mirror of
https://github.com/ReactionQuake3/reaction.git
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Added cg_atmospheric to the Linux Makefile and added a CVS header to
cg_atmospheric and indented it like the other files.
This commit is contained in:
parent
2cea4d3acc
commit
50d562f7f9
2 changed files with 283 additions and 295 deletions
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@ -74,6 +74,7 @@ CGOBJ = \
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$(CGDIRNAME)/cg_servercmds.o \
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$(CGDIRNAME)/cg_servercmds.o \
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$(CGDIRNAME)/cg_snapshot.o \
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$(CGDIRNAME)/cg_snapshot.o \
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$(CGDIRNAME)/cg_view.o \
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$(CGDIRNAME)/cg_view.o \
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$(CGDIRNAME)/cg_atmospheric.o \
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$(CGDIRNAME)/cg_weapons.o
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$(CGDIRNAME)/cg_weapons.o
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UIOBJ = \
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UIOBJ = \
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@ -1,3 +1,16 @@
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//-----------------------------------------------------------------------------
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//
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// $Id$
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//
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//-----------------------------------------------------------------------------
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//
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// $Log$
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// Revision 1.2 2002/08/25 19:19:49 jbravo
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// Added cg_atmospheric to the Linux Makefile and added a CVS header to
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// cg_atmospheric and indented it like the other files.
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//
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//
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//-----------------------------------------------------------------------------
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/*
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/*
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** Copyright (C) 2000, 2001 by the Q3F Development team
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** Copyright (C) 2000, 2001 by the Q3F Development team
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** All rights reserved.
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** All rights reserved.
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@ -18,11 +31,8 @@
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#define MAX_ATMOSPHERIC_EFFECTSHADERS 6 // maximum different effectshaders for an atmospheric effect
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#define MAX_ATMOSPHERIC_EFFECTSHADERS 6 // maximum different effectshaders for an atmospheric effect
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#define ATMOSPHERIC_DROPDELAY 1000
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#define ATMOSPHERIC_DROPDELAY 1000
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#define ATMOSPHERIC_CUTHEIGHT 800
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#define ATMOSPHERIC_CUTHEIGHT 800
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#define ATMOSPHERIC_RAIN_SPEED 1.1f * DEFAULT_GRAVITY
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#define ATMOSPHERIC_RAIN_SPEED 1.1f * DEFAULT_GRAVITY
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#define ATMOSPHERIC_RAIN_HEIGHT 150
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#define ATMOSPHERIC_RAIN_HEIGHT 150
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#define ATMOSPHERIC_SNOW_SPEED 0.1f * DEFAULT_GRAVITY
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#define ATMOSPHERIC_SNOW_SPEED 0.1f * DEFAULT_GRAVITY
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#define ATMOSPHERIC_SNOW_HEIGHT 10
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#define ATMOSPHERIC_SNOW_HEIGHT 10
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@ -38,21 +48,16 @@ typedef struct cg_atmosphericEffect_s {
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cg_atmosphericParticle_t particles[MAX_ATMOSPHERIC_PARTICLES];
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cg_atmosphericParticle_t particles[MAX_ATMOSPHERIC_PARTICLES];
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qhandle_t effectshaders[MAX_ATMOSPHERIC_EFFECTSHADERS];
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qhandle_t effectshaders[MAX_ATMOSPHERIC_EFFECTSHADERS];
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qhandle_t effectwatershader, effectlandshader;
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qhandle_t effectwatershader, effectlandshader;
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int lastRainTime, numDrops;
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int lastRainTime, numDrops, gustStartTime, gustEndTime;
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int gustStartTime, gustEndTime;
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int baseStartTime, baseEndTime, gustMinTime, gustMaxTime;
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int baseStartTime, baseEndTime;
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int changeMinTime, changeMaxTime, baseMinTime, baseMaxTime;
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int gustMinTime, gustMaxTime;
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int changeMinTime, changeMaxTime;
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int baseMinTime, baseMaxTime;
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float baseWeight, gustWeight;
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float baseWeight, gustWeight;
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int baseDrops, gustDrops;
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int baseDrops, gustDrops, numEffectShaders;
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int numEffectShaders;
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qboolean waterSplash, landSplash;
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qboolean waterSplash, landSplash;
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vec3_t baseVec, gustVec;
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vec3_t baseVec, gustVec;
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qboolean(*ParticleCheckVisible) (cg_atmosphericParticle_t * particle);
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qboolean (*ParticleCheckVisible)( cg_atmosphericParticle_t *particle );
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qboolean(*ParticleGenerate) (cg_atmosphericParticle_t * particle, vec3_t currvec, float currweight);
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qboolean (*ParticleGenerate)( cg_atmosphericParticle_t *particle, vec3_t currvec, float currweight );
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void (*ParticleRender) (cg_atmosphericParticle_t * particle);
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void (*ParticleRender)( cg_atmosphericParticle_t *particle );
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} cg_atmosphericEffect_t;
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} cg_atmosphericEffect_t;
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static cg_atmosphericEffect_t cg_atmFx;
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static cg_atmosphericEffect_t cg_atmFx;
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@ -61,35 +66,33 @@ static cg_atmosphericEffect_t cg_atmFx;
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** Render utility functions
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** Render utility functions
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*/
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*/
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void CG_EffectMark( qhandle_t markShader, const vec3_t origin, const vec3_t dir, float alpha, float radius ) {
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void CG_EffectMark(qhandle_t markShader, const vec3_t origin, const vec3_t dir, float alpha, float radius)
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{
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// 'quick' version of the CG_ImpactMark function
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// 'quick' version of the CG_ImpactMark function
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vec3_t axis[3];
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vec3_t axis[3], originalPoints[4];
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float texCoordScale;
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float texCoordScale;
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vec3_t originalPoints[4];
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byte colors[4];
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byte colors[4];
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int i;
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int i;
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polyVert_t *v;
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polyVert_t *v, verts[4];
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polyVert_t verts[4];
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if ( !cg_addMarks.integer ) {
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if (!cg_addMarks.integer) {
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return;
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return;
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}
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}
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if ( radius <= 0 ) {
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if (radius <= 0) {
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CG_Error( "CG_EffectMark called with <= 0 radius" );
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CG_Error("CG_EffectMark called with <= 0 radius");
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}
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}
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// create the texture axis
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// create the texture axis
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VectorNormalize2( dir, axis[0] );
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VectorNormalize2(dir, axis[0]);
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PerpendicularVector( axis[1], axis[0] );
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PerpendicularVector(axis[1], axis[0]);
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VectorSet( axis[2], 1, 0, 0 ); // This is _wrong_, but the function is for water anyway (i.e. usually flat)
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VectorSet(axis[2], 1, 0, 0); // This is _wrong_, but the function is for water anyway (i.e. usually flat)
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CrossProduct( axis[0], axis[2], axis[1] );
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CrossProduct(axis[0], axis[2], axis[1]);
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texCoordScale = 0.5 * 1.0 / radius;
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texCoordScale = 0.5 * 1.0 / radius;
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// create the full polygon
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// create the full polygon
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for ( i = 0 ; i < 3 ; i++ ) {
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for (i = 0; i < 3; i++) {
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originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i];
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originalPoints[0][i] = origin[i] - radius * axis[1][i] - radius * axis[2][i];
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originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i];
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originalPoints[1][i] = origin[i] + radius * axis[1][i] - radius * axis[2][i];
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originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i];
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originalPoints[2][i] = origin[i] + radius * axis[1][i] + radius * axis[2][i];
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@ -101,47 +104,46 @@ void CG_EffectMark( qhandle_t markShader, const vec3_t origin, const vec3_t di
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colors[2] = 127;
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colors[2] = 127;
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colors[3] = alpha * 255;
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colors[3] = alpha * 255;
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for ( i = 0, v = verts ; i < 4 ; i++, v++ ) {
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for (i = 0, v = verts; i < 4; i++, v++) {
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vec3_t delta;
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vec3_t delta;
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VectorCopy( originalPoints[i], v->xyz );
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VectorCopy(originalPoints[i], v->xyz);
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VectorSubtract(v->xyz, origin, delta);
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VectorSubtract( v->xyz, origin, delta );
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v->st[0] = 0.5 + DotProduct(delta, axis[1]) * texCoordScale;
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v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale;
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v->st[1] = 0.5 + DotProduct(delta, axis[2]) * texCoordScale;
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v->st[1] = 0.5 + DotProduct( delta, axis[2] ) * texCoordScale;
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*(int *) v->modulate = *(int *) colors;
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*(int *)v->modulate = *(int *)colors;
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}
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}
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trap_R_AddPolyToScene( markShader, 4, verts );
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trap_R_AddPolyToScene(markShader, 4, verts);
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}
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}
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/*
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/*
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** Raindrop management functions
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** Raindrop management functions
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*/
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*/
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static qboolean CG_RainParticleCheckVisible( cg_atmosphericParticle_t *particle )
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static qboolean CG_RainParticleCheckVisible(cg_atmosphericParticle_t * particle)
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{
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{
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// Check the raindrop is visible and still going, wrapping if necessary.
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// Check the raindrop is visible and still going, wrapping if necessary.
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float moved;
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float moved;
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vec3_t distance;
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vec3_t distance;
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if( !particle || !particle->active )
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if (!particle || !particle->active)
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return( qfalse );
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return (qfalse);
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moved = (cg.time - cg_atmFx.lastRainTime) * 0.001; // Units moved since last frame
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moved = (cg.time - cg_atmFx.lastRainTime) * 0.001; // Units moved since last frame
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VectorMA( particle->pos, moved, particle->delta, particle->pos );
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VectorMA(particle->pos, moved, particle->delta, particle->pos);
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if( particle->pos[2] + ATMOSPHERIC_CUTHEIGHT < particle->minz )
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if (particle->pos[2] + ATMOSPHERIC_CUTHEIGHT < particle->minz)
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return( particle->active = qfalse );
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return (particle->active = qfalse);
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VectorSubtract( cg.refdef.vieworg, particle->pos, distance );
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VectorSubtract(cg.refdef.vieworg, particle->pos, distance);
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if( sqrt( distance[0] * distance[0] + distance[1] * distance[1] ) > MAX_ATMOSPHERIC_DISTANCE )
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if (sqrt(distance[0] * distance[0] + distance[1] * distance[1]) > MAX_ATMOSPHERIC_DISTANCE)
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return( particle->active = qfalse );
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return (particle->active = qfalse);
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return( qtrue );
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return (qtrue);
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}
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}
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static qboolean CG_RainParticleGenerate( cg_atmosphericParticle_t *particle, vec3_t currvec, float currweight )
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static qboolean CG_RainParticleGenerate(cg_atmosphericParticle_t * particle, vec3_t currvec, float currweight)
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{
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{
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// Attempt to 'spot' a raindrop somewhere below a sky texture.
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// Attempt to 'spot' a raindrop somewhere below a sky texture.
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@ -149,7 +151,7 @@ static qboolean CG_RainParticleGenerate( cg_atmosphericParticle_t *particle, vec
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vec3_t testpoint, testend;
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vec3_t testpoint, testend;
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trace_t tr;
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trace_t tr;
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angle = random() * 2*M_PI;
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angle = random() * 2 * M_PI;
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distance = 20 + MAX_ATMOSPHERIC_DISTANCE * random();
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distance = 20 + MAX_ATMOSPHERIC_DISTANCE * random();
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testpoint[0] = testend[0] = cg.refdef.vieworg[0] + sin(angle) * distance;
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testpoint[0] = testend[0] = cg.refdef.vieworg[0] + sin(angle) * distance;
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@ -157,51 +159,50 @@ static qboolean CG_RainParticleGenerate( cg_atmosphericParticle_t *particle, vec
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testpoint[2] = origz = cg.refdef.vieworg[2];
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testpoint[2] = origz = cg.refdef.vieworg[2];
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testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
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testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
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while( 1 )
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while (1) {
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{
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if (testpoint[2] >= MAX_ATMOSPHERIC_HEIGHT)
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if( testpoint[2] >= MAX_ATMOSPHERIC_HEIGHT )
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return (qfalse);
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return( qfalse );
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if (testend[2] >= MAX_ATMOSPHERIC_HEIGHT)
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if( testend[2] >= MAX_ATMOSPHERIC_HEIGHT )
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testend[2] = MAX_ATMOSPHERIC_HEIGHT - 1;
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testend[2] = MAX_ATMOSPHERIC_HEIGHT - 1;
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CG_Trace( &tr, testpoint, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID|MASK_WATER );
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CG_Trace(&tr, testpoint, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID | MASK_WATER);
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if( tr.startsolid ) // Stuck in something, skip over it.
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if (tr.startsolid) // Stuck in something, skip over it.
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{
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{
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testpoint[2] += 64;
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testpoint[2] += 64;
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testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
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testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
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}
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} else if (tr.fraction == 1) // Didn't hit anything, we're (probably) outside the world
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else if( tr.fraction == 1 ) // Didn't hit anything, we're (probably) outside the world
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return (qfalse);
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return( qfalse );
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else if (tr.surfaceFlags & SURF_SKY) // Hit sky, this is where we start.
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else if( tr.surfaceFlags & SURF_SKY ) // Hit sky, this is where we start.
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break;
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break;
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else return( qfalse );
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else
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return (qfalse);
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}
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}
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particle->active = qtrue;
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particle->active = qtrue;
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particle->colour[0] = 0.6 + 0.2 * random();
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particle->colour[0] = 0.6 + 0.2 * random();
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particle->colour[1] = 0.6 + 0.2 * random();
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particle->colour[1] = 0.6 + 0.2 * random();
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particle->colour[2] = 0.6 + 0.2 * random();
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particle->colour[2] = 0.6 + 0.2 * random();
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VectorCopy( tr.endpos, particle->pos );
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VectorCopy(tr.endpos, particle->pos);
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VectorCopy( currvec, particle->delta );
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VectorCopy(currvec, particle->delta);
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particle->delta[2] += crandom() * 100;
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particle->delta[2] += crandom() * 100;
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VectorNormalize2( particle->delta, particle->deltaNormalized );
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VectorNormalize2(particle->delta, particle->deltaNormalized);
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particle->height = ATMOSPHERIC_RAIN_HEIGHT + crandom() * 100;
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particle->height = ATMOSPHERIC_RAIN_HEIGHT + crandom() * 100;
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particle->weight = currweight;
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particle->weight = currweight;
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particle->effectshader = &cg_atmFx.effectshaders[0];
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particle->effectshader = &cg_atmFx.effectshaders[0];
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distance = ((float)(tr.endpos[2] - MIN_ATMOSPHERIC_HEIGHT)) / -particle->delta[2];
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distance = ((float) (tr.endpos[2] - MIN_ATMOSPHERIC_HEIGHT)) / -particle->delta[2];
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VectorMA( tr.endpos, distance, particle->delta, testend );
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VectorMA(tr.endpos, distance, particle->delta, testend);
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CG_Trace( &tr, particle->pos, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID|MASK_WATER );
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CG_Trace(&tr, particle->pos, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID | MASK_WATER);
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particle->minz = tr.endpos[2];
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particle->minz = tr.endpos[2];
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tr.endpos[2]--;
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tr.endpos[2]--;
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VectorCopy( tr.plane.normal, particle->surfacenormal );
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VectorCopy(tr.plane.normal, particle->surfacenormal);
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particle->surface = tr.surfaceFlags;
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particle->surface = tr.surfaceFlags;
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particle->contents = CG_PointContents( tr.endpos, ENTITYNUM_NONE );
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particle->contents = CG_PointContents(tr.endpos, ENTITYNUM_NONE);
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return( qtrue );
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return (qtrue);
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}
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}
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static void CG_RainParticleRender( cg_atmosphericParticle_t *particle )
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static void CG_RainParticleRender(cg_atmosphericParticle_t * particle)
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{
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{
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// Draw a raindrop
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// Draw a raindrop
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@ -211,50 +212,49 @@ static void CG_RainParticleRender( cg_atmosphericParticle_t *particle )
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float len, frac;
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float len, frac;
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vec3_t start, finish;
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vec3_t start, finish;
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if( !particle->active )
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if (!particle->active)
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return;
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return;
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VectorCopy( particle->pos, start );
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VectorCopy(particle->pos, start);
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len = particle->height;
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len = particle->height;
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if( start[2] <= particle->minz )
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if (start[2] <= particle->minz) {
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{
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// Stop rain going through surfaces.
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// Stop rain going through surfaces.
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len = particle->height - particle->minz + start[2];
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len = particle->height - particle->minz + start[2];
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frac = start[2];
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frac = start[2];
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VectorMA( start, len - particle->height, particle->deltaNormalized, start );
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VectorMA(start, len - particle->height, particle->deltaNormalized, start);
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if( !cg_lowEffects.integer )
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if (!cg_lowEffects.integer) {
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{
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frac = (ATMOSPHERIC_CUTHEIGHT - particle->minz + frac) / (float) ATMOSPHERIC_CUTHEIGHT;
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frac = (ATMOSPHERIC_CUTHEIGHT - particle->minz + frac) / (float) ATMOSPHERIC_CUTHEIGHT;
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// Splash effects on different surfaces
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// Splash effects on different surfaces
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if( particle->contents & (CONTENTS_WATER|CONTENTS_SLIME) )
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if (particle->contents & (CONTENTS_WATER | CONTENTS_SLIME)) {
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{
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// Water splash
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// Water splash
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if( cg_atmFx.effectwatershader && frac > 0 && frac < 1 )
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if (cg_atmFx.effectwatershader && frac > 0 && frac < 1)
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CG_EffectMark( cg_atmFx.effectwatershader, start, particle->surfacenormal, frac * 0.5, 8 - frac * 8 );
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CG_EffectMark(cg_atmFx.effectwatershader, start, particle->surfacenormal,
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}
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frac * 0.5, 8 - frac * 8);
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else if( !(particle->contents & CONTENTS_LAVA) && !(particle->surface & (SURF_NODAMAGE|SURF_NOIMPACT|SURF_NOMARKS|SURF_SKY)) )
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} else if (!(particle->contents & CONTENTS_LAVA)
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{
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&& !(particle->
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surface & (SURF_NODAMAGE | SURF_NOIMPACT | SURF_NOMARKS | SURF_SKY))) {
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// Solid splash
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// Solid splash
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if( cg_atmFx.effectlandshader && frac > 0 && frac < 1 )
|
if (cg_atmFx.effectlandshader && frac > 0 && frac < 1)
|
||||||
CG_ImpactMark( cg_atmFx.effectlandshader, start, particle->surfacenormal, 0, 1, 1, 1, frac * 0.5, qfalse, 3 - frac * 2, qtrue );
|
CG_ImpactMark(cg_atmFx.effectlandshader, start, particle->surfacenormal, 0, 1,
|
||||||
|
1, 1, frac * 0.5, qfalse, 3 - frac * 2, qtrue);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if( len <= 0 )
|
if (len <= 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
VectorCopy( particle->deltaNormalized, forward );
|
VectorCopy(particle->deltaNormalized, forward);
|
||||||
VectorMA( start, -len, forward, finish );
|
VectorMA(start, -len, forward, finish);
|
||||||
|
|
||||||
line[0] = DotProduct( forward, cg.refdef.viewaxis[1] );
|
line[0] = DotProduct(forward, cg.refdef.viewaxis[1]);
|
||||||
line[1] = DotProduct( forward, cg.refdef.viewaxis[2] );
|
line[1] = DotProduct(forward, cg.refdef.viewaxis[2]);
|
||||||
|
|
||||||
VectorScale( cg.refdef.viewaxis[1], line[1], right );
|
VectorScale(cg.refdef.viewaxis[1], line[1], right);
|
||||||
VectorMA( right, -line[0], cg.refdef.viewaxis[2], right );
|
VectorMA(right, -line[0], cg.refdef.viewaxis[2], right);
|
||||||
VectorNormalize( right );
|
VectorNormalize(right);
|
||||||
|
|
||||||
VectorMA( finish, particle->weight, right, verts[0].xyz );
|
VectorMA(finish, particle->weight, right, verts[0].xyz);
|
||||||
verts[0].st[0] = 1;
|
verts[0].st[0] = 1;
|
||||||
verts[0].st[1] = 0;
|
verts[0].st[1] = 0;
|
||||||
verts[0].modulate[0] = 255;
|
verts[0].modulate[0] = 255;
|
||||||
|
@ -262,7 +262,7 @@ static void CG_RainParticleRender( cg_atmosphericParticle_t *particle )
|
||||||
verts[0].modulate[2] = 255;
|
verts[0].modulate[2] = 255;
|
||||||
verts[0].modulate[3] = 0;
|
verts[0].modulate[3] = 0;
|
||||||
|
|
||||||
VectorMA( finish, -particle->weight, right, verts[1].xyz );
|
VectorMA(finish, -particle->weight, right, verts[1].xyz);
|
||||||
verts[1].st[0] = 0;
|
verts[1].st[0] = 0;
|
||||||
verts[1].st[1] = 0;
|
verts[1].st[1] = 0;
|
||||||
verts[1].modulate[0] = 255;
|
verts[1].modulate[0] = 255;
|
||||||
|
@ -270,7 +270,7 @@ static void CG_RainParticleRender( cg_atmosphericParticle_t *particle )
|
||||||
verts[1].modulate[2] = 255;
|
verts[1].modulate[2] = 255;
|
||||||
verts[1].modulate[3] = 0;
|
verts[1].modulate[3] = 0;
|
||||||
|
|
||||||
VectorMA( start, -particle->weight, right, verts[2].xyz );
|
VectorMA(start, -particle->weight, right, verts[2].xyz);
|
||||||
verts[2].st[0] = 0;
|
verts[2].st[0] = 0;
|
||||||
verts[2].st[1] = 1;
|
verts[2].st[1] = 1;
|
||||||
verts[2].modulate[0] = 255;
|
verts[2].modulate[0] = 255;
|
||||||
|
@ -278,7 +278,7 @@ static void CG_RainParticleRender( cg_atmosphericParticle_t *particle )
|
||||||
verts[2].modulate[2] = 255;
|
verts[2].modulate[2] = 255;
|
||||||
verts[2].modulate[3] = 127;
|
verts[2].modulate[3] = 127;
|
||||||
|
|
||||||
VectorMA( start, particle->weight, right, verts[3].xyz );
|
VectorMA(start, particle->weight, right, verts[3].xyz);
|
||||||
verts[3].st[0] = 1;
|
verts[3].st[0] = 1;
|
||||||
verts[3].st[1] = 1;
|
verts[3].st[1] = 1;
|
||||||
verts[3].modulate[0] = 255;
|
verts[3].modulate[0] = 255;
|
||||||
|
@ -286,14 +286,14 @@ static void CG_RainParticleRender( cg_atmosphericParticle_t *particle )
|
||||||
verts[3].modulate[2] = 255;
|
verts[3].modulate[2] = 255;
|
||||||
verts[3].modulate[3] = 127;
|
verts[3].modulate[3] = 127;
|
||||||
|
|
||||||
trap_R_AddPolyToScene( *particle->effectshader, 4, verts );
|
trap_R_AddPolyToScene(*particle->effectshader, 4, verts);
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
** Snow management functions
|
** Snow management functions
|
||||||
*/
|
*/
|
||||||
|
|
||||||
static qboolean CG_SnowParticleGenerate( cg_atmosphericParticle_t *particle, vec3_t currvec, float currweight )
|
static qboolean CG_SnowParticleGenerate(cg_atmosphericParticle_t * particle, vec3_t currvec, float currweight)
|
||||||
{
|
{
|
||||||
// Attempt to 'spot' a raindrop somewhere below a sky texture.
|
// Attempt to 'spot' a raindrop somewhere below a sky texture.
|
||||||
|
|
||||||
|
@ -301,7 +301,7 @@ static qboolean CG_SnowParticleGenerate( cg_atmosphericParticle_t *particle, vec
|
||||||
vec3_t testpoint, testend;
|
vec3_t testpoint, testend;
|
||||||
trace_t tr;
|
trace_t tr;
|
||||||
|
|
||||||
angle = random() * 2*M_PI;
|
angle = random() * 2 * M_PI;
|
||||||
distance = 20 + MAX_ATMOSPHERIC_DISTANCE * random();
|
distance = 20 + MAX_ATMOSPHERIC_DISTANCE * random();
|
||||||
|
|
||||||
testpoint[0] = testend[0] = cg.refdef.vieworg[0] + sin(angle) * distance;
|
testpoint[0] = testend[0] = cg.refdef.vieworg[0] + sin(angle) * distance;
|
||||||
|
@ -309,50 +309,49 @@ static qboolean CG_SnowParticleGenerate( cg_atmosphericParticle_t *particle, vec
|
||||||
testpoint[2] = origz = cg.refdef.vieworg[2];
|
testpoint[2] = origz = cg.refdef.vieworg[2];
|
||||||
testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
|
testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
|
||||||
|
|
||||||
while( 1 )
|
while (1) {
|
||||||
{
|
if (testpoint[2] >= MAX_ATMOSPHERIC_HEIGHT)
|
||||||
if( testpoint[2] >= MAX_ATMOSPHERIC_HEIGHT )
|
return (qfalse);
|
||||||
return( qfalse );
|
if (testend[2] >= MAX_ATMOSPHERIC_HEIGHT)
|
||||||
if( testend[2] >= MAX_ATMOSPHERIC_HEIGHT )
|
|
||||||
testend[2] = MAX_ATMOSPHERIC_HEIGHT - 1;
|
testend[2] = MAX_ATMOSPHERIC_HEIGHT - 1;
|
||||||
CG_Trace( &tr, testpoint, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID|MASK_WATER );
|
CG_Trace(&tr, testpoint, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID | MASK_WATER);
|
||||||
if( tr.startsolid ) // Stuck in something, skip over it.
|
if (tr.startsolid) // Stuck in something, skip over it.
|
||||||
{
|
{
|
||||||
testpoint[2] += 64;
|
testpoint[2] += 64;
|
||||||
testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
|
testend[2] = testpoint[2] + MAX_ATMOSPHERIC_HEIGHT;
|
||||||
}
|
} else if (tr.fraction == 1) // Didn't hit anything, we're (probably) outside the world
|
||||||
else if( tr.fraction == 1 ) // Didn't hit anything, we're (probably) outside the world
|
return (qfalse);
|
||||||
return( qfalse );
|
else if (tr.surfaceFlags & SURF_SKY) // Hit sky, this is where we start.
|
||||||
else if( tr.surfaceFlags & SURF_SKY ) // Hit sky, this is where we start.
|
|
||||||
break;
|
break;
|
||||||
else return( qfalse );
|
else
|
||||||
|
return (qfalse);
|
||||||
}
|
}
|
||||||
|
|
||||||
particle->active = qtrue;
|
particle->active = qtrue;
|
||||||
particle->colour[0] = 0.6 + 0.2 * random();
|
particle->colour[0] = 0.6 + 0.2 * random();
|
||||||
particle->colour[1] = 0.6 + 0.2 * random();
|
particle->colour[1] = 0.6 + 0.2 * random();
|
||||||
particle->colour[2] = 0.6 + 0.2 * random();
|
particle->colour[2] = 0.6 + 0.2 * random();
|
||||||
VectorCopy( tr.endpos, particle->pos );
|
VectorCopy(tr.endpos, particle->pos);
|
||||||
VectorCopy( currvec, particle->delta );
|
VectorCopy(currvec, particle->delta);
|
||||||
particle->delta[2] += crandom() * 25;
|
particle->delta[2] += crandom() * 25;
|
||||||
VectorNormalize2( particle->delta, particle->deltaNormalized );
|
VectorNormalize2(particle->delta, particle->deltaNormalized);
|
||||||
particle->height = ATMOSPHERIC_SNOW_HEIGHT + crandom() * 8;
|
particle->height = ATMOSPHERIC_SNOW_HEIGHT + crandom() * 8;
|
||||||
particle->weight = particle->height * 0.5f;
|
particle->weight = particle->height * 0.5f;
|
||||||
particle->effectshader = &cg_atmFx.effectshaders[ (int) (random() * ( cg_atmFx.numEffectShaders - 1 )) ];
|
particle->effectshader = &cg_atmFx.effectshaders[(int) (random() * (cg_atmFx.numEffectShaders - 1))];
|
||||||
|
|
||||||
distance = ((float)(tr.endpos[2] - MIN_ATMOSPHERIC_HEIGHT)) / -particle->delta[2];
|
distance = ((float) (tr.endpos[2] - MIN_ATMOSPHERIC_HEIGHT)) / -particle->delta[2];
|
||||||
VectorMA( tr.endpos, distance, particle->delta, testend );
|
VectorMA(tr.endpos, distance, particle->delta, testend);
|
||||||
CG_Trace( &tr, particle->pos, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID|MASK_WATER );
|
CG_Trace(&tr, particle->pos, NULL, NULL, testend, ENTITYNUM_NONE, MASK_SOLID | MASK_WATER);
|
||||||
particle->minz = tr.endpos[2];
|
particle->minz = tr.endpos[2];
|
||||||
tr.endpos[2]--;
|
tr.endpos[2]--;
|
||||||
VectorCopy( tr.plane.normal, particle->surfacenormal );
|
VectorCopy(tr.plane.normal, particle->surfacenormal);
|
||||||
particle->surface = tr.surfaceFlags;
|
particle->surface = tr.surfaceFlags;
|
||||||
particle->contents = CG_PointContents( tr.endpos, ENTITYNUM_NONE );
|
particle->contents = CG_PointContents(tr.endpos, ENTITYNUM_NONE);
|
||||||
|
|
||||||
return( qtrue );
|
return (qtrue);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void CG_SnowParticleRender( cg_atmosphericParticle_t *particle )
|
static void CG_SnowParticleRender(cg_atmosphericParticle_t * particle)
|
||||||
{
|
{
|
||||||
// Draw a snowflake
|
// Draw a snowflake
|
||||||
|
|
||||||
|
@ -362,41 +361,40 @@ static void CG_SnowParticleRender( cg_atmosphericParticle_t *particle )
|
||||||
float len, frac, sinTumbling, cosTumbling, particleWidth;
|
float len, frac, sinTumbling, cosTumbling, particleWidth;
|
||||||
vec3_t start, finish;
|
vec3_t start, finish;
|
||||||
|
|
||||||
if( !particle->active )
|
if (!particle->active)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
VectorCopy( particle->pos, start );
|
VectorCopy(particle->pos, start);
|
||||||
|
|
||||||
sinTumbling = sin( particle->pos[2] * 0.03125f );
|
sinTumbling = sin(particle->pos[2] * 0.03125f);
|
||||||
cosTumbling = cos( ( particle->pos[2] + particle->pos[1] ) * 0.03125f );
|
cosTumbling = cos((particle->pos[2] + particle->pos[1]) * 0.03125f);
|
||||||
|
|
||||||
start[0] += 24 * ( 1 - particle->deltaNormalized[2] ) * sinTumbling;
|
start[0] += 24 * (1 - particle->deltaNormalized[2]) * sinTumbling;
|
||||||
start[1] += 24 * ( 1 - particle->deltaNormalized[2] ) * cosTumbling;
|
start[1] += 24 * (1 - particle->deltaNormalized[2]) * cosTumbling;
|
||||||
|
|
||||||
len = particle->height;
|
len = particle->height;
|
||||||
if( start[2] <= particle->minz )
|
if (start[2] <= particle->minz) {
|
||||||
{
|
|
||||||
// Stop snow going through surfaces.
|
// Stop snow going through surfaces.
|
||||||
len = particle->height - particle->minz + start[2];
|
len = particle->height - particle->minz + start[2];
|
||||||
frac = start[2];
|
frac = start[2];
|
||||||
VectorMA( start, len - particle->height, particle->deltaNormalized, start );
|
VectorMA(start, len - particle->height, particle->deltaNormalized, start);
|
||||||
}
|
}
|
||||||
if( len <= 0 )
|
if (len <= 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
VectorCopy( particle->deltaNormalized, forward );
|
VectorCopy(particle->deltaNormalized, forward);
|
||||||
VectorMA( start, -( len * sinTumbling ), forward, finish );
|
VectorMA(start, -(len * sinTumbling), forward, finish);
|
||||||
|
|
||||||
line[0] = DotProduct( forward, cg.refdef.viewaxis[1] );
|
line[0] = DotProduct(forward, cg.refdef.viewaxis[1]);
|
||||||
line[1] = DotProduct( forward, cg.refdef.viewaxis[2] );
|
line[1] = DotProduct(forward, cg.refdef.viewaxis[2]);
|
||||||
|
|
||||||
VectorScale( cg.refdef.viewaxis[1], line[1], right );
|
VectorScale(cg.refdef.viewaxis[1], line[1], right);
|
||||||
VectorMA( right, -line[0], cg.refdef.viewaxis[2], right );
|
VectorMA(right, -line[0], cg.refdef.viewaxis[2], right);
|
||||||
VectorNormalize( right );
|
VectorNormalize(right);
|
||||||
|
|
||||||
particleWidth = cosTumbling * particle->weight;
|
particleWidth = cosTumbling * particle->weight;
|
||||||
|
|
||||||
VectorMA( finish, particleWidth, right, verts[0].xyz );
|
VectorMA(finish, particleWidth, right, verts[0].xyz);
|
||||||
verts[0].st[0] = 1;
|
verts[0].st[0] = 1;
|
||||||
verts[0].st[1] = 0;
|
verts[0].st[1] = 0;
|
||||||
verts[0].modulate[0] = 255;
|
verts[0].modulate[0] = 255;
|
||||||
|
@ -404,7 +402,7 @@ static void CG_SnowParticleRender( cg_atmosphericParticle_t *particle )
|
||||||
verts[0].modulate[2] = 255;
|
verts[0].modulate[2] = 255;
|
||||||
verts[0].modulate[3] = 255;
|
verts[0].modulate[3] = 255;
|
||||||
|
|
||||||
VectorMA( finish, -particleWidth, right, verts[1].xyz );
|
VectorMA(finish, -particleWidth, right, verts[1].xyz);
|
||||||
verts[1].st[0] = 0;
|
verts[1].st[0] = 0;
|
||||||
verts[1].st[1] = 0;
|
verts[1].st[1] = 0;
|
||||||
verts[1].modulate[0] = 255;
|
verts[1].modulate[0] = 255;
|
||||||
|
@ -412,7 +410,7 @@ static void CG_SnowParticleRender( cg_atmosphericParticle_t *particle )
|
||||||
verts[1].modulate[2] = 255;
|
verts[1].modulate[2] = 255;
|
||||||
verts[1].modulate[3] = 255;
|
verts[1].modulate[3] = 255;
|
||||||
|
|
||||||
VectorMA( start, -particleWidth, right, verts[2].xyz );
|
VectorMA(start, -particleWidth, right, verts[2].xyz);
|
||||||
verts[2].st[0] = 0;
|
verts[2].st[0] = 0;
|
||||||
verts[2].st[1] = 1;
|
verts[2].st[1] = 1;
|
||||||
verts[2].modulate[0] = 255;
|
verts[2].modulate[0] = 255;
|
||||||
|
@ -420,7 +418,7 @@ static void CG_SnowParticleRender( cg_atmosphericParticle_t *particle )
|
||||||
verts[2].modulate[2] = 255;
|
verts[2].modulate[2] = 255;
|
||||||
verts[2].modulate[3] = 255;
|
verts[2].modulate[3] = 255;
|
||||||
|
|
||||||
VectorMA( start, particleWidth, right, verts[3].xyz );
|
VectorMA(start, particleWidth, right, verts[3].xyz);
|
||||||
verts[3].st[0] = 1;
|
verts[3].st[0] = 1;
|
||||||
verts[3].st[1] = 1;
|
verts[3].st[1] = 1;
|
||||||
verts[3].modulate[0] = 255;
|
verts[3].modulate[0] = 255;
|
||||||
|
@ -428,7 +426,7 @@ static void CG_SnowParticleRender( cg_atmosphericParticle_t *particle )
|
||||||
verts[3].modulate[2] = 255;
|
verts[3].modulate[2] = 255;
|
||||||
verts[3].modulate[3] = 255;
|
verts[3].modulate[3] = 255;
|
||||||
|
|
||||||
trap_R_AddPolyToScene( *particle->effectshader, 4, verts );
|
trap_R_AddPolyToScene(*particle->effectshader, 4, verts);
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -441,7 +439,8 @@ static void CG_EffectGust()
|
||||||
|
|
||||||
int diff;
|
int diff;
|
||||||
|
|
||||||
cg_atmFx.baseEndTime = cg.time + cg_atmFx.baseMinTime + (rand() % (cg_atmFx.baseMaxTime - cg_atmFx.baseMinTime));
|
cg_atmFx.baseEndTime =
|
||||||
|
cg.time + cg_atmFx.baseMinTime + (rand() % (cg_atmFx.baseMaxTime - cg_atmFx.baseMinTime));
|
||||||
diff = cg_atmFx.changeMaxTime - cg_atmFx.changeMinTime;
|
diff = cg_atmFx.changeMaxTime - cg_atmFx.changeMinTime;
|
||||||
cg_atmFx.gustStartTime = cg_atmFx.baseEndTime + cg_atmFx.changeMinTime + (diff ? (rand() % diff) : 0);
|
cg_atmFx.gustStartTime = cg_atmFx.baseEndTime + cg_atmFx.changeMinTime + (diff ? (rand() % diff) : 0);
|
||||||
diff = cg_atmFx.gustMaxTime - cg_atmFx.gustMinTime;
|
diff = cg_atmFx.gustMaxTime - cg_atmFx.gustMinTime;
|
||||||
|
@ -450,67 +449,63 @@ static void CG_EffectGust()
|
||||||
cg_atmFx.baseStartTime = cg_atmFx.gustEndTime + cg_atmFx.changeMinTime + (diff ? (rand() % diff) : 0);
|
cg_atmFx.baseStartTime = cg_atmFx.gustEndTime + cg_atmFx.changeMinTime + (diff ? (rand() % diff) : 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
static qboolean CG_EffectGustCurrent( vec3_t curr, float *weight, int *num )
|
static qboolean CG_EffectGustCurrent(vec3_t curr, float *weight, int *num)
|
||||||
{
|
{
|
||||||
// Calculate direction for new drops.
|
// Calculate direction for new drops.
|
||||||
|
|
||||||
vec3_t temp;
|
vec3_t temp;
|
||||||
float frac;
|
float frac;
|
||||||
|
|
||||||
if( cg.time < cg_atmFx.baseEndTime )
|
if (cg.time < cg_atmFx.baseEndTime) {
|
||||||
{
|
VectorCopy(cg_atmFx.baseVec, curr);
|
||||||
VectorCopy( cg_atmFx.baseVec, curr );
|
|
||||||
*weight = cg_atmFx.baseWeight;
|
*weight = cg_atmFx.baseWeight;
|
||||||
*num = cg_atmFx.baseDrops;
|
*num = cg_atmFx.baseDrops;
|
||||||
}
|
} else {
|
||||||
else {
|
VectorSubtract(cg_atmFx.gustVec, cg_atmFx.baseVec, temp);
|
||||||
VectorSubtract( cg_atmFx.gustVec, cg_atmFx.baseVec, temp );
|
if (cg.time < cg_atmFx.gustStartTime) {
|
||||||
if( cg.time < cg_atmFx.gustStartTime )
|
frac =
|
||||||
{
|
((float) (cg.time - cg_atmFx.baseEndTime)) /
|
||||||
frac = ((float)(cg.time - cg_atmFx.baseEndTime))/((float)(cg_atmFx.gustStartTime - cg_atmFx.baseEndTime));
|
((float) (cg_atmFx.gustStartTime - cg_atmFx.baseEndTime));
|
||||||
VectorMA( cg_atmFx.baseVec, frac, temp, curr );
|
VectorMA(cg_atmFx.baseVec, frac, temp, curr);
|
||||||
*weight = cg_atmFx.baseWeight + (cg_atmFx.gustWeight - cg_atmFx.baseWeight) * frac;
|
*weight = cg_atmFx.baseWeight + (cg_atmFx.gustWeight - cg_atmFx.baseWeight) * frac;
|
||||||
*num = cg_atmFx.baseDrops + ((float)(cg_atmFx.gustDrops - cg_atmFx.baseDrops)) * frac;
|
*num = cg_atmFx.baseDrops + ((float) (cg_atmFx.gustDrops - cg_atmFx.baseDrops)) * frac;
|
||||||
}
|
} else if (cg.time < cg_atmFx.gustEndTime) {
|
||||||
else if( cg.time < cg_atmFx.gustEndTime )
|
VectorCopy(cg_atmFx.gustVec, curr);
|
||||||
{
|
|
||||||
VectorCopy( cg_atmFx.gustVec, curr );
|
|
||||||
*weight = cg_atmFx.gustWeight;
|
*weight = cg_atmFx.gustWeight;
|
||||||
*num = cg_atmFx.gustDrops;
|
*num = cg_atmFx.gustDrops;
|
||||||
}
|
} else {
|
||||||
else
|
frac =
|
||||||
{
|
1.0 -
|
||||||
frac = 1.0 - ((float)(cg.time - cg_atmFx.gustEndTime))/((float)(cg_atmFx.baseStartTime - cg_atmFx.gustEndTime));
|
((float) (cg.time - cg_atmFx.gustEndTime)) /
|
||||||
VectorMA( cg_atmFx.baseVec, frac, temp, curr );
|
((float) (cg_atmFx.baseStartTime - cg_atmFx.gustEndTime));
|
||||||
|
VectorMA(cg_atmFx.baseVec, frac, temp, curr);
|
||||||
*weight = cg_atmFx.baseWeight + (cg_atmFx.gustWeight - cg_atmFx.baseWeight) * frac;
|
*weight = cg_atmFx.baseWeight + (cg_atmFx.gustWeight - cg_atmFx.baseWeight) * frac;
|
||||||
*num = cg_atmFx.baseDrops + ((float)(cg_atmFx.gustDrops - cg_atmFx.baseDrops)) * frac;
|
*num = cg_atmFx.baseDrops + ((float) (cg_atmFx.gustDrops - cg_atmFx.baseDrops)) * frac;
|
||||||
if( cg.time >= cg_atmFx.baseStartTime )
|
if (cg.time >= cg_atmFx.baseStartTime)
|
||||||
return( qtrue );
|
return (qtrue);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return( qfalse );
|
return (qfalse);
|
||||||
}
|
}
|
||||||
|
|
||||||
static void CG_EP_ParseFloats( char *floatstr, float *f1, float *f2 )
|
static void CG_EP_ParseFloats(char *floatstr, float *f1, float *f2)
|
||||||
{
|
{
|
||||||
// Parse the float or floats
|
// Parse the float or floats
|
||||||
|
|
||||||
char *middleptr;
|
char *middleptr;
|
||||||
char buff[64];
|
char buff[64];
|
||||||
|
|
||||||
Q_strncpyz( buff, floatstr, sizeof(buff) );
|
Q_strncpyz(buff, floatstr, sizeof(buff));
|
||||||
for( middleptr = buff; *middleptr && *middleptr != ' '; middleptr++ );
|
for (middleptr = buff; *middleptr && *middleptr != ' '; middleptr++);
|
||||||
if( *middleptr )
|
if (*middleptr) {
|
||||||
{
|
|
||||||
*middleptr++ = 0;
|
*middleptr++ = 0;
|
||||||
*f1 = atof( floatstr );
|
*f1 = atof(floatstr);
|
||||||
*f2 = atof( middleptr );
|
*f2 = atof(middleptr);
|
||||||
}
|
} else {
|
||||||
else {
|
*f1 = *f2 = atof(floatstr);
|
||||||
*f1 = *f2 = atof( floatstr );
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
void CG_EffectParse( const char *effectstr )
|
void CG_EffectParse(const char *effectstr)
|
||||||
{
|
{
|
||||||
// Split the string into it's component parts.
|
// Split the string into it's component parts.
|
||||||
|
|
||||||
|
@ -519,7 +514,7 @@ void CG_EffectParse( const char *effectstr )
|
||||||
char *startptr, *eqptr, *endptr, *type;
|
char *startptr, *eqptr, *endptr, *type;
|
||||||
char workbuff[128];
|
char workbuff[128];
|
||||||
|
|
||||||
if( CG_AtmosphericKludge() )
|
if (CG_AtmosphericKludge())
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// Set up some default values
|
// Set up some default values
|
||||||
|
@ -539,73 +534,69 @@ void CG_EffectParse( const char *effectstr )
|
||||||
type = NULL;
|
type = NULL;
|
||||||
|
|
||||||
// Parse the parameter string
|
// Parse the parameter string
|
||||||
Q_strncpyz( workbuff, effectstr, sizeof(workbuff) );
|
Q_strncpyz(workbuff, effectstr, sizeof(workbuff));
|
||||||
for( startptr = workbuff; *startptr; )
|
for (startptr = workbuff; *startptr;) {
|
||||||
{
|
for (eqptr = startptr; *eqptr && *eqptr != '=' && *eqptr != ','; eqptr++);
|
||||||
for( eqptr = startptr; *eqptr && *eqptr != '=' && *eqptr != ','; eqptr++ );
|
if (!*eqptr)
|
||||||
if( !*eqptr )
|
|
||||||
break; // No more string
|
break; // No more string
|
||||||
if( *eqptr == ',' )
|
if (*eqptr == ',') {
|
||||||
{
|
|
||||||
startptr = eqptr + 1; // Bad argument, continue
|
startptr = eqptr + 1; // Bad argument, continue
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
*eqptr++ = 0;
|
*eqptr++ = 0;
|
||||||
for( endptr = eqptr; *endptr && *endptr != ','; endptr++ );
|
for (endptr = eqptr; *endptr && *endptr != ','; endptr++);
|
||||||
if( *endptr )
|
if (*endptr)
|
||||||
*endptr++ = 0;
|
*endptr++ = 0;
|
||||||
|
|
||||||
if( !type )
|
if (!type) {
|
||||||
{
|
if (Q_stricmp(startptr, "T")) {
|
||||||
if( Q_stricmp( startptr, "T" ) ) {
|
|
||||||
cg_atmFx.numDrops = 0;
|
cg_atmFx.numDrops = 0;
|
||||||
CG_Printf( "Atmospheric effect must start with a type.\n" );
|
CG_Printf("Atmospheric effect must start with a type.\n");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
if( !Q_stricmp( eqptr, "RAIN" ) ) {
|
if (!Q_stricmp(eqptr, "RAIN")) {
|
||||||
type = "rain";
|
type = "rain";
|
||||||
cg_atmFx.ParticleCheckVisible = &CG_RainParticleCheckVisible;
|
cg_atmFx.ParticleCheckVisible = &CG_RainParticleCheckVisible;
|
||||||
cg_atmFx.ParticleGenerate = &CG_RainParticleGenerate;
|
cg_atmFx.ParticleGenerate = &CG_RainParticleGenerate;
|
||||||
cg_atmFx.ParticleRender = &CG_RainParticleRender;
|
cg_atmFx.ParticleRender = &CG_RainParticleRender;
|
||||||
|
|
||||||
cg_atmFx.baseVec[2] = cg_atmFx.gustVec[2] = - ATMOSPHERIC_RAIN_SPEED;
|
cg_atmFx.baseVec[2] = cg_atmFx.gustVec[2] = -ATMOSPHERIC_RAIN_SPEED;
|
||||||
} else if( !Q_stricmp( eqptr, "SNOW" ) ) {
|
} else if (!Q_stricmp(eqptr, "SNOW")) {
|
||||||
type = "snow";
|
type = "snow";
|
||||||
cg_atmFx.ParticleCheckVisible = &CG_RainParticleCheckVisible;
|
cg_atmFx.ParticleCheckVisible = &CG_RainParticleCheckVisible;
|
||||||
cg_atmFx.ParticleGenerate = &CG_SnowParticleGenerate;
|
cg_atmFx.ParticleGenerate = &CG_SnowParticleGenerate;
|
||||||
cg_atmFx.ParticleRender = &CG_SnowParticleRender;
|
cg_atmFx.ParticleRender = &CG_SnowParticleRender;
|
||||||
|
|
||||||
cg_atmFx.baseVec[2] = cg_atmFx.gustVec[2] = - ATMOSPHERIC_SNOW_SPEED;
|
cg_atmFx.baseVec[2] = cg_atmFx.gustVec[2] = -ATMOSPHERIC_SNOW_SPEED;
|
||||||
} else {
|
} else {
|
||||||
cg_atmFx.numDrops = 0;
|
cg_atmFx.numDrops = 0;
|
||||||
CG_Printf( "Only effect type 'rain' and 'snow' are supported.\n" );
|
CG_Printf("Only effect type 'rain' and 'snow' are supported.\n");
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
} else {
|
||||||
else {
|
if (!Q_stricmp(startptr, "B"))
|
||||||
if( !Q_stricmp( startptr, "B" ) )
|
CG_EP_ParseFloats(eqptr, &bmin, &bmax);
|
||||||
CG_EP_ParseFloats( eqptr, &bmin, &bmax );
|
else if (!Q_stricmp(startptr, "C"))
|
||||||
else if( !Q_stricmp( startptr, "C" ) )
|
CG_EP_ParseFloats(eqptr, &cmin, &cmax);
|
||||||
CG_EP_ParseFloats( eqptr, &cmin, &cmax );
|
else if (!Q_stricmp(startptr, "G"))
|
||||||
else if( !Q_stricmp( startptr, "G" ) )
|
CG_EP_ParseFloats(eqptr, &gmin, &gmax);
|
||||||
CG_EP_ParseFloats( eqptr, &gmin, &gmax );
|
else if (!Q_stricmp(startptr, "BV"))
|
||||||
else if( !Q_stricmp( startptr, "BV" ) )
|
CG_EP_ParseFloats(eqptr, &cg_atmFx.baseVec[0], &cg_atmFx.baseVec[1]);
|
||||||
CG_EP_ParseFloats( eqptr, &cg_atmFx.baseVec[0], &cg_atmFx.baseVec[1] );
|
else if (!Q_stricmp(startptr, "GV"))
|
||||||
else if( !Q_stricmp( startptr, "GV" ) )
|
CG_EP_ParseFloats(eqptr, &cg_atmFx.gustVec[0], &cg_atmFx.gustVec[1]);
|
||||||
CG_EP_ParseFloats( eqptr, &cg_atmFx.gustVec[0], &cg_atmFx.gustVec[1] );
|
else if (!Q_stricmp(startptr, "W"))
|
||||||
else if( !Q_stricmp( startptr, "W" ) )
|
CG_EP_ParseFloats(eqptr, &cg_atmFx.baseWeight, &cg_atmFx.gustWeight);
|
||||||
CG_EP_ParseFloats( eqptr, &cg_atmFx.baseWeight, &cg_atmFx.gustWeight );
|
else if (!Q_stricmp(startptr, "S"))
|
||||||
else if( !Q_stricmp( startptr, "S" ) )
|
CG_EP_ParseFloats(eqptr, &wsplash, &lsplash);
|
||||||
CG_EP_ParseFloats( eqptr, &wsplash, &lsplash );
|
else if (!Q_stricmp(startptr, "D"))
|
||||||
else if( !Q_stricmp( startptr, "D" ) )
|
CG_EP_ParseFloats(eqptr, &bdrop, &gdrop);
|
||||||
CG_EP_ParseFloats( eqptr, &bdrop, &gdrop );
|
else
|
||||||
else CG_Printf( "Unknown effect key '%s'.\n", startptr );
|
CG_Printf("Unknown effect key '%s'.\n", startptr);
|
||||||
}
|
}
|
||||||
startptr = endptr;
|
startptr = endptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
if( !type )
|
if (!type) {
|
||||||
{
|
|
||||||
// No effects
|
// No effects
|
||||||
|
|
||||||
cg_atmFx.numDrops = -1;
|
cg_atmFx.numDrops = -1;
|
||||||
|
@ -624,25 +615,27 @@ void CG_EffectParse( const char *effectstr )
|
||||||
cg_atmFx.landSplash = lsplash;
|
cg_atmFx.landSplash = lsplash;
|
||||||
|
|
||||||
cg_atmFx.numDrops = (cg_atmFx.baseDrops > cg_atmFx.gustDrops) ? cg_atmFx.baseDrops : cg_atmFx.gustDrops;
|
cg_atmFx.numDrops = (cg_atmFx.baseDrops > cg_atmFx.gustDrops) ? cg_atmFx.baseDrops : cg_atmFx.gustDrops;
|
||||||
if( cg_atmFx.numDrops > MAX_ATMOSPHERIC_PARTICLES )
|
if (cg_atmFx.numDrops > MAX_ATMOSPHERIC_PARTICLES)
|
||||||
cg_atmFx.numDrops = MAX_ATMOSPHERIC_PARTICLES;
|
cg_atmFx.numDrops = MAX_ATMOSPHERIC_PARTICLES;
|
||||||
|
|
||||||
// Load graphics
|
// Load graphics
|
||||||
|
|
||||||
// Rain
|
// Rain
|
||||||
if( !Q_stricmp(type, "rain") ) {
|
if (!Q_stricmp(type, "rain")) {
|
||||||
cg_atmFx.numEffectShaders = 1;
|
cg_atmFx.numEffectShaders = 1;
|
||||||
if( !(cg_atmFx.effectshaders[0] = trap_R_RegisterShader( "gfx/atmosphere/raindrop" )) )
|
if (!(cg_atmFx.effectshaders[0] = trap_R_RegisterShader("gfx/atmosphere/raindrop")))
|
||||||
cg_atmFx.effectshaders[0] = -1;
|
cg_atmFx.effectshaders[0] = -1;
|
||||||
if( cg_atmFx.waterSplash )
|
if (cg_atmFx.waterSplash)
|
||||||
cg_atmFx.effectwatershader = trap_R_RegisterShader( "gfx/atmosphere/raindropwater" );
|
cg_atmFx.effectwatershader = trap_R_RegisterShader("gfx/atmosphere/raindropwater");
|
||||||
if( cg_atmFx.landSplash )
|
if (cg_atmFx.landSplash)
|
||||||
cg_atmFx.effectlandshader = trap_R_RegisterShader( "gfx/atmosphere/raindropsolid" );
|
cg_atmFx.effectlandshader = trap_R_RegisterShader("gfx/atmosphere/raindropsolid");
|
||||||
|
|
||||||
// Snow
|
// Snow
|
||||||
} else if( !Q_stricmp(type, "snow") ) {
|
} else if (!Q_stricmp(type, "snow")) {
|
||||||
for( cg_atmFx.numEffectShaders = 0; cg_atmFx.numEffectShaders < 6; cg_atmFx.numEffectShaders++ ) {
|
for (cg_atmFx.numEffectShaders = 0; cg_atmFx.numEffectShaders < 6; cg_atmFx.numEffectShaders++) {
|
||||||
if( !( cg_atmFx.effectshaders[cg_atmFx.numEffectShaders] = trap_R_RegisterShader( va("gfx/atmosphere/snowflake0%i", cg_atmFx.numEffectShaders ) ) ) )
|
if (!
|
||||||
|
(cg_atmFx.effectshaders[cg_atmFx.numEffectShaders] =
|
||||||
|
trap_R_RegisterShader(va("gfx/atmosphere/snowflake0%i", cg_atmFx.numEffectShaders))))
|
||||||
cg_atmFx.effectshaders[cg_atmFx.numEffectShaders] = -1; // we had some kind of a problem
|
cg_atmFx.effectshaders[cg_atmFx.numEffectShaders] = -1; // we had some kind of a problem
|
||||||
}
|
}
|
||||||
cg_atmFx.waterSplash = 0;
|
cg_atmFx.waterSplash = 0;
|
||||||
|
@ -653,7 +646,7 @@ void CG_EffectParse( const char *effectstr )
|
||||||
cg_atmFx.numEffectShaders = 0;
|
cg_atmFx.numEffectShaders = 0;
|
||||||
|
|
||||||
// Initialise atmospheric effect to prevent all particles falling at the start
|
// Initialise atmospheric effect to prevent all particles falling at the start
|
||||||
for( count = 0; count < cg_atmFx.numDrops; count++ )
|
for (count = 0; count < cg_atmFx.numDrops; count++)
|
||||||
cg_atmFx.particles[count].nextDropTime = ATMOSPHERIC_DROPDELAY + (rand() % ATMOSPHERIC_DROPDELAY);
|
cg_atmFx.particles[count].nextDropTime = ATMOSPHERIC_DROPDELAY + (rand() % ATMOSPHERIC_DROPDELAY);
|
||||||
|
|
||||||
CG_EffectGust();
|
CG_EffectGust();
|
||||||
|
@ -672,28 +665,23 @@ void CG_AddAtmosphericEffects()
|
||||||
vec3_t currvec;
|
vec3_t currvec;
|
||||||
float currweight;
|
float currweight;
|
||||||
|
|
||||||
if( cg_atmFx.numDrops <= 0 || cg_atmFx.numEffectShaders == 0 )
|
if (cg_atmFx.numDrops <= 0 || cg_atmFx.numEffectShaders == 0)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
max = cg_lowEffects.integer ? (cg_atmFx.numDrops >> 1) : cg_atmFx.numDrops;
|
max = cg_lowEffects.integer ? (cg_atmFx.numDrops >> 1) : cg_atmFx.numDrops;
|
||||||
if( CG_EffectGustCurrent( currvec, &currweight, &currnum ) )
|
if (CG_EffectGustCurrent(currvec, &currweight, &currnum))
|
||||||
CG_EffectGust(); // Recalculate gust parameters
|
CG_EffectGust(); // Recalculate gust parameters
|
||||||
for( curr = 0; curr < max; curr++ )
|
for (curr = 0; curr < max; curr++) {
|
||||||
{
|
|
||||||
particle = &cg_atmFx.particles[curr];
|
particle = &cg_atmFx.particles[curr];
|
||||||
if( !cg_atmFx.ParticleCheckVisible( particle ) )
|
if (!cg_atmFx.ParticleCheckVisible(particle)) {
|
||||||
{
|
|
||||||
// Effect has terminated / fallen from screen view
|
// Effect has terminated / fallen from screen view
|
||||||
|
|
||||||
if( !particle->nextDropTime )
|
if (!particle->nextDropTime) {
|
||||||
{
|
|
||||||
// Stop rain being synchronized
|
// Stop rain being synchronized
|
||||||
particle->nextDropTime = rand() % ATMOSPHERIC_DROPDELAY;
|
particle->nextDropTime = rand() % ATMOSPHERIC_DROPDELAY;
|
||||||
}
|
} else if (currnum < curr || particle->nextDropTime > cg.time)
|
||||||
else if( currnum < curr || particle->nextDropTime > cg.time )
|
|
||||||
continue;
|
continue;
|
||||||
if( !cg_atmFx.ParticleGenerate( particle, currvec, currweight ) )
|
if (!cg_atmFx.ParticleGenerate(particle, currvec, currweight)) {
|
||||||
{
|
|
||||||
// Ensure it doesn't attempt to generate every frame, to prevent
|
// Ensure it doesn't attempt to generate every frame, to prevent
|
||||||
// 'clumping' when there's only a small sky area available.
|
// 'clumping' when there's only a small sky area available.
|
||||||
particle->nextDropTime = cg.time + ATMOSPHERIC_DROPDELAY;
|
particle->nextDropTime = cg.time + ATMOSPHERIC_DROPDELAY;
|
||||||
|
@ -701,13 +689,12 @@ void CG_AddAtmosphericEffects()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
cg_atmFx.ParticleRender( particle );
|
cg_atmFx.ParticleRender(particle);
|
||||||
}
|
}
|
||||||
|
|
||||||
cg_atmFx.lastRainTime = cg.time;
|
cg_atmFx.lastRainTime = cg.time;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
** G_AtmosphericKludge
|
** G_AtmosphericKludge
|
||||||
*/
|
*/
|
||||||
|
@ -718,8 +705,8 @@ qboolean CG_AtmosphericKludge()
|
||||||
// Activate effects for specified kludge maps that don't
|
// Activate effects for specified kludge maps that don't
|
||||||
// have it specified for them.
|
// have it specified for them.
|
||||||
|
|
||||||
if( kludgeChecked )
|
if (kludgeChecked)
|
||||||
return( kludgeResult );
|
return (kludgeResult);
|
||||||
kludgeChecked = qtrue;
|
kludgeChecked = qtrue;
|
||||||
kludgeResult = qfalse;
|
kludgeResult = qfalse;
|
||||||
|
|
||||||
|
@ -733,5 +720,5 @@ qboolean CG_AtmosphericKludge()
|
||||||
}
|
}
|
||||||
*/
|
*/
|
||||||
|
|
||||||
return( kludgeResult = qfalse );
|
return (kludgeResult = qfalse);
|
||||||
}
|
}
|
Loading…
Reference in a new issue