MSG_ReadVector(pos, cl.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 100, 0.12f, 0.50f, 0.12f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ //CL_AllocDlight(NULL, &tempmatrix, 100, 0.12f, 0.50f, 0.12f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
CL_RunParticleEffect(pos, vec3_origin, 20, 30);
S_StartSound(-1, 0, cl.sfx_wizhit, pos, 1, 1);
break;
MSG_ReadVector(pos, cl.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 100, 0.50f, 0.30f, 0.10f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ //CL_AllocDlight(NULL, &tempmatrix, 100, 0.50f, 0.30f, 0.10f, 500, 0.2, 0, -1, false, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
CL_RunParticleEffect(pos, vec3_origin, 226, 20);
S_StartSound(-1, 0, cl.sfx_knighthit, pos, 1, 1);
break;
// spike hitting wall
MSG_ReadVector(pos, cl.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- if (cl_particles_bulletimpacts.integer)
+ if (cl_particles_quake.integer)
+ CL_RunParticleEffect(pos, vec3_origin, 0, 10);
+ else if (cl_particles_bulletimpacts.integer)
{
CL_SparkShower(pos, vec3_origin, 15, 1);
CL_Smoke(pos, vec3_origin, 15);
- CL_BulletMark(pos);
}
+ CL_BulletMark(pos);
if (rand() % 5)
S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
else
// quad spike hitting wall
MSG_ReadVector(pos, cl.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- // LordHavoc: changed to spark shower
- if (cl_particles_bulletimpacts.integer)
+ if (cl_particles_quake.integer)
+ CL_RunParticleEffect(pos, vec3_origin, 0, 10);
+ else if (cl_particles_bulletimpacts.integer)
{
CL_SparkShower(pos, vec3_origin, 15, 1);
CL_Smoke(pos, vec3_origin, 15);
- CL_BulletMark(pos);
}
+ CL_BulletMark(pos);
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
if (rand() % 5)
// super spike hitting wall
MSG_ReadVector(pos, cl.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- // LordHavoc: changed to dust shower
- if (cl_particles_bulletimpacts.integer)
+ if (cl_particles_quake.integer)
+ CL_RunParticleEffect(pos, vec3_origin, 0, 20);
+ else if (cl_particles_bulletimpacts.integer)
{
CL_SparkShower(pos, vec3_origin, 30, 1);
CL_Smoke(pos, vec3_origin, 30);
- CL_BulletMark(pos);
}
+ CL_BulletMark(pos);
if (rand() % 5)
S_StartSound(-1, 0, cl.sfx_tink1, pos, 1, 1);
else
// quad super spike hitting wall
MSG_ReadVector(pos, cl.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- // LordHavoc: changed to dust shower
- if (cl_particles_bulletimpacts.integer)
+ if (cl_particles_quake.integer)
+ CL_RunParticleEffect(pos, vec3_origin, 0, 20);
+ else if (cl_particles_bulletimpacts.integer)
{
CL_SparkShower(pos, vec3_origin, 30, 1);
CL_Smoke(pos, vec3_origin, 30);
- CL_BulletMark(pos);
}
+ CL_BulletMark(pos);
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
if (rand() % 5)
// bullet hitting wall
MSG_ReadVector(pos, cl.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- CL_SparkShower(pos, vec3_origin, 15, 1);
- CL_Smoke(pos, vec3_origin, 15);
+ if (cl_particles_quake.integer)
+ CL_RunParticleEffect(pos, vec3_origin, 0, 20);
+ else
+ {
+ CL_SparkShower(pos, vec3_origin, 15, 1);
+ CL_Smoke(pos, vec3_origin, 15);
+ }
CL_BulletMark(pos);
break;
// quad bullet hitting wall
MSG_ReadVector(pos, cl.protocol);
CL_FindNonSolidLocation(pos, pos, 4);
- CL_SparkShower(pos, vec3_origin, 15, 1);
- CL_Smoke(pos, vec3_origin, 15);
+ if (cl_particles_quake.integer)
+ CL_RunParticleEffect(pos, vec3_origin, 0, 20);
+ else
+ {
+ CL_SparkShower(pos, vec3_origin, 15, 1);
+ CL_Smoke(pos, vec3_origin, 15);
+ }
CL_BulletMark(pos);
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
CL_AllocDlight(NULL, &tempmatrix, 100, 0.15f, 0.15f, 1.5f, 500, 0.2, 0, -1, true, 1, 0.25, 1, 0, 0, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);