pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// LordHavoc: changed to spark shower
- R_SparkShower(pos, vec3_origin, 15, 0);
+ R_SparkShower(pos, vec3_origin, 15);
//R_RunParticleEffect (pos, vec3_origin, 0, 10);
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// LordHavoc: changed to spark shower
- R_SparkShower(pos, vec3_origin, 15, 0);
+ R_SparkShower(pos, vec3_origin, 15);
//R_RunParticleEffect (pos, vec3_origin, 0, 10);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// LordHavoc: changed to dust shower
- R_SparkShower(pos, vec3_origin, 30, 0);
+ R_SparkShower(pos, vec3_origin, 30);
//R_RunParticleEffect (pos, vec3_origin, 0, 20);
if ( rand() % 5 )
S_StartSound (-1, 0, cl_sfx_tink1, pos, 1, 1);
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// LordHavoc: changed to dust shower
- R_SparkShower(pos, vec3_origin, 30, 0);
+ R_SparkShower(pos, vec3_origin, 30);
//R_RunParticleEffect (pos, vec3_origin, 0, 20);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dir[1] = MSG_ReadChar ();
dir[2] = MSG_ReadChar ();
count = MSG_ReadByte (); // amount of particles
- R_SparkShower(pos, dir, count, 1);
+ R_BloodPuff(pos);
+ break;
+ case TE_BLOOD2: // blood puff
+ pos[0] = MSG_ReadCoord ();
+ pos[1] = MSG_ReadCoord ();
+ pos[2] = MSG_ReadCoord ();
+ R_BloodPuff(pos);
break;
case TE_SPARK: // spark shower
pos[0] = MSG_ReadCoord ();
dir[1] = MSG_ReadChar ();
dir[2] = MSG_ReadChar ();
count = MSG_ReadByte (); // amount of particles
- R_SparkShower(pos, dir, count, 0);
+ R_SparkShower(pos, dir, count);
break;
// LordHavoc: added for improved gore
case TE_BLOODSHOWER: // vaporized body
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
// LordHavoc: changed to dust shower
- R_SparkShower(pos, vec3_origin, 15, 0);
+ R_SparkShower(pos, vec3_origin, 15);
//R_RunParticleEffect (pos, vec3_origin, 0, 20);
break;
pos[0] = MSG_ReadCoord ();
pos[1] = MSG_ReadCoord ();
pos[2] = MSG_ReadCoord ();
- R_SparkShower(pos, vec3_origin, 15, 0);
+ R_SparkShower(pos, vec3_origin, 15);
dl = CL_AllocDlight (0);
VectorCopy (pos, dl->origin);
dl->radius = 200;