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Change lightning bolt rotation to be time-based. It's kinda ewwy, but
it seems to work ok.
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1 changed files with 10 additions and 1 deletions
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@ -61,6 +61,7 @@ typedef struct {
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vec3_t start, end;
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entity_t ent_list[MAX_BEAM_ENTS];
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int ent_count;
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int seed;
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} beam_t;
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beam_t cl_beams[MAX_BEAMS];
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@ -216,6 +217,7 @@ CL_ParseBeam (model_t *m)
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b->entity = ent;
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b->model = m;
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b->endtime = cl.time + 0.2;
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b->seed = rand();
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VectorCopy (start, b->start);
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VectorCopy (end, b->end);
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return;
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@ -226,6 +228,7 @@ CL_ParseBeam (model_t *m)
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b->entity = ent;
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b->model = m;
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b->endtime = cl.time + 0.2;
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b->seed = rand();
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VectorCopy (start, b->start);
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VectorCopy (end, b->end);
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return;
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@ -438,6 +441,8 @@ CL_ParseTEnt (void)
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}
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}
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#define BEAM_SEED_INTERVAL 72
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#define BEAM_SEED_PRIME 3191
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void
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CL_UpdateBeams (void)
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@ -449,6 +454,7 @@ CL_UpdateBeams (void)
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entity_t **ent;
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float yaw, pitch;
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float forward;
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unsigned seed;
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// update lightning
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for (i = 0, b = cl_beams; i < MAX_BEAMS; i++, b++) {
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@ -479,6 +485,8 @@ CL_UpdateBeams (void)
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pitch += 360;
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}
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seed = b->seed + ((int)(cl.time * BEAM_SEED_INTERVAL) % BEAM_SEED_INTERVAL);
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// add new entities for the lightning
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VectorCopy (b->start, org);
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d = VectorNormalize (dist);
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@ -492,7 +500,8 @@ CL_UpdateBeams (void)
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(*ent)->model = b->model;
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(*ent)->angles[0] = pitch;
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(*ent)->angles[1] = yaw;
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(*ent)->angles[2] = rand () % 360;
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// (*ent)->angles[2] = rand () % 360;
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(*ent)->angles[2] = (seed = seed * BEAM_SEED_PRIME) % 360;
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VectorMA(org, 30, dist, org);
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d -= 30;
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