#include "quakedef.h"
-#define MAX_PARTICLES 2048 // default max # of particles at one
+#define MAX_PARTICLES 4096 // default max # of particles at one
// time
#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's
// on the command line
vec3_t r_pright, r_pup, r_ppn;
-//extern cvar_t r_particles/*, r_smoke*/, r_smokealpha;
-//cvar_t r_smokecolor = {"r_smokecolor", "0"};
+cvar_t r_particles = {"r_particles", "1", true};
void fractalnoise(char *noise, int size);
void fractalnoise_zeroedge(char *noise, int size);
{
int x,y,d;
float dx, dy, dz, f, dot;
- byte data[64][64][4], noise1[64][64], noise2[64][64];
+ byte data[32][32][4], noise1[32][32], noise2[32][32];
vec3_t normal, light;
particletexture = texture_extension_number++;
glBindTexture(GL_TEXTURE_2D, particletexture);
- for (x=0 ; x<64 ; x++)
+ for (x=0 ; x<32 ; x++)
{
- for (y=0 ; y<64 ; y++)
+ for (y=0 ; y<32 ; y++)
{
data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
dx = x - 16;
data[y][x][3] = (byte) d;
}
}
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- fractalnoise(&noise1[0][0], 64);
- fractalnoise(&noise2[0][0], 64);
- for (y = 0;y < 64;y++)
- for (x = 0;x < 64;x++)
+ fractalnoise(&noise1[0][0], 32);
+ fractalnoise(&noise2[0][0], 32);
+ for (y = 0;y < 32;y++)
+ for (x = 0;x < 32;x++)
{
data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
dx = x - 16;
/*
for (x=0 ; x<34 ; x+=2)
for (y=0 ; y<34 ; y+=2)
- data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%64)+192;
+ data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%32)+192;
for (x=0 ; x<32 ; x+=2)
for (y=0 ; y<32 ; y+=2)
{
data[y+1][x ][0] = data[y+1][x ][1] = data[y+1][x ][2] = (int) (data[y ][x ][0] + data[y+2][x ][0]) >> 1;
data[y+1][x+1][0] = data[y+1][x+1][1] = data[y+1][x+1][2] = (int) (data[y ][x ][0] + data[y ][x+2][0] + data[y+2][x ][0] + data[y+2][x+2][0]) >> 2;
}
- for (x=0 ; x<64 ; x++)
+ for (x=0 ; x<32 ; x++)
{
- for (y=0 ; y<64 ; y++)
+ for (y=0 ; y<32 ; y++)
{
- //data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%192)+64;
+ //data[y][x][0] = data[y][x][1] = data[y][x][2] = (rand()%192)+32;
dx = x - 16;
dy = y - 16;
d = (255 - (dx*dx+dy*dy));
*/
smokeparticletexture = texture_extension_number++;
glBindTexture(GL_TEXTURE_2D, smokeparticletexture);
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- fractalnoise(&noise1[0][0], 64);
- fractalnoise(&noise2[0][0], 64);
- for (y = 0;y < 64;y++)
- for (x = 0;x < 64;x++)
+ fractalnoise(&noise1[0][0], 32);
+ fractalnoise(&noise2[0][0], 32);
+ for (y = 0;y < 32;y++)
+ for (x = 0;x < 32;x++)
{
data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
dx = x - 16;
bloodcloudparticletexture = texture_extension_number++;
glBindTexture(GL_TEXTURE_2D, bloodcloudparticletexture);
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
flareparticletexture = texture_extension_number++;
glBindTexture(GL_TEXTURE_2D, flareparticletexture);
- for (x=0 ; x<64 ; x++)
+ for (x=0 ; x<32 ; x++)
{
- for (y=0 ; y<64 ; y++)
+ for (y=0 ; y<32 ; y++)
{
data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
dx = x - 16;
data[y][x][3] = (byte) d;
}
}
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
rainparticletexture = texture_extension_number++;
glBindTexture(GL_TEXTURE_2D, rainparticletexture);
- for (x=0 ; x<64 ; x++)
+ for (x=0 ; x<32 ; x++)
{
- for (y=0 ; y<64 ; y++)
+ for (y=0 ; y<32 ; y++)
{
data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
if (y < 24) // stretch the upper half to make a raindrop
data[y][x][3] = (byte) d;
}
}
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
light[0] = 1;light[1] = 1;light[2] = 1;
VectorNormalize(light);
- for (x=0 ; x<64 ; x++)
+ for (x=0 ; x<32 ; x++)
{
- for (y=0 ; y<64 ; y++)
+ for (y=0 ; y<32 ; y++)
{
data[y][x][0] = data[y][x][1] = data[y][x][2] = 255;
dx = x * (1.0 / 16.0) - 1.0;
f += ((dot * 2) - 1);
else if (dot < -0.5) // exterior reflection
f += ((dot * -2) - 1);
- f *= 255;
+ f *= 64;
f = bound(0, f, 255);
- data[y][x][3] = (byte) d;
+ data[y][x][3] = (byte) f;
}
else
data[y][x][3] = 0;
}
}
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ glTexImage2D (GL_TEXTURE_2D, 0, 4, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
particles = (particle_t *) Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
-// Cvar_RegisterVariable (&r_smokecolor);
+ Cvar_RegisterVariable (&r_particles);
R_InitParticleTexture ();
}
float sr, sp, sy, cr, cp, cy;
vec3_t forward;
float dist;
-// if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (!r_particles.value) return; // LordHavoc: particles are optional
dist = 64;
count = 50;
{
int i, j;
particle_t *p;
-// if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (!r_particles.value) return; // LordHavoc: particles are optional
for (i=0 ; i<1024 ; i++)
{
active_particles = p;
p->texnum = flareparticletexture;
- p->scale = 4+(rand()&7);
+ p->scale = lhrandom(2,5);
p->alpha = rand()&255;
p->die = cl.time + 5;
p->color = ramp1[0];
active_particles = p;
p->texnum = smokeparticletexture;
- p->scale = 24;
+ p->scale = 12;
p->alpha = 80;
p->die = cl.time + 2;
p->type = pt_smoke;
int i, j;
particle_t *p;
int colorMod = 0;
-// if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (!r_particles.value) return; // LordHavoc: particles are optional
for (i=0; i<512; i++)
{
active_particles = p;
p->texnum = flareparticletexture;
- p->scale = 8;
+ p->scale = 4;
p->alpha = 255;
p->die = cl.time + 0.3;
p->color = colorStart + (colorMod % colorLength);
{
int i, j;
particle_t *p;
-// if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (!r_particles.value) return; // LordHavoc: particles are optional
for (i=0 ; i<1024 ; i++)
{
active_particles = p;
p->texnum = flareparticletexture;
- p->scale = 8;
+ p->scale = 4;
p->alpha = 255;
p->die = cl.time + 1 + (rand()&8)*0.05;
{
int i, j;
particle_t *p;
-// if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (!r_particles.value) return; // LordHavoc: particles are optional
for (i=0 ; i<count ; i++)
{
if (count == 1024)
{ // rocket explosion
p->texnum = flareparticletexture;
- p->scale = 8;
+ p->scale = 4;
p->alpha = 255;
p->die = cl.time + 5;
p->color = ramp1[0];
else
{
p->texnum = flareparticletexture;
- p->scale = 8;
+ p->scale = 4;
p->alpha = 255;
p->die = cl.time + 0.1*(rand()%5);
p->color = (color&~7) + (rand()&7);
{
int i, j;
particle_t *p;
-// if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (!r_particles.value) return; // LordHavoc: particles are optional
if (!free_particles)
return;
if (type == 0) // sparks
{
p->texnum = smokeparticletexture;
- p->scale = 20;
+ p->scale = 10;
p->alpha = 64;
p->color = (rand()&3)+12;
p->type = pt_bulletpuff;
else // blood
{
p->texnum = bloodcloudparticletexture;
- p->scale = 24;
+ p->scale = 12;
p->alpha = 128;
p->color = (rand()&3)+68;
p->type = pt_bloodcloud;
active_particles = p;
p->texnum = flareparticletexture;
- p->scale = 5;
+ p->scale = 2;
p->alpha = 255;
p->die = cl.time + 0.0625 * (rand()&15);
/*
vec3_t diff;
vec3_t center;
vec3_t velscale;
-// if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (!r_particles.value) return; // LordHavoc: particles are optional
VectorSubtract(maxs, mins, diff);
center[0] = (mins[0] + maxs[0]) * 0.5;
active_particles = p;
p->texnum = bloodcloudparticletexture;
- p->scale = 24;
+ p->scale = 12;
p->alpha = 96 + (rand()&63);
p->die = cl.time + 2; //0.015625 * (rand()%128);
p->type = pt_fadespark;
particle_t *p;
vec3_t diff;
float t;
-// if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (!r_particles.value) return; // LordHavoc: particles are optional
if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
active_particles = p;
p->texnum = flareparticletexture;
- p->scale = 12;
+ p->scale = 6;
p->alpha = 255;
p->die = cl.time + 1 + (rand()&15)*0.0625;
if (gravity)
vec3_t org;
vec3_t vel;
float t, z;
-// if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (!r_particles.value) return; // LordHavoc: particles are optional
if (maxs[0] <= mins[0]) {t = mins[0];mins[0] = maxs[0];maxs[0] = t;}
if (maxs[1] <= mins[1]) {t = mins[1];mins[1] = maxs[1];maxs[1] = t;}
if (maxs[2] <= mins[2]) {t = mins[2];mins[2] = maxs[2];maxs[2] = t;}
org[1] = diff[1] * (float) (rand()&1023) * (1.0 / 1024.0) + mins[1];
org[2] = z;
- p->scale = 6;
+ p->scale = 1.5;
p->alpha = 255;
p->die = t;
if (type == 1)
p->color = colorbase + (rand()&3);
VectorCopy(org, p->org);
VectorCopy(vel, p->vel);
+ VectorCopy(vel, p->vel2);
}
}
particle_t *p;
float vel;
vec3_t dir;
-// if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (!r_particles.value) return; // LordHavoc: particles are optional
for (i=-16 ; i<16 ; i+=2)
for (j=-16 ; j<16 ; j+=2)
active_particles = p;
p->texnum = flareparticletexture;
- p->scale = 24;
- p->alpha = 255;
+ p->scale = 10;
+ p->alpha = 128;
p->die = cl.time + 2 + (rand()&31) * 0.02;
p->color = 224 + (rand()&7);
p->type = pt_slowgrav;
int i, j, k;
particle_t *p;
// vec3_t dir;
-// if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (!r_particles.value) return; // LordHavoc: particles are optional
/*
for (i=-16 ; i<16 ; i+=4)
active_particles = p;
p->texnum = flareparticletexture;
- p->scale = 8;
+ p->scale = 4;
p->alpha = (1 + rand()&7) * 32;
p->die = cl.time + 5;
p->color = 254; //8 + (rand()&7);
int j, contents, bubbles;
particle_t *p;
static int tracercount;
-// if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (!r_particles.value) return; // LordHavoc: particles are optional
t = cl.oldtime;
nt = cl.time;
case 1: // grenade trail
if (bubbles)
{
- dec = 0.01f;
+ dec = 0.005f;
p->texnum = bubbleparticletexture;
- p->scale = 6+(rand()&3);
+ p->scale = lhrandom(1,2);
p->alpha = 255;
-// if (r_smokecolor.value)
-// p->color = r_smokecolor.value;
-// else
- p->color = (rand()&3)+12;
+ p->color = (rand()&3)+12;
p->type = pt_bubble;
p->die = cl.time + 2;
for (j=0 ; j<3 ; j++)
}
else
{
- dec = 0.03f;
+ dec = 0.02f;
p->texnum = smokeparticletexture;
- p->scale = 12+(rand()&7);
+ p->scale = lhrandom(4, 7);
p->alpha = 64 + (rand()&31);
-// if (r_smokecolor.value)
-// p->color = r_smokecolor.value;
-// else
- p->color = (rand()&3)+12;
+ p->color = (rand()&3)+12;
p->type = pt_smoke;
- p->die = cl.time + 2;
+ p->die = cl.time + 10000;
VectorCopy(start, p->org);
}
break;
case 1: // smoke smoke
dec = 0.016f;
p->texnum = smokeparticletexture;
- p->scale = 12+rand()&7;
+ p->scale = lhrandom(6,9);
p->alpha = 64;
if (r_smokecolor.value)
p->color = r_smokecolor.value;
case 2: // blood
dec = 0.03f;
p->texnum = bloodcloudparticletexture;
- p->scale = 20+(rand()&7);
+ p->scale = lhrandom(8, 12);
p->alpha = 255;
p->color = (rand()&3)+68;
p->type = pt_bloodcloud;
case 5: // tracer
dec = 0.01f;
p->texnum = flareparticletexture;
- p->scale = 4;
+ p->scale = 2;
p->alpha = 255;
p->die = cl.time + 0.2; //5;
p->type = pt_static;
case 4: // slight blood
dec = 0.03f; // sparse trail
p->texnum = bloodcloudparticletexture;
- p->scale = 20+(rand()&7);
+ p->scale = lhrandom(8,12);
p->alpha = 255;
p->color = (rand()&3)+68;
p->type = pt_fadespark2;
case 6: // voor trail
dec = 0.05f; // sparse trail
p->texnum = flareparticletexture;
- p->scale = 20+(rand()&7);
+ p->scale = lhrandom(4, 8);
p->alpha = 255;
p->color = 9*16 + 8 + (rand()&3);
p->type = pt_fadespark2;
case 7: // Nehahra smoke tracer
dec = 0.14f;
p->texnum = smokeparticletexture;
- p->scale = 12+(rand()&7);
+ p->scale = lhrandom(6, 10);
p->alpha = 64;
p->color = (rand()&3)+12;
p->type = pt_smoke;
- p->die = cl.time + 1;
+ p->die = cl.time + 10000;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()&3)-2);
break;
float len;
particle_t *p;
static int tracercount;
-// if (!r_particles.value) return; // LordHavoc: particles are optional
+ if (!r_particles.value) return; // LordHavoc: particles are optional
VectorSubtract (end, start, vec);
len = VectorNormalizeLength (vec);
VectorCopy (vec3_origin, p->vel);
p->texnum = flareparticletexture;
- p->scale = 16;
+ p->scale = 8;
p->alpha = 192;
p->color = color;
p->type = pt_smoke;
}
-//extern qboolean isG200, isATI, isRagePro;
extern qboolean lighthalf;
/*
void R_DrawParticles (void)
{
particle_t *p, *kill;
- int i, /*texnum, */r,g,b,a;
+ int i, r,g,b,a;
float grav, grav1, time1, time2, time3, dvel, frametime, scale, scale2;
byte *color24;
vec3_t up, right, uprightangles, forward2, up2, right2, v;
if (!active_particles)
return;
- /*
- texnum = particletexture;
- glBindTexture(GL_TEXTURE_2D, texnum);
- glEnable (GL_BLEND);
- // LordHavoc: Matrox G200 cards can't handle per pixel alpha at all...
- // and ATI Rage Pro can't modulate a per pixel alpha texture
- if (isG200 || isRagePro)
- glEnable(GL_ALPHA_TEST);
- else
- glDisable(GL_ALPHA_TEST);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDepthMask(0); // disable zbuffer updates
- glShadeModel(GL_FLAT);
- glBegin (GL_TRIANGLES);
- */
-
VectorScale (vup, 1.5, up);
VectorScale (vright, 1.5, right);
VectorSubtract(p->org, r_refdef.vieworg, v);
if (DotProduct(v, v) >= 256.0f)
{
- scale = p->scale * -0.25;scale2 = p->scale * 0.75;
- /*
- if (p->texnum != texnum)
- {
- texnum = p->texnum;
- glEnd();
- glBindTexture(GL_TEXTURE_2D, texnum);
- glBegin(GL_TRIANGLES);
- }
- if (lighthalf)
- {
- color24 = (byte *)&d_8to24table[(int)p->color];
- if (p->texnum == smokeparticletexture)
- glColor4ub((byte) (color24[0] >> 1), (byte) (color24[1] >> 1), (byte) (color24[2] >> 1), (byte) (p->alpha*r_smokealpha.value));
- else
- glColor4ub((byte) (color24[0] >> 1), (byte) (color24[1] >> 1), (byte) (color24[2] >> 1), (byte) p->alpha);
- }
- else
- {
- color24 = (byte *) &d_8to24table[(int)p->color];
- if (p->texnum == smokeparticletexture)
- glColor4ub(color24[0], color24[1], color24[2], (byte) (p->alpha*r_smokealpha.value));
- else
- glColor4ub(color24[0], color24[1], color24[2], (byte) p->alpha);
- }
- if (p->texnum == rainparticletexture) // rain streak
- {
- glTexCoord2f (0,0);
- glVertex3f (p->org[0] + right2[0]*scale , p->org[1] + right2[1]*scale , p->org[2] + right2[2]*scale );
- glTexCoord2f (1,0);
- glVertex3f (p->org[0] + right2[0]*scale , p->org[1] + right2[1]*scale , p->org[2] + right2[2]*scale );
- glTexCoord2f (0,1);
- glVertex3f (p->org[0] + right2[0]*scale2, p->org[1] + right2[1]*scale2, p->org[2] + right2[2]*scale2);
- }
- else
- {
- glTexCoord2f (0,0);
- // LordHavoc: centered particle sprites
- glVertex3f (p->org[0] + up[0]*scale + right[0]*scale , p->org[1] + up[1]*scale + right[1]*scale , p->org[2] + up[2]*scale + right[2]*scale );
- glTexCoord2f (1,0);
- glVertex3f (p->org[0] + up[0]*scale2 + right[0]*scale , p->org[1] + up[1]*scale2 + right[1]*scale , p->org[2] + up[2]*scale2 + right[2]*scale );
- glTexCoord2f (0,1);
- glVertex3f (p->org[0] + up[0]*scale + right[0]*scale2, p->org[1] + up[1]*scale + right[1]*scale2, p->org[2] + up[2]*scale + right[2]*scale2);
- }
- */
+ scale = p->scale * -0.5;scale2 = p->scale * 0.5;
color24 = (byte *) &d_8to24table[(int)p->color];
r = color24[0];
g = color24[1];
transpolybegin(p->texnum, 0, p->texnum, TPOLYTYPE_ALPHA);
if (p->texnum == rainparticletexture) // rain streak
{
- transpolyvert(p->org[0] + right2[0]*scale , p->org[1] + right2[1]*scale , p->org[2] + right2[2]*scale , 0,0,r,g,b,a);
- transpolyvert(p->org[0] + right2[0]*scale , p->org[1] + right2[1]*scale , p->org[2] + right2[2]*scale , 1,0,r,g,b,a);
- transpolyvert(p->org[0] + right2[0]*scale2, p->org[1] + right2[1]*scale2, p->org[2] + right2[2]*scale2, 0,1,r,g,b,a);
+ transpolyvert(p->org[0] + up2[0]*scale + right2[0]*scale , p->org[1] + up2[1]*scale + right2[1]*scale , p->org[2] + up2[2]*scale + right2[2]*scale , 0,1,r,g,b,a);
+ transpolyvert(p->org[0] + up2[0]*scale2 + right2[0]*scale , p->org[1] + up2[1]*scale2 + right2[1]*scale , p->org[2] + up2[2]*scale2 + right2[2]*scale , 0,0,r,g,b,a);
+ transpolyvert(p->org[0] + up2[0]*scale2 + right2[0]*scale2, p->org[1] + up2[1]*scale2 + right2[1]*scale2, p->org[2] + up2[2]*scale2 + right2[2]*scale2, 1,0,r,g,b,a);
+ transpolyvert(p->org[0] + up2[0]*scale + right2[0]*scale2, p->org[1] + up2[1]*scale + right2[1]*scale2, p->org[2] + up2[2]*scale + right2[2]*scale2, 1,1,r,g,b,a);
}
else
{
- transpolyvert(p->org[0] + up[0]*scale + right[0]*scale , p->org[1] + up[1]*scale + right[1]*scale , p->org[2] + up[2]*scale + right[2]*scale , 0,0,r,g,b,a);
- transpolyvert(p->org[0] + up[0]*scale2 + right[0]*scale , p->org[1] + up[1]*scale2 + right[1]*scale , p->org[2] + up[2]*scale2 + right[2]*scale , 1,0,r,g,b,a);
- transpolyvert(p->org[0] + up[0]*scale + right[0]*scale2, p->org[1] + up[1]*scale + right[1]*scale2, p->org[2] + up[2]*scale + right[2]*scale2, 0,1,r,g,b,a);
+ transpolyvert(p->org[0] + up[0]*scale + right[0]*scale , p->org[1] + up[1]*scale + right[1]*scale , p->org[2] + up[2]*scale + right[2]*scale , 0,1,r,g,b,a);
+ transpolyvert(p->org[0] + up[0]*scale2 + right[0]*scale , p->org[1] + up[1]*scale2 + right[1]*scale , p->org[2] + up[2]*scale2 + right[2]*scale , 0,0,r,g,b,a);
+ transpolyvert(p->org[0] + up[0]*scale2 + right[0]*scale2, p->org[1] + up[1]*scale2 + right[1]*scale2, p->org[2] + up[2]*scale2 + right[2]*scale2, 1,0,r,g,b,a);
+ transpolyvert(p->org[0] + up[0]*scale + right[0]*scale2, p->org[1] + up[1]*scale + right[1]*scale2, p->org[2] + up[2]*scale + right[2]*scale2, 1,1,r,g,b,a);
}
transpolyend();
}
switch (p->type)
{
case pt_static:
+ if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ p->die = -1;
break;
case pt_fire:
p->ramp += time1;
else
p->color = ramp3[(int)p->ramp];
p->vel[2] += grav;
+ if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ p->die = -1;
break;
case pt_explode:
case pt_explode2:
p->ramp += time3;
- if (p->ramp >=8)
+ if (p->ramp >= 8 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
p->die = -1;
else
p->color = ramp2[(int)p->ramp];
for (i=0 ; i<3 ; i++)
p->vel[i] += p->vel[i]*dvel;
p->vel[2] -= grav;
+ if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ p->die = -1;
break;
case pt_blob2:
for (i=0 ; i<2 ; i++)
p->vel[i] -= p->vel[i]*dvel;
p->vel[2] -= grav;
+ if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ p->die = -1;
break;
case pt_grav:
p->vel[2] -= grav1;
+ if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ p->die = -1;
break;
case pt_slowgrav:
p->vel[2] -= grav;
+ if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
+ p->die = -1;
break;
// LordHavoc: gunshot spark showers
case pt_dust:
p->ramp += time1;
p->scale -= frametime * 4;
- if (p->ramp >= 8 || p->scale <= 0)
+ if (p->ramp >= 8 || p->scale <= 0 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
p->die = -1;
else
p->color = ramp3[(int)p->ramp];
break;
// LordHavoc: for smoke trails
case pt_smoke:
- p->scale += frametime * 16;
- p->alpha -= frametime * 64;
- p->vel[2] += grav;
+ p->scale += frametime * 4;
+ p->alpha -= frametime * 48;
+// p->vel[2] += grav;
if (p->alpha < 1)
p->die = -1;
break;
case pt_snow:
if (cl.time > p->time2)
{
- p->time2 = cl.time + 0.4;
- p->vel[0] = (rand()&63)-32;
- p->vel[1] = (rand()&63)-32;
+ p->time2 = cl.time + (rand() & 3) * 0.1;
+ p->vel[0] = (rand()&63)-32 + p->vel2[0];
+ p->vel[1] = (rand()&63)-32 + p->vel2[1];
+ p->vel[2] = (rand()&63)-32 + p->vel2[2];
+ if (Mod_PointInLeaf(p->org, cl.worldmodel)->contents != CONTENTS_EMPTY)
+ p->die = -1;
}
break;
case pt_bulletpuff:
case pt_fadespark:
p->alpha -= frametime * 256;
p->vel[2] -= grav;
- if (p->alpha < 1)
+ if (p->alpha < 1 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
p->die = -1;
break;
case pt_fadespark2:
p->alpha -= frametime * 512;
p->vel[2] -= grav;
- if (p->alpha < 1)
+ if (p->alpha < 1 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
p->die = -1;
break;
case pt_fallfadespark:
p->alpha -= frametime * 256;
p->vel[2] -= grav1;
- if (p->alpha < 1)
+ if (p->alpha < 1 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
p->die = -1;
break;
case pt_fallfadespark2:
p->alpha -= frametime * 512;
p->vel[2] -= grav1;
- if (p->alpha < 1)
+ if (p->alpha < 1 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_SOLID)
p->die = -1;
break;
case pt_bubble:
- p->vel[2] += grav1;
- if (p->vel[2] >= 100)
- p->vel[2] = 68+rand()&31;
+ p->vel[2] += grav1 * 2;
+ if (p->vel[2] >= 200)
+ p->vel[2] = 136+rand()&63;
if (cl.time > p->time2)
{
p->time2 = cl.time + (rand()&7)*0.0625;
p->vel[0] = (rand()&63)-32;
p->vel[1] = (rand()&63)-32;
}
- p->alpha -= frametime * 32;
- if (p->alpha < 1)
+ p->alpha -= frametime * 64;
+ if (p->alpha < 1 || Mod_PointInLeaf(p->org, cl.worldmodel)->contents == CONTENTS_EMPTY)
p->die = -1;
break;
}
}
-
- /*
- glEnd ();
- glShadeModel(GL_SMOOTH);
- glDepthMask(1); // enable zbuffer updates
- glDisable (GL_BLEND);
- */
}