j, k;
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particle_t *part;
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vec3_t up, right;
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vec3_t up_scale, right_scale, up_right_scale, down_right_scale;
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if (!r_particles->int_val)
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@ -586,9 +585,6 @@ R_DrawParticles (void)
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// LordHavoc: particles should not affect zbuffer
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qfglDepthMask (GL_FALSE);
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VectorCopy (vup, up);
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VectorCopy (vright, right);
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varray[0].texcoord[0] = 0; varray[0].texcoord[1] = 1;
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varray[1].texcoord[0] = 0; varray[1].texcoord[1] = 0;
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varray[2].texcoord[0] = 1; varray[2].texcoord[1] = 0;
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@ -631,8 +627,8 @@ R_DrawParticles (void)
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scale = part->scale;
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VectorScale (up, scale, up_scale);
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VectorScale (right, scale, right_scale);
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VectorScale (vup, scale, up_scale);
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VectorScale (vright, scale, right_scale);
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VectorAdd (right_scale, up_scale, up_right_scale);
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VectorSubtract (right_scale, up_scale, down_right_scale);
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