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git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@934 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -380,16 +380,19 @@ COMMANDN(watercolour, setwatercolor, ARG_4STR);
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inline void vertw(int v1, float v2, int v3, float t, int tex)
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{
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float h = sinf(v1*v3*0.1f+t);
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if(tex>0)
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float angle = v1*v3*0.1f + t;
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float h = sinf(angle);
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if(tex)
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{
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glColor4f(1, 1, 1, 0.2f - h*0.1f);
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float xoff = (v1%2 ? h : -h)*0.2f, yoff = ((v3+1)%2 ? -h : h)*0.2f;
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glTexCoord3f(v1+xoff, v2, v3+yoff);
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float v = cosf(angle);
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if(tex>0)
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{
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glColor4f(1, 1, 1, 0.15f + max(v, 0)*0.15f);
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glTexCoord3f(v1+v*0.3f, v2+h*0.3f, v3+v*0.3f);
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}
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else glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], (uchar)(hdr.watercolor[3] + (max(v, 0) - 0.5f)*51.0f));
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}
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else if(tex<0) glColor4ub(hdr.watercolor[0], hdr.watercolor[1], hdr.watercolor[2], (uchar)(hdr.watercolor[3] - h*25.5f));
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glVertex3f((float)v1, v2 + h*0.2f, (float)v3);
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glVertex3f((float)v1, v2 + h*0.3f, (float)v3);
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}
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// renders water for bounding rect area that contains water... simple but very inefficient
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