#include "quakedef.h"
-cvar_t cl_glowinglightning = {CVAR_SAVE, "cl_glowinglightning", "1"};
-
int num_temp_entities;
entity_t cl_temp_entities[MAX_TEMP_ENTITIES];
beam_t cl_beams[MAX_BEAMS];
*/
void CL_InitTEnts (void)
{
- Cvar_RegisterVariable(&cl_glowinglightning);
cl_sfx_wizhit = S_PrecacheSound ("wizard/hit.wav");
cl_sfx_knighthit = S_PrecacheSound ("hknight/hit.wav");
cl_sfx_tink1 = S_PrecacheSound ("weapons/tink1.wav");
Mod_FindNonSolidLocation(pos, cl.worldmodel);
CL_ParticleExplosion (pos, false);
// CL_BlastParticles (pos, 120, 120);
- CL_AllocDlight (NULL, pos, 350, 1.0f, 0.8f, 0.4f, 700, 0.5);
+ // 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);
break;
ent->render.angles[0] = pitch;
ent->render.angles[1] = yaw;
ent->render.angles[2] = rand()%360;
-
- if (cl_glowinglightning.value > 0)
- CL_AllocDlight(&ent->render, ent->render.origin, lhrandom(200, 240), cl_glowinglightning.value * 0.25f, cl_glowinglightning.value * 0.25f, cl_glowinglightning.value * 0.25f, 0, 0);
-
VectorMA(org, 30, dist, org);
d -= 30;
}