a1batross
1b78b930fe
You tell me that we all can change You tell me we can find something to wash the tears away
306 lines
8.4 KiB
C++
306 lines
8.4 KiB
C++
//========= Copyright ? 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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// Triangle rendering, if any
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#include "hud.h"
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#include "cl_util.h"
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// Triangle rendering apis are in gEngfuncs.pTriAPI
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "triangleapi.h"
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#include "rain.h"
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#ifdef _WIN32
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#define DLLEXPORT __declspec( dllexport )
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#else
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#define DLLEXPORT
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#endif
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extern "C"
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{
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void DLLEXPORT HUD_DrawNormalTriangles( void );
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void DLLEXPORT HUD_DrawTransparentTriangles( void );
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};
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//#define TEST_IT
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#if defined( TEST_IT )
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/*
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=================
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Draw_Triangles
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Example routine. Draws a sprite offset from the player origin.
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=================
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*/
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void Draw_Triangles( void )
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{
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cl_entity_t *player;
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vec3_t org;
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// Load it up with some bogus data
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player = gEngfuncs.GetLocalPlayer();
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if ( !player )
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return;
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org = player->origin;
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org.x += 50;
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org.y += 50;
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if (gHUD.m_hsprCursor == 0)
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{
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char sz[256];
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sprintf( sz, "sprites/cursor.spr" );
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gHUD.m_hsprCursor = SPR_Load( sz );
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}
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if ( !gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( gHUD.m_hsprCursor ), 0 ))
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{
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return;
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}
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// Create a triangle, sigh
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gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
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gEngfuncs.pTriAPI->CullFace( TRI_NONE );
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gEngfuncs.pTriAPI->Begin( TRI_QUADS );
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// Overload p->color with index into tracer palette, p->packedColor with brightness
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gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 );
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// UNDONE: This gouraud shading causes tracers to disappear on some cards (permedia2)
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gEngfuncs.pTriAPI->Brightness( 1 );
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gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
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gEngfuncs.pTriAPI->Vertex3f( org.x, org.y, org.z );
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gEngfuncs.pTriAPI->Brightness( 1 );
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gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
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gEngfuncs.pTriAPI->Vertex3f( org.x, org.y + 50, org.z );
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gEngfuncs.pTriAPI->Brightness( 1 );
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gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
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gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y + 50, org.z );
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gEngfuncs.pTriAPI->Brightness( 1 );
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gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
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gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y, org.z );
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gEngfuncs.pTriAPI->End();
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gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
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}
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#endif
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void AngleMatrix (const float angles[3], float (*matrix)[4] );
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void VectorTransform (const float in1[3], float in2[3][4], float out[3]);
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void SetPoint( float x, float y, float z, float (*matrix)[4])
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{
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vec3_t point, result;
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point[0] = x;
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point[1] = y;
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point[2] = z;
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VectorTransform(point, matrix, result);
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gEngfuncs.pTriAPI->Vertex3f(result[0], result[1], result[2]);
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}
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/*
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=================================
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DrawRain
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draw raindrips and snowflakes
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=================================
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*/
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void DrawRain( void )
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{
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if (FirstChainDrip.p_Next == NULL)
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return; // no drips to draw
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float visibleHeight = Rain.globalHeight - SNOWFADEDIST;
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// usual triapi stuff
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HSPRITE hsprTexture;
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if( Rain.weatherMode == 0 )
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hsprTexture = LoadSprite("sprites/effects/rain.spr");
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else
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hsprTexture = LoadSprite("sprites/effects/snowflake.spr");
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const model_s *pTexture = gEngfuncs.GetSpritePointer(hsprTexture);
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gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)pTexture, 0 );
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gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
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gEngfuncs.pTriAPI->CullFace( TRI_NONE );
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// go through drips list
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cl_drip* Drip = FirstChainDrip.p_Next;
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cl_entity_t *player = gEngfuncs.GetLocalPlayer();
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if ( Rain.weatherMode == 0 ) // draw rain
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{
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while (Drip != NULL)
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{
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cl_drip* nextdDrip = Drip->p_Next;
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Vector2D toPlayer;
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toPlayer.x = player->origin[0] - Drip->origin[0];
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toPlayer.y = player->origin[1] - Drip->origin[1];
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toPlayer = toPlayer.Normalize();
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toPlayer.x *= DRIP_SPRITE_HALFWIDTH;
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toPlayer.y *= DRIP_SPRITE_HALFWIDTH;
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float shiftX = (Drip->xDelta / DRIPSPEED) * DRIP_SPRITE_HALFHEIGHT;
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float shiftY = (Drip->yDelta / DRIPSPEED) * DRIP_SPRITE_HALFHEIGHT;
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// --- draw triangle --------------------------
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gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, Drip->alpha );
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gEngfuncs.pTriAPI->Begin( TRI_TRIANGLES );
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gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
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gEngfuncs.pTriAPI->Vertex3f( Drip->origin[0]-toPlayer.y - shiftX, Drip->origin[1]+toPlayer.x - shiftY,Drip->origin[2] + DRIP_SPRITE_HALFHEIGHT );
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gEngfuncs.pTriAPI->TexCoord2f( 0.5, 1 );
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gEngfuncs.pTriAPI->Vertex3f( Drip->origin[0] + shiftX, Drip->origin[1] + shiftY, Drip->origin[2]-DRIP_SPRITE_HALFHEIGHT );
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gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
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gEngfuncs.pTriAPI->Vertex3f( Drip->origin[0]+toPlayer.y - shiftX, Drip->origin[1]-toPlayer.x - shiftY, Drip->origin[2]+DRIP_SPRITE_HALFHEIGHT);
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gEngfuncs.pTriAPI->End();
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// --- draw triangle end ----------------------
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Drip = nextdDrip;
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}
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}
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else // draw snow
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{
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vec3_t normal;
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gEngfuncs.GetViewAngles((float*)normal);
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float matrix[3][4];
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AngleMatrix (normal, matrix); // calc view matrix
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while (Drip != NULL)
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{
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cl_drip* nextdDrip = Drip->p_Next;
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matrix[0][3] = Drip->origin[0]; // write origin to matrix
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matrix[1][3] = Drip->origin[1];
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matrix[2][3] = Drip->origin[2];
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// apply start fading effect
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float alpha = (Drip->origin[2] <= visibleHeight) ? Drip->alpha : ((Rain.globalHeight - Drip->origin[2]) / (float)SNOWFADEDIST) * Drip->alpha;
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// --- draw quad --------------------------
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gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, alpha );
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gEngfuncs.pTriAPI->Begin( TRI_QUADS );
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gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
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SetPoint(0, SNOW_SPRITE_HALFSIZE ,SNOW_SPRITE_HALFSIZE, matrix);
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gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
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SetPoint(0, SNOW_SPRITE_HALFSIZE ,-SNOW_SPRITE_HALFSIZE, matrix);
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gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
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SetPoint(0, -SNOW_SPRITE_HALFSIZE ,-SNOW_SPRITE_HALFSIZE, matrix);
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gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
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SetPoint(0, -SNOW_SPRITE_HALFSIZE ,SNOW_SPRITE_HALFSIZE, matrix);
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gEngfuncs.pTriAPI->End();
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// --- draw quad end ----------------------
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Drip = nextdDrip;
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}
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}
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}
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/*
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=================================
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DrawFXObjects
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=================================
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*/
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void DrawFXObjects( void )
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{
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if (FirstChainFX.p_Next == NULL)
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return; // no objects to draw
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float curtime = gEngfuncs.GetClientTime();
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// usual triapi stuff
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HSPRITE hsprTexture = LoadSprite("sprites/effects/ripple.spr");
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const model_s *pTexture = gEngfuncs.GetSpritePointer( hsprTexture );
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gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)pTexture, 0 );
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gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd );
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gEngfuncs.pTriAPI->CullFace( TRI_NONE );
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// go through objects list
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cl_rainfx* curFX = FirstChainFX.p_Next;
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while (curFX != NULL)
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{
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cl_rainfx* nextFX = curFX->p_Next;
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// fadeout
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float alpha = ((curFX->birthTime + curFX->life - curtime) / curFX->life) * curFX->alpha;
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float size = (curtime - curFX->birthTime) * MAXRINGHALFSIZE;
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// --- draw quad --------------------------
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gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, alpha );
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gEngfuncs.pTriAPI->Begin( TRI_QUADS );
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gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
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gEngfuncs.pTriAPI->Vertex3f(curFX->origin[0] - size, curFX->origin[1] - size, curFX->origin[2]);
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gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
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gEngfuncs.pTriAPI->Vertex3f(curFX->origin[0] - size, curFX->origin[1] + size, curFX->origin[2]);
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gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
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gEngfuncs.pTriAPI->Vertex3f(curFX->origin[0] + size, curFX->origin[1] + size, curFX->origin[2]);
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gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
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gEngfuncs.pTriAPI->Vertex3f(curFX->origin[0] + size, curFX->origin[1] - size, curFX->origin[2]);
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gEngfuncs.pTriAPI->End();
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// --- draw quad end ----------------------
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curFX = nextFX;
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}
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}
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/*
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=================
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HUD_DrawNormalTriangles
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Non-transparent triangles-- add them here
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=================
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*/
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void DLLEXPORT HUD_DrawNormalTriangles( void )
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{
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gHUD.m_Spectator.DrawOverview();
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#if defined( TEST_IT )
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// Draw_Triangles();
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#endif
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}
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/*
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=================
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HUD_DrawTransparentTriangles
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Render any triangles with transparent rendermode needs here
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=================
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*/
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void DLLEXPORT HUD_DrawTransparentTriangles( void )
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{
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ProcessFXObjects();
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ProcessRain();
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DrawRain();
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DrawFXObjects();
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#if defined( TEST_IT )
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// Draw_Triangles();
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#endif
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}
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