mirror of
https://github.com/UberGames/RPG-X2-rpgxEF.git
synced 2024-11-15 09:01:43 +00:00
98 lines
3.3 KiB
Text
98 lines
3.3 KiB
Text
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/* Old Code bits
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hcolor[0] = 0.0;
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hcolor[1] = 1.0;
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hcolor[2] = 0.0;
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hcolor[3] = 1.0;
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x = 250;
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y2 = 200;
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w = 100;
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h = 100;
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glowOffset = 60;
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streakW = 500;
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streakH = 10;*/
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//reflecAnamorphic lenses make their flares really stretched
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//Actually, just make this control the reflections.
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//The user can define the w + h themselves. :P
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/*if ( reflecAnamorphic ) {
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w = w * 2;
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//widthDouble = 2;
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}*/
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//else
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/*CG_DrawPic(
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( ( xCart/lensReflec[i].offset )+HALF_SCREEN_WIDTH ) - ( reflecAnamorphic ? lensReflec[i].width : lensReflec[i].width/2 ), //X
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( ( yCart/lensReflec[i].offset )+HALF_SCREEN_HEIGHT ) - ( lensReflec[i].height/2 ), //Y
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reflecAnamorphic ? lensReflec[i].width * 2 : lensReflec[i].width, //W
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lensReflec[i].height, //H
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lensReflec[i].graphic //pic
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);*/
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/* float yMid = ymin + ( (ymax - ymin) /2 );
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//if the flare's origin moves to out of range, fade out the alpha on the reflections
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//this is how it works O_o each side of the screen is a different quadrant controlled
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//by a dif equation, excluding the corners where they'd overlap. The corners have their own
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//equations applied later on, hopefully forming a complte circle for the flares to fade out easily. :S
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//left bar
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if ( x > xmin && x < xmax && y < ymin && y > -ymin )
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reflecAlpha = (float)(( xmax - (float)x ) / xDif);
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//right bar
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if ( x < -xmin && x > -xmax && y < ymin && y > -ymin )
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reflecAlpha = (float)(( xmax + (float)x ) / xDif);
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//upper bar
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if ( y > ymin && y < ymax && x < xmin && x > -xmin )
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reflecAlpha = (float)(( ymax - (float)y ) / yDif);
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//lower bar
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if ( y < -ymin && y > -ymax && x < xmin && x > -xmin )
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reflecAlpha = (float)(( ymax + (float)y ) / yDif);
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//lower right quadrant
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/* if ( x > xmin && x < xmax && y > ymin && y < ymax ) {
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if ( (x*0.75) > yMid )*/
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/*
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CG_DrawPic( , y - ((h * hazeOffset) * 0.5), (w * hazeOffset), h * hazeOffset, cgs.media.flareHaze ); //Surrounding ambient haze
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trap_R_SetColor( strkColor );
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CG_DrawPic( streakX , streakY , streakW, streakH, cgs.media.flareStreak ); //Colored portion of the anamorphic streaks
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trap_R_SetColor( color );
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CG_DrawPic( x - ((w * glowOffset) * 0.5), y - ((h * glowOffset) * 0.5), (w * glowOffset), h * glowOffset, cgs.media.flareCore ); //Main colored glow bit of the main flare
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if ( whiteStreaks ) { //if player wanted white streaks in their streaks
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strkColor[0] = strkColor[1] = strkColor[2] = 1.0;
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trap_R_SetColor( strkColor ); //White
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CG_DrawPic( streakX + (streakW*0.2), streakY + (streakH*0.2), streakW*0.6, streakH*0.6, cgs.media.flareStreak ); //White Core of streak is ALWAYS 20% smaller.
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}
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trap_R_SetColor( NULL );
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CG_DrawPic( x, y, w, h, cgs.media.flareCore ); //Draw teh main fl4r3 :)*/
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//w = (0.0001 * -(length*length)) + w;
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//h = (0.0001 * -(length*length)) + h;
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/*if ( !clamp ) {
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w = w + (int)(-0.1 * length );
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h = h + (int)(-0.1 * length );
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//clamp it at 10% then fade it out
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if ( ((float)w/(float)w1) <= 0.2 && ((float)h/(float)h1) <= 0.2 ) {
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w = w1*0.2f;
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h = h1*0.2f;
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}
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//then fade it back in
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//if ( ((float)w/(float)w1) >= .05 && ((float)h/(float)h1) >= .05 && fadeAlpha == 0.0 )
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if ( ((float)w/(float)w1) <= 0.15 && ((float)h/(float)h1) <= 0.15 ) {
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w = w1 * 0.15;
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h = h1 * 0.15;
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}
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//CG_Printf( "Distance = %f, w = %i, h = %i\n", length, w, h);
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}*/
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//------------------------------------------------------
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