// LordHavoc: added dust, smoke, snow, bloodcloud, and many others
typedef enum {
- pt_static, pt_grav, pt_slowgrav, pt_fire, pt_explode, pt_explode2, pt_blob, pt_blob2, pt_dust, pt_smoke, pt_snow, pt_bulletpuff, pt_bloodcloud, pt_fadespark, pt_fadespark2, pt_fallfadespark, pt_fallfadespark2, pt_bubble
+ pt_static, pt_grav, pt_slowgrav, pt_fire, pt_explode, pt_explode2, pt_blob, pt_blob2, pt_dust, pt_smoke, pt_snow, pt_bulletpuff, pt_bloodcloud, pt_fadespark, pt_fadespark2, pt_fallfadespark, pt_fallfadespark2, pt_bubble, pt_fade
} ptype_t;
// !!! if this is changed, it must be changed in d_ifacea.h too !!!
// LordHavoc: added for improved particle effects
float scale;
short texnum;
- short contents; // if non-zero, particles will die outside of this content type
float alpha; // 0-255
float time2; // used for various things (snow fluttering, for example)
vec3_t vel2; // used for snow fluttering (base velocity, wind for instance)
//extern cvar_t r_waterwarp;
extern cvar_t r_fullbright;
//extern cvar_t r_lightmap;
-//extern cvar_t r_shadows;
+extern cvar_t r_shadows;
extern cvar_t r_wateralpha;
-//extern cvar_t r_dynamic;
+extern cvar_t r_dynamic;
extern cvar_t r_novis;
extern cvar_t r_waterripple;