extern float gravity;
extern FRUSTUM frustum;
extern Terrain terrain;
-extern float terraindetail;
extern bool foliage;
extern int detail;
extern float blurness;
extern float windvar;
extern float playerdist;
extern bool skyboxtexture;
-extern Sprites sprites;
//Functions
static int whichpatchx;
static int whichpatchz;
- whichpatchx=p1->x/(terrain.size/subdivision*terrain.scale*terraindetail);
- whichpatchz=p1->z/(terrain.size/subdivision*terrain.scale*terraindetail);
+ whichpatchx=p1->x/(terrain.size/subdivision*terrain.scale);
+ whichpatchz=p1->z/(terrain.size/subdivision*terrain.scale);
if(whichpatchx>=0&&whichpatchz>=0&&whichpatchx<subdivision&&whichpatchz<subdivision)
if(terrain.patchobjectnum[whichpatchx][whichpatchz]>0&&terrain.patchobjectnum[whichpatchx][whichpatchz]<500)
XYZ spawnpoint;
for(int i=0;i<numobjects;i++){
/*if(type[i]==firetype){
- sprites.MakeSprite(weaponshinesprite, position[i],position[i]*0, 1,1,1, 5, 1);
+ Sprite::MakeSprite(weaponshinesprite, position[i],position[i]*0, 1,1,1, 5, 1);
}*/
if(type[i]==firetype)onfire[i]=1;
spawnpoint.z=0;
spawnpoint=DoRotation(spawnpoint,0,Random()%360,0);
spawnpoint+=position[i];
- sprites.MakeSprite(flamesprite, spawnpoint,spawnpoint*0, 1,1,1, (.6+(float)abs(Random()%100)/200-.25)*5*scale[i], 1);
+ Sprite::MakeSprite(flamesprite, spawnpoint,spawnpoint*0, 1,1,1, (.6+(float)abs(Random()%100)/200-.25)*5*scale[i], 1);
}
if(type[i]==treeleavestype){
spawnpoint.x=((float)(Random()%100))/80*scale[i];
spawnpoint.z=0;
spawnpoint=DoRotation(spawnpoint,0,Random()%360,0);
spawnpoint+=position[i];
- sprites.MakeSprite(flamesprite, spawnpoint,spawnpoint*0, 1,1,1, (.6+(float)abs(Random()%100)/200-.25)*6, 1);
+ Sprite::MakeSprite(flamesprite, spawnpoint,spawnpoint*0, 1,1,1, (.6+(float)abs(Random()%100)/200-.25)*6, 1);
}
}
terrainpoint=position[i]+DoRotation(model[i].vertex[j]+model[i].normals[j]*.1,0,rotation[i],0);
//terrainpoint.y+=model[i].boundingsphereradius;
shadowed[i]=0;
- patchx=terrainpoint.x/(terrain.size/subdivision*terrain.scale*terraindetail);
- patchz=terrainpoint.z/(terrain.size/subdivision*terrain.scale*terraindetail);
+ patchx=terrainpoint.x/(terrain.size/subdivision*terrain.scale);
+ patchz=terrainpoint.z/(terrain.size/subdivision*terrain.scale);
if(patchx>=0&&patchz>=0&&patchx<subdivision&&patchz<subdivision)
if(terrain.patchobjectnum[patchx][patchz])
for(k=0;k<terrain.patchobjectnum[patchx][patchz];k++){