]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_parse.c
added EF_DOUBLESIDED (and internally RENDER_NOCULLFACE)
[xonotic/darkplaces.git] / cl_parse.c
index 78efe32c32e641b8914abf26f2d24148210814cf..8ca0b33688022bf7b946c05b70ea1d868b3cd425 100644 (file)
@@ -926,7 +926,7 @@ void CL_ParseTempEntity(void)
                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;
@@ -936,7 +936,7 @@ void CL_ParseTempEntity(void)
                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;
@@ -945,12 +945,14 @@ void CL_ParseTempEntity(void)
                // 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
@@ -968,13 +970,14 @@ void CL_ParseTempEntity(void)
                // 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)
@@ -994,13 +997,14 @@ void CL_ParseTempEntity(void)
                // 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
@@ -1018,13 +1022,14 @@ void CL_ParseTempEntity(void)
                // 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)
@@ -1113,8 +1118,13 @@ void CL_ParseTempEntity(void)
                // 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;
 
@@ -1122,8 +1132,13 @@ void CL_ParseTempEntity(void)
                // 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);