Some incompatible pointer types
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@@ -2373,18 +2373,18 @@ void R_MotionBlur_BackupScreen(int which);
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void R_AddParticles (void);
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void R_RenderParticles (void);
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void R_ClearParticles (void);
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void R_LFX_Spark (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
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void R_LFX_Smoke (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
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void R_LFX_Smoke2 (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scale, float scaleup, int blendfunc);
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void R_LFX_Shock (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
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void R_LFX_Burst (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
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void R_LFX_PushSmoke (vec3_t there, float force);
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void R_LFX_Spark (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
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void R_LFX_Smoke (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
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void R_LFX_Smoke2 (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scale, float scaleup, int blendfunc);
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void R_LFX_Shock (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
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void R_LFX_Burst (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc);
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void R_LFX_PushSmoke (const vec3_t there, float force);
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void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count);
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void R_QarticleExplosion(vec3_t org);
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void R_LFX_Blood (vec3_t org, vec3_t dir, float pressure) ;
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void R_RunParticleEffect (const vec3_t org, const vec3_t dir, int color, int count);
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void R_QarticleExplosion(const vec3_t org);
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void R_LFX_Blood (const vec3_t org, const vec3_t dir, float pressure) ;
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void LFX_ShaderInit(void);
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void LFX_ParticleEffect (int effect, vec3_t org, vec3_t dir);
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void LFX_ParticleEffect (int effect, const vec3_t org, const vec3_t dir);
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#endif //TR_LOCAL_H
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@@ -1234,7 +1234,7 @@ void R_RenderParticles (void)
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//
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void R_LFX_Blood (vec3_t org, vec3_t dir, float pressure)
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void R_LFX_Blood (const vec3_t org, const vec3_t dir, float pressure)
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{
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int i, j;
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int count = pressure * 4;
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@@ -1296,7 +1296,7 @@ void R_LFX_Blood (vec3_t org, vec3_t dir, float pressure)
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}
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void R_LFX_Smoke (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
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void R_LFX_Smoke (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
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{
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int i, j;
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int cont = 50;
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@@ -1389,7 +1389,7 @@ void R_LFX_Smoke (vec3_t org, vec3_t dir, float spread, float speed, vec4_t colo
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void R_LFX_Smoke2 (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scale, float scaleup, int blendfunc)
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void R_LFX_Smoke2 (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scale, float scaleup, int blendfunc)
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{
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int i, j;
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int cont = 50;
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@@ -1497,7 +1497,7 @@ void R_LFX_Smoke2 (vec3_t org, vec3_t dir, float spread, float speed, vec4_t col
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}
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void R_LFX_Shock (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
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void R_LFX_Shock (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
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{
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int i, j;
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particle_t *p;
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@@ -1606,7 +1606,7 @@ void R_LFX_Shock (vec3_t org, vec3_t dir, float spread, float speed, vec4_t colo
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}
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void R_LFX_Spark (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
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void R_LFX_Spark (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
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{
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int i, j;
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int cont = 50;
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@@ -1739,7 +1739,7 @@ void R_LFX_Spark (vec3_t org, vec3_t dir, float spread, float speed, vec4_t colo
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void R_LFX_Burst (vec3_t org, vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
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void R_LFX_Burst (const vec3_t org, const vec3_t dir, float spread, float speed, vec4_t color1, vec4_t color2, vec4_t color3, vec4_t color4, vec4_t color5, int count, int duration, float scaleup, int blendfunc)
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{
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int i, j;
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int cont = 50;
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@@ -1970,7 +1970,7 @@ void R_LFX_Generic (int type, vec3_t org, vec3_t dir, float alpha, int spread, i
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// give some turbulence to smokes
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void R_LFX_PushSmoke (vec3_t there, float force)
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void R_LFX_PushSmoke (const vec3_t there, float force)
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{
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// will reimplement properly later
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}
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@@ -2001,22 +2001,19 @@ void R_LetsBounce ( particle_t *p)
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// attempt at generic particles function similar to quake...
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void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
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void R_RunParticleEffect (const vec3_t org, const vec3_t dir, int color, int count)
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{
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int i, j;
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particle_t *p;
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for (i = 0; i < count; i++) {
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for (int i = 0; i < count; i++) {
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if (!free_particles)
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return;
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p = free_particles;
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particle_t *p = free_particles;
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free_particles = p->next;
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p->next = active_particles;
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active_particles = p;
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p->die = cl.time + 0.1*(rand()%5);
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p->color = (color&~7) + (rand()&7);
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p->type = pt_slowgrav;
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for (j=0 ; j<3 ; j++) {
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for (int j=0 ; j<3 ; j++) {
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p->org[j] = org[j] + ((rand()&15)-8);
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p->vel[j] = dir[j]*15;// + (rand()%300)-150;
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}
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@@ -2026,7 +2023,7 @@ void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
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// also from Quake!
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void R_QarticleExplosion(vec3_t org)
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void R_QarticleExplosion(const vec3_t org)
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{
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int i, j;
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particle_t *p;
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@@ -2080,7 +2077,7 @@ void R_QarticleExplosion(vec3_t org)
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}
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void Q_ParticleExplosion (vec3_t org)
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void Q_ParticleExplosion (const vec3_t org)
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{
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int i, j;
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particle_t *p;
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@@ -2246,7 +2243,7 @@ void LFX_ShaderInit ( void )
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// 1996 - it's like the first game ok
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// - just dots
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void LFX_ParticleEffect1996 (int effect, vec3_t org, vec3_t dir)
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void LFX_ParticleEffect1996 (int effect, const vec3_t org, const vec3_t dir)
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{
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vec3_t notatall;
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@@ -2287,7 +2284,7 @@ void LFX_ParticleEffect1996 (int effect, vec3_t org, vec3_t dir)
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// 200X - most games of that decade...
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// - usually ltos of particles
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// - usually
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void LFX_ParticleEffect200X (int effect, vec3_t org, vec3_t dir)
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void LFX_ParticleEffect200X (int effect, const vec3_t org, const vec3_t dir)
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{
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vec3_t origin, sprOrg, sprVel; // laziness
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vec4_t colory, colory2, colory3, colory4;
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@@ -2869,7 +2866,7 @@ void LFX_ParticleEffect200X (int effect, vec3_t org, vec3_t dir)
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// - alpha blends ONLY!
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// - low amounts of polygons
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// - high atlas usage
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void LFX_ParticleEffect1997 (int effect, vec3_t org, vec3_t dir)
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void LFX_ParticleEffect1997 (int effect, const vec3_t org, const vec3_t dir)
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{
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vec3_t origin, sprOrg, sprVel; // laziness
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vec4_t colory, colory2, colory3, colory4;
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@@ -2971,7 +2968,7 @@ void LFX_ParticleEffect1997 (int effect, vec3_t org, vec3_t dir)
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// - sparks, but sparsely and no collision
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// - some flare testing on some effects
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void LFX_ParticleEffect1998 (int effect, vec3_t org, vec3_t dir)
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void LFX_ParticleEffect1998 (int effect, const vec3_t org, const vec3_t dir)
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{
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vec3_t origin, sprOrg, sprVel; // laziness
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vec4_t colory, colory2, colory3, colory4;
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@@ -3137,7 +3134,7 @@ void LFX_ParticleEffect1998 (int effect, vec3_t org, vec3_t dir)
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// 1999 - a certain competing game
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// - high emphasis on atlas animations
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// - no alpha blending - only alpha blend, subtractive blend (for grenade smoke) and GE128 alpha testing.
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void LFX_ParticleEffect1999 (int effect, vec3_t org, vec3_t dir)
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void LFX_ParticleEffect1999 (int effect, const vec3_t org, const vec3_t dir)
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{
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vec3_t origin, sprOrg, sprVel; // laziness
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vec4_t colory, colory2, colory3, colory4;
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@@ -3320,7 +3317,7 @@ void LFX_ParticleEffect1999 (int effect, vec3_t org, vec3_t dir)
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}
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}
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void LFX_ParticleEffect (int effect, vec3_t org, vec3_t dir)
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void LFX_ParticleEffect (int effect, const vec3_t org, const vec3_t dir)
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{
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// choosing particle sets
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