env_glow: Tweak the rendering a little bit. This should make them more
visible and more like as seen in other games.
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parent
a67c50c202
commit
d39fb1cdc2
1 changed files with 9 additions and 12 deletions
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@ -51,6 +51,9 @@ env_glow::predraw(void)
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pSeat = &g_seats[s];
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vecPlayer = pSeat->m_vecPredictedOrigin;
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if (checkpvs(vecPlayer, this) == FALSE)
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return PREDRAW_NEXT;
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m_flAlpha = bound(0.0f, m_flAlpha, 1.0f);
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if (m_flAlpha < 0.0f)
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@ -61,11 +64,9 @@ env_glow::predraw(void)
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fsize *= bound(1, vlen(vecPlayer - origin) / 256, 4);
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/* Fade out when the player is starting to move away */
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falpha = 1 - bound(0, vlen(vecPlayer - origin) / 1024, 1);
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falpha = 1;
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falpha *= m_flAlpha;
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/* Clamp the alpha by the glows' renderamt value */
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falpha = bound(0, falpha, m_flMaxAlpha);
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makevectors(view_angles);
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/* Nudge this slightly towards the camera */
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@ -76,13 +77,13 @@ env_glow::predraw(void)
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makevectors(view_angles);
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R_BeginPolygon(m_strSprite, 1, 0);
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R_PolygonVertex(forg + v_right * fsize[0] - v_up * fsize[1],
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[1,1], m_vecColor, falpha);
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[1,1], m_vecColor * m_flMaxAlpha, falpha);
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R_PolygonVertex(forg - v_right * fsize[0] - v_up * fsize[1],
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[0,1], m_vecColor, falpha);
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[0,1], m_vecColor * m_flMaxAlpha, falpha);
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R_PolygonVertex(forg - v_right * fsize[0] + v_up * fsize[1],
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[0,0], m_vecColor, falpha);
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[0,0], m_vecColor * m_flMaxAlpha, falpha);
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R_PolygonVertex(forg + v_right * fsize[0] + v_up * fsize[1],
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[1,0], m_vecColor, falpha);
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[1,0], m_vecColor * m_flMaxAlpha, falpha);
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R_EndPolygon();
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addentity(this);
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@ -98,11 +99,6 @@ env_glow::customphysics(void)
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pSeat = &g_seats[s];
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vecPlayer = pSeat->m_vecPredictedOrigin;
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if (checkpvs(vecPlayer, this) == FALSE) {
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m_flAlpha -= clframetime;
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return;
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}
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other = world;
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traceline(this.origin, vecPlayer, MOVE_OTHERONLY, this);
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@ -156,6 +152,7 @@ env_glow::env_glow(void)
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m_flMaxAlpha = 1.0f;
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m_vecColor = [1,1,1];
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drawmask = MASK_ENGINE;
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setorigin(this, [0,0,0], [0,0,0]);
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setorigin(this, origin);
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Init();
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}
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