spawn ent render:arrow in editmode
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5688 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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+48
-1
@@ -118,15 +118,47 @@ void seteditshow(char *just)
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}
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COMMAND(seteditshow, ARG_1STR);
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void renderentarrow(const entity &e, const vec &dir, float radius)
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{
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if(radius <= 0) return;
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float arrowsize = min(radius/8, 0.5f);
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vec epos(e.x, e.y, e.z);
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vec target = vec(dir).mul(radius).add(epos), arrowbase = vec(dir).mul(radius - arrowsize).add(epos), spoke;
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spoke.orthogonal(dir);
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spoke.normalize();
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spoke.mul(arrowsize);
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glDisable(GL_TEXTURE_2D); // this disables reaction to light, but also emphasizes shadows .. a nice effect, but should be independent
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glDisable(GL_CULL_FACE);
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glLineWidth(3);
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glBegin(GL_LINES);
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glVertex3fv(epos.v);
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glVertex3fv(target.v);
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glEnd();
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glBegin(GL_TRIANGLE_FAN);
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glVertex3fv(target.v);
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loopi(5)
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{
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vec p(spoke);
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p.rotate(2*M_PI*i/4.0f, dir);
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p.add(arrowbase);
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glVertex3fv(p.v);
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}
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glEnd();
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glLineWidth(1);
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glEnable(GL_CULL_FACE);
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glEnable(GL_TEXTURE_2D);
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}
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void renderentities()
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{
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int closest = editmode ? closestent() : -1;
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if(editmode && !reflecting && !refracting && !stenciling)
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{
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static int lastsparkle = 0;
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if(lastmillis - lastsparkle >= 20)
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{
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lastsparkle = lastmillis - (lastmillis%20);
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int closest = closestent();
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// closest see above
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loopv(ents)
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{
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entity &e = ents[i];
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@@ -172,6 +204,21 @@ void renderentities()
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}
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}
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}
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if(editmode && i==closest && !stenciling)//closest see above
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{
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switch(e.type)
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{
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case PLAYERSTART:
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{
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glColor3f(0, 1, 1);
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vec dir;
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vecfromyawpitch(e.attr1, 0, -1, 0, dir);
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renderentarrow(e, dir, 4);
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glColor3f(1, 1, 1);
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}
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default: break;
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}
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}
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}
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if(m_flags) loopi(2)
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{
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