// these must match r_part.c's textures
static const int tex_smoke[8] = {0, 1, 2, 3, 4, 5, 6, 7};
-static const int tex_bullethole[8] = {8, 9, 10, 11, 12, 13, 14, 15};
-static const int tex_rainsplash[16] = {16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31};
-static const int tex_particle = 32;
-static const int tex_rain = 33;
-static const int tex_bubble = 34;
-static const int tex_rocketglow = 35;
+static const int tex_rainsplash[16] = {8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23};
+static const int tex_particle = 24;
+static const int tex_rain = 25;
+static const int tex_bubble = 26;
+static const int tex_rocketglow = 27;
static int cl_maxparticles;
static int cl_numparticles;
if (!cl_particles.integer) return;
R_Stain(org, 32, 96, 96, 96, 32, 128, 128, 128, 32);
- CL_Decal(org, tex_bullethole[rand()&7], 16 * cl_particles_size.value, 0, 0, 0, 1);
// smoke puff
if (cl_particles_smoke.integer)
VectorSubtract(end, start, dir);
VectorNormalize(dir);
- if (type == 0 && host_frametime != 0) // rocket glow
- particle(pt_oneframe, PARTICLE_BILLBOARD, 0xFFFFFF, tex_rocketglow, false, true, 24, 24, 255, 9999, 0, end[0] - 12 * dir[0], end[1] - 12 * dir[1], end[2] - 12 * dir[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
+ //if (type == 0 && host_frametime != 0) // rocket glow
+ // particle(pt_oneframe, PARTICLE_BILLBOARD, 0xFFFFFF, tex_rocketglow, false, true, 24, 24, 255, 9999, 0, end[0] - 12 * dir[0], end[1] - 12 * dir[1], end[2] - 12 * dir[2], 0, 0, 0, 0, 0, 0, 0, 0, 0);
t = ent->persistent.trail_time;
if (t >= cl.time)
{
// assume it's blood (lame, but...)
R_Stain(v, 48, 64, 24, 24, 48, 192, 48, 48, 48);
- CL_Decal(v, p->tex, p->scalex * cl_particles_size.value, p->color[0] * (1.0f / 255.0f), p->color[1] * (1.0f / 255.0f), p->color[2] * (1.0f / 255.0f), p->alpha * (1.0f / 255.0f));
p->die = -1;
freeparticles[j++] = p;
continue;