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https://github.com/FWGS/xash3d-fwgs
synced 2024-12-24 01:35:24 +01:00
engine: client: cleanup tent and efx code, make global variables static, remove unused functions
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0224a1b66b
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@ -25,10 +25,10 @@ static CVAR_DEFINE_AUTO( tracerspeed, "6000", 0, "tracer speed" );
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static CVAR_DEFINE_AUTO( tracerlength, "0.8", 0, "tracer length factor" );
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static CVAR_DEFINE_AUTO( traceroffset, "30", 0, "tracer starting offset" );
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particle_t *cl_active_particles;
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particle_t *cl_active_tracers;
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particle_t *cl_free_particles;
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particle_t *cl_particles = NULL; // particle pool
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static particle_t *cl_active_particles;
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static particle_t *cl_active_tracers;
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static particle_t *cl_free_particles;
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static particle_t *cl_particles = NULL; // particle pool
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static vec3_t cl_avelocities[NUMVERTEXNORMALS];
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static float cl_lasttimewarn = 0.0f;
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@ -262,9 +262,9 @@ VIEWBEAMS MANAGEMENT
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==============================================================
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*/
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BEAM *cl_active_beams;
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BEAM *cl_free_beams;
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BEAM *cl_viewbeams = NULL; // beams pool
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static BEAM *cl_active_beams;
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static BEAM *cl_free_beams;
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static BEAM *cl_viewbeams = NULL; // beams pool
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/*
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@ -1764,25 +1764,6 @@ void GAME_EXPORT R_StreakSplash( const vec3_t pos, const vec3_t dir, int color,
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}
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}
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/*
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===============
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R_DebugParticle
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just for debug purposes
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===============
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*/
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void R_DebugParticle( const vec3_t pos, byte r, byte g, byte b )
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{
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particle_t *p;
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p = R_AllocParticle( NULL );
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if( !p ) return;
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VectorCopy( pos, p->org );
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p->color = R_LookupColor( r, g, b );
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p->die = cl.time + 0.01f;
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}
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/*
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===============
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CL_Particle
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@ -35,17 +35,17 @@ TEMPENTS MANAGEMENT
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#define SHARD_VOLUME 12.0f // on shard ever n^3 units
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#define MAX_MUZZLEFLASH 3
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TEMPENTITY *cl_active_tents;
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TEMPENTITY *cl_free_tents;
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TEMPENTITY *cl_tempents = NULL; // entities pool
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static TEMPENTITY *cl_active_tents;
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static TEMPENTITY *cl_free_tents;
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static TEMPENTITY *cl_tempents = NULL; // entities pool
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model_t *cl_sprite_muzzleflash[MAX_MUZZLEFLASH]; // muzzle flashes
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model_t *cl_sprite_dot = NULL;
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model_t *cl_sprite_ricochet = NULL;
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model_t *cl_sprite_shell = NULL;
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model_t *cl_sprite_glow = NULL;
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static model_t *cl_sprite_muzzleflash[MAX_MUZZLEFLASH]; // muzzle flashes
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static model_t *cl_sprite_ricochet = NULL;
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static model_t *cl_sprite_glow = NULL;
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model_t *cl_sprite_dot = NULL;
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model_t *cl_sprite_shell = NULL;
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const char *cl_default_sprites[] =
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static const char *const cl_default_sprites[] =
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{
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// built-in sprites
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"sprites/muzzleflash1.spr",
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@ -169,29 +169,13 @@ void CL_AddClientResources( void )
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#endif
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}
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/*
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================
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CL_InitTempents
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================
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*/
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void CL_InitTempEnts( void )
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{
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cl_tempents = Mem_Calloc( cls.mempool, sizeof( TEMPENTITY ) * GI->max_tents );
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CL_ClearTempEnts();
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// load tempent sprites (glowshell, muzzleflashes etc)
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CL_LoadClientSprites ();
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}
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/*
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================
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CL_ClearTempEnts
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================
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*/
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void CL_ClearTempEnts( void )
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static void CL_ClearTempEnts( void )
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{
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int i;
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@ -208,6 +192,21 @@ void CL_ClearTempEnts( void )
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cl_active_tents = NULL;
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}
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/*
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================
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CL_InitTempents
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================
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*/
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void CL_InitTempEnts( void )
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{
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cl_tempents = Mem_Calloc( cls.mempool, sizeof( TEMPENTITY ) * GI->max_tents );
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CL_ClearTempEnts();
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// load tempent sprites (glowshell, muzzleflashes etc)
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CL_LoadClientSprites ();
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}
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/*
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================
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CL_FreeTempEnts
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@ -444,11 +443,16 @@ alloc normal\low priority tempentity
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*/
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TEMPENTITY *CL_TempEntAlloc( const vec3_t org, model_t *pmodel )
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{
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static float cl_lasttimewarn;
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TEMPENTITY *pTemp;
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if( !cl_free_tents )
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{
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Con_DPrintf( "Overflow %d temporary ents!\n", GI->max_tents );
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if( cl_lasttimewarn < host.realtime )
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{
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Con_DPrintf( "Overflow %d temporary ents!\n", GI->max_tents );
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cl_lasttimewarn = host.realtime + 1.0f;
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}
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return NULL;
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}
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@ -77,7 +77,6 @@ void R_MultiGunshot( const vec3_t org, const vec3_t dir, const vec3_t noise, int
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void R_FireField( float *org, int radius, int modelIndex, int count, int flags, float life );
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void R_PlayerSprites( int client, int modelIndex, int count, int size );
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void R_Sprite_WallPuff( struct tempent_s *pTemp, float scale );
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void R_DebugParticle( const vec3_t pos, byte r, byte g, byte b );
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void R_RicochetSound( const vec3_t pos );
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struct dlight_s *CL_AllocDlight( int key );
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struct dlight_s *CL_AllocElight( int key );
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@ -1031,7 +1031,6 @@ void CL_InitParticles( void );
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void CL_ClearParticles( void );
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void CL_FreeParticles( void );
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void CL_InitTempEnts( void );
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void CL_ClearTempEnts( void );
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void CL_FreeTempEnts( void );
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void CL_TempEntUpdate( void );
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void CL_InitViewBeams( void );
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