int rnd;
int colorStart, colorLength, count;
float velspeed, radius;
- byte *tempcolor;
+ qbyte *tempcolor;
type = MSG_ReadByte ();
switch (type)
colorLength = MSG_ReadByte ();
CL_ParticleExplosion2 (pos, colorStart, colorLength);
// CL_BlastParticles (pos, 80, 80);
- tempcolor = (byte *)&d_8to24table[(rand()%colorLength) + colorStart];
+ tempcolor = (qbyte *)&d_8to24table[(rand()%colorLength) + colorStart];
CL_AllocDlight (NULL, pos, 350, tempcolor[0] * (1.0f / 255.0f), tempcolor[1] * (1.0f / 255.0f), tempcolor[2] * (1.0f / 255.0f), 700, 0.5);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;