- vec3_t mins, maxs;
- int temp;
- VectorAdd(ent->origin, ent->model->mins, mins);
- VectorAdd(ent->origin, ent->model->maxs, maxs);
- // how many flames to make
- temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
- R_FlameCube(mins, maxs, temp);
+ dlightcolor[0] += 200.0f;
+ dlightcolor[1] += 200.0f;
+ dlightcolor[2] += 200.0f;
+ }
+ if (effects & EF_BRIGHTLIGHT)
+ {
+ dlightcolor[0] += 400.0f;
+ dlightcolor[1] += 400.0f;
+ dlightcolor[2] += 400.0f;
+ }
+ // LordHavoc: added EF_RED and EF_BLUE
+ if (effects & EF_RED) // red
+ {
+ dlightcolor[0] += 200.0f;
+ dlightcolor[1] += 20.0f;
+ dlightcolor[2] += 20.0f;
+ }
+ if (effects & EF_BLUE) // blue
+ {
+ dlightcolor[0] += 20.0f;
+ dlightcolor[1] += 20.0f;
+ dlightcolor[2] += 200.0f;
+ }
+ if (effects & EF_FLAME)
+ {
+ if (ent->render.model)
+ {
+ mins[0] = neworg[0] - 16.0f;
+ mins[1] = neworg[1] - 16.0f;
+ mins[2] = neworg[2] - 16.0f;
+ maxs[0] = neworg[0] + 16.0f;
+ maxs[1] = neworg[1] + 16.0f;
+ maxs[2] = neworg[2] + 16.0f;
+ // how many flames to make
+ temp = (int) (cl.time * 300) - (int) (cl.oldtime * 300);
+ CL_FlameCube(mins, maxs, temp);
+ }
+ d = lhrandom(200, 250);
+ dlightcolor[0] += d * 1.0f;
+ dlightcolor[1] += d * 0.7f;
+ dlightcolor[2] += d * 0.3f;
+ }
+ if (effects & EF_STARDUST)
+ {
+ if (ent->render.model)
+ {
+ mins[0] = neworg[0] - 16.0f;
+ mins[1] = neworg[1] - 16.0f;
+ mins[2] = neworg[2] - 16.0f;
+ maxs[0] = neworg[0] + 16.0f;
+ maxs[1] = neworg[1] + 16.0f;
+ maxs[2] = neworg[2] + 16.0f;
+ // how many particles to make
+ temp = (int) (cl.time * 200) - (int) (cl.oldtime * 200);
+ CL_Stardust(mins, maxs, temp);
+ }
+ d = 100;
+ dlightcolor[0] += d * 1.0f;
+ dlightcolor[1] += d * 0.7f;
+ dlightcolor[2] += d * 0.3f;