mirror of
https://github.com/DrBeef/Raze.git
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git-svn-id: https://svn.eduke32.com/eduke32@1316 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
22a7ec1b3b
commit
3d7a6a3572
9 changed files with 180 additions and 167 deletions
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@ -149,7 +149,7 @@ typedef struct s_prprogrambit {
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} _prprogrambit;
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// LIGHTS
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#define PR_MAXLIGHTS 256
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#define PR_MAXLIGHTS 128
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#define SHADOW_DEPTH_OFFSET 30
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#define PR_MAXLIGHTPRIORITY 3
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@ -5733,8 +5733,8 @@ void uninitengine(void)
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Bfree(tsprite);
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if (spriteext != NULL)
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Bfree(spriteext);
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// if (spritesmooth != NULL)
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// Bfree(spritesmooth);
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if (spritesmooth != NULL)
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Bfree(spritesmooth);
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#endif
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}
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@ -2701,7 +2701,7 @@ static void G_MoveWeapons(void)
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G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 1024, 255+(80<<8),0);
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if (DynamicTileMap[s->picnum] == RPG__STATIC && ActorExtra[i].picnum != BOSS2 &&
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s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
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s->xrepeat >= 10 && sector[s->sectnum].lotag != 2)
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{
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j = A_Spawn(i,SMALLSMOKE);
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sprite[j].z += (1<<8);
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@ -5095,34 +5095,34 @@ static void G_MoveMisc(void) // STATNUM 5
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case FORCERIPPLE__STATIC:
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case TRANSPORTERSTAR__STATIC:
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case TRANSPORTERBEAM__STATIC:
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{
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switch (DynamicTileMap[switchpicnum])
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{
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switch (DynamicTileMap[switchpicnum])
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{
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case BURNING__STATIC:
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case BURNING2__STATIC:
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if (ActorExtra[i].floorz - ActorExtra[i].ceilingz < 128) break;
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if (s->z > ActorExtra[i].floorz + 2048) break;
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G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 64 * s->xrepeat, 255+(80<<8),0);
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break;
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case BURNING__STATIC:
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case BURNING2__STATIC:
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if (ActorExtra[i].floorz - ActorExtra[i].ceilingz < 128) break;
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if (s->z > ActorExtra[i].floorz + 2048) break;
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G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 64 * s->xrepeat, 255+(80<<8),0);
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break;
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case EXPLOSION2__STATIC:
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G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 4096, 255+(80<<8),0);
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break;
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case FORCERIPPLE__STATIC:
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case EXPLOSION2__STATIC:
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G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 4096, 255+(80<<8),0);
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break;
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case FORCERIPPLE__STATIC:
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// case TRANSPORTERSTAR__STATIC:
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case TRANSPORTERBEAM__STATIC:
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G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 2048, 80+(80<<8)+(255<<16),0);
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break;
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case SHRINKEREXPLOSION__STATIC:
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G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 2048, 128+(255<<8)+(128<<16),0);
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break;
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}
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case TRANSPORTERBEAM__STATIC:
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G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 2048, 80+(80<<8)+(255<<16),0);
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break;
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case SHRINKEREXPLOSION__STATIC:
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G_AddGameLight(0, s->sectnum, s->x, s->y, s->z, 2048, 128+(255<<8)+(128<<16),0);
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break;
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}
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if (!actorscrptr[sprite[i].picnum])
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goto BOLT;
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p = A_FindPlayer(s,&x);
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A_Execute(i,p,x);
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goto BOLT;
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}
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}
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case SHELL__STATIC:
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case SHOTGUNSHELL__STATIC:
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@ -630,7 +630,7 @@ const char *MusicAndSFXTagText(int32_t lotag)
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Bmemset(tempbuf, 0, sizeof(tempbuf));
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if (g_numsounds <= 0)
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return tempbuf;
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return tempbuf;
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if (lotag>0 && lotag<999 && g_sounds[lotag].definedname)
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return g_sounds[lotag].definedname;
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@ -1613,7 +1613,7 @@ static int32_t compare_sounds_d(int16_t k1, int16_t k2)
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if (!n1 && !n2) return 0;
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if (!n1) return -1;
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if (!n2) return 1;
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return Bstrcasecmp(n1, n2);
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return Bstrcasecmp(n1, n2);
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}
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static int32_t compare_sounds_f(int16_t k1, int16_t k2)
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{
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@ -1623,7 +1623,7 @@ static int32_t compare_sounds_f(int16_t k1, int16_t k2)
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if (!n1 && !n2) return 0;
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if (!n1) return -1;
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if (!n2) return 1;
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return Bstrcasecmp(n1, n2);
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return Bstrcasecmp(n1, n2);
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}
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static int32_t compare_sounds_1(int16_t k1, int16_t k2)
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{
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@ -1631,7 +1631,7 @@ static int32_t compare_sounds_1(int16_t k1, int16_t k2)
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}
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static int32_t compare_sounds_2(int16_t k1, int16_t k2)
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{
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return (g_sounds[k2].m&2) - (g_sounds[k1].m&2);
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return (g_sounds[k2].m&2) - (g_sounds[k1].m&2);
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}
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static int32_t compare_sounds_3(int16_t k1, int16_t k2)
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{
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@ -1720,7 +1720,7 @@ static int32_t sort_sounds(int32_t how)
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{
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dst[d++] = src[l++];
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continue;
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}
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}
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dst[d++] = src[r++];
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}
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}
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@ -1759,7 +1759,7 @@ static void SoundDisplay()
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// SoundToggle = 1;
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while (keystatus[KEYSC_ESC]==0 && keystatus[KEYSC_Q]==0 && keystatus[KEYSC_F2]==0
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&& keystatus[buildkeys[BK_MODE2D_3D]]==0) // quickjump to 3d mode
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&& keystatus[buildkeys[BK_MODE2D_3D]]==0) // quickjump to 3d mode
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{
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if (handleevents())
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{
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@ -1868,7 +1868,7 @@ static void SoundDisplay()
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ch = bgetchar();
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if (keystatus[1]) bad = 1;
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else if (ch == 's' || ch == 'd' || ch == 'f' || ch == 'g' ||
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ch == '1' || ch == '2' || ch == '3' || ch == '4' || ch == '5')
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{
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@ -1899,7 +1899,7 @@ static void SoundDisplay()
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sound_t *snd=&g_sounds[k];
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char *cp;
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Bsprintf(disptext[i],
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Bsprintf(disptext[i],
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"%4d .................... ................ %6d:%-6d %3d %c%c%c%c%c %6d",
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// 5678901234567890X23456789012345678901234567
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k, snd->ps, snd->pe, snd->pr,
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@ -1993,7 +1993,7 @@ static void M32_MoveFX(void)
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ht = s->hitag;
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if (s->lotag < 999 && (unsigned)sector[s->sectnum].lotag < 9 &&
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AmbienceToggle && sector[s->sectnum].floorz != sector[s->sectnum].ceilingz)
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AmbienceToggle && sector[s->sectnum].floorz != sector[s->sectnum].ceilingz)
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{
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if ((g_sounds[s->lotag].m&2))
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{
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@ -2005,12 +2005,12 @@ static void M32_MoveFX(void)
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for (j = headspritestat[0]; j >= 0; j = nextspritestat[j])
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{
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if (s->picnum == MUSICANDSFX && j != i && sprite[j].lotag < 999 &&
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(sprite[j].filler&1) == 1 && dist(&sprite[j],(spritetype*)&pos) > x)
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(sprite[j].filler&1) == 1 && dist(&sprite[j],(spritetype*)&pos) > x)
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{
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S_StopEnvSound(sprite[j].lotag,j);
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break;
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}
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}
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if (j == -1) continue;
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}
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@ -9163,7 +9163,7 @@ int32_t parseconsounds(scriptfile *script)
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if (g_sounds[sndnum].filename == NULL)
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g_sounds[sndnum].filename = Bcalloc(slen+1,sizeof(uint8_t));
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// Hopefully noone does memcpy(..., g_sounds[].filename, BMAX_PATH)
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// Hopefully noone does memcpy(..., g_sounds[].filename, BMAX_PATH)
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if (!g_sounds[sndnum].filename)
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{
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Bfree(definedname);
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@ -4530,7 +4530,8 @@ void G_DrawRooms(int32_t snum,int32_t smoothratio)
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}
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#ifdef POLYMER
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if (getrendermode() == 4) {
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if (getrendermode() == 4)
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{
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polymer_setanimatesprites(G_DoSpriteAnimations, ud.camerax,ud.cameray,ud.cameraang,smoothratio);
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}
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#endif
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@ -7350,43 +7351,44 @@ PALONLY:
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}
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}
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switch (DynamicTileMap[s->picnum-1])
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{
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case DIPSWITCH__STATIC:
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case DIPSWITCH2__STATIC:
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case DIPSWITCH3__STATIC:
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case PULLSWITCH__STATIC:
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case HANDSWITCH__STATIC:
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case SLOTDOOR__STATIC:
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case LIGHTSWITCH__STATIC:
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case SPACELIGHTSWITCH__STATIC:
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case SPACEDOORSWITCH__STATIC:
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case FRANKENSTINESWITCH__STATIC:
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case LIGHTSWITCH2__STATIC:
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case POWERSWITCH1__STATIC:
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case LOCKSWITCH1__STATIC:
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case POWERSWITCH2__STATIC:
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case TECHSWITCH__STATIC:
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framelights[framelightcount & (PR_MAXLIGHTS-1)].radius = 0;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].sector = t->sectnum;
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switch (DynamicTileMap[s->picnum-1])
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{
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case DIPSWITCH__STATIC:
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case DIPSWITCH2__STATIC:
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case DIPSWITCH3__STATIC:
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case PULLSWITCH__STATIC:
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case HANDSWITCH__STATIC:
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case SLOTDOOR__STATIC:
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case LIGHTSWITCH__STATIC:
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case SPACELIGHTSWITCH__STATIC:
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case SPACEDOORSWITCH__STATIC:
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case FRANKENSTINESWITCH__STATIC:
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case POWERSWITCH1__STATIC:
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case LOCKSWITCH1__STATIC:
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case POWERSWITCH2__STATIC:
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case TECHSWITCH__STATIC:
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case ACCESSSWITCH__STATIC:
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case ACCESSSWITCH2__STATIC:
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framelights[framelightcount & (PR_MAXLIGHTS-1)].radius = 0;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].sector = t->sectnum;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].x = t->x+((sintable[(t->ang+512)&2047])>>7);
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framelights[framelightcount & (PR_MAXLIGHTS-1)].y = t->y+((sintable[(t->ang)&2047])>>7);
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framelights[framelightcount & (PR_MAXLIGHTS-1)].z = t->z-1024;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].x = t->x+((sintable[(t->ang+512)&2047])>>7);
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framelights[framelightcount & (PR_MAXLIGHTS-1)].y = t->y+((sintable[(t->ang)&2047])>>7);
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framelights[framelightcount & (PR_MAXLIGHTS-1)].z = t->z-1024;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].range = 1024;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].range = 1024;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].color[0] = 48;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].color[1] = 255;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].color[2] = 48;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].color[0] = 48;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].color[1] = 255;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].color[2] = 48;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].priority = 2;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].priority = 2;
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if (framelightcount < PR_MAXLIGHTS)
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framelightcount++;
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if (framelightcount < PR_MAXLIGHTS)
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framelightcount++;
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break;
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}
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break;
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}
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switch (DynamicTileMap[s->picnum])
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{
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@ -7400,11 +7402,12 @@ PALONLY:
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case SPACELIGHTSWITCH__STATIC:
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case SPACEDOORSWITCH__STATIC:
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case FRANKENSTINESWITCH__STATIC:
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case LIGHTSWITCH2__STATIC:
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case POWERSWITCH1__STATIC:
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case LOCKSWITCH1__STATIC:
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case POWERSWITCH2__STATIC:
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case TECHSWITCH__STATIC:
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case ACCESSSWITCH__STATIC:
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case ACCESSSWITCH2__STATIC:
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framelights[framelightcount & (PR_MAXLIGHTS-1)].radius = 0;
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framelights[framelightcount & (PR_MAXLIGHTS-1)].sector = t->sectnum;
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@ -8186,11 +8189,11 @@ static void G_ShowScores(void)
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if (playerswhenstarted > 1 && (GametypeFlags[ud.coop]&GAMETYPE_SCORESHEET))
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{
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/*
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rotatesprite(160<<16,34<<16,65536L,0,INGAMEDUKETHREEDEE,0,0,10,0,0,xdim-1,ydim-1);
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if (PLUTOPAK) // JBF 20030804
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rotatesprite((260)<<16,36<<16,65536L,0,PLUTOPAKSPRITE+2,0,0,2+8,0,0,xdim-1,ydim-1);
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*/
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/*
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rotatesprite(160<<16,34<<16,65536L,0,INGAMEDUKETHREEDEE,0,0,10,0,0,xdim-1,ydim-1);
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if (PLUTOPAK) // JBF 20030804
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rotatesprite((260)<<16,36<<16,65536L,0,PLUTOPAKSPRITE+2,0,0,2+8,0,0,xdim-1,ydim-1);
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*/
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gametext(160,SCORESHEETOFFSET+58+2,"MULTIPLAYER TOTALS",0,2+8+16);
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gametext(160,SCORESHEETOFFSET+58+10,MapInfo[(ud.volume_number*MAXLEVELS)+ud.last_level-1].name,0,2+8+16);
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@ -10978,25 +10981,25 @@ void app_main(int32_t argc,const char **argv)
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glusetexcache = glusetexcachecompression = -1;
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#endif
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/*
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#ifdef _WIN32
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ud.config.CheckForUpdates = -1;
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#endif
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*/
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/*
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#ifdef _WIN32
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ud.config.CheckForUpdates = -1;
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#endif
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*/
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i = CONFIG_ReadSetup();
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if (getenv("DUKE3DGRP")) duke3dgrp = getenv("DUKE3DGRP");
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#ifdef _WIN32
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/*
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if (ud.config.CheckForUpdates == -1)
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{
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i=wm_ynbox("Automatic Update Notifications",
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"Would you like to check for new versions of EDuke32 at startup?");
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ud.config.CheckForUpdates = 0;
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if (i) ud.config.CheckForUpdates = 1;
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}
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*/
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/*
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if (ud.config.CheckForUpdates == -1)
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{
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i=wm_ynbox("Automatic Update Notifications",
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"Would you like to check for new versions of EDuke32 at startup?");
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ud.config.CheckForUpdates = 0;
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if (i) ud.config.CheckForUpdates = 1;
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}
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*/
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// initprintf("build %d\n",(uint8_t)atoi(BUILDDATE));
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@ -11042,8 +11045,8 @@ void app_main(int32_t argc,const char **argv)
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{
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#if 0
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i=wm_ynbox("Texture Cache",
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"Would you like to enable the on-disk texture cache?\n\n"
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"You generally want to say 'yes' here, especially if using the HRP.");
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"Would you like to enable the on-disk texture cache?\n\n"
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"You generally want to say 'yes' here, especially if using the HRP.");
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#else
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i = 1;
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#endif
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|
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@ -5825,7 +5825,7 @@ static void C_InitProjectiles(void)
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int8_t sxrepeat, syrepeat, txrepeat, tyrepeat, shade, xrepeat, yrepeat, pal, velmult;
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} DefaultProjectile =
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{
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1, 100, -1, -1, 2048, 0, 0,
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1, 100, -1, -1, 2048, 0, 0,
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SMALLSMOKE, -1, -1, 600, BULLETHOLE, -1, 0, 0, 32, 448, g_numFreezeBounces, PIPEBOMB_BOUNCE, 1,
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-1, -1, -1, -1, -96, 18, 18, 0, 1
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};
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@ -758,26 +758,26 @@ cvar_t cvars[] =
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{ "r_projectionhack", "r_projectionhack: enable/disable projection hack", (void*)&glprojectionhacks, CVAR_INT, 0, 0, 2 },
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# ifdef POLYMER
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// polymer cvars
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{ "pr_lighting", "pr_lighting: enable/disable dynamic lights", (void*)&pr_lighting, CVAR_BOOL, 0, 0, 1 },
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{ "pr_normalmapping", "pr_normalmapping: enable/disable virtual displacement mapping", (void*)&pr_normalmapping, CVAR_BOOL, 0, 0, 1 },
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{ "pr_specularmapping", "pr_specularmapping: enable/disable specular mapping", (void*)&pr_specularmapping, CVAR_BOOL, 0, 0, 1 },
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{ "pr_shadows", "pr_shadows: enable/disable dynamic shadows", (void*)&pr_shadows, CVAR_BOOL, 0, 0, 1 },
|
||||
{ "pr_shadowcount", "pr_shadowcount: maximal amount of shadow emitting lights on screen - you need to restart the renderer for it to take effect", (void*)&pr_shadowcount, CVAR_INT, 0, 0, 64 },
|
||||
{ "pr_shadowdetail", "pr_shadowdetail: sets the shadow map resolution - you need to restart the renderer for it to take effect", (void*)&pr_shadowdetail, CVAR_INT, 0, 0, 5 },
|
||||
{ "pr_maxlightpasses", "pr_maxlightpasses: the maximal amount of lights a single object can by affected by", (void*)&pr_maxlightpasses, CVAR_INT, 0, 0, 512 },
|
||||
{ "pr_maxlightpriority", "pr_maxlightpriority: lowering that value removes less meaningful lights from the scene", (void*)&pr_maxlightpriority, CVAR_INT, 0, 0, PR_MAXLIGHTPRIORITY },
|
||||
{ "pr_fov", "pr_fov: sets the field of vision in build angle", (void*)&pr_fov, CVAR_INT, 0, 0, 1023},
|
||||
{ "pr_billboardingmode", "pr_billboardingmode: face sprite display method. 0: classic mode; 1: polymost mode", (void*)&pr_billboardingmode, CVAR_INT, 0, 0, 1 },
|
||||
{ "pr_verbosity", "pr_verbosity: verbosity level of the polymer renderer", (void*)&pr_verbosity, CVAR_INT, 0, 0, 3 },
|
||||
{ "pr_wireframe", "pr_wireframe: toggles wireframe mode", (void*)&pr_wireframe, CVAR_INT, 0, 0, 1 },
|
||||
{ "pr_vbos", "pr_vbos: contols Vertex Buffer Object usage. 0: no VBOs. 1: VBOs for map data. 2: VBOs for model data.", (void*)&pr_vbos, CVAR_INT, 0, 0, 2 },
|
||||
{ "pr_gpusmoothing", "pr_gpusmoothing: toggles model animation interpolation", (void*)&pr_gpusmoothing, CVAR_INT, 0, 0, 1 },
|
||||
{ "pr_overrideparallax", "pr_overrideparallax: overrides parallax mapping scale and bias values with values from the pr_parallaxscale and pr_parallaxbias cvars; use it to fine-tune DEF tokens", (void*)&pr_overrideparallax, CVAR_BOOL, 0, 0, 1 },
|
||||
{ "pr_parallaxscale", "pr_parallaxscale: overriden parallax mapping offset scale", (void*)&pr_parallaxscale, CVAR_FLOAT, 0, -10, 10 },
|
||||
{ "pr_parallaxbias", "pr_parallaxbias: overriden parallax mapping offset bias", (void*)&pr_parallaxbias, CVAR_FLOAT, 0, -10, 10 },
|
||||
{ "pr_overridespecular", "pr_overridespecular: overrides specular material power and factor values with values from the pr_specularpower and pr_specularfactor cvars; use it to fine-tune DEF tokens", (void*)&pr_overridespecular, CVAR_BOOL, 0, 0, 1 },
|
||||
{ "pr_specularpower", "pr_specularpower: overriden specular material power", (void*)&pr_specularpower, CVAR_FLOAT, 0, -10, 1000 },
|
||||
{ "pr_specularfactor", "pr_specularfactor: overriden specular material factor", (void*)&pr_specularfactor, CVAR_FLOAT, 0, -10, 1000 },
|
||||
{ "r_pr_lighting", "r_pr_lighting: enable/disable dynamic lights", (void*)&pr_lighting, CVAR_BOOL, 0, 0, 1 },
|
||||
{ "r_pr_normalmapping", "r_pr_normalmapping: enable/disable virtual displacement mapping", (void*)&pr_normalmapping, CVAR_BOOL, 0, 0, 1 },
|
||||
{ "r_pr_specularmapping", "r_pr_specularmapping: enable/disable specular mapping", (void*)&pr_specularmapping, CVAR_BOOL, 0, 0, 1 },
|
||||
{ "r_pr_shadows", "r_pr_shadows: enable/disable dynamic shadows", (void*)&pr_shadows, CVAR_BOOL, 0, 0, 1 },
|
||||
{ "r_pr_shadowcount", "r_pr_shadowcount: maximal amount of shadow emitting lights on screen - you need to restart the renderer for it to take effect", (void*)&pr_shadowcount, CVAR_INT, 0, 0, 64 },
|
||||
{ "r_pr_shadowdetail", "r_pr_shadowdetail: sets the shadow map resolution - you need to restart the renderer for it to take effect", (void*)&pr_shadowdetail, CVAR_INT, 0, 0, 5 },
|
||||
{ "r_pr_maxlightpasses", "r_pr_maxlightpasses: the maximal amount of lights a single object can by affected by", (void*)&pr_maxlightpasses, CVAR_INT, 0, 0, 512 },
|
||||
{ "r_pr_maxlightpriority", "r_pr_maxlightpriority: lowering that value removes less meaningful lights from the scene", (void*)&pr_maxlightpriority, CVAR_INT, 0, 0, PR_MAXLIGHTPRIORITY },
|
||||
{ "r_pr_fov", "r_pr_fov: sets the field of vision in build angle", (void*)&pr_fov, CVAR_INT, 0, 0, 1023},
|
||||
{ "r_pr_billboardingmode", "r_pr_billboardingmode: face sprite display method. 0: classic mode; 1: polymost mode", (void*)&pr_billboardingmode, CVAR_INT, 0, 0, 1 },
|
||||
{ "r_pr_verbosity", "r_pr_verbosity: verbosity level of the polymer renderer", (void*)&pr_verbosity, CVAR_INT, 0, 0, 3 },
|
||||
{ "r_pr_wireframe", "r_pr_wireframe: toggles wireframe mode", (void*)&pr_wireframe, CVAR_INT, 0, 0, 1 },
|
||||
{ "r_pr_vbos", "r_pr_vbos: contols Vertex Buffer Object usage. 0: no VBOs. 1: VBOs for map data. 2: VBOs for model data.", (void*)&pr_vbos, CVAR_INT, 0, 0, 2 },
|
||||
{ "r_pr_gpusmoothing", "r_pr_gpusmoothing: toggles model animation interpolation", (void*)&pr_gpusmoothing, CVAR_INT, 0, 0, 1 },
|
||||
{ "r_pr_overrideparallax", "r_pr_overrideparallax: overrides parallax mapping scale and bias values with values from the pr_parallaxscale and pr_parallaxbias cvars; use it to fine-tune DEF tokens", (void*)&pr_overrideparallax, CVAR_BOOL, 0, 0, 1 },
|
||||
{ "r_pr_parallaxscale", "r_pr_parallaxscale: overriden parallax mapping offset scale", (void*)&pr_parallaxscale, CVAR_FLOAT, 0, -10, 10 },
|
||||
{ "r_pr_parallaxbias", "r_pr_parallaxbias: overriden parallax mapping offset bias", (void*)&pr_parallaxbias, CVAR_FLOAT, 0, -10, 10 },
|
||||
{ "r_pr_overridespecular", "r_pr_overridespecular: overrides specular material power and factor values with values from the pr_specularpower and pr_specularfactor cvars; use it to fine-tune DEF tokens", (void*)&pr_overridespecular, CVAR_BOOL, 0, 0, 1 },
|
||||
{ "r_pr_specularpower", "r_pr_specularpower: overriden specular material power", (void*)&pr_specularpower, CVAR_FLOAT, 0, -10, 1000 },
|
||||
{ "r_pr_specularfactor", "r_pr_specularfactor: overriden specular material factor", (void*)&pr_specularfactor, CVAR_FLOAT, 0, -10, 1000 },
|
||||
#endif
|
||||
#endif
|
||||
{ "r_drawweapon", "r_drawweapon: enable/disable weapon drawing", (void*)&ud.drawweapon, CVAR_INT, 0, 0, 2 },
|
||||
|
|
|
@ -345,29 +345,39 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
|
|||
}
|
||||
}
|
||||
|
||||
G_AddGameLight(0, s->sectnum, s->x+((sintable[(s->ang+512)&2047])>>7),
|
||||
s->y+((sintable[(s->ang)&2047])>>7), s->z-PHEIGHT, 4096, 255+(80<<8),0);
|
||||
switch (DynamicTileMap[atwith])
|
||||
{
|
||||
case FIRELASER__STATIC:
|
||||
case SHOTGUN__STATIC:
|
||||
case SHOTSPARK1__STATIC:
|
||||
case CHAINGUN__STATIC:
|
||||
case RPG__STATIC:
|
||||
case MORTER__STATIC:
|
||||
G_AddGameLight(0, s->sectnum, s->x+((sintable[(s->ang+512)&2047])>>7),
|
||||
s->y+((sintable[(s->ang)&2047])>>7), s->z-PHEIGHT, 4096, 255+(80<<8),0);
|
||||
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(s->ang+512)&2047])>>7);
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = s->y+((sintable[(s->ang)&2047])>>7);
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(s->ang+512)&2047])>>7);
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = s->y+((sintable[(s->ang)&2047])>>7);
|
||||
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = s->z-PHEIGHT;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = 8192;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].z = s->z-PHEIGHT;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].range = 8192;
|
||||
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = (s->ang+1024)&2047;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = 100;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = 256;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].faderadius = 200;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].angle = (s->ang+1024)&2047;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].horiz = 100;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].radius = 256;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].faderadius = 200;
|
||||
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = 255;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = 80;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = 0;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[0] = 255;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[1] = 80;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].color[2] = 0;
|
||||
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 1;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].priority = 1;
|
||||
|
||||
if (gamelightcount < PR_MAXLIGHTS)
|
||||
gamelightcount++;
|
||||
if (gamelightcount < PR_MAXLIGHTS)
|
||||
gamelightcount++;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (A_CheckSpriteTileFlags(atwith,SPRITE_PROJECTILE))
|
||||
|
@ -2141,7 +2151,7 @@ void P_FireWeapon(DukePlayer_t *p)
|
|||
p->visibility = 0;
|
||||
|
||||
G_AddGameLight(0, s->sectnum, s->x+((sintable[(p->ang+512)&2047])>>7), s->y+((sintable[(p->ang)&2047])>>7),
|
||||
s->z-PHEIGHT, 4096, aplWeaponFlashColor[p->curr_weapon][snum],0);
|
||||
s->z-PHEIGHT, 4096, aplWeaponFlashColor[p->curr_weapon][snum],0);
|
||||
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum;
|
||||
gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(p->ang+512)&2047])>>7);
|
||||
|
|
|
@ -186,12 +186,12 @@ int32_t S_PlaySoundXYZ(int32_t num, int32_t i, const vec3_t *pos)
|
|||
// if(num != 358) return 0;
|
||||
|
||||
if (num >= MAXSOUNDS ||
|
||||
!SM32_havesound ||
|
||||
!SM32_havesound ||
|
||||
// ((g_sounds[num].m&8) && ud.lockout) ||
|
||||
SoundToggle == 0 ||
|
||||
g_sounds[num].num > 3 ||
|
||||
FX_VoiceAvailable(g_sounds[num].pr) == 0)
|
||||
return -1;
|
||||
SoundToggle == 0 ||
|
||||
g_sounds[num].num > 3 ||
|
||||
FX_VoiceAvailable(g_sounds[num].pr) == 0)
|
||||
return -1;
|
||||
|
||||
if (g_sounds[num].m&128)
|
||||
{
|
||||
|
@ -203,8 +203,8 @@ int32_t S_PlaySoundXYZ(int32_t num, int32_t i, const vec3_t *pos)
|
|||
{
|
||||
for (j=0; j<MAXSOUNDS; j++)
|
||||
// for (k=0; k<g_sounds[j].num; k++)
|
||||
if ((g_sounds[j].num > 0) && (g_sounds[j].m&4))
|
||||
return -1;
|
||||
if ((g_sounds[j].num > 0) && (g_sounds[j].m&4))
|
||||
return -1;
|
||||
}
|
||||
|
||||
cx = pos->x;
|
||||
|
@ -234,23 +234,23 @@ int32_t S_PlaySoundXYZ(int32_t num, int32_t i, const vec3_t *pos)
|
|||
if (sndist < 0) sndist = 0;
|
||||
if (cs > -1 && sndist && PN != MUSICANDSFX && !cansee(cx,cy,cz-(24<<8),cs,SX,SY,SZ-(24<<8),SECT))
|
||||
sndist += sndist>>5;
|
||||
/*
|
||||
switch (num)
|
||||
{
|
||||
case PIPEBOMB_EXPLODE:
|
||||
case LASERTRIP_EXPLODE:
|
||||
case RPG_EXPLODE:
|
||||
if (sndist > (6144))
|
||||
sndist = 6144;
|
||||
if (g_player[screenpeek].ps->cursectnum > -1 && sector[g_player[screenpeek].ps->cursectnum].lotag == 2)
|
||||
pitch -= 1024;
|
||||
break;
|
||||
default:
|
||||
*/
|
||||
if (cursectnum > -1 && sector[cursectnum].lotag == 2 && (g_sounds[num].m&4) == 0)
|
||||
pitch = -768;
|
||||
if (sndist > 31444 && PN != MUSICANDSFX)
|
||||
return -1;
|
||||
/*
|
||||
switch (num)
|
||||
{
|
||||
case PIPEBOMB_EXPLODE:
|
||||
case LASERTRIP_EXPLODE:
|
||||
case RPG_EXPLODE:
|
||||
if (sndist > (6144))
|
||||
sndist = 6144;
|
||||
if (g_player[screenpeek].ps->cursectnum > -1 && sector[g_player[screenpeek].ps->cursectnum].lotag == 2)
|
||||
pitch -= 1024;
|
||||
break;
|
||||
default:
|
||||
*/
|
||||
if (cursectnum > -1 && sector[cursectnum].lotag == 2 && (g_sounds[num].m&4) == 0)
|
||||
pitch = -768;
|
||||
if (sndist > 31444 && PN != MUSICANDSFX)
|
||||
return -1;
|
||||
// break;
|
||||
// }
|
||||
|
||||
|
@ -478,21 +478,21 @@ void S_Pan3D(void)
|
|||
|
||||
if (PN == MUSICANDSFX && SLT < 999)
|
||||
g_numEnvSoundsPlaying++;
|
||||
/*
|
||||
switch (j)
|
||||
/*
|
||||
switch (j)
|
||||
{
|
||||
case PIPEBOMB_EXPLODE:
|
||||
case LASERTRIP_EXPLODE:
|
||||
case RPG_EXPLODE:
|
||||
if (sndist > (6144)) sndist = (6144);
|
||||
break;
|
||||
default:
|
||||
*/
|
||||
if (sndist > 31444 && PN != MUSICANDSFX)
|
||||
{
|
||||
case PIPEBOMB_EXPLODE:
|
||||
case LASERTRIP_EXPLODE:
|
||||
case RPG_EXPLODE:
|
||||
if (sndist > (6144)) sndist = (6144);
|
||||
break;
|
||||
default:
|
||||
*/
|
||||
if (sndist > 31444 && PN != MUSICANDSFX)
|
||||
{
|
||||
S_StopSound(j);
|
||||
continue;
|
||||
}
|
||||
S_StopSound(j);
|
||||
continue;
|
||||
}
|
||||
// }
|
||||
|
||||
if (g_sounds[j].ptr == 0 && S_LoadSound(j) == 0) continue;
|
||||
|
|
Loading…
Reference in a new issue