#define readfloats(array, n) checkparms(n+1);for (arrayindex = 0;arrayindex < argc - 1;arrayindex++) array[arrayindex] = atof(argv[1+arrayindex])
#define readint(var) checkparms(2);var = strtol(argv[1], NULL, 0)
#define readfloat(var) checkparms(2);var = atof(argv[1])
+#define readbool(var) checkparms(2);var = strtol(argv[1], NULL, 0) != 0
if (!strcmp(argv[0], "effect"))
{
int effectnameindex;
else if (!strcmp(argv[0], "lightradiusfade")) {readfloat(info->lightradiusfade);}
else if (!strcmp(argv[0], "lighttime")) {readfloat(info->lighttime);}
else if (!strcmp(argv[0], "lightcolor")) {readfloats(info->lightcolor, 3);}
- else if (!strcmp(argv[0], "lightshadow")) {readint(info->lightshadow);}
+ else if (!strcmp(argv[0], "lightshadow")) {readbool(info->lightshadow);}
else if (!strcmp(argv[0], "lightcubemapnum")) {readint(info->lightcubemapnum);}
else if (!strcmp(argv[0], "underwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_UNDERWATER;}
else if (!strcmp(argv[0], "notunderwater")) {checkparms(1);info->flags |= PARTICLEEFFECT_NOTUNDERWATER;}
// orientation - one of the PARTICLE_ values
// staincolor1, staincolor2: minimum and maximum ranges of stain color, randomly interpolated to decide particle color (-1 to use none)
// staintex: any of the tex_ values such as tex_smoke[rand()&7] or tex_particle (-1 to use none)
-static particle_t *CL_NewParticle(unsigned short ptypeindex, int pcolor1, int pcolor2, int ptex, float psize, float psizeincrease, float palpha, float palphafade, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float pairfriction, float pliquidfriction, float originjitter, float velocityjitter, qboolean pqualityreduction, float lifetime, float stretch, pblend_t blendmode, porientation_t orientation, int staincolor1, int staincolor2, int staintex)
+particle_t *CL_NewParticle(unsigned short ptypeindex, int pcolor1, int pcolor2, int ptex, float psize, float psizeincrease, float palpha, float palphafade, float pgravity, float pbounce, float px, float py, float pz, float pvx, float pvy, float pvz, float pairfriction, float pliquidfriction, float originjitter, float velocityjitter, qboolean pqualityreduction, float lifetime, float stretch, pblend_t blendmode, porientation_t orientation, int staincolor1, int staincolor2, int staintex)
{
int l1, l2, r, g, b;
particle_t *part;
part->typeindex = pt_spark;
part->bounce = 0;
VectorMA(part->org, lifetime, part->vel, endvec);
- trace = CL_Move(part->org, vec3_origin, vec3_origin, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK, true, false, NULL, false);
+ trace = CL_TraceLine(part->org, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK, true, false, NULL, false);
part->die = cl.time + lifetime * trace.fraction;
part2 = CL_NewParticle(pt_raindecal, pcolor1, pcolor2, tex_rainsplash, part->size, part->size * 20, part->alpha, part->alpha / 0.4, 0, 0, trace.endpos[0] + trace.plane.normal[0], trace.endpos[1] + trace.plane.normal[1], trace.endpos[2] + trace.plane.normal[2], trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2], 0, 0, 0, 0, pqualityreduction, 0, 1, PBLEND_ADD, PARTICLE_ORIENTED_DOUBLESIDED, -1, -1, -1);
if (part2)
vec3_t endvec;
trace_t trace;
VectorMA(part->org, lifetime, part->vel, endvec);
- trace = CL_Move(part->org, vec3_origin, vec3_origin, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY, true, false, NULL, false);
+ trace = CL_TraceLine(part->org, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY, true, false, NULL, false);
part->delayedcollisions = cl.time + lifetime * trace.fraction - 0.1;
}
return part;
{
VectorRandom(org2);
VectorMA(org, maxdist, org2, org2);
- trace = CL_Move(org, vec3_origin, vec3_origin, org2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, &hitent, false);
+ trace = CL_TraceLine(org, org2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, &hitent, false);
// take the closest trace result that doesn't end up hitting a NOMARKS
// surface (sky for example)
if (bestfrac > trace.fraction && !(trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS))
{
VectorRandom(v2);
VectorMA(org, 128, v2, v);
- trace = CL_Move(org, vec3_origin, vec3_origin, v, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
+ trace = CL_TraceLine(org, v, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
if (trace.fraction >= 0.1)
break;
}
void R_DrawDecals (void)
{
int i;
+ int drawdecals = r_drawdecals.integer;
decal_t *decal;
float frametime;
float decalfade;
cl.decals_updatetime = bound(cl.time - 1, cl.decals_updatetime + frametime, cl.time + 1);
// LordHavoc: early out conditions
- if ((!cl.num_decals) || (!r_drawdecals.integer))
+ if (!cl.num_decals)
return;
decalfade = frametime * 256 / cl_decals_fadetime.value;
if(cl_decals_visculling.integer && decal->clusterindex > -1000 && !CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, decal->clusterindex))
continue;
+ if (!drawdecals)
+ continue;
+
if (DotProduct(r_refdef.view.origin, decal->normal) > DotProduct(decal->org, decal->normal) && VectorDistance2(decal->org, r_refdef.view.origin) < drawdist2 * (decal->size * decal->size))
R_MeshQueue_AddTransparent(decal->org, R_DrawDecal_TransparentCallback, NULL, i, NULL);
continue;
void R_DrawParticles (void)
{
int i, a, content;
+ int drawparticles = r_drawparticles.integer;
float minparticledist;
particle_t *p;
float gravity, dvel, decalfade, frametime, f, dist, oldorg[3];
cl.particles_updatetime = bound(cl.time - 1, cl.particles_updatetime + frametime, cl.time + 1);
// LordHavoc: early out conditions
- if ((!cl.num_particles) || (!r_drawparticles.integer))
+ if (!cl.num_particles)
return;
minparticledist = DotProduct(r_refdef.view.origin, r_refdef.view.forward) + 4.0f;
VectorMA(p->org, frametime, p->vel, p->org);
if (p->bounce && cl.time >= p->delayedcollisions)
{
- trace = CL_Move(oldorg, vec3_origin, vec3_origin, p->org, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | ((p->typeindex == pt_rain || p->typeindex == pt_snow) ? SUPERCONTENTS_LIQUIDSMASK : 0), true, false, &hitent, false);
+ trace = CL_TraceLine(oldorg, p->org, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | ((p->typeindex == pt_rain || p->typeindex == pt_snow) ? SUPERCONTENTS_LIQUIDSMASK : 0), true, false, &hitent, false);
// if the trace started in or hit something of SUPERCONTENTS_NODROP
// or if the trace hit something flagged as NOIMPACT
// then remove the particle
}
else if (p->delayedspawn)
continue;
-
+ if (!drawparticles)
+ continue;
// don't render particles too close to the view (they chew fillrate)
// also don't render particles behind the view (useless)
// further checks to cull to the frustum would be too slow here