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https://github.com/scp-fs2open/fs2open.github.com.git
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479 lines
11 KiB
C++
479 lines
11 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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/*
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* $Logfile: /Freespace2/code/Weapon/Trails.cpp $
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* $Revision: 2.1 $
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* $Date: 2002-08-01 01:41:11 $
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* $Author: penguin $
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*
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* Code for missile trails
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*
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* $Log: not supported by cvs2svn $
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* Revision 2.0 2002/06/03 04:02:29 penguin
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* Warpcore CVS sync
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*
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* Revision 1.2 2002/05/04 04:52:22 mharris
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* 1st draft at porting
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*
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* Revision 1.1 2002/05/02 18:03:13 mharris
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* Initial checkin - converted filenames and includes to lower case
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*
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*
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* 7 6/23/99 2:23p Mattk
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* Fixed detail level trail rendering problem.
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*
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* 6 6/22/99 7:03p Dave
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* New detail options screen.
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*
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* 5 2/23/99 8:11p Dave
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* Tidied up dogfight mode. Fixed TvT ship type problems for alpha wing.
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* Small pass over todolist items.
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*
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* 4 2/17/99 2:11p Dave
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* First full run of squad war. All freespace and tracker side stuff
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* works.
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*
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* 3 11/14/98 5:33p Dave
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* Lots of nebula work. Put in ship contrails.
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*
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* 2 10/07/98 10:54a Dave
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* Initial checkin.
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*
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* 1 10/07/98 10:51a Dave
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*
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* 9 5/13/98 3:10p John
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* made detail slider for weapon rendering change the distance that lasers
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* become non-textured. The lowest setting turns off missile trail
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* rendering.
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*
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* 8 5/08/98 7:09p Dave
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* Lots of UI tweaking.
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*
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* 7 4/10/98 5:20p John
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* Changed RGB in lighting structure to be ubytes. Removed old
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* not-necessary 24 bpp software stuff.
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*
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* 6 3/31/98 5:19p John
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* Removed demo/save/restore. Made NDEBUG defined compile. Removed a
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* bunch of debug stuff out of player file. Made model code be able to
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* unload models and malloc out only however many models are needed.
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*
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*
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* 5 3/23/98 5:00p John
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* Improved missile trails. Made smooth alpha under hardware. Made end
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* taper. Made trail touch weapon.
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*
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* 4 1/23/98 5:08p John
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* Took L out of vertex structure used B (blue) instead. Took all small
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* fireballs out of fireball types and used particles instead. Fixed some
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* debris explosion things. Restructured fireball code. Restructured
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* some lighting code. Made dynamic lighting on by default. Made groups
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* of lasers only cast one light. Made fireballs not cast light.
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*
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* 3 1/15/98 11:13a John
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* Added code for specifying weapon trail bitmaps in weapons.tbl
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*
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* 2 12/21/97 6:15p John
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* Made a seperate system for missile trails
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*
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* 1 12/21/97 5:30p John
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* Initial version
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*
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* $NoKeywords: $
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*/
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#include "globalincs/pstypes.h"
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#include "freespace2/freespace.h"
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#include "weapon/weapon.h"
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#include "globalincs/linklist.h"
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#include "render/3d.h"
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#include "render/3dinternal.h"
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#include "bmpman/bmpman.h"
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#include "weapon/trails.h"
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#include "io/timer.h"
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#define MAX_TRAILS MAX_WEAPONS
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// Stuff for missile trails doesn't need to be saved or restored... or does it?
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typedef struct trail {
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int head, tail; // pointers into the queue for the trail points
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vector pos[NUM_TRAIL_SECTIONS]; // positions of trail points
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float val[NUM_TRAIL_SECTIONS]; // for each point, a value that tells how much to fade out
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int object_died; // set to zero as long as object
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int trail_stamp; // trail timestamp
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// trail info
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trail_info info; // this is passed when creating a trail
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struct trail * prev;
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struct trail * next;
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} trail;
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int Num_trails = 0;
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trail Trails[MAX_TRAILS];
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trail Trail_free_list;
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trail Trail_used_list;
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// Reset everything between levels
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void trail_level_init()
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{
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int i;
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Num_trails = 0;
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list_init( &Trail_free_list );
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list_init( &Trail_used_list );
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// Link all object slots into the free list
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for (i=0; i<MAX_TRAILS; i++) {
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list_append(&Trail_free_list, &Trails[i] );
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}
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}
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//returns the number of a free trail
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//returns -1 if no free trails
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int trail_create(trail_info info)
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{
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int trail_num;
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trail *trailp;
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// standalone server should never create trails
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if(Game_mode & GM_STANDALONE_SERVER){
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return -1;
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}
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if ( !Detail.weapon_extras ) {
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// No trails at slot 0
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return -1;
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}
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if (Num_trails >= MAX_TRAILS ) {
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#ifndef NDEBUG
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mprintf(("Trail creation failed - too many trails!\n" ));
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#endif
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return -1;
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}
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// Find next available trail
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trailp = GET_FIRST(&Trail_free_list);
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Assert( trailp != &Trail_free_list ); // shouldn't have the dummy element
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// remove trailp from the free list
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list_remove( &Trail_free_list, trailp );
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// insert trailp onto the end of used list
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list_append( &Trail_used_list, trailp );
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// increment counter
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Num_trails++;
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// get objnum
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trail_num = trailp-Trails;
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// Init the trail data
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trailp->info = info;
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trailp->tail = 0;
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trailp->head = 0;
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trailp->object_died = 0;
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trailp->trail_stamp = timestamp(trailp->info.stamp);
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return trail_num;
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}
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// output top and bottom vectors
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// fvec == forward vector (eye viewpoint basically. in world coords)
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// pos == world coordinate of the point we're calculating "around"
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// w == width of the diff between top and bottom around pos
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void trail_calc_facing_pts( vector *top, vector *bot, vector *fvec, vector *pos, float w )
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{
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vector uvec, rvec;
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vm_vec_sub( &rvec, &Eye_position, pos );
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vm_vec_normalize( &rvec );
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vm_vec_crossprod(&uvec,fvec,&rvec);
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vm_vec_normalize(&uvec);
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vm_vec_scale_add( top, pos, &uvec, w/2.0f );
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vm_vec_scale_add( bot, pos, &uvec, -w/2.0f );
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}
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// trail is on ship
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int trail_is_on_ship(int trail_index, ship *shipp)
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{
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int idx;
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for(idx=0; idx<MAX_SHIP_CONTRAILS; idx++){
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if(shipp->trail_num[idx] == (short)trail_index){
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return 1;
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}
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}
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// nope
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return 0;
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}
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// Render the trail behind a missile.
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// Basically a queue of points that face the viewer.
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void trail_render( trail * trailp )
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{
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trail_info *ti;
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if ( trailp->tail == trailp->head ) return;
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ti = &trailp->info;
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vector topv, botv, *fvec, last_pos, tmp_fvec;
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vertex last_top, last_bot, top, bot;
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int sections[NUM_TRAIL_SECTIONS];
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int num_sections = 0;
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int n = trailp->tail;
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// if this trail is on the player ship, and he's in any padlock view except rear view, don't draw
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if((Player_ship != NULL) && trail_is_on_ship(trailp - Trails, Player_ship) && (Viewer_mode & (VM_PADLOCK_UP | VM_PADLOCK_LEFT | VM_PADLOCK_RIGHT)) ){
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return;
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}
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do {
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n--;
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if ( n < 0 ) n = NUM_TRAIL_SECTIONS-1;
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if ( trailp->val[n] > 1.0f ) {
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break;
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}
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sections[num_sections++] = n;
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} while ( n != trailp->head );
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int i;
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for (i=0; i<num_sections; i++ ) {
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n = sections[i];
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float w;
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ubyte l;
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w = trailp->val[n]*(ti->w_end - ti->w_start) + ti->w_start;
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l = (ubyte)fl2i((trailp->val[n]*(ti->a_end - ti->a_start) + ti->a_start)*255.0f);
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vector pos;
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pos = trailp->pos[n];
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if ( i == 0 ) {
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//fvec =
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//&objp->orient.fvec;
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if ( num_sections > 1 ) {
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vm_vec_sub(&tmp_fvec, &pos, &trailp->pos[sections[i+1]] );
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vm_vec_normalize_safe(&tmp_fvec);
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fvec = &tmp_fvec;
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} else {
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fvec = &tmp_fvec;
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fvec->xyz.x = 0.0f;
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fvec->xyz.y = 0.0f;
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fvec->xyz.z = 1.0f;
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}
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} else {
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vm_vec_sub(&tmp_fvec, &last_pos, &pos );
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vm_vec_normalize_safe(&tmp_fvec);
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fvec = &tmp_fvec;
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}
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trail_calc_facing_pts( &topv, &botv, fvec, &pos, w );
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g3_rotate_vertex( &top, &topv );
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g3_rotate_vertex( &bot, &botv );
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top.a = bot.a = l;
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if ( i > 0 ) {
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if ( i == num_sections-1 ) {
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// Last one...
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vector centerv;
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vm_vec_avg( ¢erv, &topv, &botv );
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vertex center;
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g3_rotate_vertex( ¢er, ¢erv );
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center.a = l;
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vertex *vlist[3];
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vlist[0] = &last_top;
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vlist[1] = &last_bot;
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vlist[2] = ¢er;
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vlist[0]->u = 0.0f; vlist[0]->v = 1.0f;
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vlist[1]->u = 0.0f; vlist[1]->v = 0.0f;
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vlist[2]->u = 1.0f; vlist[2]->v = 0.5f;
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gr_set_bitmap(ti->bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, l/255.0f );
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if ( D3D_enabled ) {
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g3_draw_poly( 3, vlist, TMAP_FLAG_TEXTURED|TMAP_FLAG_ALPHA|TMAP_FLAG_GOURAUD );
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} else {
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g3_draw_poly( 3, vlist, TMAP_FLAG_TEXTURED );
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}
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} else {
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vertex *vlist[4];
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vlist[0] = &last_bot;
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vlist[1] = ⊥
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vlist[2] = ⊤
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vlist[3] = &last_top;
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vlist[0]->u = 0.0f; vlist[0]->v = 0.0f;
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vlist[1]->u = 1.0f; vlist[1]->v = 0.0f;
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vlist[2]->u = 1.0f; vlist[2]->v = 1.0f;
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vlist[3]->u = 0.0f; vlist[3]->v = 1.0f;
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gr_set_bitmap(ti->bitmap, GR_ALPHABLEND_FILTER, GR_BITBLT_MODE_NORMAL, l/255.0f );
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if ( D3D_enabled ) {
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g3_draw_poly( 4, vlist, TMAP_FLAG_TEXTURED|TMAP_FLAG_ALPHA|TMAP_FLAG_GOURAUD );
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} else {
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g3_draw_poly( 4, vlist, TMAP_FLAG_TEXTURED );
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}
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}
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}
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last_pos = pos;
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last_top = top;
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last_bot = bot;
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}
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}
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void trail_add_segment( int trail_num, vector *pos )
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{
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if (trail_num < 0 ) return;
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if (trail_num >= MAX_TRAILS ) return;
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trail *trailp = &Trails[trail_num];
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int next = trailp->tail;
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trailp->tail++;
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if ( trailp->tail >= NUM_TRAIL_SECTIONS )
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trailp->tail = 0;
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if ( trailp->head == trailp->tail ) {
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// wrapped!!
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trailp->head++;
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if ( trailp->head >= NUM_TRAIL_SECTIONS )
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trailp->head = 0;
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}
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trailp->pos[next] = *pos;
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trailp->val[next] = 0.0f;
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}
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void trail_set_segment( int trail_num, vector *pos )
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{
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if (trail_num < 0 ) return;
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if (trail_num >= MAX_TRAILS ) return;
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trail *trailp = &Trails[trail_num];
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int next = trailp->tail-1;
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if ( next < 0 ) {
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next = NUM_TRAIL_SECTIONS-1;
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}
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trailp->pos[next] = *pos;
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}
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void trail_move_all(float frametime)
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{
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trail *trailp;
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trailp=GET_FIRST(&Trail_used_list);
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while ( trailp!=END_OF_LIST(&Trail_used_list) ) {
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int num_alive_segments = 0;
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if ( trailp->tail != trailp->head ) {
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int n = trailp->tail;
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float time_delta = frametime / trailp->info.max_life;
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do {
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n--;
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if ( n < 0 ) n = NUM_TRAIL_SECTIONS-1;
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trailp->val[n] += time_delta;
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if ( trailp->val[n] <= 1.0f ) {
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num_alive_segments++; // Record how many still alive.
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}
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} while ( n != trailp->head );
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}
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if ( trailp->object_died && (num_alive_segments < 1) ) {
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// delete it from the list!
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trail *next_one = GET_NEXT(trailp);
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// remove objp from the used list
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list_remove( &Trail_used_list, trailp);
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// add objp to the end of the free
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list_append( &Trail_free_list, trailp );
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// decrement counter
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Num_trails--;
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Assert(Num_trails >= 0);
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trailp = next_one;
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} else {
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trailp=GET_NEXT(trailp);
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}
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}
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}
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void trail_object_died( int trail_num )
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{
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if (trail_num < 0 ) return;
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if (trail_num >= MAX_TRAILS ) return;
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trail *trailp = &Trails[trail_num];
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trailp->object_died++;
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}
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void trail_render_all()
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{
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trail *trailp;
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if ( !Detail.weapon_extras ) {
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// No trails at slot 0
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return;
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}
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trailp=GET_FIRST(&Trail_used_list);
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while ( trailp!=END_OF_LIST(&Trail_used_list) ) {
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trail_render(trailp);
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trailp=GET_NEXT(trailp);
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}
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}
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int trail_stamp_elapsed(int trail_num)
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{
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return timestamp_elapsed(Trails[trail_num].trail_stamp);
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}
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void trail_set_stamp(int trail_num)
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{
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Trails[trail_num].trail_stamp = timestamp(Trails[trail_num].info.stamp);
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}
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