mirror of
https://github.com/UberGames/RPG-X2.git
synced 2024-11-14 00:40:59 +00:00
98 lines
3.3 KiB
Text
98 lines
3.3 KiB
Text
|
/* Old Code bits
|
||
|
hcolor[0] = 0.0;
|
||
|
hcolor[1] = 1.0;
|
||
|
hcolor[2] = 0.0;
|
||
|
hcolor[3] = 1.0;
|
||
|
|
||
|
x = 250;
|
||
|
y2 = 200;
|
||
|
w = 100;
|
||
|
h = 100;
|
||
|
glowOffset = 60;
|
||
|
streakW = 500;
|
||
|
streakH = 10;*/
|
||
|
|
||
|
//reflecAnamorphic lenses make their flares really stretched
|
||
|
//Actually, just make this control the reflections.
|
||
|
//The user can define the w + h themselves. :P
|
||
|
/*if ( reflecAnamorphic ) {
|
||
|
w = w * 2;
|
||
|
//widthDouble = 2;
|
||
|
}*/
|
||
|
|
||
|
//else
|
||
|
/*CG_DrawPic(
|
||
|
( ( xCart/lensReflec[i].offset )+HALF_SCREEN_WIDTH ) - ( reflecAnamorphic ? lensReflec[i].width : lensReflec[i].width/2 ), //X
|
||
|
( ( yCart/lensReflec[i].offset )+HALF_SCREEN_HEIGHT ) - ( lensReflec[i].height/2 ), //Y
|
||
|
reflecAnamorphic ? lensReflec[i].width * 2 : lensReflec[i].width, //W
|
||
|
lensReflec[i].height, //H
|
||
|
lensReflec[i].graphic //pic
|
||
|
);*/
|
||
|
/* float yMid = ymin + ( (ymax - ymin) /2 );
|
||
|
|
||
|
//if the flare's origin moves to out of range, fade out the alpha on the reflections
|
||
|
//this is how it works O_o each side of the screen is a different quadrant controlled
|
||
|
//by a dif equation, excluding the corners where they'd overlap. The corners have their own
|
||
|
//equations applied later on, hopefully forming a complte circle for the flares to fade out easily. :S
|
||
|
|
||
|
|
||
|
//left bar
|
||
|
if ( x > xmin && x < xmax && y < ymin && y > -ymin )
|
||
|
reflecAlpha = (float)(( xmax - (float)x ) / xDif);
|
||
|
//right bar
|
||
|
if ( x < -xmin && x > -xmax && y < ymin && y > -ymin )
|
||
|
reflecAlpha = (float)(( xmax + (float)x ) / xDif);
|
||
|
//upper bar
|
||
|
if ( y > ymin && y < ymax && x < xmin && x > -xmin )
|
||
|
reflecAlpha = (float)(( ymax - (float)y ) / yDif);
|
||
|
//lower bar
|
||
|
if ( y < -ymin && y > -ymax && x < xmin && x > -xmin )
|
||
|
reflecAlpha = (float)(( ymax + (float)y ) / yDif);
|
||
|
|
||
|
//lower right quadrant
|
||
|
/* if ( x > xmin && x < xmax && y > ymin && y < ymax ) {
|
||
|
if ( (x*0.75) > yMid )*/
|
||
|
|
||
|
/*
|
||
|
CG_DrawPic( , y - ((h * hazeOffset) * 0.5), (w * hazeOffset), h * hazeOffset, cgs.media.flareHaze ); //Surrounding ambient haze
|
||
|
|
||
|
trap_R_SetColor( strkColor );
|
||
|
CG_DrawPic( streakX , streakY , streakW, streakH, cgs.media.flareStreak ); //Colored portion of the anamorphic streaks
|
||
|
|
||
|
trap_R_SetColor( color );
|
||
|
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
|
||
|
|
||
|
if ( whiteStreaks ) { //if player wanted white streaks in their streaks
|
||
|
strkColor[0] = strkColor[1] = strkColor[2] = 1.0;
|
||
|
|
||
|
trap_R_SetColor( strkColor ); //White
|
||
|
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.
|
||
|
}
|
||
|
|
||
|
trap_R_SetColor( NULL );
|
||
|
CG_DrawPic( x, y, w, h, cgs.media.flareCore ); //Draw teh main fl4r3 :)*/
|
||
|
|
||
|
//w = (0.0001 * -(length*length)) + w;
|
||
|
//h = (0.0001 * -(length*length)) + h;
|
||
|
|
||
|
/*if ( !clamp ) {
|
||
|
w = w + (int)(-0.1 * length );
|
||
|
h = h + (int)(-0.1 * length );
|
||
|
|
||
|
//clamp it at 10% then fade it out
|
||
|
if ( ((float)w/(float)w1) <= 0.2 && ((float)h/(float)h1) <= 0.2 ) {
|
||
|
w = w1*0.2f;
|
||
|
h = h1*0.2f;
|
||
|
}
|
||
|
|
||
|
//then fade it back in
|
||
|
//if ( ((float)w/(float)w1) >= .05 && ((float)h/(float)h1) >= .05 && fadeAlpha == 0.0 )
|
||
|
|
||
|
if ( ((float)w/(float)w1) <= 0.15 && ((float)h/(float)h1) <= 0.15 ) {
|
||
|
w = w1 * 0.15;
|
||
|
h = h1 * 0.15;
|
||
|
}
|
||
|
//CG_Printf( "Distance = %f, w = %i, h = %i\n", length, w, h);
|
||
|
}*/
|
||
|
|
||
|
//------------------------------------------------------
|