if(eff & EF_FULLBRIGHT)
this.renderflags |= RF_FULLBRIGHT;
if(eff & EF_FLAME)
- pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
+ {
+ boxparticles(particleeffectnum(EFFECT_EF_FLAME), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
+ //pointparticles(EFFECT_EF_FLAME, this.origin, '0 0 0', bound(0, frametime, 0.1));
+ }
if(eff & EF_STARDUST)
- pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
+ {
+ boxparticles(particleeffectnum(EFFECT_EF_STARDUST), this, this.absmin, this.absmax, this.velocity, this.velocity, bound(0, frametime, 0.1), 0);
+ //pointparticles(EFFECT_EF_STARDUST, this.origin, '0 0 0', bound(0, frametime, 0.1));
+ }
if(eff & EF_NOSHADOW)
this.renderflags |= RF_NOSHADOW;
if(eff & EF_NODEPTHTEST)
#include "stardust.qh"
#ifdef SVQC
+void func_stardust_think(entity this)
+{
+ this.nextthink = time + 0.25;
+ CSQCMODEL_AUTOUPDATE(this);
+}
spawnfunc(func_stardust)
{
+ if(this.model != "") { precache_model(this.model); _setmodel(this, this.model); }
+
this.effects = EF_STARDUST;
CSQCMODEL_AUTOINIT(this);
+
+ setthink(this, func_stardust_think);
+ this.nextthink = time + 0.25;
}
#endif