#ifdef SVQC
-float rainsnow_SendEntity(entity to, float sf)
-{SELFPARAM();
+bool rainsnow_SendEntity(entity this, entity to, float sf)
+{
WriteByte(MSG_ENTITY, ENT_CLIENT_RAINSNOW);
WriteByte(MSG_ENTITY, self.state);
WriteCoord(MSG_ENTITY, self.origin_x + self.mins_x);
WriteShort(MSG_ENTITY, compressShortVector(self.dest));
WriteShort(MSG_ENTITY, self.count);
WriteByte(MSG_ENTITY, self.cnt);
- return 1;
+ return true;
}
/*QUAKED spawnfunc_func_rain (0 .5 .8) ?
"count"
adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
*/
-void spawnfunc_func_rain()
-{SELFPARAM();
+spawnfunc(func_rain)
+{
self.dest = self.velocity;
self.velocity = '0 0 0';
if (!self.dest)
"count"
adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
*/
-void spawnfunc_func_snow()
-{SELFPARAM();
+spawnfunc(func_snow)
+{
self.dest = self.velocity;
self.velocity = '0 0 0';
if (!self.dest)
Net_LinkEntity(self, false, 0, rainsnow_SendEntity);
}
#elif defined(CSQC)
-void Draw_Rain()
-{SELFPARAM();
+void Draw_Rain(entity this)
+{
te_particlerain(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
}
-void Draw_Snow()
-{SELFPARAM();
+void Draw_Snow(entity this)
+{
te_particlesnow(self.origin + self.mins, self.origin + self.maxs, self.velocity, floor(self.count * drawframetime + random()), self.glow_color);
}