if (effects & EF_BRIGHTFIELD)
CL_EntityParticles (ent);
if (effects & EF_MUZZLEFLASH)
- {
- vec3_t v, v2;
-
- AngleVectors (ent->render.angles, v, NULL, NULL);
-
- v2[0] = v[0] * 18 + neworg[0];
- v2[1] = v[1] * 18 + neworg[1];
- v2[2] = v[2] * 18 + neworg[2] + 16;
- TraceLine(neworg, v2, v, NULL, 0, true);
-
- CL_AllocDlight (NULL, v, 100, 1, 1, 1, 0, 0);
- }
+ ent->persistent.muzzleflash = 100.0f;
if (effects & EF_DIMLIGHT)
{
dlightcolor[0] += 200.0f;
}
}
+ if (ent->persistent.muzzleflash > 0)
+ {
+ vec3_t v, v2;
+
+ AngleVectors (ent->render.angles, v, NULL, NULL);
+
+ v2[0] = v[0] * 18 + neworg[0];
+ v2[1] = v[1] * 18 + neworg[1];
+ v2[2] = v[2] * 18 + neworg[2] + 16;
+ TraceLine(neworg, v2, v, NULL, 0, true);
+
+ CL_AllocDlight (NULL, v, ent->persistent.muzzleflash, 1, 1, 1, 0, 0);
+ ent->persistent.muzzleflash -= cl.frametime * 1000;
+ }
+
// LordHavoc: if the model has no flags, don't check each
if (ent->render.model && ent->render.model->flags)
{