cvar_t cl_explosions = {CVAR_SAVE, "cl_explosions", "1"};
cvar_t cl_explosions_alpha_start = {CVAR_SAVE, "cl_explosions_alpha_start", "1.5"};
cvar_t cl_explosions_alpha_end = {CVAR_SAVE, "cl_explosions_alpha_end", "0"};
-cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "64"};
+cvar_t cl_explosions_size_start = {CVAR_SAVE, "cl_explosions_size_start", "16"};
cvar_t cl_explosions_size_end = {CVAR_SAVE, "cl_explosions_size_end", "128"};
cvar_t cl_explosions_lifetime = {CVAR_SAVE, "cl_explosions_lifetime", "0.5"};
{
trailtype = 3;
dlightradius = max(dlightradius, 100);
- dlightcolor[0] += 0.12f;
- dlightcolor[1] += 0.50f;
- dlightcolor[2] += 0.12f;
+ dlightcolor[0] += 0.25f;
+ dlightcolor[1] += 1.00f;
+ dlightcolor[2] += 0.25f;
}
else if (e->render.model->flags & EF_TRACER2)
{
trailtype = 5;
dlightradius = max(dlightradius, 100);
- dlightcolor[0] += 0.50f;
- dlightcolor[1] += 0.30f;
- dlightcolor[2] += 0.10f;
+ dlightcolor[0] += 1.00f;
+ dlightcolor[1] += 0.60f;
+ dlightcolor[2] += 0.20f;
}
else if (e->render.model->flags & EF_ROCKET)
{
trailtype = 0;
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 1.50f;
- dlightcolor[1] += 1.20f;
- dlightcolor[2] += 0.60f;
+ dlightcolor[0] += 3.00f;
+ dlightcolor[1] += 1.50f;
+ dlightcolor[2] += 0.50f;
}
else if (e->render.model->flags & EF_GRENADE)
{
{
trailtype = 6;
dlightradius = max(dlightradius, 200);
- dlightcolor[0] += 0.60f;
- dlightcolor[1] += 0.25f;
- dlightcolor[2] += 0.50f;
+ dlightcolor[0] += 1.20f;
+ dlightcolor[1] += 0.50f;
+ dlightcolor[2] += 1.00f;
}
}
// LordHavoc: customizable glow
// hack to make glowing player light shine on their gun
//if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
// dlightmatrix.m[2][3] += 30;
- CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, false, 1);
+ CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, true, 1);
}
// custom rtlight
if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)