7 Commits
Author SHA1 Message Date
popux 0e767334f7 Draw order more fixes 2026-10-22 19:10:56 +02:00
popux 6c183d9434 Draw order 2026-10-22 19:00:41 +02:00
popux fd7800cf80 Unbreakable glass decals fix 2026-10-22 18:44:16 +02:00
popux 06856ed973 Water decal improvement 3 2026-10-22 18:27:58 +02:00
popux fbc8911238 Water decal improvement 2 2026-10-22 18:20:50 +02:00
popux 3154efa79f Water decal improvement 2026-10-22 18:06:02 +02:00
popux af9a3c19e6 Fix Water decals 2026-10-22 18:05:41 +02:00
6 changed files with 226 additions and 5 deletions

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+44 -5
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@@ -42,6 +42,8 @@ struct ShaderProgram {
GLint decal_scale_location; GLint decal_scale_location;
int decal_mode; int decal_mode;
float decal_scale; float decal_scale;
GLint depth_prepass_location;
int depth_prepass;
}; };
struct Framebuffer { struct Framebuffer {
@@ -83,6 +85,14 @@ static uint32_t depth_copy_width, depth_copy_height;
static bool current_depth_test; static bool current_depth_test;
static bool current_depth_decal; static bool current_depth_decal;
// Translucent surfaces write no depth and are only drawn in rough back-to-front order, so a farther
// railing drawn later blended over a nearer one. Their nearly opaque texels (railing bars) first get
// a depth-only pass, then the surface is drawn as usual: semi-transparent texels are unchanged.
#define XLU_DEPTH_PREPASS_ALPHA "0.98"
static bool current_depth_compare;
static GLenum current_depth_func = GL_LESS;
static bool current_blend;
static int gl_glsl_version = 130; static int gl_glsl_version = 130;
static char gl_glsl_version_str[16] = "130"; static char gl_glsl_version_str[16] = "130";
static GLenum gl_mirror_clamp = GL_MIRROR_CLAMP_TO_EDGE; static GLenum gl_mirror_clamp = GL_MIRROR_CLAMP_TO_EDGE;
@@ -417,6 +427,7 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
append_line(fs_buf, &fs_len, "uniform int frame_count;"); append_line(fs_buf, &fs_len, "uniform int frame_count;");
append_line(fs_buf, &fs_len, "uniform float noise_scale;"); append_line(fs_buf, &fs_len, "uniform float noise_scale;");
append_line(fs_buf, &fs_len, "uniform int uDecalMode;"); append_line(fs_buf, &fs_len, "uniform int uDecalMode;");
append_line(fs_buf, &fs_len, "uniform int uDepthPrepass;");
append_line(fs_buf, &fs_len, "uniform highp float uDecalPixelScale;"); append_line(fs_buf, &fs_len, "uniform highp float uDecalPixelScale;");
append_line(fs_buf, &fs_len, "uniform highp sampler2D uDepthTex;"); append_line(fs_buf, &fs_len, "uniform highp sampler2D uDepthTex;");
@@ -617,6 +628,7 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
if (cc_features.opt_invisible) { if (cc_features.opt_invisible) {
append_line(fs_buf, &fs_len, " texel.a = 0.0;"); append_line(fs_buf, &fs_len, " texel.a = 0.0;");
} }
append_line(fs_buf, &fs_len, " if (uDepthPrepass != 0 && texel.a < " XLU_DEPTH_PREPASS_ALPHA ") discard;");
append_line(fs_buf, &fs_len, " OUTPUT_COLOR = texel;"); append_line(fs_buf, &fs_len, " OUTPUT_COLOR = texel;");
} else { } else {
@@ -740,6 +752,11 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
prg->decal_scale_location = glGetUniformLocation(shader_program, "uDecalPixelScale"); prg->decal_scale_location = glGetUniformLocation(shader_program, "uDecalPixelScale");
prg->decal_mode = 0; prg->decal_mode = 0;
prg->decal_scale = 0.0f; prg->decal_scale = 0.0f;
prg->depth_prepass_location = glGetUniformLocation(shader_program, "uDepthPrepass");
prg->depth_prepass = 0;
if (prg->depth_prepass_location >= 0) {
glUniform1i(prg->depth_prepass_location, 0);
}
if (prg->decal_mode_location >= 0) { if (prg->decal_mode_location >= 0) {
glUniform1i(prg->decal_mode_location, 0); glUniform1i(prg->decal_mode_location, 0);
glUniform1i(glGetUniformLocation(shader_program, "uDepthTex"), DECAL_DEPTH_TEXTURE_UNIT); glUniform1i(glGetUniformLocation(shader_program, "uDepthTex"), DECAL_DEPTH_TEXTURE_UNIT);
@@ -902,6 +919,7 @@ static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint
static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool depth_compare, bool depth_source_prim, uint16_t zmode) { static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool depth_compare, bool depth_source_prim, uint16_t zmode) {
current_depth_test = depth_test; current_depth_test = depth_test;
current_depth_compare = depth_compare;
current_depth_decal = depth_test && depth_compare && zmode == ZMODE_DEC; current_depth_decal = depth_test && depth_compare && zmode == ZMODE_DEC;
if (depth_test) { if (depth_test) {
@@ -912,7 +930,7 @@ static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool d
if (depth_compare) { if (depth_compare) {
switch (zmode) { switch (zmode) {
case ZMODE_INTER: case ZMODE_INTER:
glDepthFunc(GL_LEQUAL); glDepthFunc(current_depth_func = GL_LEQUAL);
glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0, 0); glPolygonOffset(0, 0);
break; break;
@@ -920,22 +938,22 @@ static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool d
case ZMODE_OPA: case ZMODE_OPA:
case ZMODE_XLU: case ZMODE_XLU:
if (depth_source_prim) { if (depth_source_prim) {
glDepthFunc(GL_LEQUAL); glDepthFunc(current_depth_func = GL_LEQUAL);
} else { } else {
glDepthFunc(GL_LESS); glDepthFunc(current_depth_func = GL_LESS);
} }
glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0, 0); glPolygonOffset(0, 0);
break; break;
case ZMODE_DEC: case ZMODE_DEC:
glDepthFunc(GL_LEQUAL); glDepthFunc(current_depth_func = GL_LEQUAL);
glEnable(GL_POLYGON_OFFSET_FILL); glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-2, -2); glPolygonOffset(-2, -2);
break; break;
} }
} else { } else {
glDepthFunc(GL_ALWAYS); glDepthFunc(current_depth_func = GL_ALWAYS);
glDisable(GL_POLYGON_OFFSET_FILL); glDisable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0, 0); glPolygonOffset(0, 0);
} }
@@ -961,6 +979,7 @@ static void gfx_opengl_set_scissor(int x, int y, int width, int height) {
} }
static void gfx_opengl_set_use_alpha(bool use_alpha, bool modulate) { static void gfx_opengl_set_use_alpha(bool use_alpha, bool modulate) {
current_blend = use_alpha && !modulate;
if (use_alpha) { if (use_alpha) {
glEnable(GL_BLEND); glEnable(GL_BLEND);
} else { } else {
@@ -1084,6 +1103,26 @@ static void gfx_opengl_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_
} }
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * buf_vbo_len, buf_vbo, GL_STREAM_DRAW); glBufferData(GL_ARRAY_BUFFER, sizeof(float) * buf_vbo_len, buf_vbo, GL_STREAM_DRAW);
struct ShaderProgram* prg = current_shader_program;
if (!current_depth_decal && current_depth_test && current_depth_compare && !current_depth_mask && current_blend &&
prg != nullptr && prg->depth_prepass_location >= 0) {
glUniform1i(prg->depth_prepass_location, 1);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_TRUE);
glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris);
glUniform1i(prg->depth_prepass_location, 0);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_FALSE);
// The colour pass must pass where the prepass just stored this surface's own depth
glDepthFunc(GL_LEQUAL);
glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris);
glDepthFunc(current_depth_func);
depth_copy_dirty = true;
return;
}
glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris); glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris);
if (current_depth_test && current_depth_mask) { if (current_depth_test && current_depth_mask) {
+61
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@@ -764,6 +764,22 @@ Gfx *sub_GAME_7F0B3C8C(Gfx *gdl)
{ {
if (i == dword_CODE_bss_8007FFA0[j].unk1) if (i == dword_CODE_bss_8007FFA0[j].unk1)
{ {
#ifdef PORT
/* Tinted glass stands in a window opening at the far side of
* the room, yet it is a prop and so was drawn after the room's
* translucent geometry. Railing balusters in front of it are
* such geometry (an XLU quad that writes no depth), so the
* glass painted over them (Facility main hall). Draw the room's
* tinted glass before its translucent geometry instead. */
if (get_debug_do_draw_obj() && sub_GAME_7F0BD8F0())
{
gSPMatrix(gdl++, osVirtualToPhysical((void*)currentPlayerGetProjectionMatrix()), (G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION));
gdl = fogRenderClearFogMode(gdl);
g_PortXluGlassPhase = 1;
gdl = chrpropsRenderPass(gdl, dword_CODE_bss_8007FFA0[j].roomid, 1);
}
g_PortXluGlassPhase = 2;
#endif
gSPMatrix(gdl++, osVirtualToPhysical((void*)get_BONDdata_field_10E0()), (G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION)); gSPMatrix(gdl++, osVirtualToPhysical((void*)get_BONDdata_field_10E0()), (G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_PROJECTION));
gdl = fogSetRenderFogColor( gdl = fogSetRenderFogColor(
bgScissorCurrentPlayerViewF( bgScissorCurrentPlayerViewF(
@@ -792,6 +808,9 @@ Gfx *sub_GAME_7F0B3C8C(Gfx *gdl)
gdl = chrpropsRenderPass(gdl, dword_CODE_bss_8007FFA0[j].roomid, 1); gdl = chrpropsRenderPass(gdl, dword_CODE_bss_8007FFA0[j].roomid, 1);
} }
} }
#ifdef PORT
g_PortXluGlassPhase = 0;
#endif
if (1); if (1);
} }
@@ -3358,6 +3377,38 @@ bool bgTestRayIntersectsBbox(coord3d *origin, coord3d *dir, s32 *bbox_min, s32 *
} }
#ifdef PORT
#include "image.h"
/* The image id of a room triangle's texture, read like the N64 does: texLoad
* stores the id in the 8 bytes before the texture data, and the room's
* G_SETTIMG points at that data (a full host pointer in w1 on PC). Room GDLs
* load into the default pool, so anything outside it is not a texture.
* The id selects the impact decal, sound and dust puff (HIT_WATER: no decal,
* no puff, splash sound). */
static s32 bgTexnumFromSetTimg(Gfx *settimg)
{
struct texpool *pool = &ptr_texture_alloc_start;
u8 *data = (u8 *)settimg->words.w1;
s32 texnum;
if (data < pool->start + 8 || data >= (u8 *)pool->end)
{
return -1;
}
texnum = *(s16 *)(data - 8);
if (texnum < 0 || texnum >= MAX_TEXTURES)
{
return -1;
}
return texnum;
}
#endif
bool bgTestRayIntersectionInRoom(coord3d *from, coord3d *to, coord3d *dir, RoomVtxBatchBounds *point, s32 roomnum, struct HitThing *hitthing) bool bgTestRayIntersectionInRoom(coord3d *from, coord3d *to, coord3d *dir, RoomVtxBatchBounds *point, s32 roomnum, struct HitThing *hitthing)
{ {
Vertex *vtxbase; Vertex *vtxbase;
@@ -3555,6 +3606,11 @@ bool bgTestRayIntersectionInRoom(coord3d *from, coord3d *to, coord3d *dir, RoomV
#ifdef PORT #ifdef PORT
/* D154: KSEG0 texnum deref invalid for converted GDLs (cf. D135). D431 (#119): light fixtures are the one texture class the game acts on, so recover their image id from the fixture table. */ /* D154: KSEG0 texnum deref invalid for converted GDLs (cf. D135). D431 (#119): light fixtures are the one texture class the game acts on, so recover their image id from the fixture table. */
texnum = lightFixtureTexnumForGfx(gdl, roomnum); texnum = lightFixtureTexnumForGfx(gdl, roomnum);
if (texnum < 0)
{
texnum = bgTexnumFromSetTimg(tcmd);
}
#else #else
temp.word = ((u32 *) tcmd)[1] - 8; temp.word = ((u32 *) tcmd)[1] - 8;
texnum = *((u16 *) (temp.word | 0x80000000)); texnum = *((u16 *) (temp.word | 0x80000000));
@@ -3737,6 +3793,11 @@ bool bgTestRayIntersectionInRoom(coord3d *from, coord3d *to, coord3d *dir, RoomV
#ifdef PORT #ifdef PORT
/* D154: KSEG0 texnum deref invalid for converted GDLs (cf. D135). D431 (#119): light fixtures are the one texture class the game acts on, so recover their image id from the fixture table. */ /* D154: KSEG0 texnum deref invalid for converted GDLs (cf. D135). D431 (#119): light fixtures are the one texture class the game acts on, so recover their image id from the fixture table. */
texnum = lightFixtureTexnumForGfx(gdl, roomnum); texnum = lightFixtureTexnumForGfx(gdl, roomnum);
if (texnum < 0)
{
texnum = bgTexnumFromSetTimg(tcmd);
}
#else #else
temp.word = ((u32 *) tcmd)[1] - 8; temp.word = ((u32 *) tcmd)[1] - 8;
texnum = *((u16 *) (temp.word | 0x80000000)); texnum = *((u16 *) (temp.word | 0x80000000));
+5
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@@ -334,6 +334,11 @@ s32 chrpropTestPointInPolygon(coord3d *point, struct rect4f *poly
void roomGetProps(s32 *roomids); void roomGetProps(s32 *roomids);
ObjectRecord *scan_position_data_table_for_normal_object_at_preset(s32 arg0); ObjectRecord *scan_position_data_table_for_normal_object_at_preset(s32 arg0);
Gfx *chrpropsRenderPass(Gfx *arg0, s32 roomid, s32 arg2); Gfx *chrpropsRenderPass(Gfx *arg0, s32 roomid, s32 arg2);
#ifdef PORT
/* Translucent prop pass filter: 0 = all props, 1 = tinted glass only,
* 2 = all but tinted glass (see bg.c). */
extern s32 g_PortXluGlassPhase;
#endif
PropRecord *chrpropGetActiveTail(void); PropRecord *chrpropGetActiveTail(void);
void propsDefragRoomProps(void); void propsDefragRoomProps(void);
void chraiGetPropRoomIds(PropRecord *self, s32 *roomids); void chraiGetPropRoomIds(PropRecord *self, s32 *roomids);
+25
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@@ -466,6 +466,15 @@ Gfx *chrpropRender(Gfx * gdl, PropRecord *prop, s32 withalpha)
/** /**
* Address: 7F03A6F4 * Address: 7F03A6F4
*/ */
#ifdef PORT
s32 g_PortXluGlassPhase = 0;
static bool chrpropIsTintedGlass(PropRecord *prop)
{
return prop->type == PROP_TYPE_OBJ && prop->obj != NULL && prop->obj->type == PROPDEF_TINTED_GLASS;
}
#endif
Gfx *chrpropsRenderPass(Gfx *gdl, s32 roomid, s32 renderpass) Gfx *chrpropsRenderPass(Gfx *gdl, s32 roomid, s32 renderpass)
{ {
s32 flag; s32 flag;
@@ -542,6 +551,14 @@ Gfx *chrpropsRenderPass(Gfx *gdl, s32 roomid, s32 renderpass)
{ {
prop = *pp; prop = *pp;
#ifdef PORT
if (prop != NULL && g_PortXluGlassPhase != 0
&& chrpropIsTintedGlass(prop) != (g_PortXluGlassPhase == 1))
{
continue;
}
#endif
if (prop != NULL) if (prop != NULL)
{ {
flag = 0; flag = 0;
@@ -1176,6 +1193,14 @@ void chraiDefaultWeaponFireHandler(s32 hand)
rooms[1] = 255; rooms[1] = 255;
explosionCreate(0, finalpos, hittile, 1, 0, get_cur_playernum(), rooms, 0); explosionCreate(0, finalpos, hittile, 1, 0, get_cur_playernum(), rooms, 0);
} }
#ifdef PORT
else if (gotbghit && besttexture >= 0 && g_Textures[besttexture].hitTexture == HIT_WATER)
{
/* a splash instead of the yellow impact flash below */
explosionCreateWaterSplash(finalpos, bestroom);
createSpark = 0;
}
#endif
} }
finalpos->x -= 26.0f * shotdata.dir.x; finalpos->x -= 26.0f * shotdata.dir.x;
+83
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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; rand3 = (2.0f * (((f32) randomGetNext()) * (1.0f / (f32)UINT_MAX))) - 1.0f;
g_FlyingParticlesBuffer[g_NumParticleEntries].unk00 = 1; 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[0] = spawnpos->f[0] + (spawn_rand_scale * rand1);
g_FlyingParticlesBuffer[g_NumParticleEntries].position.f[1] = spawnpos->f[1] + (spawn_rand_scale * rand2); 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; 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. // 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)) if ((g_FlyingParticlesBuffer[i].position.f[1] < -30000.0f) || (g_FlyingParticlesBuffer[i].position.f[1] > 30000.0f))
{ {
@@ -1749,6 +1761,62 @@ void explosionUpdateFlyingParticles(void)
} }
#ifdef PORT
#include "glass.h"
/* 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, 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 = 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
extern Gfx globalDL_0xa50; extern Gfx globalDL_0xa50;
/*** /***
@@ -2065,6 +2133,21 @@ void explosionCreateBulletImpact(struct coord3d *pos, struct coord3d *arg1, s16
impact_type = 0x10; impact_type = 0x10;
} }
#ifdef PORT
/* Glass objects: the bulletproof/unbreakable ones take the texture-based
* hole, a decal drawn in the opaque pass. Transparent glass writes no
* depth there, so the decal depth test (RDP ZMODE_DEC, emulated exactly)
* rejects every pixel. Use the window crack the breakable glass gets: it
* is drawn after the glass in the translucent pass, without the decal
* test. */
if ((prop != NULL) && (impact_type != 0x10)
&& ((prop->obj->type == PROPDEF_GLASS) || (prop->obj->type == PROPDEF_TINTED_GLASS))
&& ((g_ImpactTypes[impact_type].unk2 >= 2) || (g_ImpactTypes[impact_type].unk1 != 2)))
{
impact_type = (randomGetNext() % 3) + 0x11;
}
#endif
spA0.f[0] = pos->f[0]; spA0.f[0] = pos->f[0];
spA0.f[1] = pos->f[1]; spA0.f[1] = pos->f[1];
spA0.f[2] = pos->f[2]; spA0.f[2] = pos->f[2];
+8
View File
@@ -148,6 +148,11 @@ struct FlyingParticles {
s32 unk34; s32 unk34;
Vtx vertex_list[4]; 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; extern f32 g_SpExplosionDamageMult;
@@ -178,6 +183,9 @@ Gfx *explosionRenderPropSmoke(PropRecord *arg0, Gfx *arg1, s32 withalpha);
Gfx *explosionRenderBulletImpactOnProp(Gfx *arg0, PropRecord *arg1, s32 arg2); Gfx *explosionRenderBulletImpactOnProp(Gfx *arg0, PropRecord *arg1, s32 arg2);
void explosionCreateSmoke(coord3d *pos, StandTile *stan, s16 smoke_type, u8 *rooms, s32 flags); void explosionCreateSmoke(coord3d *pos, StandTile *stan, s16 smoke_type, u8 *rooms, s32 flags);
#ifdef PORT
void explosionCreateWaterSplash(coord3d *pos, s16 room);
#endif
void explosionUpdateFlyingParticles(void); void explosionUpdateFlyingParticles(void);
u8 explosionChrpropSmokeTick(PropRecord* prop); u8 explosionChrpropSmokeTick(PropRecord* prop);
u8 explosionChrpropExplosionTick(PropRecord* prop); u8 explosionChrpropExplosionTick(PropRecord* prop);