+ CL_AllocDlight (NULL, v, 100, 1, 1, 1, 0, 0);
+ }
+ if (effects & EF_DIMLIGHT)
+ {
+ 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)
+ {
+ vec3_t mins, maxs;
+ int temp;
+ /*
+ if (ent->render.angles[0] || ent->render.angles[2])
+ {
+ VectorMA(neworg, 0.25f, ent->render.model->rotatedmins, mins);
+ VectorMA(neworg, 0.25f, ent->render.model->rotatedmaxs, maxs);
+ }
+ else if (ent->render.angles[1])
+ {
+ VectorMA(neworg, 0.25f, ent->render.model->yawmins, mins);
+ VectorMA(neworg, 0.25f, ent->render.model->yawmaxs, maxs);
+ }
+ else
+ {
+ VectorMA(neworg, 0.25f, ent->render.model->normalmins, mins);
+ VectorMA(neworg, 0.25f, ent->render.model->normalmaxs, maxs);
+ }
+ */
+ 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)
+ {
+ vec3_t mins, maxs;
+ int temp;
+ /*
+ if (ent->render.angles[0] || ent->render.angles[2])
+ {
+ VectorMA(neworg, 0.25f, ent->render.model->rotatedmins, mins);
+ VectorMA(neworg, 0.25f, ent->render.model->rotatedmaxs, maxs);
+ }
+ else if (ent->render.angles[1])
+ {
+ VectorMA(neworg, 0.25f, ent->render.model->yawmins, mins);
+ VectorMA(neworg, 0.25f, ent->render.model->yawmaxs, maxs);
+ }
+ else
+ {
+ VectorMA(neworg, 0.25f, ent->render.model->normalmins, mins);
+ VectorMA(neworg, 0.25f, ent->render.model->normalmaxs, maxs);
+ }
+ */
+ 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;
+ }
+ }