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Initial commit of Command & Conquer Renegade source code.
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307
Code/wwphys/stealtheffect.cpp
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307
Code/wwphys/stealtheffect.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : wwphys *
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* *
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* $Archive:: /Commando/Code/wwphys/stealtheffect.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 12/20/01 6:32p $*
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* *
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* $Revision:: 12 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "stealtheffect.h"
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#include "matpass.h"
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#include "vertmaterial.h"
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#include "physresourcemgr.h"
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#include "phys.h"
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#include "rinfo.h"
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#include "camera.h"
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#include "chunkio.h"
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/*************************************************************************************************
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**
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** StealthEffectClass Implementation
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**
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*************************************************************************************************/
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static float STEALTH_FRACTION_RATE = 0.5f; // rate at which the fraction approaches its target
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static float STEALTH_DEFAULT_FADE_DISTANCE= 25.0f; // distance at which the intensity starts to fade due to camera proximity
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static float STEALTH_ZNEAR_AMOUNT = 0.40f; // amount the intensity can change as it approaches the camera
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static float STEALTH_FRIENDLY_FRACTION = 0.75f; // fraction at which friendly stealthed objects appear
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static float STEALTH_BROKEN_FRACTION = 0.25f; // fraction at which broken stealthed objects appear
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static float STEALTH_DAMAGED_FRACTION = 0.6f; // fraction that is jumped to when an object gets damaged
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static Vector2 MAX_STEALTH_UV_RATE(2.75f,-3.0f);
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static Vector2 MIN_STEALTH_UV_RATE(0.5f,-0.5f);
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StealthEffectClass::StealthEffectClass(void) :
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IsStealthEnabled(false),
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IsFriendly(false),
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IsBroken(false),
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FadeDistance(STEALTH_DEFAULT_FADE_DISTANCE),
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CurrentFraction(0.0f),
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TargetFraction(1.0f),
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UVRate(0.5f,0.5f),
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RenderBaseMaterial(true),
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RenderStealthMaterial(true),
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IntensityScale(0.0f),
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UVOffset(0.0f,0.0f),
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Mapper(NULL),
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MaterialPass(NULL)
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{
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MaterialPass = NEW_REF(MaterialPassClass,());
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VertexMaterialClass * vmtl = NEW_REF(VertexMaterialClass,()); //PhysResourceMgrClass::Get_Stealth_Material();
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vmtl->Set_Ambient(0,0,0);
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vmtl->Set_Diffuse(0,0,0);
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vmtl->Set_Specular(0,0,0);
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vmtl->Set_Emissive(1.0f,1.0f,1.0f);
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vmtl->Set_Opacity(1.0f);
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vmtl->Set_Shininess(0.0f);
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vmtl->Set_Lighting(true);
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Mapper = NEW_REF(MatrixMapperClass,(0));
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Mapper->Set_Type(MatrixMapperClass::ORTHO_PROJECTION);
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Mapper->Set_Texture_Transform(Matrix4(1),64.0f);
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vmtl->Set_Mapper(Mapper,0);
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MaterialPass->Set_Material(vmtl);
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REF_PTR_RELEASE(vmtl);
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ShaderClass shader = ShaderClass::_PresetAdditiveShader;
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shader.Set_Primary_Gradient(ShaderClass::GRADIENT_ADD);
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MaterialPass->Set_Shader(ShaderClass::_PresetAdditiveShader);
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MaterialPass->Set_Texture(PhysResourceMgrClass::Peek_Stealth_Texture());
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MaterialPass->Enable_On_Translucent_Meshes( false );
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}
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StealthEffectClass::~StealthEffectClass(void)
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{
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REF_PTR_RELEASE(MaterialPass);
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REF_PTR_RELEASE(Mapper);
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}
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void StealthEffectClass::Enable_Stealth(bool onoff)
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{
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IsStealthEnabled = onoff;
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Update_Target_Fraction();
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}
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void StealthEffectClass::Set_Friendly(bool onoff)
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{
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IsFriendly = onoff;
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Update_Target_Fraction();
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}
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void StealthEffectClass::Set_Broken(bool onoff)
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{
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IsBroken = onoff;
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Update_Target_Fraction();
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}
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void StealthEffectClass::Damage_Occured(void)
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{
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if (IsStealthEnabled && (CurrentFraction > STEALTH_DAMAGED_FRACTION)) {
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CurrentFraction = STEALTH_DAMAGED_FRACTION;
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}
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}
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void StealthEffectClass::Update_Target_Fraction(void)
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{
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if (IsStealthEnabled) {
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if (IsBroken) {
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TargetFraction = STEALTH_BROKEN_FRACTION;
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} else if (IsFriendly) {
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TargetFraction = STEALTH_FRIENDLY_FRACTION;
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} else {
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TargetFraction = 1.0f;
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}
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} else {
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TargetFraction = 0.0f;
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}
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}
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void StealthEffectClass::Timestep(float dt)
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{
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/*
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** Update the stealth fraction
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*/
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float step = STEALTH_FRACTION_RATE * dt;
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if (step > WWMath::Fabs(TargetFraction - CurrentFraction)) {
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CurrentFraction = TargetFraction;
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} else {
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if (TargetFraction < CurrentFraction) {
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CurrentFraction -= step;
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} else {
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CurrentFraction += step;
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}
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}
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/*
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** The Intensity is computed as a function of the stealth fraction
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*/
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IntensityScale = 1.0f - 2.0f * WWMath::Fabs(CurrentFraction - 0.5f);
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/*
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** Update the uv cycling animation. I'm deriving the UV animation rate
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** from the intensity
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*/
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Vector2 uv_rate = MIN_STEALTH_UV_RATE + IntensityScale * IntensityScale * (MAX_STEALTH_UV_RATE - MIN_STEALTH_UV_RATE);
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UVOffset += uv_rate * dt;
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UVOffset.X = fmod(UVOffset.X , 2.0f);
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UVOffset.Y = fmod(UVOffset.Y , 2.0f);
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/*
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** The base pass gets rendered when the stealh fraction is < 0.5
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** shadows are also suppressed.
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*/
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RenderBaseMaterial = (CurrentFraction < 0.5f);
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Enable_Suppress_Shadows(CurrentFraction > 0.5f);
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}
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void StealthEffectClass::Render_Push(RenderInfoClass & rinfo,PhysClass * obj)
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{
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/*
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** If we are in the (0.5,1.0) range of the fraction (object is hidden) then
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** the distance from the camera to the object can affect the intensity.
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*/
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Vector3 obj_pos;
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obj->Get_Position(&obj_pos);
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float xydist = (rinfo.Camera.Get_Position() - obj_pos).Quick_Length();
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if (xydist <= FadeDistance) {
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float intensity_delta = STEALTH_ZNEAR_AMOUNT * (FadeDistance - xydist) / FadeDistance;
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float intensity = WWMath::Min(IntensityScale + intensity_delta, 1.0f);
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IntensityScale = intensity;
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}
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/*
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** The stealth material gets rendered if the intensity is greater than 0.0
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*/
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RenderStealthMaterial = (IntensityScale > 0.0f);
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if (RenderStealthMaterial) {
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/*
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** Update the material settings and texture transform
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*/
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MaterialPass->Peek_Material()->Set_Emissive(Vector3(1,1,1) * IntensityScale);
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Matrix4 tm(1);
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tm[0][3] = UVOffset.X;
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tm[1][3] = UVOffset.Y;
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Mapper->Set_Texture_Transform(tm,64.0f);
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/*
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** Add the material pass!
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*/
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rinfo.Push_Material_Pass(MaterialPass);
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}
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if (RenderBaseMaterial == false) {
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rinfo.Push_Override_Flags(RenderInfoClass::RINFO_OVERRIDE_ADDITIONAL_PASSES_ONLY);
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}
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}
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void StealthEffectClass::Render_Pop(RenderInfoClass & rinfo)
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{
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if (RenderBaseMaterial == false) {
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rinfo.Pop_Override_Flags();
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}
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if (RenderStealthMaterial) {
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rinfo.Pop_Material_Pass();
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}
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}
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/************************************************************************************
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**
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** Save-Load support
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**
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************************************************************************************/
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enum
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{
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STEALTHEFFECT_CHUNK_VARIABLES = 0x055ffe07, // member variables.
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STEALTHEFFECT_VARIABLE_ISSTEALTHENABLED = 0x00,
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STEALTHEFFECT_VARIABLE_ISFRIENDLY,
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STEALTHEFFECT_VARIABLE_ISBROKEN,
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STEALTHEFFECT_VARIABLE_CURRENTFRACTION,
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STEALTHEFFECT_VARIABLE_TARGETFRACTION,
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STEALTHEFFECT_VARIABLE_UVRATE,
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STEALTHEFFECT_VARIABLE_FADEDISTANCE,
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};
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bool StealthEffectClass::Save(ChunkSaveClass & csave)
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{
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csave.Begin_Chunk(STEALTHEFFECT_CHUNK_VARIABLES);
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WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_ISSTEALTHENABLED,IsStealthEnabled);
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WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_ISFRIENDLY,IsFriendly);
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WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_ISBROKEN,IsBroken);
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WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_CURRENTFRACTION,CurrentFraction);
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WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_TARGETFRACTION,TargetFraction);
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WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_UVRATE,UVRate);
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WRITE_MICRO_CHUNK(csave,STEALTHEFFECT_VARIABLE_FADEDISTANCE,FadeDistance);
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csave.End_Chunk();
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return true;
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}
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bool StealthEffectClass::Load(ChunkLoadClass & cload)
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case STEALTHEFFECT_CHUNK_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_ISSTEALTHENABLED,IsStealthEnabled);
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READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_ISFRIENDLY,IsFriendly);
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READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_ISBROKEN,IsBroken);
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READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_CURRENTFRACTION,CurrentFraction);
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READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_TARGETFRACTION,TargetFraction);
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READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_UVRATE,UVRate);
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READ_MICRO_CHUNK(cload,STEALTHEFFECT_VARIABLE_FADEDISTANCE,FadeDistance);
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}
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cload.Close_Micro_Chunk();
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}
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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