FF Diff Viewer

Comparing 2006 Base SDK to Fortress Forever 2.46

cl_dll/fx.cpp

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return false; } //----------------------------------------------------------------------------- // Purpose: //-----------------------------------------------------------------------------
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return false; } // --> FF extern ConVar muzzleflash_light; // dlight scale extern ConVar cl_ffdlight_muzzle; // <-- FF //----------------------------------------------------------------------------- // Purpose: //-----------------------------------------------------------------------------
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pParticle->m_flRollDelta = 0.0f; } // // Smoke //
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pParticle->m_flRollDelta = 0.0f; } // --> FF if ( muzzleflash_light.GetBool() ) { // dlight scale float flDLightScale = cl_ffdlight_muzzle.GetFloat(); dlight_t *dl = NULL; if (flDLightScale > 0.0f) // Make a dlight (that's a "D" for dynamic so everything lights up, YAAAAYYYYY!) //dl = effects->CL_AllocDlight( LIGHT_INDEX_MUZZLEFLASH + index ); dl = effects->CL_AllocDlight( 0 ); // 0 allows multiple dynamic lights at the same time if (dl) // I'm scared, daddy...of NULL pointers. { dl->origin = origin; dl->radius = random->RandomFloat( 56, 72 ) * flDLightScale; // sorta small radius for muzzle flash dl->die = gpGlobals->curtime + 0.05; // die = current time + life dl->decay = dl->radius / 0.05; // radius / life = good fade dl->color.r = 255; dl->color.g = 192; dl->color.b = 64; dl->color.exponent = 5; // essentially the brightness...also determines the gradient, basically } } // <-- FF // // Smoke //
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if ( pParticle == NULL ) return; alpha = random->RandomInt( 32, 84 ); color = random->RandomInt( 64, 164 ); pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
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if ( pParticle == NULL ) return; int alpha = random->RandomInt( 32, 84 ); int color = random->RandomInt( 64, 164 ); pParticle->m_flLifetime = 0.0f; pParticle->m_flDieTime = random->RandomFloat( 0.5f, 1.0f );
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pParticle->m_flRollDelta = 0.0f; } if ( !ToolsEnabled() ) return;
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pParticle->m_flRollDelta = 0.0f; } // --> FF if ( muzzleflash_light.GetBool() ) { // dlight scale float flDLightScale = cl_ffdlight_muzzle.GetFloat(); dlight_t *dl = NULL; if (flDLightScale > 0.0f) // Make a dlight (that's a "D" for dynamic so everything lights up, YAAAAYYYYY!) //dl = effects->CL_AllocDlight( LIGHT_INDEX_MUZZLEFLASH + index ); dl = effects->CL_AllocDlight( 0 ); // 0 allows multiple dynamic lights at the same time if (dl) // I'm scared, daddy...of NULL pointers. { dl->origin = pSimple->GetSortOrigin(); dl->radius = random->RandomFloat( 56, 72 ) * flDLightScale; // sorta small radius for muzzle flash dl->die = gpGlobals->curtime + 0.05; // die = current time + life dl->decay = dl->radius / 0.05; // radius / life = good fade dl->color.r = 255; dl->color.g = 192; dl->color.b = 64; dl->color.exponent = 5; // essentially the brightness...also determines the gradient, basically } } // <-- FF if ( !ToolsEnabled() ) return;
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if ( data.m_nAttachmentIndex ) { //FIXME: We also need to allocate these particles into an attachment space setup pRenderable->GetAttachment( data.m_nAttachmentIndex, vecOrigin, vecAngles ); } else {
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if ( data.m_nAttachmentIndex ) { //FIXME: We also need to allocate these particles into an attachment space setup //pRenderable->GetAttachment( data.m_nAttachmentIndex, vecOrigin, vecAngles ); // Mirv: Fix for SG muzzleflashes tempents->MuzzleFlash(data.m_fFlags & (~MUZZLEFLASH_FIRSTPERSON), data.m_hEntity, data.m_nAttachmentIndex, (data.m_fFlags & MUZZLEFLASH_FIRSTPERSON) != 0); return; } else {
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} DECLARE_CLIENT_EFFECT( "MuzzleFlash", MuzzleFlashCallback ); //----------------------------------------------------------------------------- // Purpose:
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} DECLARE_CLIENT_EFFECT( "MuzzleFlash", MuzzleFlashCallback ); //----------------------------------------------------------------------------- // Purpose:
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VectorSubtract( end, start, shotDir ); totalDist = VectorNormalize( shotDir ); //Don't make small tracers if ( totalDist <= 256 ) return; float length = random->RandomFloat( 128.0f, 256.0f ); float life = ( totalDist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well
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VectorSubtract( end, start, shotDir ); totalDist = VectorNormalize( shotDir ); // --> Mirv: No do make small tracers //Don't make small tracers //if ( totalDist <= 256 ) // return; // <-- float length = random->RandomFloat( 128.0f, 256.0f ); float life = ( totalDist + length ) / velocity; //NOTENOTE: We want the tail to finish its run as well