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https://github.com/scp-fs2open/fs2open.github.com.git
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* Make scripting use the full-blown particle system * Add reverse option * Add animation reversal as an option to modern particles * Start implementation of beam particles * Add multi-emission particle source API for legacy particles * Attach beam muzzle particles to the correct host * Reorder code in order to facilitate apparent visual size as modular curve input for particles * fix lua api * Typo * Fix scripting and beam muzzle particles * Remove muzzleflash code, prepare to replace with particles * Begin mflash effect conversion * Pass final parameters to mflashes and fix curve * Remove deprecated particle function * Add debris flame particles * remove weapon_explosion table * Convert shield explosion particles * Fix modular curve full inputs and convert particle curve inputs accordingly * Allow particle volume offset and rotation with curve-based rot around fvec * Add Ring and Point Volumes * Convert PSPEW to new system * Make particle curve timing aware of interp * Update todos * get rid of performance waste * Add last parameter for converted pspews * Fix pspew bugs * Fix direction for default pspew * Fix order for voluem rotation * particle vel interp * particle vel interp 2 * Make beam muzzle stay parented to the firing ship, as it's likely the more commonly intended variamnt * fix scripting particle lifetime * Allow beam muzzle particle override * Skip invalid pspews * remove pspew dcf code * Fix sparkler stretch * Correct sparkler bia * General sparkler weirdness * Tune distribution of sparklers * Convert Asteroid particles * Fix conversion warning * Fix conversion warning again * Fix conversion warning again again * Really clang?
73 lines
1.7 KiB
C++
73 lines
1.7 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "freespace.h"
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#include "levelpaging.h"
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#include "tracing/tracing.h"
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// All the page in functions
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extern void ship_page_in();
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extern void debris_page_in();
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extern void stars_page_in();
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extern void hud_page_in();
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extern void weapons_page_in();
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extern void fireballs_page_in();
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extern void shockwave_page_in();
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extern void shield_hit_page_in();
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extern void asteroid_page_in();
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extern void neb2_page_in();
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extern void message_pagein_mission_messages();
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extern void model_page_in_stop();
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namespace particle
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{
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extern void page_in();
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}
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// Pages in all the texutures for the currently
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// loaded mission. Call game_busy() occasionally...
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void level_page_in()
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{
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TRACE_SCOPE(tracing::LevelPageIn);
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// Most important ones first
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game_busy( NOX("*** paging in ships ***") );
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ship_page_in();
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//Must be called after paging in ships
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game_busy( NOX("*** paging in weapons ***") );
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weapons_page_in();
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game_busy( NOX("*** paging in various effects ***") );
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fireballs_page_in();
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particle::page_in();
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debris_page_in();
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hud_page_in();
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stars_page_in();
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shockwave_page_in();
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shield_hit_page_in();
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asteroid_page_in();
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neb2_page_in();
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// preload mission messages if NOT running low-memory (greater than 48MB)
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if (game_using_low_mem() == false) {
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message_pagein_mission_messages();
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}
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if(!(Game_mode & GM_STANDALONE_SERVER)){
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model_page_in_stop(); // free any loaded models that aren't used
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bm_page_in_stop();
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}
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mprintf(( "Ending level bitmap paging...\n" ));
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}
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