mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-06 13:11:20 +00:00
c9ecc7a9d2
to do the job much more simply. Also replaced lighthalf_v with white_v on the QW side.
706 lines
16 KiB
C
706 lines
16 KiB
C
/*
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gl_dyn_part.c
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OpenGL particle system.
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "QF/cmd.h"
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#include "QF/compat.h"
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#include "QF/console.h"
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#include "glquake.h"
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#include "host.h"
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#include "r_dynamic.h"
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#include "QF/qargs.h"
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#include "QF/sys.h"
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typedef enum {
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pt_static, pt_grav, pt_blob, pt_blob2,
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pt_smoke, pt_smokecloud, pt_bloodcloud,
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pt_fadespark, pt_fadespark2, pt_fallfadespark
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} ptype_t;
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typedef struct particle_s {
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// driver-usable fields
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vec3_t org;
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int tex;
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float color;
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float alpha;
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float scale;
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vec3_t vel;
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float ramp;
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float die;
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ptype_t type;
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} particle_t;
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static particle_t *particles, **freeparticles;
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static short r_numparticles, numparticles;
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extern cvar_t *cl_max_particles;
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extern int part_tex_smoke[8];
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extern int part_tex_dot;
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int ramp[8] = { 0x6d, 0x6b, 0x06, 0x05, 0x04, 0x03, 0x02, 0x01 };
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inline particle_t *
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particle_new (ptype_t type, int texnum, vec3_t org, float scale, vec3_t vel,
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float die, byte color, byte alpha)
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{
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particle_t *part;
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if (numparticles >= r_numparticles) {
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// Con_Printf("FAILED PARTICLE ALLOC!\n");
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return NULL;
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}
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part = &particles[numparticles++];
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part->type = type;
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VectorCopy (org, part->org);
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VectorCopy (vel, part->vel);
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part->die = die;
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part->color = color;
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part->alpha = alpha;
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part->tex = texnum;
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part->scale = scale;
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return part;
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}
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inline particle_t *
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particle_new_random (ptype_t type, int texnum, vec3_t org, int org_fuzz,
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float scale, int vel_fuzz, float die, byte color,
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byte alpha)
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{
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vec3_t porg, pvel;
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int j;
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for (j = 0; j < 3; j++) {
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if (org_fuzz)
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porg[j] = lhrandom (-org_fuzz, org_fuzz) + org[j];
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if (vel_fuzz)
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pvel[j] = lhrandom (-vel_fuzz, vel_fuzz);
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}
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return particle_new (type, texnum, porg, scale, pvel, die, color, alpha);
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}
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/*
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R_MaxParticlesCheck
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Misty-chan: Dynamically change the maximum amount of particles on the fly.
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Thanks to a LOT of help from Taniwha, Deek, Mercury, Lordhavoc, and lots of others.
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*/
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void
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R_MaxParticlesCheck (cvar_t *var)
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{
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/*
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Catchall. If the user changed the setting to a number less than zero *or* if we had a wacky cfg get past
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the init code check, this will make sure we don't have problems. Also note that grabbing the var->int_val is IMPORTANT:
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Prevents a segfault since if we grabbed the int_val of cl_max_particles we'd sig11 right here at startup.
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*/
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r_numparticles = max(var->int_val, 0);
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/*
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Enable this to see how many particles are ACTUALLY allocated whenever you do a cl_max_particles change
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Also note it's damned useful for checking for if this thing is running more than it should!
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Con_Printf ("%d", r_numparticles);
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*/
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// Be very careful the next time we do something like this. calloc/free are IMPORTANT
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// and the compiler doesn't know when we do bad things with them.
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free (particles);
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free (freeparticles);
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particles = (particle_t *)
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calloc (r_numparticles, sizeof (particle_t));
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freeparticles = (particle_t **)
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calloc (r_numparticles, sizeof (particle_t*));
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R_ClearParticles();
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}
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/*
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R_Particles_Init_Cvars
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*/
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void
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R_Particles_Init_Cvars (void)
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{
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// Misty-chan: This is a cvar that does callbacks. Whenever it changes, it calls the function
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// R_MaxParticlesCheck and therefore is very nifty.
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Cvar_Get ("cl_max_particles", "2048", CVAR_ARCHIVE, R_MaxParticlesCheck,
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"Maximum amount of particles to display. No maximum, minimum is 0, although it's best to use r_particles 0 instead.");
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}
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/*
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R_ClearParticles
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*/
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void
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R_ClearParticles (void)
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{
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numparticles = 0;
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}
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void
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R_ReadPointFile_f (void)
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{
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QFile *f;
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vec3_t org;
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int r;
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int c;
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char name[MAX_OSPATH], *mapname, *t1;
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mapname = strdup (cl.worldmodel->name);
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if (!mapname)
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Sys_Error ("Can't duplicate mapname!");
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t1 = strrchr (mapname, '.');
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if (!t1)
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Sys_Error ("Can't find .!");
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t1[0] = '\0';
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snprintf (name, sizeof (name), "%s.pts", mapname);
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free (mapname);
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COM_FOpenFile (name, &f);
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if (!f) {
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Con_Printf ("couldn't open %s\n", name);
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return;
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}
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Con_Printf ("Reading %s...\n", name);
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c = 0;
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for (;;) {
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char buf[64];
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Qgets (f, buf, sizeof (buf));
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r = sscanf (buf, "%f %f %f\n", &org[0], &org[1], &org[2]);
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if (r != 3)
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break;
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c++;
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if (!particle_new (pt_static, part_tex_dot, org, 1.5, vec3_origin,
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99999, (-c) & 15, 255)) {
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Con_Printf ("Not enough free particles\n");
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break;
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}
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}
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Qclose (f);
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Con_Printf ("%i points read\n", c);
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}
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/*
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R_ParticleExplosion
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*/
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void
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R_ParticleExplosion (vec3_t org)
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{
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if (!r_particles->int_val)
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return;
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particle_new_random (pt_smokecloud, part_tex_smoke[rand () & 7], org, 4, 30,
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8, cl.time + 5, (rand () & 7) + 8,
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128 + (rand () & 63));
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}
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/*
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R_BlobExplosion
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*/
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void
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R_BlobExplosion (vec3_t org)
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{
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int i;
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if (!r_particles->int_val)
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return;
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for (i = 0; i < 512; i++) {
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particle_new_random (pt_blob, part_tex_dot, org, 12, 2, 256,
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(cl.time + 1 + (rand () & 8) * 0.05),
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(66 + rand () % 6), 255);
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}
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for (i = 0; i < 512; i++) {
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particle_new_random (pt_blob2, part_tex_dot, org, 12, 2, 256,
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(cl.time + 1 + (rand () & 8) * 0.05),
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(150 + rand () % 6), 255);
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}
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}
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static void
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R_RunSparkEffect (vec3_t org, int count, int ofuzz)
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{
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if (!r_particles->int_val)
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return;
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particle_new (pt_smokecloud, part_tex_smoke[rand () & 7], org,
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(ofuzz / 8) * .75, vec3_origin, cl.time + 99,
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12 + (rand () & 3), 96);
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while (count--)
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particle_new_random (pt_fallfadespark, part_tex_dot, org, ofuzz * .75,
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1, 96, cl.time + 5, ramp[rand () % 6],
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lhrandom (0, 255));
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}
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static void
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R_RunGunshotEffect (vec3_t org, int count)
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{
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int scale;
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if (!r_particles->int_val)
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return;
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if (count > 6)
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scale = 3;
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else
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scale = 2;
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R_RunSparkEffect (org, count * 10, 8 * scale);
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return;
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}
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static void
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R_BloodPuff (vec3_t org, int count)
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{
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if (!r_particles->int_val)
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return;
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particle_new (pt_bloodcloud, part_tex_smoke[rand () & 7], org, 9,
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vec3_origin, cl.time + 99, 68 + (rand () & 3), 128);
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}
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/*
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R_RunPuffEffect
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*/
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void
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R_RunPuffEffect (vec3_t org, byte type, byte count)
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{
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if (!r_particles->int_val)
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return;
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switch (type) {
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case TE_GUNSHOT:
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R_RunGunshotEffect (org, count);
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break;
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case TE_BLOOD:
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R_BloodPuff (org, count);
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break;
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case TE_LIGHTNINGBLOOD:
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R_BloodPuff (org, 5 + (rand () & 1));
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break;
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}
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}
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/*
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R_RunParticleEffect
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*/
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void
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R_RunParticleEffect (vec3_t org, int color, int count)
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{
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int i, j, scale;
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vec3_t porg;
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if (!r_particles->int_val)
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return;
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if (count > 130)
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scale = 3;
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else if (count > 20)
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scale = 2;
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else
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scale = 1;
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for (i = 0; i < count; i++) {
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for (j = 0; j < 3; j++) {
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porg[j] = org[j] + scale * ((rand () & 15) - 8);
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}
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particle_new (pt_grav, part_tex_dot, porg, 1.5, vec3_origin,
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(cl.time + 0.1 * (rand () % 5)),
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(color & ~7) + (rand () & 7), 255);
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}
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}
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void
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R_RunSpikeEffect (vec3_t org, byte type)
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{
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switch (type) {
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case TE_SPIKE:
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R_RunSparkEffect (org, 5, 8);
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break;
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case TE_SUPERSPIKE:
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R_RunSparkEffect (org, 10, 8);
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break;
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case TE_KNIGHTSPIKE:
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R_RunSparkEffect (org, 10, 8);
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break;
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case TE_WIZSPIKE:
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R_RunSparkEffect (org, 15, 16);
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break;
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}
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}
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/*
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R_LavaSplash
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*/
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void
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R_LavaSplash (vec3_t org)
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{
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int i, j;
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float vel;
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vec3_t dir, porg, pvel;
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if (!r_particles->int_val)
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return;
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for (i = -8; i < 8; i++) {
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for (j = -8; j < 8; j++) {
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dir[0] = j * 16 + (rand () & 7);
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dir[1] = i * 16 + (rand () & 7);
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dir[2] = 256;
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porg[0] = org[0] + dir[0];
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porg[1] = org[1] + dir[1];
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porg[2] = org[2] + (rand () & 63);
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VectorNormalize (dir);
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vel = 50 + (rand () & 63);
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VectorScale (dir, vel, pvel);
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particle_new (pt_grav, part_tex_dot, porg, 3, pvel,
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(cl.time + 2 + (rand () & 31) * 0.02),
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(224 + (rand () & 7)), 193);
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}
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}
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}
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/*
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R_TeleportSplash
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*/
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void
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R_TeleportSplash (vec3_t org)
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{
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int i, j, k;
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float vel;
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vec3_t dir, porg, pvel;
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if (!r_particles->int_val)
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return;
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for (i = -16; i < 16; i += 4)
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for (j = -16; j < 16; j += 4)
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for (k = -24; k < 32; k += 4) {
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dir[0] = j * 8;
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dir[1] = i * 8;
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dir[2] = k * 8;
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porg[0] = org[0] + i + (rand () & 3);
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porg[1] = org[1] + j + (rand () & 3);
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porg[2] = org[2] + k + (rand () & 3);
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VectorNormalize (dir);
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vel = 50 + (rand () & 63);
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VectorScale (dir, vel, pvel);
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particle_new (pt_grav, part_tex_dot, porg, 0.6, pvel,
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(cl.time + 0.2 + (rand () & 7) * 0.02),
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(7 + (rand () & 7)), 255);
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}
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}
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void
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R_RocketTrail (int type, entity_t *ent)
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{
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vec3_t vec;
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float len;
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int j, ptex;
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ptype_t ptype;
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vec3_t porg, pvel;
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float pdie, pscale;
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byte palpha, pcolor;
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if (type == 0)
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R_AddFire (ent->old_origin, ent->origin, ent);
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if (!r_particles->int_val)
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return;
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VectorSubtract (ent->origin, ent->old_origin, vec);
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len = VectorNormalize (vec);
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while (len > 0) {
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VectorCopy (vec3_origin, pvel);
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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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switch (type) {
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case 0: // rocket trail
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pcolor = (rand () & 3) + 12;
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goto common_rocket_gren_trail;
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case 1: // grenade trail
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pcolor = (rand () & 3) + 3;
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goto common_rocket_gren_trail;
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common_rocket_gren_trail:
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len -= 4;
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ptex = part_tex_smoke[rand () & 7];
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pscale = lhrandom (6, 9);
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palpha = 48 + (rand () & 31);
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ptype = pt_smoke;
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pdie = cl.time + 1;
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VectorCopy (ent->old_origin, porg);
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break;
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case 4: // slight blood
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len -= 4;
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case 2: // blood
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len -= 4;
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ptex = part_tex_dot;
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pcolor = 68 + (rand () & 3);
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pdie = cl.time + 2;
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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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}
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ptype = pt_grav;
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break;
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case 6: // voor trail
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len -= 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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break;
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case 3:
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case 5: // tracer
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{
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static int tracercount;
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len -= 3;
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pdie = cl.time + 0.5;
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ptype = pt_static;
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pscale = lhrandom (1.5, 3);
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if (type == 3)
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pcolor = 52 + ((tracercount & 4) << 1);
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else
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pcolor = 230 + ((tracercount & 4) << 1);
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tracercount++;
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VectorCopy (ent->old_origin, porg);
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if (tracercount & 1) {
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pvel[0] = 30 * vec[1];
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pvel[1] = 30 * -vec[0];
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} else {
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pvel[0] = 30 * -vec[1];
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pvel[1] = 30 * vec[0];
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}
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break;
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}
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}
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VectorAdd (ent->old_origin, vec, ent->old_origin);
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particle_new (ptype, ptex, porg, pscale, pvel, pdie, pcolor, palpha);
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}
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}
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/*
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R_DrawParticles
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*/
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void
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R_DrawParticles (void)
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{
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byte i;
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float grav, fast_grav, dvel;
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float minparticledist;
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unsigned char *at;
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byte alpha;
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vec3_t up, right;
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float scale;
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particle_t *part;
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int activeparticles, maxparticle, j, k;
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// LordHavoc: particles should not affect zbuffer
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glDepthMask (GL_FALSE);
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VectorScale (vup, 1.5, up);
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VectorScale (vright, 1.5, right);
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grav = (fast_grav = host_frametime * 800) * 0.05;
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dvel = 4 * host_frametime;
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minparticledist = DotProduct (r_refdef.vieworg, vpn) + 32.0f;
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activeparticles = 0;
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maxparticle = -1;
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j = 0;
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for (k = 0, part = particles; k < numparticles; k++, part++) {
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// LordHavoc: this is probably no longer necessary, as it is checked at the end, but could still happen on weird particle effects, left for safety...
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if (part->die <= cl.time) {
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freeparticles[j++] = part;
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continue;
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}
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maxparticle = k;
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activeparticles++;
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// Don't render particles too close to us.
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// Note, we must still do physics and such on them.
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if (!(DotProduct (part->org, vpn) < minparticledist) &&
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r_particles->int_val) {
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at = (byte *) & d_8to24table[(byte) part->color];
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alpha = part->alpha;
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if (gl_lightmode->int_val)
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glColor4ub ((byte) ((int) at[0] >> 1),
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(byte) ((int) at[1] >> 1),
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(byte) ((int) at[2] >> 1), alpha);
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else
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glColor4ub (at[0], at[1], at[2], alpha);
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scale = part->scale;
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glBindTexture (GL_TEXTURE_2D, part->tex);
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glBegin (GL_QUADS);
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glTexCoord2f (0, 1);
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glVertex3f ((part->org[0] + ((up[0] + right[0]) * scale)),
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(part->org[1] + ((up[1] + right[1]) * scale)),
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(part->org[2] + ((up[2] + right[2]) * scale)));
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glTexCoord2f (0, 0);
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glVertex3f ((part->org[0] + (up[0] * -scale) + (right[0] * scale)),
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(part->org[1] + (up[1] * -scale) + (right[1] * scale)),
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(part->org[2] + (up[2] * -scale) + (right[2] * scale)));
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glTexCoord2f (1, 0);
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glVertex3f ((part->org[0] + ((up[0] + right[0]) * -scale)),
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(part->org[1] + ((up[1] + right[1]) * -scale)),
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(part->org[2] + ((up[2] + right[2]) * -scale)));
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glTexCoord2f (1, 1);
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glVertex3f ((part->org[0] + (up[0] * scale) + (right[0] * -scale)),
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(part->org[1] + (up[1] * scale) + (right[1] * -scale)),
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(part->org[2] + (up[2] * scale) + (right[2] * -scale)));
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glEnd ();
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}
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for (i = 0; i < 3; i++)
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part->org[i] += part->vel[i] * host_frametime;
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switch (part->type) {
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case pt_static:
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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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part->vel[i] += part->vel[i] * dvel;
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part->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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part->vel[i] -= part->vel[i] * dvel;
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part->vel[2] -= grav;
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break;
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case pt_grav:
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part->vel[2] -= grav;
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break;
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case pt_smoke:
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if ((part->alpha -= host_frametime * 90) < 1)
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part->die = -1;
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part->scale += host_frametime * 6;
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part->org[2] += host_frametime * 30;
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break;
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case pt_smokecloud:
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if ((part->alpha -= host_frametime * 128) < 1)
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part->die = -1;
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part->scale += host_frametime * 60;
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part->org[2] += host_frametime * 90;
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break;
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case pt_bloodcloud:
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/*
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if (Mod_PointInLeaf(part->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
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{
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part->die = -1;
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break;
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}
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*/
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if ((part->alpha -= host_frametime * 64) < 1)
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{
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part->die = -1;
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// extra break only helps here
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break;
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}
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part->scale += host_frametime * 4;
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part->vel[2] -= grav;
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break;
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case pt_fadespark:
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if ((part->alpha -= host_frametime * 256) < 1)
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part->die = -1;
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part->vel[2] -= grav;
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break;
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case pt_fadespark2:
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if ((part->alpha -= host_frametime * 512) < 1)
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part->die = -1;
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part->vel[2] -= grav;
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break;
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case pt_fallfadespark:
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if ((part->alpha -= host_frametime * 256) < 1)
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part->die = -1;
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part->vel[2] -= fast_grav;
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break;
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}
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// LordHavoc: immediate removal of unnecessary particles (must be done to ensure compactor below operates properly in all cases)
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if (part->die <= cl.time)
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freeparticles[j++] = part;
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}
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k = 0;
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while (maxparticle >= activeparticles) {
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*freeparticles[k++] = particles[maxparticle--];
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while (maxparticle >= activeparticles
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&& particles[maxparticle].die <= cl.time)
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maxparticle--;
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}
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numparticles = activeparticles;
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glColor3ubv (white_v);
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glDepthMask (GL_TRUE);
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}
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