made particles render above water, decals below water
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1869 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -249,25 +249,13 @@ void newparticle(const vec &o, const vec &d, int fade, int type)
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parlist[type] = p;
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}
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enum
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{
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PT_PART = 0,
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PT_FIREBALL,
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PT_SHOTLINE,
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PT_DECAL,
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PT_BULLETHOLE,
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PT_BLOOD,
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PT_STAIN,
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PT_FLASH
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};
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static struct parttype { int type; float r, g, b; int gr, tex; float sz; } parttypes[] =
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{
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{ 0, 0.4f, 0.4f, 0.4f, 2, 0, 0.06f }, // yellow: sparks
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{ 0, 1.0f, 1.0f, 1.0f, 20, 1, 0.15f }, // grey: small smoke
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{ 0, 0.2f, 0.2f, 1.0f, 20, 0, 0.08f }, // blue: edit mode entities
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{ PT_PART, 0.4f, 0.4f, 0.4f, 2, 0, 0.06f }, // yellow: sparks
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{ PT_PART, 1.0f, 1.0f, 1.0f, 20, 1, 0.15f }, // grey: small smoke
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{ PT_PART, 0.2f, 0.2f, 1.0f, 20, 0, 0.08f }, // blue: edit mode entities
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{ PT_BLOOD, 0.5f, 0.0f, 0.0f, 1, 4, 0.3f }, // red: blood spats
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{ 0, 1.0f, 0.1f, 0.1f, 0, 1, 0.2f }, // red: demotrack
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{ PT_PART, 1.0f, 0.1f, 0.1f, 0, 1, 0.2f }, // red: demotrack
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{ PT_FIREBALL, 1.0f, 0.5f, 0.5f, 0, 2, 7.0f }, // explosion fireball
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{ PT_SHOTLINE, 1.0f, 1.0f, 0.7f, 0, -1, 0.0f }, // yellow: shotline
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{ PT_BULLETHOLE, 1.0f, 1.0f, 1.0f, 0, 3, 0.3f }, // hole decal
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@@ -281,10 +269,10 @@ VAR(particlesize, 20, 100, 500);
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VARP(blood, 0, 1, 1);
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VARP(bloodttl, 0, 10000, 30000);
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void render_particles(int time)
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void render_particles(int time, int typemask)
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{
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bool rendered = false;
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for(int i = MAXPARTYPES-1; i>=0; i--) if(parlist[i])
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for(int i = MAXPARTYPES-1; i>=0; i--) if(typemask&(1<<parttypes[i].type) && parlist[i])
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{
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if(!rendered)
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{
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