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Implement CG_AddLightShow (cg_acidtrip)
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1 changed files with 31 additions and 1 deletions
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@ -712,7 +712,37 @@ float CG_SensitivityScale()
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void CG_AddLightShow()
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void CG_AddLightShow()
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{
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{
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// FIXME: unimplemented
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int i;
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float fSlopeY, fSlopeZ;
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float x, y, z;
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vec3_t vOrg;
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float r, g, b;
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float fMax;
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fSlopeY = tan(cg.refdef.fov_x * 0.5);
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fSlopeZ = tan(cg.refdef.fov_y * 0.5);
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for (i = 0; i < cg_acidtrip->integer; i++) {
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x = pow(random(), 1.0 / 3.0) * 2048.0;
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y = crandom() * x * fSlopeY;
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z = crandom() * x * fSlopeZ;
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VectorCopy(cg.refdef.vieworg, vOrg);
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VectorMA(vOrg, x, cg.refdef.viewaxis[0], vOrg);
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VectorMA(vOrg, y, cg.refdef.viewaxis[1], vOrg);
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VectorMA(vOrg, z, cg.refdef.viewaxis[2], vOrg);
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r = random();
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g = random();
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b = random();
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fMax = Q_max(r, Q_max(g, b));
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r /= fMax;
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g /= fMax;
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b /= fMax;
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cgi.R_AddLightToScene(vOrg, (rand() & 0x1FF) + 0x80, r, g, b, 0);
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}
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}
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}
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qboolean CG_FrustumCullSphere(const vec3_t vPos, float fRadius) {
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qboolean CG_FrustumCullSphere(const vec3_t vPos, float fRadius) {
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