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- Use the same darkening amount for default blood and custom blood particles.
- Cache particle colors so custom particle colors don't require a full scan of the palette each time they're created. Also fixes a bug with custom blood colors. SVN r3385 (trunk)
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9457a1b3f8
commit
22dfc82338
1 changed files with 29 additions and 10 deletions
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@ -208,6 +208,28 @@ void P_FindParticleSubsectors ()
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}
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}
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}
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}
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static TMap<int, int> ColorSaver;
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static uint32 ParticleColor(int rgb)
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{
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int *val;
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int stuff;
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val = ColorSaver.CheckKey(rgb);
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if (val != NULL)
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{
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return *val;
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}
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stuff = rgb | (ColorMatcher.Pick(RPART(rgb), GPART(rgb), BPART(rgb)) << 24);
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ColorSaver[rgb] = stuff;
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return stuff;
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}
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static uint32 ParticleColor(int r, int g, int b)
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{
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return ParticleColor(MAKERGB(r, g, b));
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}
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void P_InitEffects ()
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void P_InitEffects ()
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{
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{
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const struct ColorList *color = Colors;
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const struct ColorList *color = Colors;
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@ -215,15 +237,13 @@ void P_InitEffects ()
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P_InitParticles();
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P_InitParticles();
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while (color->color)
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while (color->color)
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{
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{
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*(color->color) = (MAKERGB(color->r, color->g, color->b)
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*(color->color) = ParticleColor(color->r, color->g, color->b);
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| (ColorMatcher.Pick (color->r, color->g, color->b) << 24));
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color++;
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color++;
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}
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}
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int kind = gameinfo.defaultbloodparticlecolor;
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int kind = gameinfo.defaultbloodparticlecolor;
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int kind3 = MAKERGB(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3);
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blood1 = ParticleColor(kind);
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blood1 = kind | (ColorMatcher.Pick(RPART(kind), GPART(kind), BPART(kind)) << 24);
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blood2 = ParticleColor(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3);
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blood2 = kind3 | (ColorMatcher.Pick(RPART(kind3), GPART(kind3), BPART(kind3)) << 24);
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}
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}
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@ -522,9 +542,8 @@ void P_DrawSplash2 (int count, fixed_t x, fixed_t y, fixed_t z, angle_t angle, i
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color2 = grey1;
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color2 = grey1;
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break;
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break;
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default: // colorized blood
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default: // colorized blood
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color1 = kind | (ColorMatcher.Pick(RPART(kind), GPART(kind), BPART(kind)) << 24);
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color1 = ParticleColor(kind);
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color2 = MAKERGB((kind)>>1, GPART(kind)>>1, BPART(kind)>>1)
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color2 = ParticleColor(RPART(kind)/3, GPART(kind)/3, BPART(kind)/3);
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| (ColorMatcher.Pick(RPART(kind)>>1, GPART(kind)>>1, BPART(kind)>>1) << 24);
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break;
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break;
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}
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}
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@ -649,7 +668,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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FVector3 spiral_step = step * r_rail_spiralsparsity;
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FVector3 spiral_step = step * r_rail_spiralsparsity;
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int spiral_steps = steps * r_rail_spiralsparsity;
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int spiral_steps = steps * r_rail_spiralsparsity;
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color1 = color1 == 0 ? -1 : color1 | (ColorMatcher.Pick(RPART(color1), GPART(color1), BPART(color1)) <<24);
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color1 = color1 == 0 ? -1 : ParticleColor(color1);
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pos = start;
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pos = start;
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deg = FAngle(270);
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deg = FAngle(270);
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for (i = spiral_steps; i; i--)
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for (i = spiral_steps; i; i--)
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@ -702,7 +721,7 @@ void P_DrawRailTrail (AActor *source, const FVector3 &start, const FVector3 &end
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FVector3 trail_step = step * r_rail_trailsparsity;
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FVector3 trail_step = step * r_rail_trailsparsity;
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int trail_steps = steps * r_rail_trailsparsity;
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int trail_steps = steps * r_rail_trailsparsity;
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color2 = color2 == 0 ? -1 : color2 | (ColorMatcher.Pick(RPART(color2), GPART(color2), BPART(color2)) <<24);
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color2 = color2 == 0 ? -1 : ParticleColor(color2);
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FVector3 diff(0, 0, 0);
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FVector3 diff(0, 0, 0);
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pos = start;
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pos = start;
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