Con_Printf ("beam list overflow!\n");
}
+void R_BlastParticles(vec3_t org, vec_t radius, vec_t power);
void R_BloodShower (vec3_t mins, vec3_t maxs, float velspeed, int count);
void R_ParticleCube (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int gravity, int randomvel);
void R_ParticleRain (vec3_t mins, vec3_t maxs, vec3_t dir, int count, int colorbase, int type);
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_ParticleExplosion (pos, false);
+ R_BlastParticles (pos, 120, 120);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 350;
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_ParticleExplosion (pos, false);
+ R_BlastParticles (pos, 120, 480);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 600;
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_ParticleExplosion (pos, false);
+ R_BlastParticles (pos, 120, 120);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 350;
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_ParticleExplosion (pos, false);
+ R_BlastParticles (pos, 120, 120);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 350;
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
R_BlobExplosion (pos);
+ R_BlastParticles (pos, 120, 120);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
dl = CL_AllocDlight (0);
break;
// PGM 01/21/97
-// LordHavoc: ONLY for compatibility with the Nehahra movie... hack hack hack
+// LordHavoc: for compatibility with the Nehahra movie...
case TE_LIGHTNING4NEH:
CL_ParseBeam (Mod_ForName(MSG_ReadString(), true));
break;
pos[2] = MSG_ReadCoord ();
colorStart = MSG_ReadByte ();
colorLength = MSG_ReadByte ();
-// R_ParticleExplosion2 (pos, colorStart, colorLength);
+ R_ParticleExplosion2 (pos, colorStart, colorLength);
+ R_BlastParticles (pos, 80, 80);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 350;
dl->die = cl.time + 0.5;
dl->decay = 700;
tempcolor = (byte *)&d_8to24table[(rand()%colorLength) + colorStart];
- dl->color[0] = tempcolor[0];dl->color[1] = tempcolor[1];dl->color[2] = tempcolor[2];
+ dl->color[0] = tempcolor[0] * (1.0f / 255.0f);dl->color[1] = tempcolor[1] * (1.0f / 255.0f);dl->color[2] = tempcolor[2] * (1.0f / 255.0f);
S_StartSound (-1, 0, cl_sfx_r_exp3, pos, 1, 1);
break;