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};
struct particle particles[MAXPARTICLES], *parlist = NULL, *parempty = NULL;
bool parinit = false;
VARP(maxparticles, 100, 2000, MAXPARTICLES - 500);
static void
newparticle(const OFVector3D *o, const OFVector3D *d, int fade, int type)
newparticle(OFVector3D o, OFVector3D d, int fade, int type)
{
if (!parinit) {
for (int i = 0; i < MAXPARTICLES; i++) {
particles[i].next = parempty;
parempty = &particles[i];
}
parinit = true;
}
if (parempty) {
struct particle *p = parempty;
parempty = p->next;
p->o = *o;
p->d = *d;
p->o = o;
p->d = d;
p->fade = fade;
p->type = type;
p->millis = lastmillis;
p->next = parlist;
parlist = p;
}
}
VAR(demotracking, 0, 0, 1);
VARP(particlesize, 20, 100, 500);
OFVector3D right, up;
void
setorient(const OFVector3D *r, const OFVector3D *u)
setorient(OFVector3D r, OFVector3D u)
{
right = *r;
up = *u;
right = r;
up = u;
}
void
render_particles(int time)
{
if (demoplayback && demotracking) {
if (demoplayback && demotracking)
OFVector3D o = player1.origin;
OFVector3D nom = OFMakeVector3D(0, 0, 0);
newparticle(&o, &nom, 100000000, 8);
newparticle(
}
player1.origin, OFMakeVector3D(0, 0, 0), 100000000, 8);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_SRC_ALPHA);
glDisable(GL_FOG);
struct parttype {
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glEnable(GL_FOG);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}
void
particle_splash(int type, int num, int fade, const OFVector3D *p)
particle_splash(int type, int num, int fade, OFVector3D p)
{
for (int i = 0; i < num; i++) {
const int radius = type == 5 ? 50 : 150;
int x, y, z;
do {
x = rnd(radius * 2) - radius;
y = rnd(radius * 2) - radius;
z = rnd(radius * 2) - radius;
} while (x * x + y * y + z * z > radius * radius);
OFVector3D d = OFMakeVector3D(x, y, z);
newparticle(p, &d, rnd(fade * 3), type);
newparticle(p, d, rnd(fade * 3), type);
}
}
void
particle_trail(int type, int fade, const OFVector3D *s, const OFVector3D *e)
particle_trail(int type, int fade, OFVector3D s, OFVector3D e)
{
float d = OFDistanceOfVectors3D(*s, *e);
OFVector3D v = OFSubtractVectors3D(*s, *e);
float d = OFDistanceOfVectors3D(s, e);
OFVector3D v = OFSubtractVectors3D(s, e);
v = OFMultiplyVector3D(v, 1.0f / (d * 2 + 0.1f));
OFVector3D p = *s;
for (int i = 0; i < ((int)d * 2); i++) {
p = OFAddVectors3D(p, v);
s = OFAddVectors3D(s, v);
OFVector3D d =
OFMakeVector3D(rnd(11) - 5, rnd(11) - 5, rnd(11) - 5);
newparticle(&p, &d, rnd(fade) + fade, type);
newparticle(s, d, rnd(fade) + fade, type);
}
}
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