visualisation for tagclips
To keep things cheap, only tagged areas inside the editing grid are shown. I added two variables, tagnum and taglife, to allow playing with the parameters of the sparklies. Those should be removed later. The default values work quite well on my really crappy onboard graphics card. Higher values start dropping fps. Also, the edit status line now shows the tag value of the cube pointed at. The patch also fixes the bug, that the edit status line did not show details about the selection, unless there was at least one entity in the map.
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@@ -582,6 +582,18 @@ void particle_splash(int type, int num, int fade, const vec &p)
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}
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}
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void particle_cube(int type, int num, int fade, int x, int y)
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{
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sqr *s = S(x, y);
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const int fc = s->ceil - s->floor;
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if(SOLID(s) || fc < 1) return;
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loopi(num * fc / 3)
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{
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vec p(float(rnd(100)) / 100.0 + x, float(rnd(100)) / 100.0 + y, float(rnd(100) * fc) / 100 + s->floor), d(0, 0, 0);
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newparticle(p, d, rnd(fade*3), type);
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}
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}
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VARP(maxtrail, 1, 500, 10000);
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void particle_trail(int type, int fade, const vec &s, const vec &e)
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