1 | /********************************************************************** <BR>
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2 | This file is part of Crack dot Com's free source code release of
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3 | Golgotha. <a href="http://www.crack.com/golgotha_release"> <BR> for
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4 | information about compiling & licensing issues visit this URL</a>
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5 | <PRE> If that doesn't help, contact Jonathan Clark at
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6 | golgotha_source@usa.net (Subject should have "GOLG" in it)
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7 | ***********************************************************************/
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8 |
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9 | #include "g1_object.hh"
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10 | #include "math/num_type.hh"
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11 | #include "objs/shrapnel.hh"
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12 | #include "objs/explosion1.hh"
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13 | #include "saver.hh"
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14 | #include "map.hh"
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15 | #include "map_man.hh"
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16 | #include "math/angle.hh"
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17 | #include "math/trig.hh"
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18 | #include "g1_rand.hh"
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19 | #include "math/random.hh"
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20 | #include "resources.hh"
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21 | #include "objs/particle_emitter.hh"
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22 | #include "g1_render.hh"
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23 | #include "object_definer.hh"
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24 | #include "draw_context.hh"
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25 | #include "r1_clip.hh"
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26 | #include "r1_api.hh"
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27 |
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28 | static g1_object_type particle_emitter_type;
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29 | static r1_texture_ref gradient("fire_gradient");
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30 |
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31 | enum { DATA_VERSION=2 };
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32 |
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33 | const int MAX_SHRAPNEL_TIME=5;
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34 |
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35 | void g1_shrapnel_init()
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36 | {
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37 | particle_emitter_type = g1_get_object_type("particle_emitter");
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38 | }
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39 |
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40 | g1_object_definer<g1_shrapnel_class>
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41 | g1_shrapnel_def("shrapnel", 0, g1_shrapnel_init);
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42 |
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43 | g1_shrapnel_class::g1_shrapnel_class(g1_object_type id,
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44 | g1_loader_class *fp)
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45 | : g1_object_class(id,fp)
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46 | {
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47 |
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48 | w16 ver,data_size;
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49 | w32 i;
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50 |
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51 | num_shrapnel_pieces = 0;
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52 | shrapnel_time = 0;
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53 | x = -1;
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54 | }
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55 |
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56 | void g1_shrapnel_class::save(g1_saver_class *fp)
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57 | {
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58 | // save data associated with base classes
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59 | g1_object_class::save(fp);
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60 |
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61 | fp->start_version(DATA_VERSION);
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62 | fp->end_version();
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63 | }
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64 |
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65 | i4_float t_grad_width=0.2;
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66 |
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67 | void g1_shrapnel_class::draw(g1_draw_context_class *context)
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68 | {
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69 | w32 i;
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70 |
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71 | shrapnel_piece *p=shrapnel_pieces;
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72 | p = shrapnel_pieces;
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73 |
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74 | i4_3d_vector i_pos;
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75 |
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76 | i4_transform_class trans = *context->transform;
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77 | r1_vert v[3];
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78 | i4_3d_vector ip,op;
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79 | i4_float offs = i4_float(shrapnel_time)*(1.0-t_grad_width)/MAX_SHRAPNEL_TIME;
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80 |
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81 | v[0].a=v[1].a=v[2].a = 1;
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82 | v[0].r=v[0].g=v[0].b = 1;
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83 | v[0].s=offs;
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84 | v[0].t=0;
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85 | v[1].r=v[1].g=v[1].b = 1;
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86 | v[1].s=offs+t_grad_width;
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87 | v[1].t=0.5;
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88 | v[2].r=v[2].g=v[2].b = 1;
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89 | v[2].s=offs;
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90 | v[2].t=1.0;
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91 |
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92 | trans.mult_translate(x,y,h);
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93 |
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94 | g1_render.r_api->use_texture(gradient.get(), 32, 0);
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95 |
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96 | for (i=0; i<num_shrapnel_pieces; i++,p++)
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97 | {
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98 | i4_3d_vector d(p->position);
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99 | d -= p->lposition;
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100 | d *= 1.0 - g1_render.frame_ratio;
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101 | ip = p->position;
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102 | op = p->lposition;
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103 | ip -= d;
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104 | op -= d;
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105 |
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106 | trans.transform(ip, *v[0].point());
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107 | trans.transform(op, *v[1].point());
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108 |
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109 | if (!r1_calc_outcode(&v[0]) && !r1_calc_outcode(&v[1]))
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110 | {
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111 | v[0].v.x *= g1_render.scale_x;
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112 | v[0].v.y *= g1_render.scale_y;
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113 | v[0].w = 1/v[0].v.z;
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114 | v[0].px = v[0].v.x * v[0].w;
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115 | v[0].py = v[0].v.y * v[0].w;
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116 |
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117 | v[1].v.x *= g1_render.scale_x;
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118 | v[1].v.y *= g1_render.scale_y;
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119 | v[1].w = 1/v[1].v.z;
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120 | v[1].px = v[1].v.x * v[1].w;
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121 | v[1].py = v[1].v.y * v[1].w;
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122 |
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123 | const i4_float SIZE=0.01;
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124 |
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125 | v[2].v = v[0].v;
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126 | v[2].w = v[0].w;
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127 |
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128 | i4_float dir = ((v[0].px>v[1].px) ^ (v[0].py>v[1].py))? 1 : -1;
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129 |
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130 | v[2].px = v[0].px-i4_float_rand()*SIZE*v[0].w;
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131 | v[2].py = v[0].py-i4_float_rand()*SIZE*v[0].w*dir;
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132 | v[0].px = v[0].px+i4_float_rand()*SIZE*v[0].w;
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133 | v[0].py = v[0].py+i4_float_rand()*SIZE*v[0].w*dir;
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134 |
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135 | i4_bool ok=i4_T;
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136 | for (int j=0; j<3 && ok; j++)
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137 | {
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138 | if (v[j].px<=-1.0 || v[j].px>=1.0 || v[j].py<=-1.0 || v[j].py>=1.0)
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139 | ok = i4_F;
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140 | else
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141 | {
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142 | v[j].px = v[j].px*g1_render.center_x + g1_render.center_x;
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143 | v[j].py = v[j].py*g1_render.center_y + g1_render.center_y;
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144 | }
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145 | }
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146 | if (ok)
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147 | g1_render.r_api->render_poly(3,v);
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148 | }
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149 | }
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150 | }
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151 |
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152 | void g1_shrapnel_class::think()
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153 | {
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154 | w32 i;
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155 |
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156 | if (shrapnel_time<MAX_SHRAPNEL_TIME)
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157 | {
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158 | shrapnel_time++;
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159 | shrapnel_piece *p = shrapnel_pieces;
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160 | for (i=0;i<num_shrapnel_pieces;i++,p++)
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161 | {
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162 | p->lposition = p->position;
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163 | p->position += p->velocity;
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164 | p->velocity.z -= g1_resources.gravity;
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165 | }
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166 | request_think();
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167 | }
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168 | else
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169 | {
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170 | unoccupy_location();
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171 | request_remove();
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172 | }
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173 | }
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174 |
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175 | static r1_texture_ref explosion2("explosions2");
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176 |
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177 | void g1_shrapnel_class::setup(i4_float sx, i4_float sy, i4_float sz,
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178 | w32 _num_pieces, int type)
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179 | {
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180 | x=lx=sx;
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181 | y=ly=sy;
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182 | h=lh=sz;
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183 |
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184 | if (!occupy_location())
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185 | return;
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186 |
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187 | shrapnel_time = 0;
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188 | num_shrapnel_pieces = _num_pieces;
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189 |
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190 | if (num_shrapnel_pieces > MAX_SHRAPNEL_PIECES)
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191 | num_shrapnel_pieces=MAX_SHRAPNEL_PIECES;
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192 |
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193 | shrapnel_piece *p = shrapnel_pieces;
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194 |
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195 | for (int i=0;i<num_shrapnel_pieces;i++,p++)
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196 | {
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197 | i4_float f=0.2;
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198 | i4_float
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199 | rx = i4_float_rand() * f - f/2.0,
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200 | ry = i4_float_rand() * f - f/2.0,
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201 | rz = i4_float_rand() * f; // - f/2.0;
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202 |
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203 | p->type=g1_rand(39)&3;
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204 |
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205 | p->lposition = p->position = i4_3d_vector(0,0,0);
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206 | p->velocity = i4_3d_vector(rx,ry,rz);
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207 | }
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208 |
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209 | request_think();
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210 | }
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