- if (gamemode == GAME_PRYDON && !cl_particles_quake.integer)
- CL_AllocDlight(&ent->render, &ent->render.matrix, 100, 0.3f, 0.6f, 1.2f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
- else
- CL_AllocDlight(&ent->render, &ent->render.matrix, 200, 1.2f, 0.5f, 1.0f, 0, 0, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ vec4_t light;
+ Vector4Set(light, 0, 0, 0, 0);
+
+ if (effectnameindex == EFFECT_TR_ROCKET)
+ Vector4Set(light, 3.0f, 1.5f, 0.5f, 200);
+ else if (effectnameindex == EFFECT_TR_VORESPIKE)
+ {
+ if (gamemode == GAME_PRYDON && !cl_particles_quake.integer)
+ Vector4Set(light, 0.3f, 0.6f, 1.2f, 100);
+ else
+ Vector4Set(light, 1.2f, 0.5f, 1.0f, 200);
+ }
+ else if (effectnameindex == EFFECT_TR_NEXUIZPLASMA)
+ Vector4Set(light, 0.75f, 1.5f, 3.0f, 200);
+
+ if (light[3])
+ {
+ matrix4x4_t tempmatrix;
+ Matrix4x4_CreateFromQuakeEntity(&tempmatrix, originmaxs[0], originmaxs[1], originmaxs[2], 0, 0, 0, light[3]);
+ R_RTLight_Update(&r_refdef.lights[r_refdef.numlights++], false, &tempmatrix, light, -1, NULL, true, 1, 0.25, 0, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ }