glColor4f(sprites[i]->color[0], sprites[i]->color[1], sprites[i]->color[2], sprites[i]->opacity);
glColor4f(sprites[i]->color[0], sprites[i]->color[1], sprites[i]->color[2], sprites[i]->opacity);
glColor4f(sprites[i]->color[0], sprites[i]->color[1], sprites[i]->color[2], sprites[i]->opacity * distancemult);
glColor4f(sprites[i]->color[0], sprites[i]->color[1], sprites[i]->color[2], sprites[i]->opacity * distancemult);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity * distancemult);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity * distancemult);
glRotatef(sprites[i]->rotation, 0, 0, 1);
if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite)) {
glRotatef(sprites[i]->rotation, 0, 0, 1);
if ((sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite)) {
}
if (sprites[i]->type == smoketype || sprites[i]->type == snowsprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == breathsprite) {
if (sprites[i]->alivetime < .3) {
}
if (sprites[i]->type == smoketype || sprites[i]->type == snowsprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == breathsprite) {
if (sprites[i]->alivetime < .3) {
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity * sprites[i]->alivetime / .3);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity * sprites[i]->alivetime / .3);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity * distancemult * sprites[i]->alivetime / .3);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->opacity * distancemult * sprites[i]->alivetime / .3);
}
}
if (sprites[i]->type == splintersprite && sprites[i]->special > 0 && sprites[i]->special != 3) {
if (sprites[i]->alivetime < .2) {
}
}
if (sprites[i]->type == splintersprite && sprites[i]->special > 0 && sprites[i]->special != 3) {
if (sprites[i]->alivetime < .2) {
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->alivetime / .2);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], sprites[i]->alivetime / .2);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult * sprites[i]->alivetime / .2);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult * sprites[i]->alivetime / .2);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], 1);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], 1);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], 1);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], 1);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult);
glColor4f(sprites[i]->color[0] * lightcolor[0], sprites[i]->color[1] * lightcolor[1], sprites[i]->color[2] * lightcolor[2], distancemult);
sprites[i]->position += sprites[i]->velocity * multiplier;
sprites[i]->velocity += windvector * multiplier;
}
sprites[i]->position += sprites[i]->velocity * multiplier;
sprites[i]->velocity += windvector * multiplier;
}
sprites[i]->alivetime += multiplier;
if (sprites[i]->type == cloudsprite || sprites[i]->type == cloudimpactsprite) {
sprites[i]->alivetime += multiplier;
if (sprites[i]->type == cloudsprite || sprites[i]->type == cloudimpactsprite) {
sprites[i]->rotation += multiplier * 360;
sprites[i]->position.y -= multiplier;
sprites[i]->position += windvector * multiplier;
sprites[i]->rotation += multiplier * 360;
sprites[i]->position.y -= multiplier;
sprites[i]->position += windvector * multiplier;
if (!spritehit && Person::players[j]->dead && sprites[i]->alivetime > .1) {
where = sprites[i]->oldposition;
where -= Person::players[j]->coords;
if (!spritehit && Person::players[j]->dead && sprites[i]->alivetime > .1) {
where = sprites[i]->oldposition;
where -= Person::players[j]->coords;
where = DoRotation(where, 0, -Person::players[j]->yaw, 0);
where = DoRotation(where, 0, -Person::players[j]->yaw, 0);
where = DoRotation(where, 0, -Person::players[j]->yaw, 0);
where = DoRotation(where, 0, -Person::players[j]->yaw, 0);
k = terrain.patchobjects[whichpatchx][whichpatchz][j];
start = sprites[i]->oldposition;
end = sprites[i]->position;
k = terrain.patchobjects[whichpatchx][whichpatchz][j];
start = sprites[i]->oldposition;
end = sprites[i]->position;
if (Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw) != -1) {
if (Object::objects[k]->model.LineCheck(&start, &end, &colpoint, &Object::objects[k]->position, &Object::objects[k]->yaw) != -1) {
Object::objects[k]->model.MakeDecal(blooddecalfast, DoRotation(colpoint - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), sprites[i]->size * 1.6, .5, Random() % 360);
Object::objects[k]->model.MakeDecal(blooddecalfast, DoRotation(colpoint - Object::objects[k]->position, 0, -Object::objects[k]->yaw, 0), sprites[i]->size * 1.6, .5, Random() % 360);
if (sprites[i]->type == splintersprite) {
sprites[i]->rotation += sprites[i]->rotatespeed * multiplier;
sprites[i]->opacity -= multiplier / 2;
if (sprites[i]->type == splintersprite) {
sprites[i]->rotation += sprites[i]->rotatespeed * multiplier;
sprites[i]->opacity -= multiplier / 2;
}
if (sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite) {
sprites[i]->rotation += multiplier * sprites[i]->rotatespeed;
sprites[i]->opacity -= multiplier * 5 / 4;
}
if (sprites[i]->type == flamesprite || sprites[i]->type == weaponflamesprite || sprites[i]->type == weaponshinesprite || sprites[i]->type == bloodflamesprite) {
sprites[i]->rotation += multiplier * sprites[i]->rotatespeed;
sprites[i]->opacity -= multiplier * 5 / 4;
- if (sprites[i]->type != weaponshinesprite && sprites[i]->type != bloodflamesprite)
- if (sprites[i]->opacity < .5 && sprites[i]->opacity + multiplier * 5 / 4 >= .5 && (abs(Random() % 4) == 0 || (sprites[i]->initialsize > 2 && Random() % 2 == 0)))
+ if (sprites[i]->type != weaponshinesprite && sprites[i]->type != bloodflamesprite) {
+ if (sprites[i]->opacity < .5 && sprites[i]->opacity + multiplier * 5 / 4 >= .5 && (abs(Random() % 4) == 0 || (sprites[i]->initialsize > 2 && Random() % 2 == 0))) {
MakeSprite(smoketype, sprites[i]->position, sprites[i]->velocity, .9, .9, .6, sprites[i]->size * 1.2, .4);
MakeSprite(smoketype, sprites[i]->position, sprites[i]->velocity, .9, .9, .6, sprites[i]->size * 1.2, .4);
if (sprites[i]->alivetime > .14 && (sprites[i]->type == flamesprite)) {
sprites[i]->velocity = 0;
sprites[i]->velocity.y = 1.5;
if (sprites[i]->alivetime > .14 && (sprites[i]->type == flamesprite)) {
sprites[i]->velocity = 0;
sprites[i]->velocity.y = 1.5;
sprites[i]->color[0] -= multiplier;
sprites[i]->color[1] -= multiplier;
sprites[i]->color[2] -= multiplier;
sprites[i]->color[0] -= multiplier;
sprites[i]->color[1] -= multiplier;
sprites[i]->color[2] -= multiplier;
sprites[i]->size += multiplier;
sprites[i]->velocity = 0;
sprites[i]->velocity.y = 1.5;
sprites[i]->rotation += multiplier * sprites[i]->rotatespeed / 5;
}
sprites[i]->size += multiplier;
sprites[i]->velocity = 0;
sprites[i]->velocity.y = 1.5;
sprites[i]->rotation += multiplier * sprites[i]->rotatespeed / 5;
}
glAlphaFunc(GL_GREATER, 0.0001);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glAlphaFunc(GL_GREATER, 0.0001);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}