rpg-x2/codetidbits.txt
2011-06-01 14:20:56 +02:00

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3.3 KiB
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/* 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);
}*/
//------------------------------------------------------