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#pragma once
#ifdef SCREEN_DROPLETS
class CParticleObject;
class ScreenDroplets
{
public:
enum {
MAXDROPS = 2000,
MAXDROPSMOVING = 700
};
class ScreenDrop
{
public:
float x, y, time; // shorts on xbox (short float?)
float size, magnification, lifetime; // "
CRGBA color;
bool active;
bool fades;
void Fade(void);
};
struct ScreenDropMoving
{
ScreenDrop *drop;
float dist;
};
static int ms_initialised;
static RwTexture *ms_maskTex;
static RwTexture *ms_screenTex;
static bool ms_enabled;
static bool ms_movingEnabled;
static ScreenDrop ms_drops[MAXDROPS];
static int ms_numDrops;
static ScreenDropMoving ms_dropsMoving[MAXDROPSMOVING];
static int ms_numDropsMoving;
static CVector ms_prevCamUp;
static CVector ms_prevCamPos;
static CVector ms_camMoveDelta;
static float ms_camMoveDist;
static CVector ms_screenMoveDelta;
static float ms_screenMoveDist;
static float ms_camUpAngle;
static int ms_splashDuration;
static CParticleObject *ms_splashObject;
static void Initialise(void);
static void InitDraw(void);
static void Shutdown(void);
static void Process(void);
static void Render(void);
static void AddToRenderList(ScreenDrop *drop);
static void Clear(void);
static ScreenDrop *NewDrop(float x, float y, float size, float lifetime, bool fades, int r = 255, int g = 255, int b = 255);
static void SetMoving(ScreenDroplets::ScreenDrop *drop);
static void FillScreen(int n);
static void FillScreenMoving(float amount, bool isBlood = false);
static void RegisterSplash(CParticleObject *pobj);
static void ProcessCameraMovement(void);
static void SprayDrops(void);
static void NewTrace(ScreenDroplets::ScreenDropMoving *moving);
static void MoveDrop(ScreenDropMoving *moving);
static void ProcessMoving(void);
static void Fade(void);
};
#endif
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