smoke and blood changes
authorlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 20 Dec 2000 22:16:15 +0000 (22:16 +0000)
committerlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 20 Dec 2000 22:16:15 +0000 (22:16 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@122 d7cf8633-e32d-0410-b094-e92efae38249

r_part.c

index 356c38a..bfd01a8 100644 (file)
--- a/r_part.c
+++ b/r_part.c
@@ -104,18 +104,18 @@ byte shadebubble(float dx, float dy, vec3_t light)
 
 void R_InitParticleTexture (void)
 {
-       int             x,y,d,i;
+       int             x,y,d,i,m;
        float   dx, dy;
        byte    data[32][32][4], noise1[32][32], noise2[32][32];
        vec3_t  light;
 
-       for (x=0 ; x<32 ; x++)
+       for (y = 0;y < 32;y++)
        {
-               for (y=0 ; y<32 ; y++)
+               dy = y - 16;
+               for (x = 0;x < 32;x++)
                {
                        data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
                        dx = x - 16;
-                       dy = y - 16;
                        d = (255 - (dx*dx+dy*dy));
                        if (d < 0) d = 0;
                        data[y][x][3] = (byte) d;
@@ -125,27 +125,36 @@ void R_InitParticleTexture (void)
 
        for (i = 0;i < 8;i++)
        {
-               fractalnoise(&noise1[0][0], 32, 1);
-               fractalnoise(&noise2[0][0], 32, 8);
-               for (y = 0;y < 32;y++)
-                       for (x = 0;x < 32;x++)
+               do
+               {
+                       fractalnoise(&noise1[0][0], 32, 1);
+                       fractalnoise(&noise2[0][0], 32, 8);
+                       m = 0;
+                       for (y = 0;y < 32;y++)
                        {
-                               data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
-                               dx = x - 16;
                                dy = y - 16;
-                               d = ((noise2[y][x] * 384) >> 8) - 128;
-                               if (d > 0)
+                               for (x = 0;x < 32;x++)
                                {
-                                       if (d > 255)
-                                               d = 255;
-                                       d = (d * (255 - (int) (dx*dx+dy*dy))) >> 8;
-                                       if (d < 0) d = 0;
-                                       if (d > 255) d = 255;
-                                       data[y][x][3] = (byte) d;
+                                       data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
+                                       dx = x - 16;
+                                       d = ((noise2[y][x] * 384) >> 8) - 128;
+                                       if (d > 0)
+                                       {
+                                               if (d > 255)
+                                                       d = 255;
+                                               d = (d * (255 - (int) (dx*dx+dy*dy))) >> 7;
+                                               if (d < 0) d = 0;
+                                               if (d > 255) d = 255;
+                                               data[y][x][3] = (byte) d;
+                                               if (m < d)
+                                                       m = d;
+                                       }
+                                       else
+                                               data[y][x][3] = 0;
                                }
-                               else
-                                       data[y][x][3] = 0;
                        }
+               }
+               while (m < 192);
 
                smokeparticletexture[i] = GL_LoadTexture (va("smokeparticletexture%d", i), 32, 32, &data[0][0][0], true, true, 4);
        }
@@ -565,6 +574,8 @@ void R_BloodPuff (vec3_t org)
        if (!r_particles.value) return; // LordHavoc: particles are optional
 
        particle(pt_bloodcloud, 68+(rand()&3), smokeparticletexture[rand()&7], 12, 128, 99, org[0], org[1], org[2], 0, 0, 0);
+       particle(pt_bloodcloud, 68+(rand()&3), smokeparticletexture[rand()&7], 10, 128, 99, org[0] + lhrandom(-4, 4), org[1] + lhrandom(-4, 4), org[2] + lhrandom(-4, 4), 0, 0, 0);
+       particle(pt_bloodcloud, 68+(rand()&3), smokeparticletexture[rand()&7], 8, 128, 99, org[0] + lhrandom(-4, 4), org[1] + lhrandom(-4, 4), org[2] + lhrandom(-4, 4), 0, 0, 0);
 }
 
 void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
@@ -590,7 +601,7 @@ void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count)
                ALLOCPARTICLE
 
                p->texnum = smokeparticletexture[rand()&7];
-               p->scale = lhrandom(6, 8);
+               p->scale = lhrandom(4, 6);
                p->alpha = 96 + (rand()&63);
                p->die = cl.time + 2;
                p->type = pt_bloodcloud;
@@ -864,7 +875,7 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
                        case 4: // slight blood
                                dec = 0.025f;
                                p->texnum = smokeparticletexture[rand()&7];
-                               p->scale = lhrandom(6, 8);
+                               p->scale = lhrandom(4, 6);
                                p->alpha = type == 4 ? 192 : 255;
                                p->color = (rand()&3)+68;
                                p->type = pt_bloodcloud;
@@ -1069,8 +1080,8 @@ void R_DrawParticles (void)
 //                             p->die = -1;
 //                             break;
 //                     }
-                       p->scale += frametime * 4;
-                       p->alpha -= frametime * 64;
+                       p->scale += frametime * 16;
+                       p->alpha -= frametime * 512;
                        if (p->alpha < 1 || p->scale < 1)
                                p->die = -1;
                        break;