extern Objects objects;
extern int detail;
extern float usermousesensitivity;
-extern bool osx;
extern float camerashake;
extern int slomo;
extern float slomodelay;
if (winfreeze || mainmenu)
drawmode = normalmode;
-#if PLATFORM_MACOSX
- if (drawmode == glowmode) {
- RGBColor color2;
- color2.red = 0;
- color2.green = 0;
- color2.blue = 0;
- DSpContext_FadeGamma(NULL, 200, &color2);
- }
-#endif
-
if (drawtoggle != 2)
drawtoggle = 1 - drawtoggle;
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
- //glFinish();
static XYZ terrainlight;
static float distance;
if (drawmode == normalmode)
terrain.draw(0);
terraintexture2.bind();
terrain.draw(1);
- //glBindTexture( GL_TEXTURE_2D, terraintexture3);
- //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
- //terrain.draw(2);
terrain.drawdecals();
if (distance >= .5) {
checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
checkpoint.y += 1;
- int i;
- if (!Person::players[k]->occluded == 0)
+ int i = -1;
+ if (Person::players[k]->occluded != 0)
i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
- if (i == -1 || Person::players[k]->occluded == 0)
+ if (i == -1)
i = checkcollide(viewer, checkpoint);
if (i != -1) {
Person::players[k]->occluded += 1;
if (distance >= .5) {
checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
checkpoint.y += 1;
- int i;
- if (!Person::players[k]->occluded == 0)
+ int i = -1;
+ if (Person::players[k]->occluded != 0)
i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
- if (i == -1 || Person::players[k]->occluded == 0)
+ if (i == -1)
i = checkcollide(viewer, checkpoint);
if (i != -1) {
Person::players[k]->occluded += 1;
//Hot spots
if (numhotspots && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) {
- int closest = -1;
float closestdist = -1;
float distance = 0;
- closest = currenthotspot;
+ int closest = currenthotspot;
for (int i = 0; i < numhotspots; i++) {
distance = distsq(&Person::players[0]->coords, &hotspot[i]);
if (closestdist == -1 || distance < closestdist) {
}
}
}
- radius = fast_sqrt(maxdistance);
-
radius = 110;
glScalef(.25 / radius * 256 * terrain.scale * .4, .25 / radius * 256 * terrain.scale * .4, 1);
text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768);
}
loading = 2;
- //if(ismotionblur)drawmode=motionblurmode;
drawmode = normalmode;
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
- //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
}
}
- //glFlush();
}
glClear(GL_DEPTH_BUFFER_BIT);
if (drawmode == motionblurmode) {
if (motionbluramount < .2)
motionbluramount = .2;
- //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount);
glColor4f(1, 1, 1, motionbluramount);
glPushMatrix();
glBegin(GL_QUADS);
}
if (drawmode == radialzoommode) {
for (int i = 0; i < 3; i++) {
- //glRotatef((float)i*.1,0,0,1);
glColor4f(1, 1, 1, 1 / ((float)i + 1));
glPushMatrix();
glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1);
multiplier = 0;
}
- //glFlush();
if ( side == stereoRight || side == stereoCenter ) {
if (drawmode != motionblurmode || mainmenu) {
swap_gl_buffers();
}
}
- //myassert(glGetError() == GL_NO_ERROR);
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
- //glFlush();
weapons.DoStuff();
glColor4f(1, 1, 1, 1);
Game::cursortexture.bind();
glPushMatrix();
- //glScalef(.25,.25,.25);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-1, -1, 0.0f);