static cvar_t r_drawparticles = {0, "r_drawparticles", "1"};
static cvar_t r_particles_lighting = {0, "r_particles_lighting", "1"};
-static byte shadebubble(float dx, float dy, vec3_t light)
+static qbyte shadebubble(float dx, float dy, vec3_t light)
{
float dz, f, dot;
vec3_t normal;
f *= 128;
f += 16; // just to give it a haze so you can see the outline
f = bound(0, f, 255);
- return (byte) f;
+ return (qbyte) f;
}
else
return 0;
}
-static void setuptex(int cltexnum, int fog, int rtexnum, byte *data, byte *particletexturedata)
+static void setuptex(int cltexnum, int fog, int rtexnum, qbyte *data, qbyte *particletexturedata)
{
int basex, basey, y;
basex = ((rtexnum >> 0) & 7) * 32;
{
int x,y,d,i,m;
float dx, dy, radius, f, f2;
- byte data[32][32][4], noise1[64][64], noise2[64][64];
+ qbyte data[32][32][4], noise1[64][64], noise2[64][64];
vec3_t light;
- byte particletexturedata[256*256*4];
+ qbyte particletexturedata[256*256*4];
memset(particletexturedata, 255, sizeof(particletexturedata));
if (d > 0)
d = (d * (256 - (int) (dx*dx+dy*dy))) >> 8;
d = bound(0, d, 255);
- data[y][x][3] = (byte) d;
+ data[y][x][3] = (qbyte) d;
if (m < d)
m = d;
}
dx = x - 16;
d = (256 - (dx*dx+dy*dy));
d = bound(0, d, 255);
- data[y][x][3] = (byte) d;
+ data[y][x][3] = (qbyte) d;
}
}
setuptex(24, 0, 32, &data[0][0][0], particletexturedata);