[Change] Make the start of beam not be so abrupt.
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parent
5bf8a0b689
commit
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16
src/weapon.c
16
src/weapon.c
@ -379,6 +379,8 @@ static void weapon_render(const Weapon* w) {
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case OUTFIT_TYPE_BEAM:
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case OUTFIT_TYPE_BEAM:
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case OUTFIT_TYPE_TURRET_BEAM:
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case OUTFIT_TYPE_TURRET_BEAM:
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gfx = outfit_gfx(w->outfit);
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gfx = outfit_gfx(w->outfit);
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/* Position. */
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x = w->solid->pos.x - VX(*gl_camera) + gui_xoff;
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x = w->solid->pos.x - VX(*gl_camera) + gui_xoff;
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y = w->solid->pos.y - VY(*gl_camera) + gui_yoff;
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y = w->solid->pos.y - VY(*gl_camera) + gui_yoff;
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@ -395,15 +397,25 @@ static void weapon_render(const Weapon* w) {
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/* Actual rendering. */
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/* Actual rendering. */
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glBegin(GL_QUAD_STRIP);
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glBegin(GL_QUAD_STRIP);
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COLOUR(cWhite);
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/* Full strength. */
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/* Start fading. */
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ACOLOUR(cWhite, 0.);
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glTexCoord2d(0., 0.);
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glTexCoord2d(0., 0.);
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glVertex2d(-gfx->sh/2., 0.);
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glVertex2d(-gfx->sh/2., 0.);
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glTexCoord2d(0., 1.);
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glTexCoord2d(0., 1.);
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glVertex2d(+gfx->sh/2., 0.);
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glVertex2d(+gfx->sh/2., 0.);
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/* Full Strength. */
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COLOUR(cWhite);
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glTexCoord2d(10. / gfx->sw, 0.);
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glVertex2d(-gfx->sh/2., 10.);
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glTexCoord2d(10. / gfx->sw, 1.);
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glVertex2d(+gfx->sh/2., 10.);
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glTexCoord2d(0.8*w->outfit->u.bem.range / gfx->sw, 0.);
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glTexCoord2d(0.8*w->outfit->u.bem.range / gfx->sw, 0.);
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glVertex2d(+gfx->sh/2., 0.8*w->outfit->u.bem.range);
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glVertex2d(+gfx->sh/2., 0.8*w->outfit->u.bem.range);
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