extern Terrain terrain;
extern OPENAL_SAMPLE *samp[100];
extern int channels[100];
-extern Sprites sprites;
+//extern Sprites sprites;
extern int kTextureSize;
extern float screenwidth,screenheight;
extern float gravity;
if(!stealthloading)
{
terrain.numdecals=0;
- sprites.numsprites=0;
+ Sprite::deleteSprites();
for(i=0;i<objects.numobjects;i++)
{
objects.model[i].numdecals=0;
hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
hotspotsprite+=hotspot[i];
- sprites.MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
+ Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
}
}
if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
- sprites.MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
+ Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
}
}
if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
- sprites.MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
+ Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
}
}
footpoint.y+=((float)abs(Random()%1200))/100-6;
footpoint.x+=((float)abs(Random()%1200))/100-6;
footpoint.z+=((float)abs(Random()%1200))/100-6;
- sprites.MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
+ Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
}
}
for(k=0;k<numplayers;k++){
flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
headspurtdirection=player[closest].skeleton.joints[player[closest].skeleton.jointlabels[head]].position-player[closest].skeleton.joints[player[closest].skeleton.jointlabels[neck]].position;
Normalise(&headspurtdirection);
- sprites.MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
flatvelocity2+=headspurtdirection*8;
- sprites.MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
}
- sprites.MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
+ Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
float gLoc[3];
float vel[3];
flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
- sprites.MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
- sprites.MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
- sprites.MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
+ Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
}
for(i=0;i<player[closest].skeleton.num_joints; i++){
flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
- sprites.MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
- sprites.MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
}
for(i=0;i<player[closest].skeleton.num_joints; i++){
flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
- sprites.MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
- sprites.MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
}
for(i=0;i<player[closest].skeleton.num_joints; i++){
flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
- sprites.MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
- sprites.MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
+ Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
+ Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
}
XYZ temppos;
footpoint=weapons.position[k];
if(player[i].victim->weaponstuck!=-1){
if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
- if(bloodtoggle)sprites.MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
+ if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
weapons.bloody[k]=2;
weapons.blooddrip[k]=5;
player[i].victim->weaponstuck=-1;
if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
- sprites.MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
+ Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
}
}
if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
- sprites.MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
+ Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
}
}
}