cls.qw_downloadtype = dl_none;
+ // parse the Q3 shader files
+ Mod_LoadQ3Shaders();
+
// touch all of the precached models that are still loaded so we can free
// anything that isn't needed
if (!sv.active)
{
// loading models
+ // parse the Q3 shader files
+ if (cl.loadmodel_current < 2)
+ Mod_LoadQ3Shaders();
+
for (;cl.loadmodel_current < cl.loadmodel_total;cl.loadmodel_current++)
{
if (cl.model_precache[cl.loadmodel_current] && cl.model_precache[cl.loadmodel_current]->Draw)
CL_ParticleEffect(effectindex, count, origin, origin, velocity, velocity, NULL, 0);
}
+void CL_ParsePointParticles1(void)
+{
+ int effectindex;
+ vec3_t origin;
+ effectindex = (unsigned short)MSG_ReadShort();
+ MSG_ReadVector(origin, cls.protocol);
+ CL_ParticleEffect(effectindex, 1, origin, origin, vec3_origin, vec3_origin, NULL, 0);
+}
+
typedef struct cl_iplog_item_s
{
char *address;
case svc_pointparticles:
CL_ParsePointParticles();
break;
+ case svc_pointparticles1:
+ CL_ParsePointParticles1();
+ break;
}
}
}