17 Aug 2017
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8ce7375339
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4632e38389
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@ -607,14 +607,13 @@ void CL_DrawTracers( double frametime )
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VectorNormalize( tmp );
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// build point along noraml line (normal is -y, x)
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VectorScale( RI.cull_vup, tmp[0], normal );
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VectorScale( RI.cull_vright, -tmp[1], tmp2 );
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VectorScale( RI.cull_vup, tmp[0] * gTracerSize[p->type], normal );
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VectorScale( RI.cull_vright, -tmp[1] * gTracerSize[p->type], tmp2 );
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VectorSubtract( normal, tmp2, normal );
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// compute four vertexes
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VectorScale( normal, gTracerSize[p->type] * (texWidth / 16), tmp );
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VectorSubtract( start, tmp, verts[0] );
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VectorAdd( start, tmp, verts[1] );
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VectorSubtract( start, normal, verts[0] );
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VectorAdd( start, normal, verts[1] );
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VectorAdd( verts[0], delta, verts[2] );
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VectorAdd( verts[1], delta, verts[3] );
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@ -1557,10 +1556,11 @@ make implosion tracers
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*/
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void R_Implosion( const vec3_t end, float radius, int count, float life )
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{
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float dist = ( radius / 100.0f );
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vec3_t start, temp, vel;
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float factor;
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int i;
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float dist = ( radius / 100.0f );
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vec3_t start, temp, vel;
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float factor;
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particle_t *p;
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int i;
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if( life <= 0.0f ) life = 0.1f; // to avoid divide by zero
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factor = -1.0 / life;
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@ -1573,8 +1573,10 @@ void R_Implosion( const vec3_t end, float radius, int count, float life )
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VectorScale( temp, factor, vel );
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VectorAdd( temp, end, start );
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if( !R_AllocTracer( start, vel, life ))
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if(( p = R_AllocTracer( start, vel, life )) == NULL )
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return;
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p->type = pt_explode;
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}
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}
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@ -1597,10 +1597,11 @@ void R_StudioDynamicLight( cl_entity_t *ent, alight_t *plight )
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VectorSubtract( pseqdesc->bbmax, pseqdesc->bbmin, size );
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total = Q_max( size[0], Q_max( size[1], size[2] ));
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if( RI.currententity == &clgame.viewent )
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total = 0.0f; // never used for viewmodels
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// don't use it for too big models (like dinosaurs in ganman)
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if( total < 128.0f || total > 400.0f || RI.currententity == &clgame.viewent )
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total = 0.0f; // ignore
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if( !FBitSet( pseqdesc->flags, STUDIO_LOOPING ) && !pseqdesc->activity && m_pStudioHeader->numseq > 1 && total > 128.0f )
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if( !FBitSet( pseqdesc->flags, STUDIO_LOOPING ) && !pseqdesc->activity && m_pStudioHeader->numseq > 1 && total != 0.0f )
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Matrix3x4_OriginFromMatrix( g_studio.lighttransform[0], origin );
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else Matrix3x4_OriginFromMatrix( g_studio.rotationmatrix, origin );
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}
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@ -1,33 +0,0 @@
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<html>
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<body>
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<pre>
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<h1>Build Log</h1>
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<h3>
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--------------------Configuration: engine - Win32 Release--------------------
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</h3>
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<h3>Command Lines</h3>
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Creating temporary file "C:\WINDOWS\TEMP\RSP33AA.bat" with contents
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[
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@echo off
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copy \Xash3D\src_main\temp\engine\!release\xash.dll "D:\Xash3D\xash.dll"
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copy \Xash3D\src_main\temp\engine\!release\xash.dll "D:\Paranoia2\xash.dll"
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copy \Xash3D\src_main\temp\engine\!release\xash.dll "D:\Area51\xash.dll"
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copy \Xash3D\src_main\temp\engine\!release\xash.dll "D:\Quake\xash.dll"
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]
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Creating command line "C:\WINDOWS\TEMP\RSP33AA.bat"
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<h3>Output Window</h3>
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Performing Custom Build Step on \Xash3D\src_main\temp\engine\!release\xash.dll
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‘ª®¯¨à®¢ ® ä ©«®¢: 1.
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‘ª®¯¨à®¢ ® ä ©«®¢: 1.
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‘ª®¯¨à®¢ ® ä ©«®¢: 1.
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Žâª § ® ¢ ¤®áâ㯥.
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‘ª®¯¨à®¢ ® ä ©«®¢: 0.
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Error executing c:\windows\system32\cmd.exe.
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<h3>Results</h3>
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xash.dll - 1 error(s), 0 warning(s)
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</pre>
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</body>
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</html>
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@ -1,16 +0,0 @@
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<html>
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<body>
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<pre>
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<h1>Build Log</h1>
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<h3>
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--------------------Configuration: mainui - Win32 Release--------------------
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</h3>
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<h3>Command Lines</h3>
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<h3>Results</h3>
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menu.dll - 0 error(s), 0 warning(s)
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</pre>
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</body>
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</html>
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