Water decal improvement 3

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popux committed 2026-10-22 18:27:58 +02:00
1 parent fbc8911238
commit 06856ed973
2 files changed
+52 -4

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+47 -4
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@@ -1590,6 +1590,9 @@ void explosionInitFlyingParticles(coord3d *spawnpos, f32 spawn_rand_scale, f32 s
rand3 = (2.0f * (((f32) randomGetNext()) * (1.0f / (f32)UINT_MAX))) - 1.0f;
g_FlyingParticlesBuffer[g_NumParticleEntries].unk00 = 1;
#ifdef PORT
g_FlyingParticlesBuffer[g_NumParticleEntries].is_splash = FALSE;
#endif
g_FlyingParticlesBuffer[g_NumParticleEntries].position.f[0] = spawnpos->f[0] + (spawn_rand_scale * rand1);
g_FlyingParticlesBuffer[g_NumParticleEntries].position.f[1] = spawnpos->f[1] + (spawn_rand_scale * rand2);
@@ -1739,6 +1742,15 @@ void explosionUpdateFlyingParticles(void)
g_FlyingParticlesBuffer[i].unk00 = 0;
}
#ifdef PORT
if (g_FlyingParticlesBuffer[i].is_splash
&& g_FlyingParticlesBuffer[i].position_drift.f[1] < 0.0f
&& g_FlyingParticlesBuffer[i].position.f[1] < g_FlyingParticlesBuffer[i].splash_y)
{
g_FlyingParticlesBuffer[i].unk00 = 0;
}
#endif
// position-related. deletes particles that are too low or too high.
if ((g_FlyingParticlesBuffer[i].position.f[1] < -30000.0f) || (g_FlyingParticlesBuffer[i].position.f[1] > 30000.0f))
{
@@ -1754,22 +1766,53 @@ void explosionUpdateFlyingParticles(void)
/* Bullet hitting water (PC): the N64 only drew the yellow impact flash there.
* Use the chr hit puffs instead (chrCreateHitPuffs: the small impact puff and
* the larger burst), tinted to the water colour. */
* the larger burst), tinted to the water colour, plus droplets (the wall-hit
* dust particles, recoloured) thrown up and removed when they fall back
* through the surface. */
#define WATER_SPLASH_R 0xA0
#define WATER_SPLASH_G 0xC8
#define WATER_SPLASH_B 0xF0
#define WATER_SPLASH_DROPLETS 12
static void explosionTintSpark(s_bullet_spark *spark)
{
if (spark != NULL)
{
spark->unk28 = 0xA0;
spark->unk29 = 0xC8;
spark->unk2A = 0xF0;
spark->unk28 = WATER_SPLASH_R;
spark->unk29 = WATER_SPLASH_G;
spark->unk2A = WATER_SPLASH_B;
spark->unk2B = 0xFF;
}
}
void explosionCreateWaterSplash(coord3d *pos, s16 room)
{
s32 i;
s32 j;
explosionTintSpark(bullet_spark_create(pos, 3, 43.0f, room));
explosionTintSpark(bullet_spark_create(pos, 1, 21.0f, room));
for (i = 0; i < WATER_SPLASH_DROPLETS; i++)
{
struct FlyingParticles *drop = &g_FlyingParticlesBuffer[g_NumParticleEntries];
explosionInitFlyingParticles(pos, 2.0f, 1.0f, 6.0f, 3.0f);
drop->is_splash = TRUE;
drop->splash_y = pos->f[1];
for (j = 0; j < 4; j++)
{
/* vary the brightness per vertex, keep the water hue */
s32 shade = 0xC0 + (randomGetNext() & 0x3F);
drop->vertex_list[j].v.cn[0] = (WATER_SPLASH_R * shade) / 0xFF;
drop->vertex_list[j].v.cn[1] = (WATER_SPLASH_G * shade) / 0xFF;
drop->vertex_list[j].v.cn[2] = (WATER_SPLASH_B * shade) / 0xFF;
drop->vertex_list[j].v.cn[3] = 0xB0;
}
}
}
#endif
+5
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@@ -148,6 +148,11 @@ struct FlyingParticles {
s32 unk34;
Vtx vertex_list[4];
#ifdef PORT
/* water splash droplet: removed once it falls back below splash_y */
s32 is_splash;
f32 splash_y;
#endif
};
extern f32 g_SpExplosionDamageMult;