]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_explosion.c
This made the cvar completion so much more readable
[xonotic/darkplaces.git] / r_explosion.c
index 430e399c08533ef30bc8f9fdbd27fff52e771139..28f8bae0ff05679069a0ea9f86a6ce87f916d444 100644 (file)
@@ -52,13 +52,13 @@ static rtexture_t   *explosiontexturefog;
 
 static rtexturepool_t  *explosiontexturepool;
 
-cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1"};
-static cvar_t r_drawexplosions = {0, "r_drawexplosions", "1"};
+cvar_t r_explosionclip = {CVAR_SAVE, "r_explosionclip", "1", "enables collision detection for explosion shell (so that it flattens against walls and floors)"};
+static cvar_t r_drawexplosions = {0, "r_drawexplosions", "1", "enables rendering of explosion shells (see also cl_particles_explosions_shell)"};
 
 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);
@@ -147,7 +147,7 @@ void R_NewExplosion(vec3_t org)
        float dist, n;
        explosion_t *e;
        trace_t trace;
-       qbyte noise[EXPLOSIONGRID*EXPLOSIONGRID];
+       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++)
        {
@@ -180,18 +180,17 @@ void R_NewExplosion(vec3_t org)
        }
 }
 
-static 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_DepthTest(true);
-       R_Mesh_Matrix(&r_identitymatrix);
+       R_Mesh_Matrix(&identitymatrix);
 
        numtriangles = EXPLOSIONTRIS;
        numverts = EXPLOSIONVERTS;
@@ -258,6 +257,6 @@ void R_DrawExplosions(void)
                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);
 }