#define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
#define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
-float explosiontexcoord2f[EXPLOSIONVERTS][2];
-int explosiontris[EXPLOSIONTRIS][3];
-int explosionnoiseindex[EXPLOSIONVERTS];
-vec3_t explosionpoint[EXPLOSIONVERTS];
+static float explosiontexcoord2f[EXPLOSIONVERTS][2];
+static int explosiontris[EXPLOSIONTRIS][3];
+static int explosionnoiseindex[EXPLOSIONVERTS];
+static vec3_t explosionpoint[EXPLOSIONVERTS];
typedef struct explosion_s
{
}
explosion_t;
-explosion_t explosion[MAX_EXPLOSIONS];
+static explosion_t explosion[MAX_EXPLOSIONS];
-rtexture_t *explosiontexture;
-rtexture_t *explosiontexturefog;
+static rtexture_t *explosiontexture;
+static rtexture_t *explosiontexturefog;
-rtexturepool_t *explosiontexturepool;
+static rtexturepool_t *explosiontexturepool;
cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1"};
-cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
+static cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
-void r_explosion_start(void)
+static void r_explosion_start(void)
{
int x, y;
- qbyte noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
+ unsigned char noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
explosiontexturepool = R_AllocTexturePool();
fractalnoise(&noise1[0][0], 128, 32);
fractalnoise(&noise2[0][0], 128, 4);
// note that explosions survive the restart
}
-void r_explosion_shutdown(void)
+static void r_explosion_shutdown(void)
{
R_FreeTexturePool(&explosiontexturepool);
}
-void r_explosion_newmap(void)
+static void r_explosion_newmap(void)
{
memset(explosion, 0, sizeof(explosion));
}
-int R_ExplosionVert(int column, int row)
+static int R_ExplosionVert(int column, int row)
{
int i;
float yaw, pitch;
{
int i, j;
float dist, n;
- vec3_t impact;
explosion_t *e;
- qbyte noise[EXPLOSIONGRID*EXPLOSIONGRID];
+ trace_t trace;
+ unsigned char noise[EXPLOSIONGRID*EXPLOSIONGRID];
fractalnoisequick(noise, EXPLOSIONGRID, 4); // adjust noise grid size according to explosion
for (i = 0, e = explosion;i < MAX_EXPLOSIONS;i++, e++)
{
- if (e->alpha <= cl_explosions_alpha_end.value)
+ if (cl.time >= e->endtime)
{
e->starttime = cl.time;
e->endtime = cl.time + cl_explosions_lifetime.value;
// clip start origin
if (e->clipping)
{
- CL_TraceLine(e->origin, e->vert[j], impact, NULL, true, NULL, SUPERCONTENTS_SOLID);
- VectorCopy(impact, e->vert[i]);
+ trace = CL_TraceBox(e->origin, vec3_origin, vec3_origin, e->vert[j], true, NULL, SUPERCONTENTS_SOLID, false);
+ VectorCopy(trace.endpos, e->vert[i]);
}
}
break;
}
}
-void R_DrawExplosionCallback(const void *calldata1, int calldata2)
+static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, int surfacenumber, const rtlight_t *rtlight)
{
+ const explosion_t *e = explosion + surfacenumber;
int numtriangles, numverts;
float alpha;
rmeshstate_t m;
- const explosion_t *e;
- e = calldata1;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_LockArrays(0, 0);
}
-void R_MoveExplosion(explosion_t *e)
+static void R_MoveExplosion(explosion_t *e)
{
int i;
- float dot, end[3], impact[3], normal[3], frametime;
+ float dot, end[3], frametime;
+ trace_t trace;
frametime = cl.time - e->time;
e->time = cl.time;
VectorMA(e->vert[i], frametime, e->vertvel[i], end);
if (e->clipping)
{
- if (CL_TraceLine(e->vert[i], end, impact, normal, true, NULL, SUPERCONTENTS_SOLID) < 1)
+ trace = CL_TraceBox(e->vert[i], vec3_origin, vec3_origin, end, true, NULL, SUPERCONTENTS_SOLID, false);
+ if (trace.fraction < 1)
{
// clip velocity against the wall
- dot = -DotProduct(e->vertvel[i], normal);
- VectorMA(e->vertvel[i], dot, normal, e->vertvel[i]);
+ dot = -DotProduct(e->vertvel[i], trace.plane.normal);
+ VectorMA(e->vertvel[i], dot, trace.plane.normal, e->vertvel[i]);
}
- VectorCopy(impact, e->vert[i]);
+ VectorCopy(trace.endpos, e->vert[i]);
}
else
VectorCopy(end, e->vert[i]);
void R_MoveExplosions(void)
{
int i;
- float frametime;
-
- frametime = cl.time - cl.oldtime;
-
for (i = 0;i < MAX_EXPLOSIONS;i++)
if (cl.time < explosion[i].endtime)
R_MoveExplosion(&explosion[i]);
return;
for (i = 0;i < MAX_EXPLOSIONS;i++)
if (r_refdef.time < explosion[i].endtime)
- R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosionCallback, &explosion[i], 0);
+ R_MeshQueue_AddTransparent(explosion[i].origin, R_DrawExplosion_TransparentCallback, NULL, i, NULL);
}