mirror of
https://github.com/DrBeef/QuakeQuest.git
synced 2024-12-23 02:50:49 +00:00
286 lines
8.6 KiB
C
286 lines
8.6 KiB
C
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/*
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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 the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "quakedef.h"
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#include "cl_collision.h"
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#ifdef MAX_EXPLOSIONS
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#define EXPLOSIONGRID 8
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#define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
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#define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
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static int numexplosions = 0;
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static float explosiontexcoord2f[EXPLOSIONVERTS][2];
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static unsigned short explosiontris[EXPLOSIONTRIS][3];
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static int explosionnoiseindex[EXPLOSIONVERTS];
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static vec3_t explosionpoint[EXPLOSIONVERTS];
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typedef struct explosion_s
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{
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float starttime;
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float endtime;
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float time;
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float alpha;
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float fade;
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vec3_t origin;
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vec3_t vert[EXPLOSIONVERTS];
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vec3_t vertvel[EXPLOSIONVERTS];
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qboolean clipping;
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}
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explosion_t;
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static explosion_t explosion[MAX_EXPLOSIONS];
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static rtexture_t *explosiontexture;
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//static rtexture_t *explosiontexturefog;
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static rtexturepool_t *explosiontexturepool;
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#endif
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cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1", "enables collision detection for explosion shell (so that it flattens against walls and floors)"};
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#ifdef MAX_EXPLOSIONS
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static cvar_t r_drawexplosions = {0, "r_drawexplosions", "1", "enables rendering of explosion shells (see also cl_particles_explosions_shell)"};
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//extern qboolean r_loadfog;
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static void r_explosion_start(void)
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{
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int x, y;
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static unsigned char noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
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explosiontexturepool = R_AllocTexturePool();
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explosiontexture = NULL;
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//explosiontexturefog = NULL;
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fractalnoise(&noise1[0][0], 128, 32);
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fractalnoise(&noise2[0][0], 128, 4);
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fractalnoise(&noise3[0][0], 128, 4);
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for (y = 0;y < 128;y++)
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{
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for (x = 0;x < 128;x++)
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{
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int j, r, g, b, a;
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j = (noise1[y][x] * noise2[y][x]) * 3 / 256 - 128;
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r = (j * 512) / 256;
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g = (j * 256) / 256;
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b = (j * 128) / 256;
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a = noise3[y][x] * 3 - 128;
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data[y][x][2] = bound(0, r, 255);
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data[y][x][1] = bound(0, g, 255);
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data[y][x][0] = bound(0, b, 255);
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data[y][x][3] = bound(0, a, 255);
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}
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}
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explosiontexture = R_LoadTexture2D(explosiontexturepool, "explosiontexture", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_FORCELINEAR, -1, NULL);
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// if (r_loadfog)
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// {
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// for (y = 0;y < 128;y++)
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// for (x = 0;x < 128;x++)
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// data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
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// explosiontexturefog = R_LoadTexture2D(explosiontexturepool, "explosiontexture_fog", 128, 128, &data[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_ALPHA | TEXF_FORCELINEAR, NULL);
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// }
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// note that explosions survive the restart
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}
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static void r_explosion_shutdown(void)
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{
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R_FreeTexturePool(&explosiontexturepool);
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}
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static void r_explosion_newmap(void)
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{
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numexplosions = 0;
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memset(explosion, 0, sizeof(explosion));
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}
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static int R_ExplosionVert(int column, int row)
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{
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int i;
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float yaw, pitch;
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// top and bottom rows are all one position...
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if (row == 0 || row == EXPLOSIONGRID)
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column = 0;
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i = row * (EXPLOSIONGRID + 1) + column;
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yaw = ((double) column / EXPLOSIONGRID) * M_PI * 2;
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pitch = (((double) row / EXPLOSIONGRID) - 0.5) * M_PI;
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explosionpoint[i][0] = cos(yaw) * cos(pitch);
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explosionpoint[i][1] = sin(yaw) * cos(pitch);
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explosionpoint[i][2] = 1 * -sin(pitch);
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explosiontexcoord2f[i][0] = (float) column / (float) EXPLOSIONGRID;
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explosiontexcoord2f[i][1] = (float) row / (float) EXPLOSIONGRID;
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explosionnoiseindex[i] = (row % EXPLOSIONGRID) * EXPLOSIONGRID + (column % EXPLOSIONGRID);
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return i;
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}
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#endif
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void R_Explosion_Init(void)
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{
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#ifdef MAX_EXPLOSIONS
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int i, x, y;
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i = 0;
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for (y = 0;y < EXPLOSIONGRID;y++)
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{
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for (x = 0;x < EXPLOSIONGRID;x++)
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{
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explosiontris[i][0] = R_ExplosionVert(x , y );
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explosiontris[i][1] = R_ExplosionVert(x + 1, y );
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explosiontris[i][2] = R_ExplosionVert(x , y + 1);
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i++;
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explosiontris[i][0] = R_ExplosionVert(x + 1, y );
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explosiontris[i][1] = R_ExplosionVert(x + 1, y + 1);
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explosiontris[i][2] = R_ExplosionVert(x , y + 1);
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i++;
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}
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}
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#endif
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Cvar_RegisterVariable(&r_explosionclip);
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#ifdef MAX_EXPLOSIONS
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Cvar_RegisterVariable(&r_drawexplosions);
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R_RegisterModule("R_Explosions", r_explosion_start, r_explosion_shutdown, r_explosion_newmap, NULL, NULL);
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#endif
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}
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void R_NewExplosion(const vec3_t org)
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{
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#ifdef MAX_EXPLOSIONS
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int i, j;
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float dist, n;
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explosion_t *e;
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trace_t trace;
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unsigned char noise[EXPLOSIONGRID*EXPLOSIONGRID];
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fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
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for (i = 0, e = explosion;i < MAX_EXPLOSIONS;i++, e++)
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{
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if (!e->alpha)
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{
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numexplosions = max(numexplosions, i + 1);
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e->starttime = cl.time;
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e->endtime = cl.time + cl_explosions_lifetime.value;
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e->time = e->starttime;
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e->alpha = cl_explosions_alpha_start.value;
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e->fade = (cl_explosions_alpha_start.value - cl_explosions_alpha_end.value) / cl_explosions_lifetime.value;
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e->clipping = r_explosionclip.integer != 0;
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VectorCopy(org, e->origin);
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for (j = 0;j < EXPLOSIONVERTS;j++)
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{
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// calculate start origin and velocity
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n = noise[explosionnoiseindex[j]] * (1.0f / 255.0f) + 0.5;
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dist = n * cl_explosions_size_start.value;
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VectorMA(e->origin, dist, explosionpoint[j], e->vert[j]);
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dist = n * (cl_explosions_size_end.value - cl_explosions_size_start.value) / cl_explosions_lifetime.value;
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VectorScale(explosionpoint[j], dist, e->vertvel[j]);
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// clip start origin
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if (e->clipping)
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{
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trace = CL_TraceLine(e->origin, e->vert[j], MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, false);
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VectorCopy(trace.endpos, e->vert[i]);
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}
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}
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break;
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}
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}
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#endif
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}
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#ifdef MAX_EXPLOSIONS
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static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
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{
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int surfacelistindex = 0;
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const int numtriangles = EXPLOSIONTRIS, numverts = EXPLOSIONVERTS;
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GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
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GL_DepthMask(false);
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GL_DepthRange(0, 1);
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GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
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GL_DepthTest(true);
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GL_CullFace(r_refdef.view.cullface_back);
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R_EntityMatrix(&identitymatrix);
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// R_Mesh_ResetTextureState();
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R_SetupShader_Generic(explosiontexture, NULL, GL_MODULATE, 1, false, false, false);
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for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
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{
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const explosion_t *e = explosion + surfacelist[surfacelistindex];
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// FIXME: this can't properly handle r_refdef.view.colorscale > 1
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GL_Color(e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, 1);
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R_Mesh_PrepareVertices_Generic_Arrays(numverts, e->vert[0], NULL, explosiontexcoord2f[0]);
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R_Mesh_Draw(0, numverts, 0, numtriangles, NULL, NULL, 0, explosiontris[0], NULL, 0);
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}
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}
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static void R_MoveExplosion(explosion_t *e)
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{
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int i;
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float dot, end[3], frametime;
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trace_t trace;
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frametime = cl.time - e->time;
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e->time = cl.time;
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e->alpha = e->alpha - (e->fade * frametime);
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if (e->alpha < 0 || cl.time > e->endtime)
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{
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e->alpha = 0;
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return;
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}
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for (i = 0;i < EXPLOSIONVERTS;i++)
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{
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if (e->vertvel[i][0] || e->vertvel[i][1] || e->vertvel[i][2])
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{
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VectorMA(e->vert[i], frametime, e->vertvel[i], end);
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if (e->clipping)
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{
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trace = CL_TraceLine(e->vert[i], end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, false);
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if (trace.fraction < 1)
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{
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// clip velocity against the wall
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dot = -DotProduct(e->vertvel[i], trace.plane.normal);
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VectorMA(e->vertvel[i], dot, trace.plane.normal, e->vertvel[i]);
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}
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VectorCopy(trace.endpos, e->vert[i]);
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}
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else
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VectorCopy(end, e->vert[i]);
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}
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}
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}
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#endif
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void R_DrawExplosions(void)
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{
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#ifdef MAX_EXPLOSIONS
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int i;
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if (!r_drawexplosions.integer)
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return;
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for (i = 0;i < numexplosions;i++)
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{
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if (explosion[i].alpha)
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{
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R_MoveExplosion(&explosion[i]);
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if (explosion[i].alpha)
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R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
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}
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}
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while (numexplosions > 0 && explosion[i-1].alpha <= 0)
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numexplosions--;
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#endif
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}
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