#define EXPLOSIONGRID 8
#define EXPLOSIONVERTS ((EXPLOSIONGRID+1)*(EXPLOSIONGRID+1))
#define EXPLOSIONTRIS (EXPLOSIONGRID*EXPLOSIONGRID*2)
-#define EXPLOSIONSTARTVELOCITY (384.0f)
+#define EXPLOSIONSTARTVELOCITY (256.0f)
+//#define EXPLOSIONSTARTVELOCITY (384.0f)
//#define EXPLOSIONRANDOMVELOCITY (32.0f)
#define EXPLOSIONFADESTART (1.5f)
-#define EXPLOSIONFADERATE (4.5f)
+//#define EXPLOSIONFADERATE (4.5f)
+#define EXPLOSIONFADERATE (3.0f)
/*
#define MAX_EXPLOSIONGAS (MAX_EXPLOSIONS * EXPLOSIONGAS)
#define EXPLOSIONGAS 8
void r_explosion_start(void)
{
int x, y;
- byte noise1[128][128], noise2[128][128], noise3[128][128], data[128][128][4];
+ qbyte 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);
{
int i, j;
float dist;
- byte noise[EXPLOSIONGRID*EXPLOSIONGRID];
+ qbyte noise[EXPLOSIONGRID*EXPLOSIONGRID];
fractalnoisequick(noise, EXPLOSIONGRID, 4);
for (i = 0;i < MAX_EXPLOSIONS;i++)
{