mirror of
https://github.com/ZDoom/gzdoom.git
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- floatified the particles.
This is the last bit of play code that needed to be altered, what's left is the underlying data representations of vertices, linedefs and sectors. # Conflicts: # src/p_setup.cpp # src/r_things.cpp
This commit is contained in:
parent
931774ab38
commit
60e25b32a8
4 changed files with 93 additions and 126 deletions
184
src/p_effect.cpp
184
src/p_effect.cpp
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@ -149,15 +149,16 @@ CUSTOM_CVAR( Int, r_maxparticles, 4000, CVAR_ARCHIVE )
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void P_InitParticles ()
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void P_InitParticles ()
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{
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{
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const char *i;
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const char *i;
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int num;
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if ((i = Args->CheckValue ("-numparticles")))
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if ((i = Args->CheckValue ("-numparticles")))
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NumParticles = atoi (i);
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num = atoi (i);
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// [BC] Use r_maxparticles now.
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// [BC] Use r_maxparticles now.
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else
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else
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NumParticles = r_maxparticles;
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num = r_maxparticles;
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// This should be good, but eh...
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// This should be good, but eh...
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NumParticles = clamp<WORD>(NumParticles, 100, 65535);
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NumParticles = (WORD)clamp<int>(num, 100, 65535);
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P_DeinitParticles();
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P_DeinitParticles();
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Particles = new particle_t[NumParticles];
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Particles = new particle_t[NumParticles];
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@ -206,7 +207,7 @@ void P_FindParticleSubsectors ()
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for (WORD i = ActiveParticles; i != NO_PARTICLE; i = Particles[i].tnext)
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for (WORD i = ActiveParticles; i != NO_PARTICLE; i = Particles[i].tnext)
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{
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{
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// Try to reuse the subsector from the last portal check, if still valid.
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// Try to reuse the subsector from the last portal check, if still valid.
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if (Particles[i].subsector == NULL) Particles[i].subsector = R_PointInSubsector(Particles[i].x, Particles[i].y);
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if (Particles[i].subsector == NULL) Particles[i].subsector = R_PointInSubsector(Particles[i].Pos);
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int ssnum = int(Particles[i].subsector - subsectors);
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int ssnum = int(Particles[i].subsector - subsectors);
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Particles[i].snext = ParticlesInSubsec[ssnum];
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Particles[i].snext = ParticlesInSubsec[ssnum];
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ParticlesInSubsec[ssnum] = i;
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ParticlesInSubsec[ssnum] = i;
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@ -279,33 +280,29 @@ void P_ThinkParticles ()
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continue;
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continue;
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}
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}
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DVector2 newxy = P_GetOffsetPosition(FIXED2DBL(particle->x), FIXED2DBL(particle->y), FIXED2DBL(particle->vel.x), FIXED2DBL(particle->vel.y));
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// Handle crossing a line portal
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particle->x = FLOAT2FIXED(newxy.X);
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DVector2 newxy = P_GetOffsetPosition(particle->Pos.X, particle->Pos.Y, particle->Vel.X, particle->Vel.Y);
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particle->y = FLOAT2FIXED(newxy.Y);
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particle->Pos.X = newxy.X;
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//particle->x += particle->vel.x;
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particle->Pos.Y = newxy.Y;
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//particle->y += particle->vel.y;
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particle->Pos.Z += particle->Vel.Z;
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particle->z += particle->vel.z;
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particle->Vel += particle->Acc;
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particle->vel.x += particle->accx;
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particle->subsector = R_PointInSubsector(particle->Pos);
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particle->vel.y += particle->accy;
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// Handle crossing a sector portal.
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particle->vel.z += particle->accz;
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particle->subsector = R_PointInSubsector(particle->x, particle->y);
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if (!particle->subsector->sector->PortalBlocksMovement(sector_t::ceiling))
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if (!particle->subsector->sector->PortalBlocksMovement(sector_t::ceiling))
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{
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{
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AActor *skybox = particle->subsector->sector->SkyBoxes[sector_t::ceiling];
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AActor *skybox = particle->subsector->sector->SkyBoxes[sector_t::ceiling];
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if (particle->z > FLOAT2FIXED(skybox->specialf1))
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if (particle->Pos.Z > skybox->specialf1)
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{
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{
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particle->x += FLOAT2FIXED(skybox->Scale.X);
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particle->Pos += skybox->Scale;
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particle->y += FLOAT2FIXED(skybox->Scale.Y);
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particle->subsector = NULL;
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particle->subsector = NULL;
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}
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}
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}
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}
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else if (!particle->subsector->sector->PortalBlocksMovement(sector_t::floor))
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else if (!particle->subsector->sector->PortalBlocksMovement(sector_t::floor))
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{
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{
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AActor *skybox = particle->subsector->sector->SkyBoxes[sector_t::floor];
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AActor *skybox = particle->subsector->sector->SkyBoxes[sector_t::floor];
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if (particle->z < FLOAT2FIXED(skybox->specialf1))
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if (particle->Pos.Z < skybox->specialf1)
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{
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{
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particle->x += FLOAT2FIXED(skybox->Scale.X);
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particle->Pos += skybox->Scale;
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particle->y += FLOAT2FIXED(skybox->Scale.Y);
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particle->subsector = NULL;
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particle->subsector = NULL;
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}
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}
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}
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}
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@ -320,20 +317,14 @@ void P_SpawnParticle(const DVector3 &pos, const DVector3 &vel, const DVector3 &a
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if (particle)
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if (particle)
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{
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{
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particle->x = FLOAT2FIXED(pos.X);
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particle->Pos = pos;
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particle->y = FLOAT2FIXED(pos.Y);
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particle->Vel = vel;
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particle->z = FLOAT2FIXED(pos.Z);
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particle->Acc = accel;
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particle->vel.x = FLOAT2FIXED(vel.X);
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particle->vel.y = FLOAT2FIXED(vel.Y);
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particle->vel.z = FLOAT2FIXED(vel.Z);
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particle->color = ParticleColor(color);
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particle->color = ParticleColor(color);
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particle->trans = BYTE(startalpha*255);
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particle->trans = BYTE(startalpha*255);
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if (fadestep < 0) particle->fade = FADEFROMTTL(lifetime);
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if (fadestep < 0) particle->fade = FADEFROMTTL(lifetime);
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else particle->fade = int(fadestep * 255);
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else particle->fade = int(fadestep * 255);
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particle->ttl = lifetime;
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particle->ttl = lifetime;
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particle->accx = FLOAT2FIXED(accel.X);
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particle->accy = FLOAT2FIXED(accel.Y);
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particle->accz = FLOAT2FIXED(accel.Z);
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particle->bright = fullbright;
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particle->bright = fullbright;
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particle->size = (WORD)size;
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particle->size = (WORD)size;
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}
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}
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@ -380,15 +371,14 @@ particle_t *JitterParticle (int ttl, double drift)
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particle_t *particle = NewParticle ();
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particle_t *particle = NewParticle ();
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if (particle) {
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if (particle) {
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fixed_t *val = &particle->vel.x;
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int i;
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int i;
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// Set initial velocities
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// Set initial velocities
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for (i = 3; i; i--, val++)
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for (i = 3; i; i--)
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*val = (int)((FRACUNIT/4096) * (M_Random () - 128) * drift);
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particle->Vel[i] = ((1./4096) * (M_Random () - 128) * drift);
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// Set initial accelerations
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// Set initial accelerations
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for (i = 3; i; i--, val++)
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for (i = 3; i; i--)
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*val = (int)((FRACUNIT/16384) * (M_Random () - 128) * drift);
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particle->Acc[i] = ((1./16384) * (M_Random () - 128) * drift);
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particle->trans = 255; // fully opaque
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particle->trans = 255; // fully opaque
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particle->ttl = ttl;
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particle->ttl = ttl;
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@ -411,15 +401,12 @@ static void MakeFountain (AActor *actor, int color1, int color2)
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DAngle an = M_Random() * (360. / 256);
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DAngle an = M_Random() * (360. / 256);
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double out = actor->radius * M_Random() / 256.;
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double out = actor->radius * M_Random() / 256.;
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DVector3 pos = actor->Vec3Angle(out, an, actor->Height + 1);
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particle->Pos = actor->Vec3Angle(out, an, actor->Height + 1);
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particle->x = FLOAT2FIXED(pos.X);
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particle->y = FLOAT2FIXED(pos.Y);
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particle->z = FLOAT2FIXED(pos.Z);
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if (out < actor->radius/8)
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if (out < actor->radius/8)
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particle->vel.z += FRACUNIT*10/3;
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particle->Vel.Z += 10./3;
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else
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else
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particle->vel.z += FRACUNIT*3;
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particle->Vel.Z += 3;
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particle->accz -= FRACUNIT/11;
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particle->Acc.Z -= 1./11;
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if (M_Random() < 30) {
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if (M_Random() < 30) {
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particle->size = 4;
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particle->size = 4;
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particle->color = color2;
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particle->color = color2;
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@ -445,7 +432,7 @@ void P_RunEffect (AActor *actor, int effects)
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double backz = actor->Height * ((2. / 3) - actor->Vel.Z / 8);
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double backz = actor->Height * ((2. / 3) - actor->Vel.Z / 8);
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DAngle an = moveangle + 90.;
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DAngle an = moveangle + 90.;
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int speed;
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double speed;
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particle = JitterParticle (3 + (M_Random() & 31));
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particle = JitterParticle (3 + (M_Random() & 31));
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if (particle) {
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if (particle) {
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@ -454,14 +441,12 @@ void P_RunEffect (AActor *actor, int effects)
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backx - actor->Vel.X * pathdist,
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backx - actor->Vel.X * pathdist,
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backy - actor->Vel.Y * pathdist,
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backy - actor->Vel.Y * pathdist,
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backz - actor->Vel.Z * pathdist);
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backz - actor->Vel.Z * pathdist);
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particle->x = FLOAT2FIXED(pos.X);
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particle->Pos = pos;
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particle->y = FLOAT2FIXED(pos.Y);
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speed = (M_Random () - 128) * (1./200);
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particle->z = FLOAT2FIXED(pos.Z);
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particle->Vel.X += speed * an.Cos();
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speed = (M_Random () - 128) * (FRACUNIT/200);
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particle->Vel.Y += speed * an.Sin();
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particle->vel.x += fixed_t(speed * an.Cos());
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particle->Vel.Z -= 1./36;
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particle->vel.y += fixed_t(speed * an.Sin());
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particle->Acc.Z -= 1./20;
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particle->vel.z -= FRACUNIT/36;
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particle->accz -= FRACUNIT/20;
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particle->color = yellow;
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particle->color = yellow;
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particle->size = 2;
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particle->size = 2;
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}
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}
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@ -473,15 +458,13 @@ void P_RunEffect (AActor *actor, int effects)
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backx - actor->Vel.X * pathdist,
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backx - actor->Vel.X * pathdist,
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backy - actor->Vel.Y * pathdist,
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backy - actor->Vel.Y * pathdist,
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backz - actor->Vel.Z * pathdist + (M_Random() / 64.));
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backz - actor->Vel.Z * pathdist + (M_Random() / 64.));
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particle->x = FLOAT2FIXED(pos.X);
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particle->Pos = pos;
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particle->y = FLOAT2FIXED(pos.Y);
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particle->z = FLOAT2FIXED(pos.Z);
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speed = (M_Random () - 128) * (FRACUNIT/200);
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speed = (M_Random () - 128) * (1./200);
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particle->vel.x += fixed_t(speed * an.Cos());
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particle->Vel.X += speed * an.Cos();
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particle->vel.y += fixed_t(speed * an.Sin());
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particle->Vel.Y += speed * an.Sin();
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particle->vel.z += FRACUNIT/80;
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particle->Vel.Z -= 1. / 80;
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particle->accz += FRACUNIT/40;
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particle->Acc.Z -= 1. / 40;
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if (M_Random () & 7)
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if (M_Random () & 7)
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particle->color = grey2;
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particle->color = grey2;
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else
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else
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@ -529,18 +512,16 @@ void P_RunEffect (AActor *actor, int effects)
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{
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{
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DAngle ang = M_Random() * (360 / 256.);
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DAngle ang = M_Random() * (360 / 256.);
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DVector3 pos = actor->Vec3Angle(actor->radius, ang, 0);
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DVector3 pos = actor->Vec3Angle(actor->radius, ang, 0);
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particle->x = FLOAT2FIXED(pos.X);
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particle->Pos = pos;
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particle->y = FLOAT2FIXED(pos.Y);
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particle->z = FLOAT2FIXED(pos.Z);
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particle->color = *protectColors[M_Random() & 1];
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particle->color = *protectColors[M_Random() & 1];
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particle->vel.z = FRACUNIT;
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particle->Vel.Z = 1;
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particle->accz = M_Random () << 7;
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particle->Acc.Z = M_Random () / 512.;
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particle->size = 1;
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particle->size = 1;
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if (M_Random () < 128)
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if (M_Random () < 128)
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{ // make particle fall from top of actor
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{ // make particle fall from top of actor
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particle->z += FLOAT2FIXED(actor->Height);
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particle->Pos.Z += actor->Height;
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particle->vel.z = -particle->vel.z;
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particle->Vel.Z = -particle->Vel.Z;
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particle->accz = -particle->accz;
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particle->Acc.Z = -particle->Acc.Z;
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}
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}
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}
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}
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}
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}
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@ -570,20 +551,21 @@ void P_DrawSplash (int count, const DVector3 &pos, DAngle angle, int kind)
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p->size = 2;
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p->size = 2;
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p->color = M_Random() & 0x80 ? color1 : color2;
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p->color = M_Random() & 0x80 ? color1 : color2;
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p->vel.z -= M_Random () * 512;
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p->Vel.Z -= M_Random () / 128.;
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p->accz -= FRACUNIT/8;
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p->Acc.Z -= 1./8;
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p->accx += (M_Random () - 128) * 8;
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p->Acc.X += (M_Random () - 128) / 8192.;
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p->accy += (M_Random () - 128) * 8;
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p->Acc.Y += (M_Random () - 128) / 8192.;
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p->z = FLOAT2FIXED(pos.Z) - M_Random () * 1024;
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p->Pos.Z = pos.Z - M_Random () / 64.;
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angle += M_Random() * (45./256);
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angle += M_Random() * (45./256);
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p->x = FLOAT2FIXED(pos.X + (M_Random() & 15)*angle.Cos());
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p->Pos.X = pos.X + (M_Random() & 15)*angle.Cos();
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p->y = FLOAT2FIXED(pos.Y + (M_Random() & 15)*angle.Sin());
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p->Pos.Y = pos.Y + (M_Random() & 15)*angle.Sin();
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}
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}
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}
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}
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void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, int kind)
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void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, int kind)
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{
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{
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int color1, color2, zvel, zspread, zadd;
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int color1, color2, zadd;
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double zvel, zspread;
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switch (kind)
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switch (kind)
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{
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{
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@ -605,14 +587,14 @@ void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, in
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break;
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break;
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}
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}
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zvel = -128;
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zvel = -0.5;
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zspread = updown ? -6000 : 6000;
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zspread = updown ? -6000 / 65536. : 6000 / 65536.;
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zadd = (updown == 2) ? -128 : 0;
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zadd = (updown == 2) ? 128 : 0;
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for (; count; count--)
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for (; count; count--)
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{
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{
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particle_t *p = NewParticle ();
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particle_t *p = NewParticle ();
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angle_t an;
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DAngle an;
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if (!p)
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if (!p)
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break;
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break;
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@ -622,19 +604,20 @@ void P_DrawSplash2 (int count, const DVector3 &pos, DAngle angle, int updown, in
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p->trans = 255;
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p->trans = 255;
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p->size = 4;
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p->size = 4;
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p->color = M_Random() & 0x80 ? color1 : color2;
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p->color = M_Random() & 0x80 ? color1 : color2;
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p->vel.z = M_Random () * zvel;
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p->Vel.Z = M_Random() * zvel;
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p->accz = -FRACUNIT/22;
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p->Acc.Z = -1 / 22.;
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if (kind) {
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if (kind)
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an = (angle.BAMs() + ((M_Random() - 128) << 23)) >> ANGLETOFINESHIFT;
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{
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p->vel.x = (M_Random () * finecosine[an]) >> 11;
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an = angle + ((M_Random() - 128) * (180 / 256.));
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p->vel.y = (M_Random () * finesine[an]) >> 11;
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p->Vel.X = M_Random() * an.Cos() / 2048.;
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p->accx = p->vel.x >> 4;
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p->Vel.Y = M_Random() * an.Sin() / 2048.;
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p->accy = p->vel.y >> 4;
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p->Acc.X = p->Vel.X / 16.;
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p->Acc.Y = p->Vel.Y / 16.;
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}
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}
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p->z = FLOAT2FIXED(pos.Z) + (M_Random () + zadd - 128) * zspread;
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an = angle + ((M_Random() - 128) * (90 / 256.));
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an = (angle.BAMs() + ((M_Random() - 128) << 22)) >> ANGLETOFINESHIFT;
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p->Pos.X = pos.X + ((M_Random() & 31) - 15) * an.Cos();
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p->x = FLOAT2FIXED(pos.X) + ((M_Random () & 31)-15)*finecosine[an];
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p->Pos.Y = pos.Y + ((M_Random() & 31) - 15) * an.Sin();
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p->y = FLOAT2FIXED(pos.X) + ((M_Random () & 31)-15)*finesine[an];
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p->Pos.Z = pos.Z + (M_Random() + zadd - 128) * zspread;
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}
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}
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}
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}
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@ -749,13 +732,8 @@ void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end,
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p->bright = fullbright;
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p->bright = fullbright;
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tempvec = DMatrix3x3(dir, deg) * extend;
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tempvec = DMatrix3x3(dir, deg) * extend;
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p->vel.x = FLOAT2FIXED(tempvec.X * drift)>>4;
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p->Vel = tempvec * drift / 16.;
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p->vel.y = FLOAT2FIXED(tempvec.Y * drift)>>4;
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p->Pos = tempvec + pos;
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p->vel.z = FLOAT2FIXED(tempvec.Z * drift)>>4;
|
|
||||||
tempvec += pos;
|
|
||||||
p->x = FLOAT2FIXED(tempvec.X);
|
|
||||||
p->y = FLOAT2FIXED(tempvec.Y);
|
|
||||||
p->z = FLOAT2FIXED(tempvec.Z);
|
|
||||||
pos += spiral_step;
|
pos += spiral_step;
|
||||||
deg += double(r_rail_spiralsparsity * 14);
|
deg += double(r_rail_spiralsparsity * 14);
|
||||||
|
|
||||||
|
@ -812,11 +790,9 @@ void P_DrawRailTrail(AActor *source, const DVector3 &start, const DVector3 &end,
|
||||||
DVector3 postmp = pos + diff;
|
DVector3 postmp = pos + diff;
|
||||||
|
|
||||||
p->size = 2;
|
p->size = 2;
|
||||||
p->x = FLOAT2FIXED(postmp.X);
|
p->Pos = postmp;
|
||||||
p->y = FLOAT2FIXED(postmp.Y);
|
|
||||||
p->z = FLOAT2FIXED(postmp.Z);
|
|
||||||
if (color1 != -1)
|
if (color1 != -1)
|
||||||
p->accz -= FRACUNIT/4096;
|
p->Acc.Z -= 1./4096;
|
||||||
pos += trail_step;
|
pos += trail_step;
|
||||||
|
|
||||||
p->bright = fullbright;
|
p->bright = fullbright;
|
||||||
|
@ -888,10 +864,8 @@ void P_DisconnectEffect (AActor *actor)
|
||||||
double zo = M_Random()*actor->Height / 256;
|
double zo = M_Random()*actor->Height / 256;
|
||||||
|
|
||||||
DVector3 pos = actor->Vec3Offset(xo, yo, zo);
|
DVector3 pos = actor->Vec3Offset(xo, yo, zo);
|
||||||
p->x = FLOAT2FIXED(pos.X);
|
p->Pos = pos;
|
||||||
p->y = FLOAT2FIXED(pos.Y);
|
p->Acc.Z -= 1./4096;
|
||||||
p->z = FLOAT2FIXED(pos.Z);
|
|
||||||
p->accz -= FRACUNIT/4096;
|
|
||||||
p->color = M_Random() < 128 ? maroon1 : maroon2;
|
p->color = M_Random() < 128 ? maroon1 : maroon2;
|
||||||
p->size = 4;
|
p->size = 4;
|
||||||
}
|
}
|
||||||
|
|
|
@ -52,21 +52,16 @@
|
||||||
struct subsector_t;
|
struct subsector_t;
|
||||||
|
|
||||||
// [RH] Particle details
|
// [RH] Particle details
|
||||||
struct fixedvec3
|
|
||||||
{
|
|
||||||
fixed_t x, y, z;
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
struct particle_t
|
struct particle_t
|
||||||
{
|
{
|
||||||
fixed_t x,y,z;
|
DVector3 Pos;
|
||||||
fixedvec3 vel;
|
DVector3 Vel;
|
||||||
fixed_t accx,accy,accz;
|
DVector3 Acc;
|
||||||
BYTE ttl;
|
BYTE ttl;
|
||||||
BYTE trans;
|
BYTE trans;
|
||||||
WORD size;
|
WORD size;
|
||||||
BYTE bright:1;
|
BYTE bright;
|
||||||
BYTE fade;
|
BYTE fade;
|
||||||
int color;
|
int color;
|
||||||
WORD tnext;
|
WORD tnext;
|
||||||
|
|
|
@ -1222,8 +1222,6 @@ void P_LoadSegs (MapData * map)
|
||||||
line_t* line; // phares 10/4/98
|
line_t* line; // phares 10/4/98
|
||||||
int ptp_angle; // phares 10/4/98
|
int ptp_angle; // phares 10/4/98
|
||||||
int delta_angle; // phares 10/4/98
|
int delta_angle; // phares 10/4/98
|
||||||
int dis; // phares 10/4/98
|
|
||||||
int dx,dy; // phares 10/4/98
|
|
||||||
int vnum1,vnum2; // phares 10/4/98
|
int vnum1,vnum2; // phares 10/4/98
|
||||||
int lumplen = map->Size(ML_SEGS);
|
int lumplen = map->Size(ML_SEGS);
|
||||||
|
|
||||||
|
|
|
@ -2423,12 +2423,12 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
|
||||||
BYTE* map;
|
BYTE* map;
|
||||||
|
|
||||||
// [ZZ] Particle not visible through the portal plane
|
// [ZZ] Particle not visible through the portal plane
|
||||||
if (CurrentPortal && !!P_PointOnLineSide(particle->x, particle->y, CurrentPortal->dst))
|
if (CurrentPortal && !!P_PointOnLineSide(particle->Pos, CurrentPortal->dst))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// transform the origin point
|
// transform the origin point
|
||||||
tr_x = particle->x - viewx;
|
tr_x = FLOAT2FIXED(particle->Pos.X - ViewPos.X);
|
||||||
tr_y = particle->y - viewy;
|
tr_y = FLOAT2FIXED(particle->Pos.Y - ViewPos.Y);
|
||||||
|
|
||||||
tz = DMulScale20 (tr_x, viewtancos, tr_y, viewtansin);
|
tz = DMulScale20 (tr_x, viewtancos, tr_y, viewtansin);
|
||||||
|
|
||||||
|
@ -2460,8 +2460,8 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
|
||||||
if (x1 >= x2)
|
if (x1 >= x2)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
yscale = MulScale16 (yaspectmul, xscale);
|
yscale = MulScale16(yaspectmul, xscale);
|
||||||
ty = particle->z - viewz;
|
ty = FLOAT2FIXED(particle->Pos.Z - ViewPos.Z);
|
||||||
psize <<= 4;
|
psize <<= 4;
|
||||||
y1 = (centeryfrac - FixedMul (ty+psize, yscale)) >> FRACBITS;
|
y1 = (centeryfrac - FixedMul (ty+psize, yscale)) >> FRACBITS;
|
||||||
y2 = (centeryfrac - FixedMul (ty-psize, yscale)) >> FRACBITS;
|
y2 = (centeryfrac - FixedMul (ty-psize, yscale)) >> FRACBITS;
|
||||||
|
@ -2522,9 +2522,9 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
|
||||||
map = sector->ColorMap->Maps;
|
map = sector->ColorMap->Maps;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (botpic != skyflatnum && particle->z < botplane->ZatPoint (particle->x, particle->y))
|
if (botpic != skyflatnum && particle->Pos.Z < botplane->ZatPoint (particle->Pos))
|
||||||
return;
|
return;
|
||||||
if (toppic != skyflatnum && particle->z >= topplane->ZatPoint (particle->x, particle->y))
|
if (toppic != skyflatnum && particle->Pos.Z >= topplane->ZatPoint (particle->Pos))
|
||||||
return;
|
return;
|
||||||
|
|
||||||
// store information in a vissprite
|
// store information in a vissprite
|
||||||
|
@ -2536,9 +2536,9 @@ void R_ProjectParticle (particle_t *particle, const sector_t *sector, int shade,
|
||||||
vis->yscale = xscale;
|
vis->yscale = xscale;
|
||||||
vis->depth = tz;
|
vis->depth = tz;
|
||||||
vis->idepth = (DWORD)DivScale32 (1, tz) >> 1;
|
vis->idepth = (DWORD)DivScale32 (1, tz) >> 1;
|
||||||
vis->gx = particle->x;
|
vis->gx = FLOAT2FIXED(particle->Pos.X);
|
||||||
vis->gy = particle->y;
|
vis->gy = FLOAT2FIXED(particle->Pos.Y);
|
||||||
vis->gz = particle->z; // kg3D
|
vis->gz = FLOAT2FIXED(particle->Pos.Z);
|
||||||
vis->gzb = y1;
|
vis->gzb = y1;
|
||||||
vis->gzt = y2;
|
vis->gzt = y2;
|
||||||
vis->x1 = x1;
|
vis->x1 = x1;
|
||||||
|
|
Loading…
Reference in a new issue