Mod_FindNonSolidLocation(pos, cl.worldmodel);
// LordHavoc: changed to spark shower
CL_SparkShower(pos, vec3_origin, 15);
- //CL_RunParticleEffect (pos, vec3_origin, 0, 10);
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
else
Mod_FindNonSolidLocation(pos, cl.worldmodel);
// LordHavoc: changed to spark shower
CL_SparkShower(pos, vec3_origin, 15);
- //CL_RunParticleEffect (pos, vec3_origin, 0, 10);
CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
if ( rand() % 5 )
Mod_FindNonSolidLocation(pos, cl.worldmodel);
// LordHavoc: changed to dust shower
CL_SparkShower(pos, vec3_origin, 30);
- //CL_RunParticleEffect (pos, vec3_origin, 0, 20);
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
else
Mod_FindNonSolidLocation(pos, cl.worldmodel);
// LordHavoc: changed to dust shower
CL_SparkShower(pos, vec3_origin, 30);
- //CL_RunParticleEffect (pos, vec3_origin, 0, 20);
CL_AllocDlight (NULL, pos, 200, 0.1f, 0.1f, 1.0f, 1000, 0.2);
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
Mod_FindNonSolidLocation(pos, cl.worldmodel);
// LordHavoc: changed to dust shower
CL_SparkShower(pos, vec3_origin, 15);
- //CL_RunParticleEffect (pos, vec3_origin, 0, 20);
break;
case TE_GUNSHOTQUAD: // quad bullet hitting wall
MSG_ReadVector(pos);
Mod_FindNonSolidLocation(pos, cl.worldmodel);
CL_ParticleExplosion (pos, false);
-// CL_BlastParticles (pos, 120, 120);
// LordHavoc: boosted color from 1.0, 0.8, 0.4 to 1.25, 1.0, 0.5
CL_AllocDlight (NULL, pos, 350, 1.25f, 1.0f, 0.5f, 700, 0.5);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
MSG_ReadVector(pos);
Mod_FindNonSolidLocation(pos, cl.worldmodel);
CL_ParticleExplosion (pos, false);
-// CL_BlastParticles (pos, 120, 480);
CL_AllocDlight (NULL, pos, 600, 0.5f, 0.4f, 1.0f, 1200, 0.5);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
- /*
- case TE_SMOKEEXPLOSION: // rocket explosion with a cloud of smoke
- MSG_ReadVector(pos);
- Mod_FindNonSolidLocation(pos, cl.worldmodel);
- CL_ParticleExplosion (pos, true);
- CL_AllocDlight (NULL, pos, 350, 1.0f, 0.8f, 0.4f, 700, 0.5);
- S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
- break;
- */
-
case TE_EXPLOSION3: // Nehahra movie colored lighting explosion
MSG_ReadVector(pos);
Mod_FindNonSolidLocation(pos, cl.worldmodel);
CL_ParticleExplosion (pos, false);
-// CL_BlastParticles (pos, 120, 120);
CL_AllocDlight (NULL, pos, 350, MSG_ReadCoord(), MSG_ReadCoord(), MSG_ReadCoord(), 700, 0.5);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;
MSG_ReadVector(pos);
Mod_FindNonSolidLocation(pos, cl.worldmodel);
CL_ParticleExplosion (pos, false);
-// CL_BlastParticles (pos, 120, 120);
color[0] = MSG_ReadByte() * (1.0 / 255.0);
color[1] = MSG_ReadByte() * (1.0 / 255.0);
color[2] = MSG_ReadByte() * (1.0 / 255.0);
MSG_ReadVector(pos);
Mod_FindNonSolidLocation(pos, cl.worldmodel);
CL_BlobExplosion (pos);
-// CL_BlastParticles (pos, 120, 120);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
CL_AllocDlight (NULL, pos, 600, 0.8f, 0.4f, 1.0f, 1200, 0.5);
colorStart = MSG_ReadByte ();
colorLength = MSG_ReadByte ();
CL_ParticleExplosion2 (pos, colorStart, colorLength);
-// CL_BlastParticles (pos, 80, 80);
tempcolor = (qbyte *)&d_8to24table[(rand()%colorLength) + colorStart];
CL_AllocDlight (NULL, pos, 350, tempcolor[0] * (1.0f / 255.0f), tempcolor[1] * (1.0f / 255.0f), tempcolor[2] * (1.0f / 255.0f), 700, 0.5);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
}
-