part->typeindex = pt_spark;
part->bounce = 0;
VectorMA(part->org, lifetime, part->vel, endvec);
- trace = CL_TraceLine(part->org, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK, true, false, NULL, false);
+ trace = CL_TraceLine(part->org, endvec, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | SUPERCONTENTS_LIQUIDSMASK, true, false, NULL, false, false);
part->die = cl.time + lifetime * trace.fraction;
part2 = CL_NewParticle(endvec, pt_raindecal, pcolor1, pcolor2, tex_rainsplash, part->size, part->size * 20, part->alpha, part->alpha / 0.4, 0, 0, trace.endpos[0] + trace.plane.normal[0], trace.endpos[1] + trace.plane.normal[1], trace.endpos[2] + trace.plane.normal[2], trace.plane.normal[0], trace.plane.normal[1], trace.plane.normal[2], 0, 0, 0, 0, pqualityreduction, 0, 1, PBLEND_ADD, PARTICLE_ORIENTED_DOUBLESIDED, -1, -1, -1, 1, 1, 0, 0, NULL);
if (part2)
{
VectorRandom(org2);
VectorMA(org, maxdist, org2, org2);
- trace = CL_TraceLine(org, org2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, &hitent, false);
+ trace = CL_TraceLine(org, org2, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_SKY, true, false, &hitent, false, true);
// take the closest trace result that doesn't end up hitting a NOMARKS
// surface (sky for example)
if (bestfrac > trace.fraction && !(trace.hitq3surfaceflags & Q3SURFACEFLAG_NOMARKS))
{
VectorRandom(v2);
VectorMA(org, 128, v2, v);
- trace = CL_TraceLine(org, v, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false);
+ trace = CL_TraceLine(org, v, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false, false);
}
while (k < 16 && trace.fraction < 0.1f);
VectorSubtract(trace.endpos, org, v2);
float *v3f, *t2f, *c4f;
particletexture_t *tex;
float up2[3], v[3], right[3], up[3], fog, ifog, size, len, lenfactor, alpha;
- float ambient[3], diffuse[3], diffusenormal[3];
+// float ambient[3], diffuse[3], diffusenormal[3];
float palpha, spintime, spinrad, spincos, spinsin, spinm1, spinm2, spinm3, spinm4, baseright[3], baseup[3];
vec4_t colormultiplier;
float minparticledist_start, minparticledist_end;
c4f[3] = alpha;
// note: lighting is not cheap!
if (particletype[p->typeindex].lighting)
- {
- R_CompleteLightPoint(ambient, diffuse, diffusenormal, p->org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
- c4f[0] *= (ambient[0] + 0.5 * diffuse[0]);
- c4f[1] *= (ambient[1] + 0.5 * diffuse[1]);
- c4f[2] *= (ambient[2] + 0.5 * diffuse[2]);
- }
+ R_LightPoint(c4f, p->org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
// mix in the fog color
if (r_refdef.fogenabled)
{
// if (p->bounce && cl.time >= p->delayedcollisions)
if (p->bounce && cl_particles_collisions.integer && VectorLength(p->vel))
{
- trace = CL_TraceLine(oldorg, p->org, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | ((p->typeindex == pt_rain || p->typeindex == pt_snow) ? SUPERCONTENTS_LIQUIDSMASK : 0), true, false, &hitent, false);
+ trace = CL_TraceLine(oldorg, p->org, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID | SUPERCONTENTS_BODY | ((p->typeindex == pt_rain || p->typeindex == pt_snow) ? SUPERCONTENTS_LIQUIDSMASK : 0), true, false, &hitent, false, false);
// if the trace started in or hit something of SUPERCONTENTS_NODROP
// or if the trace hit something flagged as NOIMPACT
// then remove the particle