git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@1005 e016b1c5-ed68-44aa-a2f7-31cac88cffde
462 lines
14 KiB
C++
462 lines
14 KiB
C++
// renderparticles.cpp
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#include "cube.h"
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static GLushort *hemiindices = NULL;
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static vec *hemiverts = NULL;
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static int heminumverts = 0, heminumindices = 0;
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static void subdivide(int &nIndices, int &nVerts, int depth, int face);
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static void genface(int &nIndices, int &nVerts, int depth, int i1, int i2, int i3)
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{
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int face = nIndices; nIndices += 3;
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hemiindices[face] = i1;
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hemiindices[face+1] = i2;
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hemiindices[face+2] = i3;
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subdivide(nIndices, nVerts, depth, face);
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}
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static void subdivide(int &nIndices, int &nVerts, int depth, int face)
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{
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if(depth-- <= 0) return;
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int idx[6];
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loopi(3) idx[i] = hemiindices[face+i];
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loopi(3)
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{
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int vert = nVerts++;
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hemiverts[vert] = vec(hemiverts[idx[i]]).add(hemiverts[idx[(i+1)%3]]).normalize(); //push on to unit sphere
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idx[3+i] = vert;
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hemiindices[face+i] = vert;
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}
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subdivide(nIndices, nVerts, depth, face);
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loopi(3) genface(nIndices, nVerts, depth, idx[i], idx[3+i], idx[3+(i+2)%3]);
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}
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//subdiv version wobble much more nicely than a lat/longitude version
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static void inithemisphere(int hres, int depth)
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{
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const int tris = hres << (2*depth);
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heminumverts = heminumindices = 0;
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DELETEA(hemiverts);
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DELETEA(hemiindices);
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hemiverts = new vec[tris+1];
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hemiindices = new GLushort[tris*3];
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hemiverts[heminumverts++] = vec(0.0f, 0.0f, 1.0f); //build initial 'hres' sided pyramid
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loopi(hres)
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{
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float a = PI2*float(i)/hres;
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hemiverts[heminumverts++] = vec(cosf(a), sinf(a), 0.0f);
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}
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loopi(hres) genface(heminumindices, heminumverts, depth, 0, i+1, 1+(i+1)%hres);
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}
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GLuint createexpmodtex(int size, float minval)
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{
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uchar *data = new uchar[size*size], *dst = data;
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loop(y, size) loop(x, size)
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{
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float dx = 2*float(x)/(size-1) - 1, dy = 2*float(y)/(size-1) - 1;
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float z = 1 - dx*dx - dy*dy;
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if(minval) z = sqrtf(max(z, 0));
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else loopk(2) z *= z;
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*dst++ = uchar(max(z, minval)*255);
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}
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GLuint tex = 0;
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glGenTextures(1, &tex);
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createtexture(tex, size, size, data, 3, true, GL_ALPHA);
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delete[] data;
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return tex;
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}
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static struct expvert
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{
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vec pos;
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float u, v;
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} *expverts = NULL;
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static GLuint expmodtex[2] = {0, 0};
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static GLuint lastexpmodtex = 0;
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void setupexplosion()
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{
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const int hres = 5;
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const int depth = 2;
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if(!hemiindices) inithemisphere(hres, depth);
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static int lastexpmillis = 0;
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if(lastexpmillis != lastmillis || !expverts)
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{
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vec center = vec(13.0f, 2.3f, 7.1f); //only update once per frame! - so use the same center for all...
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lastexpmillis = lastmillis;
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if(!expverts) expverts = new expvert[heminumverts];
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loopi(heminumverts)
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{
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expvert &e = expverts[i];
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vec &v = hemiverts[i];
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//texgen - scrolling billboard
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e.u = v.x*0.5f + 0.001f*lastmillis;
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e.v = v.y*0.5f + 0.001f*lastmillis;
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//wobble - similar to shader code
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float wobble = v.dot(center) + 0.002f*lastmillis;
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wobble -= floor(wobble);
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wobble = 1.0f + fabs(wobble - 0.5f)*0.5f;
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e.pos = vec(v).mul(wobble);
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}
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}
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if(maxtmus>=2)
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{
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setuptmu(0, "C * T", "= Ca");
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glActiveTexture_(GL_TEXTURE1_ARB);
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glEnable(GL_TEXTURE_2D);
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GLfloat s[4] = { 0.5f, 0, 0, 0.5f }, t[4] = { 0, 0.5f, 0, 0.5f };
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glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
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glTexGenfv(GL_S, GL_OBJECT_PLANE, s);
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glTexGenfv(GL_T, GL_OBJECT_PLANE, t);
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glEnable(GL_TEXTURE_GEN_S);
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glEnable(GL_TEXTURE_GEN_T);
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setuptmu(1, "P * Ta x 4", "Pa * Ta x 4");
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glActiveTexture_(GL_TEXTURE0_ARB);
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if(!expmodtex[0]) expmodtex[0] = createexpmodtex(64, 0);
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if(!expmodtex[1]) expmodtex[1] = createexpmodtex(64, 0.25f);
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lastexpmodtex = 0;
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}
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glEnableClientState(GL_VERTEX_ARRAY);
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glVertexPointer(3, GL_FLOAT, sizeof(expvert), &expverts->pos);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glTexCoordPointer(2, GL_FLOAT, sizeof(expvert), &expverts->u);
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}
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void drawexplosion(bool inside)
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{
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if(maxtmus>=2 && lastexpmodtex != expmodtex[inside ? 1 : 0])
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{
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glActiveTexture_(GL_TEXTURE1_ARB);
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lastexpmodtex = expmodtex[inside ? 1 :0];
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glBindTexture(GL_TEXTURE_2D, lastexpmodtex);
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glActiveTexture_(GL_TEXTURE0_ARB);
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}
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glDrawElements(GL_TRIANGLES, heminumindices, GL_UNSIGNED_SHORT, hemiindices);
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}
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void cleanupexplosion()
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{
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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if(maxtmus>=2)
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{
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resettmu(0);
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glActiveTexture_(GL_TEXTURE1_ARB);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_GEN_S);
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glDisable(GL_TEXTURE_GEN_T);
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resettmu(1);
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glActiveTexture_(GL_TEXTURE0_ARB);
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}
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}
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#define MAXPARTYPES 8
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struct particle { vec o, d; int fade, type; int millis; particle *next; };
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particle *parlist[MAXPARTYPES], *parempty = NULL;
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static Texture *parttex[4];
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void particleinit()
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{
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loopi(MAXPARTYPES) parlist[i] = NULL;
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parttex[0] = textureload("packages/misc/base.png");
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parttex[1] = textureload("packages/misc/smoke.png");
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parttex[2] = textureload("packages/misc/explosion.jpg");
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parttex[3] = textureload("packages/misc/hole.png");
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}
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void particlereset()
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{
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loopi(MAXPARTYPES)
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{
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while(parlist[i])
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{
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particle *p = parlist[i];
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parlist[i] = p->next;
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p->next = parempty;
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parempty = p;
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}
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}
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}
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void newparticle(const vec &o, const vec &d, int fade, int type)
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{
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if(!parempty)
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{
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particle *ps = new particle[256];
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loopi(256)
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{
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ps[i].next = parempty;
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parempty = &ps[i];
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}
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}
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particle *p = parempty;
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parempty = p->next;
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p->o = o;
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p->d = d;
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p->fade = fade;
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p->type = type;
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p->millis = lastmillis;
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p->next = parlist[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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};
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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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{ 0, 1.0f, 0.1f, 0.1f, 1, 1, 0.06f }, // 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_FIREBALL, 1.0f, 1.0f, 1.0f, 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_DECAL, 1.0f, 1.0f, 1.0f, 0, 3, 0.07f }, // hole decal
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};
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VAR(demotracking, 0, 0, 1);
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VAR(particlesize, 20, 100, 500);
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void render_particles(int time)
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{
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if(demoplayback && demotracking)
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{
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vec nom(0, 0, 0);
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newparticle(player1->o, nom, 100000000, 4);
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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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{
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if(!rendered)
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{
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rendered = true;
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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glDisable(GL_FOG);
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}
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parttype &pt = parttypes[i];
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if(pt.type!=PT_FIREBALL) continue;
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float sz = pt.sz*particlesize/100.0f;
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if(pt.tex>=0) glBindTexture(GL_TEXTURE_2D, parttex[pt.tex]->id);
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else glDisable(GL_TEXTURE_2D);
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switch(pt.type)
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{
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case PT_PART:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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glColor3f(pt.r, pt.g, pt.b);
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glBegin(GL_QUADS);
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break;
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case PT_FIREBALL:
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setupexplosion();
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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break;
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case PT_SHOTLINE:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(pt.r, pt.g, pt.b, 0.5f);
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glBegin(GL_LINES);
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break;
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case PT_DECAL:
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBegin(GL_QUADS);
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break;
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}
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for(particle *p, **pp = &parlist[i]; (p = *pp);)
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{
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switch(pt.type)
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{
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case PT_PART:
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glTexCoord2i(0, 1); glVertex3f(p->o.x+(-camright.x+camup.x)*sz, p->o.y+(-camright.y+camup.y)*sz, p->o.z+(-camright.z+camup.z)*sz);
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glTexCoord2i(1, 1); glVertex3f(p->o.x+( camright.x+camup.x)*sz, p->o.y+( camright.y+camup.y)*sz, p->o.z+( camright.z+camup.z)*sz);
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glTexCoord2i(1, 0); glVertex3f(p->o.x+( camright.x-camup.x)*sz, p->o.y+( camright.y-camup.y)*sz, p->o.z+( camright.z-camup.z)*sz);
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glTexCoord2i(0, 0); glVertex3f(p->o.x+(-camright.x-camup.x)*sz, p->o.y+(-camright.y-camup.y)*sz, p->o.z+(-camright.z-camup.z)*sz);
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xtraverts += 4;
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break;
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case PT_FIREBALL:
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{
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sz = 1.0f + (pt.sz-1.0f)*min(p->fade, lastmillis-p->millis)/p->fade;
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glPushMatrix();
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glTranslatef(p->o.x, p->o.y, p->o.z);
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bool inside = p->o.dist(camera1->o) <= sz*1.25f; //1.25 is max wobble scale
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vec oc(p->o);
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oc.sub(camera1->o);
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glRotatef(inside ? camera1->yaw - 180 : atan2(oc.y, oc.x)/RAD - 90, 0, 0, 1);
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glRotatef((inside ? camera1->pitch : asin(oc.z/oc.magnitude())/RAD) - 90, 1, 0, 0);
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glColor4f(pt.r, pt.g, pt.b, 1.0f-sz/pt.sz);
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glRotatef(lastmillis/7.0f, 0, 0, 1);
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glScalef(-sz, sz, inside ? sz : -sz);
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if(inside) glDisable(GL_DEPTH_TEST);
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drawexplosion(inside);
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if(inside) glEnable(GL_DEPTH_TEST);
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glPopMatrix();
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xtraverts += heminumverts;
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break;
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}
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case PT_SHOTLINE:
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glVertex3f(p->o.x, p->o.y, p->o.z);
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glVertex3f(p->d.x, p->d.y, p->d.z);
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xtraverts += 2;
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break;
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case PT_DECAL:
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{
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sqr *s = S((int)p->o.x, (int)p->o.y);
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glColor4f(s->r/127.5f, s->g/127.5f, s->b/127.5, max(0, min((p->millis+p->fade - lastmillis)/1000.0f, 0.7f)));
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vec dx(0, 0, 0), dy(0, 0, 0);
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loopk(3) if(p->d[k]) { dx[(k+1)%3] = -1; dy[(k+2)%3] = p->d[k]; break; }
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glTexCoord2i(0, 1); glVertex3f(p->o.x+(-dx.x+dy.x)*pt.sz, p->o.y+(-dx.y+dy.y)*pt.sz, p->o.z+(-dx.z+dy.z)*pt.sz);
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glTexCoord2i(1, 1); glVertex3f(p->o.x+( dx.x+dy.x)*pt.sz, p->o.y+( dx.y+dy.y)*pt.sz, p->o.z+( dx.z+dy.z)*pt.sz);
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glTexCoord2i(1, 0); glVertex3f(p->o.x+( dx.x-dy.x)*pt.sz, p->o.y+( dx.y-dy.y)*pt.sz, p->o.z+( dx.z-dy.z)*pt.sz);
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glTexCoord2i(0, 0); glVertex3f(p->o.x+(-dx.x-dy.x)*pt.sz, p->o.y+(-dx.y-dy.y)*pt.sz, p->o.z+(-dx.z-dy.z)*pt.sz);
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xtraverts += 4;
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break;
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}
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}
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if(!time) pp = &p->next;
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else if(lastmillis-p->millis>p->fade)
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{
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*pp = p->next;
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p->next = parempty;
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parempty = p;
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}
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else
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{
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if(pt.gr) p->o.z -= ((lastmillis-p->millis)/3.0f)*time/(pt.gr*10000);
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if(pt.type==PT_PART) p->o.add(vec(p->d).mul(time/20000.0f));
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pp = &p->next;
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}
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}
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switch(pt.type)
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{
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case PT_PART:
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case PT_SHOTLINE:
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case PT_DECAL:
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glEnd();
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break;
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case PT_FIREBALL:
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cleanupexplosion();
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break;
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}
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if(pt.tex<0) glEnable(GL_TEXTURE_2D);
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}
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if(rendered)
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{
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glEnable(GL_FOG);
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glDisable(GL_BLEND);
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glDepthMask(GL_TRUE);
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}
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}
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void particle_splash(int type, int num, int fade, vec &p)
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{
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loopi(num)
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{
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const int radius = type==5 ? 50 : 150;
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int x, y, z;
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do
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{
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x = rnd(radius*2)-radius;
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y = rnd(radius*2)-radius;
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z = rnd(radius*2)-radius;
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}
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while(x*x+y*y+z*z>radius*radius);
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vec d((float)x, (float)y, (float)z);
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newparticle(p, d, rnd(fade*3), type);
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}
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}
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void particle_trail(int type, int fade, vec &s, vec &e)
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{
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vec v;
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float d = e.dist(s, v);
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v.div(d*2+0.1f);
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vec p = s;
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loopi((int)d*2)
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{
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p.add(v);
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vec d((float)(rnd(11)-5), (float)(rnd(11)-5), (float)(rnd(11)-5));
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newparticle(p, d, rnd(fade)+fade, type);
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}
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}
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void particle_fireball(int type, vec &o)
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{
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newparticle(o, vec(0, 0, 0), (int)((parttypes[type].sz-1.0f)*100.0f), type);
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}
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VARP(holettl, 0, 10000, 30000);
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bool addbullethole(vec &from, vec &to, float radius)
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{
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if(!holettl) return false;
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vec surface, ray(to);
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ray.sub(from);
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ray.normalize();
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float dist = raycube(from, ray, surface), mag = to.dist(from);
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if(surface.iszero() || (radius>0 && (dist < mag-radius || dist > mag+radius))) return false;
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vec o(from);
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o.add(ray.mul(dist));
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o.add(vec(surface).mul(0.005f));
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newparticle(o, surface, holettl, 7);
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return true;
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}
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void addshotline(dynent *pl, vec &from, vec &to)
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{
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if(pl == player1) return;
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if(rnd(3)) return;
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int start = 10;
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if(camera1->o.dist(to) <= 10.0f) start = 8;
|
|
else start = 5;
|
|
|
|
vec unitv;
|
|
float dist = to.dist(from, unitv);
|
|
unitv.div(dist);
|
|
|
|
vec o = unitv;
|
|
o.mul(dist/10+start).add(from);
|
|
vec d = unitv;
|
|
d.mul(dist/10*-(10-start-2)).add(to);
|
|
newparticle(o, d, 75, 6);
|
|
}
|
|
|