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//========= Copyright (c) 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================
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// Triangle rendering, if any
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#include "hud.h"
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#include "cl_util.h"
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// Triangle rendering apis are in gEngfuncs.pTriAPI
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#include "const.h"
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#include "entity_state.h"
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#include "cl_entity.h"
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#include "triangleapi.h"
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#include "particlemgr.h"
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extern "C"
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{
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void DLLEXPORT HUD_DrawNormalTriangles( void );
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void DLLEXPORT HUD_DrawTransparentTriangles( void );
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};
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extern float g_fFogColor[3];
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extern float g_fStartDist;
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extern float g_fEndDist;
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extern int g_iWaterLevel;
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extern vec3_t v_origin;
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int UseTexture(HSPRITE &hsprSpr, char * str)
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{
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if (hsprSpr == 0)
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{
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char sz[256];
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sprintf( sz, "%s", str );
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hsprSpr = SPR_Load( sz );
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}
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return gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( hsprSpr ), 0 );
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}
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//
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//-----------------------------------------------------
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//
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//LRC - code for CShinySurface, declared in hud.h
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CShinySurface::CShinySurface( float fScale, float fAlpha, float fMinX, float fMaxX, float fMinY, float fMaxY, float fZ, char *szSprite)
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{
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m_fScale = fScale; m_fAlpha = fAlpha;
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m_fMinX = fMinX; m_fMinY = fMinY;
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m_fMaxX = fMaxX; m_fMaxY = fMaxY;
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m_fZ = fZ;
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m_hsprSprite = 0;
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sprintf( m_szSprite, "%s", szSprite );
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m_pNext = NULL;
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}
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CShinySurface::~CShinySurface()
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{
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if (m_pNext)
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delete m_pNext;
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}
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void CShinySurface::DrawAll(const vec3_t &org)
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{
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gEngfuncs.pTriAPI->RenderMode( kRenderTransAdd ); //kRenderTransTexture );
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gEngfuncs.pTriAPI->CullFace( TRI_NONE );
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for(CShinySurface *pCurrent = this; pCurrent; pCurrent = pCurrent->m_pNext)
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{
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pCurrent->Draw(org);
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}
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gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
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}
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void CShinySurface::Draw(const vec3_t &org)
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{
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// add 5 to the view height, so that we don't get an ugly repeating texture as it approaches 0.
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float fHeight = org.z - m_fZ + 5;
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// only visible from above
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// if (fHeight < 0) return;
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if (fHeight < 5) return;
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// fade out if we're really close to the surface, so they don't see an ugly repeating texture
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// if (fHeight < 15)
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// gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, (fHeight - 5)*0.1*m_fAlpha );
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// else
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gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, m_fAlpha );
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// check whether the texture is valid
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if (!UseTexture(m_hsprSprite, m_szSprite)) return;
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// gEngfuncs.Con_Printf("minx %f, maxx %f, miny %f, maxy %f\n", m_fMinX, m_fMaxX, m_fMinY, m_fMaxY);
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float fFactor = 1/(m_fScale*fHeight);
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float fMinTX = (org.x - m_fMinX)*fFactor;
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float fMaxTX = (org.x - m_fMaxX)*fFactor;
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float fMinTY = (org.y - m_fMinY)*fFactor;
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float fMaxTY = (org.y - m_fMaxY)*fFactor;
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// gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, m_fAlpha );
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gEngfuncs.pTriAPI->Begin( TRI_QUADS );
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gEngfuncs.pTriAPI->TexCoord2f( fMinTX, fMinTY );
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gEngfuncs.pTriAPI->Vertex3f ( m_fMinX, m_fMinY, m_fZ+0.02 ); // add 0.02 to avoid z-buffer problems
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gEngfuncs.pTriAPI->TexCoord2f( fMinTX, fMaxTY );
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gEngfuncs.pTriAPI->Vertex3f ( m_fMinX, m_fMaxY, m_fZ+0.02 );
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gEngfuncs.pTriAPI->TexCoord2f( fMaxTX, fMaxTY );
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gEngfuncs.pTriAPI->Vertex3f ( m_fMaxX, m_fMaxY, m_fZ+0.02 );
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gEngfuncs.pTriAPI->TexCoord2f( fMaxTX, fMinTY );
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gEngfuncs.pTriAPI->Vertex3f ( m_fMaxX, m_fMinY, m_fZ+0.02 );
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gEngfuncs.pTriAPI->End();
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}
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//
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//-----------------------------------------------------
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//
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//LRCT
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//#define TEST_IT
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#if defined( TEST_IT )
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/*
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=================
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Draw_Triangles
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Example routine. Draws a sprite offset from the player origin.
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=================
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*/
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void Draw_Triangles( void )
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{
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cl_entity_t *player;
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vec3_t org;
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// Load it up with some bogus data
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player = gEngfuncs.GetLocalPlayer();
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if( !player )
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return;
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org = player->origin;
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org.x += 50;
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org.y += 50;
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if( gHUD.m_hsprCursor == 0 )
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{
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char sz[256];
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//LRCT sprintf( sz, "sprites/cursor.spr" );
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sprintf( sz, "sprites/bubble.spr" ); //LRCT
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gHUD.m_hsprCursor = SPR_Load( sz );
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}
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if( !gEngfuncs.pTriAPI->SpriteTexture( (struct model_s *)gEngfuncs.GetSpritePointer( gHUD.m_hsprCursor ), 0 ) )
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{
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return;
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}
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// Create a triangle, sigh
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gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
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gEngfuncs.pTriAPI->CullFace( TRI_NONE );
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gEngfuncs.pTriAPI->Begin( TRI_QUADS );
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// Overload p->color with index into tracer palette, p->packedColor with brightness
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gEngfuncs.pTriAPI->Color4f( 1.0, 1.0, 1.0, 1.0 );
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// UNDONE: This gouraud shading causes tracers to disappear on some cards (permedia2)
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gEngfuncs.pTriAPI->Brightness( 1 );
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gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
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gEngfuncs.pTriAPI->Vertex3f( org.x, org.y, org.z );
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gEngfuncs.pTriAPI->Brightness( 1 );
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gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
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gEngfuncs.pTriAPI->Vertex3f( org.x, org.y + 50, org.z );
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gEngfuncs.pTriAPI->Brightness( 1 );
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gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
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gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y + 50, org.z );
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gEngfuncs.pTriAPI->Brightness( 1 );
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gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
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gEngfuncs.pTriAPI->Vertex3f( org.x + 50, org.y, org.z );
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gEngfuncs.pTriAPI->End();
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gEngfuncs.pTriAPI->RenderMode( kRenderNormal );
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}
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#endif
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void BlackFog ( void )
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{
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//Not in water and we want fog.
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static float fColorBlack[3] = {0,0,0};
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bool bFog = g_iWaterLevel < 2 && g_fStartDist > 0 && g_fEndDist > 0;
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if (bFog)
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gEngfuncs.pTriAPI->Fog ( fColorBlack, g_fStartDist, g_fEndDist, bFog );
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else
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gEngfuncs.pTriAPI->Fog ( g_fFogColor, g_fStartDist, g_fEndDist, bFog );
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}
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void RenderFog ( void )
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{
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//Not in water and we want fog.
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bool bFog = g_iWaterLevel < 2 && g_fStartDist > 0 && g_fEndDist > 0;
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if (bFog)
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gEngfuncs.pTriAPI->Fog ( g_fFogColor, g_fStartDist, g_fEndDist, bFog );
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// else
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// gEngfuncs.pTriAPI->Fog ( g_fFogColor, 10000, 10001, 0 );
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}
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/*
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=================
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HUD_DrawNormalTriangles
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Non-transparent triangles-- add them here
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=================
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*/
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void DLLEXPORT HUD_DrawNormalTriangles( void )
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{
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gHUD.m_Spectator.DrawOverview();
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#if defined( TEST_IT )
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// Draw_Triangles();
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#endif
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}
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/*
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=================
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HUD_DrawTransparentTriangles
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Render any triangles with transparent rendermode needs here
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=================
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*/
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extern ParticleSystemManager* g_pParticleSystems; // LRC
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void DLLEXPORT HUD_DrawTransparentTriangles( void )
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{
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BlackFog();
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//22/03/03 LRC: shiny surfaces
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if (gHUD.m_pShinySurface)
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gHUD.m_pShinySurface->DrawAll(v_origin);
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// LRC: find out the time elapsed since the last redraw
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static float fOldTime, fTime;
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fOldTime = fTime;
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fTime = gEngfuncs.GetClientTime();
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// LRC: draw and update particle systems
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g_pParticleSystems->UpdateSystems(fTime - fOldTime);
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#if defined( TEST_IT )
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// Draw_Triangles();
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#endif
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}
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